Slave Collar Fallout 4

Ah just what I was looking for! I have a settlement I'm building up that I'd eventually like to give the look of being a raider encampment. I'm not 100% certain if I'll go with the Overboss playthrough this time in Nuka World but I'm still looking to turn a couple settlements into raider outposts. The Slave Collar is an item used by the Slavers found in Paradise Falls. The Slave Collar is a quest item and so cannot be removed from the player's inventory. The Collar is capable of initiating a self-destruct feature, killing the wearer. The signal for the feature is apparently sent out from Paradise Falls.

For an overview of slave collars throughout the Fallout series, see Slave collar.
DR/DT
31
Item HP150
Weight5 (apparel)
1 (item)
Value50
RepairSlave collar
QuestsStrictly Business
Strictly Profitable
The Kid-Kidnapper
base id0002f563 (apparel)
00022ff0 (item)

If a slave's going the wrong direction, we push a button, and boom. His head pops.

More Slave Collar Fallout 4 Images

— Grouse Jurley, Fallout 3

The total pacification collar (commonly referred to as a slave collar) is a pre-Warprisoner control device developed at Big MT Research and Development Center,[1][2] and adapted by slavers after the War for the purpose of capturing and forcing slaves into submission.

Background

The following section is transcluded from Slave collar. To modify, please edit the source page.

Slave collars have a simple, but deadly design. Encased in five pounds of durable steel is a small explosive charge, a microphone/speaker and a radio wave receiver and transmitter. When remotely triggered, the receiver signals the detonation of the charge, obliterating everything above the neck of the wearer without damaging the surrounding area. The collar's transmitter constantly broadcasts its position and environmental input to the controller, meaning wearers can be constantly monitored and eavesdropped upon.[3][4][5] In addition, the collars are designed to detonate if they are removed without a disarming signal; it takes quite the expert in explosive circuits to get one off without such a signal.[3][6] The collars can even be adjusted to detonate if the outgoing signal of another nearby collar goes silent.[7] However, their simple design can be their downfall: the collars do not have selective radio wave jammers, meaning that rogue background electromagnetic waves can interfere with the receiver and set off the collar.[8][9]

After the war, they have found widespread use among the survivors, usually slavers. However, some also use it for simply ensuring cooperation, such as the Brotherhood of Steel[10] and Father Elijah, without the risk of hostilities.

Characteristics

There are two versions of this item; the first is a quest item given to the player by Grouse for use in the quest Strictly Business, along with a Mesmetron. It has a weight of 1 and a value of 0, and cannot be removed from the player's inventory except by enslaving an non-player character. The second version of this item is a hidden apparel item that is generated on non-player characters enslaved by the player.

The slave collar is used by the slavers from Paradise Falls. The collars send a frequency to Paradise Falls to keep track of where every collared slave is.

It is possible to remove a collar from an enslaved non-player character simply by talking to them and select the appropriate conversation choice. Success in removing the collar is based on the player's Science skill: your level must be at least 25 to attempt to remove the collar, with only a 50% chance of success. The likelihood of success increases in steps (at levels 50 and 75) up to a 100% success rate.

Outside of initiating conversation, the player character may be approached in the Wasteland by an escaped slave still wearing a slave collar, who will beg for the collar to be removed.

The collar will also explode if struck by the Mesmetron. As the slave collar's instructions state, 'The Mezzer rays trigger the collar's self-destruct mechanism, so once the collar's on, don't shoot the slave with the Mesmetron, unless you want to pay me for a new collar.'.

Locations

The slave collar can only be obtained through accepting the quests marked below as there are no collars placed in the game world.

Related quests

Behind the scenes

  • Exploding collars are frequently used as plot devices in fiction entertainment. The earliest known use of an exploding collar was in the Starchild Trilogy, a trio of novels published between 1964 and 1969.

Bugs

  • If the player receives more than one slave collar, enslaves multiple people, and then returns to Paradise Falls, Grouse will say that you have lost the collar, and will make you pay for a new one. Also, if the player receives more than one slave collar and enslaves more than one person, Grouse may still pay you for only one slave, and you will receive one collar.
  • PC Removing a collar via dialog from any non-player character who has been enslaved by the player (other than Red, Flak, Arkansas, and Susan Lancaster) may cause a crash to desktop. A small number of non-player characters, such as Bone, will always cause a crash in this instance.
  • Xbox 360 If you put a slave collar on an Enclave scientist (the ones wearing a glass helmet), their body will become invisible leaving only their hands and head visible.
  • Xbox 360 If the player receives the slave collar for the quest and kills Grouse the quest will end, and the slave collar will be 0 WG instead of 1 WG it usually adds.

See also

References

  1. Little Yangtze terminals; Little Yangtze Log Terminal, Log Entry 03
  2. The Courier: 'Where did you get the collars?'
    Elijah: 'The collars. '
    The Courier: 'If they're Pre-War tech, where did you get them?'
    Elijah: ' Were two others there... a woman. And a man, a courier. the other... I don't know what happened to him.'
    (Elijah's dialogue)
  3. 3.03.1The Lone Wanderer: 'How does the collar work?'
    Grouse Jurley: 'It's got a radio signal we monitor here at Paradise Falls. If a slave's going the wrong direction, we push a button, and boom. His head pops. Once you get a collar on, you can't take it off in the field. They're wired to blow if anyone tinkers with it. So don't.'
    (Grouse Jurley's dialogue)
  4. The Courier: 'I convinced him that staying here was more dangerous than moving on.'
    Nolan McNamara: 'Yes, you exploited his fear of Powder Gangers very effectively. The collar includes a microphone, you see. Part of the test. He'll keep his distance, setting ambushes, never suspecting that these bunkers house something far more dangerous to him than criminals. Well-played.'
    (Nolan McNamara's dialogue)
  5. Elijah: '
    The Courier: 'Collar? What are you talking about?'
    Elijah: ' Do what I say, and the collar won't go off... refuse, try and run, me? I'll kill you and find someone else. There's no escape from here until I let you go. '
    The Courier: 'As long as you can find me, you mean.'
    Elijah: '[FAILED] As long as you're wearing that collar, you're not far from me. A press of a button, and I'll find you - I'll just listen for the explosion.'
    (Elijah's dialogue)
  6. The Courier: '
    Kenny Weathers: '[SUCCEEDED] Hey, you did it! Nice work!'
    (Kenny Weathers' dialogue)
  7. Elijah: '
    (Elijah's dialogue)
  8. The Courier: 'Radios and speakers?'
    Elijah: ' Speakers and radios interfere with the bomb collar frequency, and can trigger the detonators... prematurely. It is an unfortunate side effect, one I did not anticipate. I was unable to calibrate the collars to block the signals - so you'll have to make do.'
    The Courier: 'Radios and speakers can set off my collar?'
    Elijah: ' There are damaged speakers, and shielded ones... the damaged ones you can destroy at range - don't get close, you switch them off like a radio. The damaged speakers are sparking, ha... hard to miss. The casings are resistant to vandalism - punching or hitting them will destroy them.'
    (Elijah's dialogue)
  9. Slave collar instructions
  10. The Courier: 'I can take care of the Ranger.'
    Nolan McNamara: 'Very well. I'll be interested to see how thoroughly and efficiently you carry out your mission. Paladin Ramos will escort you back to the bunker's entrance and set you loose. Notice that I said 'loose,' not 'free.' You are not free to carry the secret of this bunker's location beyond Hidden Valley - until I'm convinced that you're capable and dependable. To underscore this point, you'll be fitted with an explosive collar. Wander off, and it will detonate. Focus on your mission, and you'll be fine.'
    (Nolan McNamara's dialogue)
Retrieved from 'https://fallout-archive.fandom.com/wiki/Slave_collar_(Fallout_3)?oldid=2010562'

Those that know me will know that, despite having almost 400 hours on it, Fallout 4 is not a game that I think highly of. For me, it falls into the same trap that I think most Bethesda games do. What it gains in open world exploration, it looses in everything else. I tend to refer to Bethesda games, including Fallout 3 and 4, as “open world simulators” rather than “role-playing games”. Despite this, Fallout 4 does have a few features and characters that I thoroughly enjoy, such as settlement construction or Piper Wright. Modding Fallout 4 helps keep the content I enjoy engaging, drawing me back to the game again and again. Here’s my full list of Fallout 4 mods that I use to enhance my experience in the wastes of the Commonwealth.

Characters, Armour and Weapons

Slave Collar Fallout 4
  • 5.56mm Combat Rifle: Adds a 5.56 receiver to the Combat Rifle, so that this much better looking weapon can use the plentiful ammo type used by the Assault Rifle.
  • Amazon Women: Makes women taller than men. Don’t ask.
  • Armor and Weapon Keywords Community Resource: A dependency for several other mods, the AWKCR is a framework used by modders to standardise certain mod parameters to harmonise development and prevent mod conflicts.
  • Armorsmith Extended: Adds some notable changes to how armour works, such as permitting the wearing of armour with any outfit and rebuilding the entire clothing mod system from scratch. Definitely worth using.
  • Automatically Lowered Weapons: Does exactly what it says on the tin. Lowers your weapon when you are out of combat.
  • Better Looking Piper (VK’s Subtle Companion Changes): Makes a few cosmetic changes to Piper to alter her appearance. I almost always travel with Piper, so it feels natural to have a modification that I believe enhances her somehow.
  • Bodrake’s Slave Shock Collar: Adds slave shock collars as apparel items. Fun to pair with Prisoner Shackles
    and the built-in pillory for unruly settlers or Raider gameplay.
  • BodySlide and Outfit Studio: Another dependency of some other modifications. I don’t use it per se, but I hav it enabled because it is required by the next mod.
  • Caliente’s Beautiful Bodies Enhancer: Makes some of the body forms less… awful. No more anorexia nervosa for my player characters.
  • Cass’s Clothing: Not exactly lore-accurate to Cass’s actual clothes, but I like the outfit nonetheless.
  • Combat Rifle .308 Caliber Automatic Receiver: Another Combat Rifle mod. The .308 is the most powerful receiver that the Combat Rifle can be outfitted with, but in the base game, it has no automatic version. This mod rectifies that.
  • Crimsonrider’s Accessories: A fantastic collection of apparel accessories for personalising and beautifying your Sole Survivor and their companions.
  • Eli’s Armour Compendium: Another excellent collection of apparel, this time in the form of outfits.
  • Glory: A simple mod that provides a bare-bones companion of Glory. I felt she should’ve been made a companion in the first place, so this helps get over the grudge I feel for how her involvement in the story ends.
  • Legion Armor by Mr. Mobius: A minor but wonderful mod that adds craftable Legion armour to the Commonwealth Wasteland. A perfect companion to the Legion Workshop mod in the Settlements section.
  • NCR Ranger Veteran Armor: Much like the previous mod, this one brings another piece of the Mojave to Boston by introducing Ranger Veteran Armor.
  • Tacoduck’s Lore-Friendly Armor Pack: Yet Another Armour Pack, bringing its own styles and tastes in fashion to Diamond City’s Upper Stands.
  • The M2216 Standalone Assault Rifle: An assault rifle. A nice assault rifle, but that’s about it.
  • Unlocked Paint Jobs: Nothing is more annoying than having to unlock every single power armour paint job on your thirtieth playthrough. This mod skips all of that fuss and unlocks them all at the start.

Settlements

  • Ambient Power Turrets: Removes the need to wire turrets by granting them ambient power sourcing, like lights.
  • Better Settlers: A whole bunch of options to alter your settlers. I personally use this mod to encourage more female settlers to migrate to my towns, but it has a lot more options built in.
  • Boston Airport Workbench Fix: Lets us use the giant Boston Airport area as an actual settlement by fixing the workshop.
  • Cleaner Far Harbor Environment: Makes Far Harbor a little cleaner. That’s it.
  • Craftable Animated Flagpoles: Adds various real-life flags that you can build in your settlements. The Union Flag goes especially well with the Radio Freedom mod in the section below.
  • Craftable Castle Wall Patches REDUX: Finally let’s you patch up those damn Castle walls.
  • Finch and Graygarden Overpass Lifts: Adds lifts to the overpasses over Finch Farm and Greygarden, so you don’t have to build awkward paths to get up there for your settlements.
  • Homemaker – Expanded Settlements: A must-have for any serious settlement constructor, Homemaker adds tonnes of new kit to your workshops. Everything from entire building types such as greenhouses and bunkers to new decorations and furniture for every fashion trend.
  • Legion Workshop 1 by Mr. Mobius: Brings a selection of Legion and Legionesque decorations and fixtures from the Mojave to the Commonwealth. A great addition to the Legion armour mod above, made by the same mod author.
  • Moddable and FIXED Professor Goodfeels: Let’s us keep that no good Commie hippie robot Professor Goodfeels at the Sunshine Tidings Co-op.
  • New Infinite Settlement Budget Plugin: Get’s rid of the maximum cap on how much you can build in your settlements. May incur the wrath of the Deities of Performance.
  • OCDecorator: No more fiddly placing of items on shelves only to knock them off or accidentally pick them back up. OCDecorator enables the placing of everything from Cram to Jangles the Moon Monkey as if it were a standard decoration!
  • Prisoner Shackles: Goes well with the shock collar mentioned earlier for that perfect slaver-raider aesthetic.
  • Rebuild – Modular Sanctuary Build Set: A selection of modular structure parts so you can rebuild Sanctuary to its pre-war glamour and glory.
  • Red Rocket Settlement Extended: Want to build a giant settlement at Red Rocket, but frustrated by the encroaching fuel station preventing expansion? This mod’s got your back, stretching the borders of the Red Rocket settlement all the way to the Sanctuary bridge.
  • Repair The Castle: Yet Another Mod for fixing those blasted Castle walls!
  • Settlement Management Software: Essentially a replacement for the town bell and endless manual assignment of duties, Settlement Management Software adds a simple holotape that you can plug into any terminal to control your local settlers like a truly lazy dictator.
  • Silent Generators and Turrets: Makes those noisy turrets and generators quieten down a little. Well, maybe a lot.
  • Snappable Junk Fences: For some reason, Bethesda didn’t see fit to make the junk fences snap together, which rendered them essentially useless. Fortunately, modders come to our rescue yet again with this simple mod that adds snap points to every junk fence. Includes snap points for raised floors so you can use your junk walls as fortifications.
  • Snappy HouseKit: Another essential for the serious settlement architect. Adds various snappable wall, floor and roof segments of different styles that are already present in the Commonwealth, including bunkers, parking garages and townhouses.
  • Spring Cleaning: Finally, a broom! Now you can sweep up, or rather scrap, some of the awful litter that… litters your settlements.
  • Stackable Concrete Foundations: I don’t think I need to explain this one, either.
  • Thematic and Practical: Introduces an immersive selection of scavenger themed and trader themed workshop items to add a new rural caravan vibe to your favourite settlement.
  • Vault 88 – More Vault Rooms: Introduces many of the missing Vault rooms and content that really should’ve been included in the Vault-Tec Workshop add-on.
  • Vault-Tec SimuSun Lighting: Reduces the falloff and fade of every Vault-Tec Workshop light, whilst increasing all of their effect radii. Complements the Workshop Overhaul below nicely.
  • Vault-Tec Workshop Overhaul: Makes the constructable Vault lighting more realistic and includes new snap points on vault walls and ceilings.

Quality of Life, Graphics and Sound

  • Achievements: Re-enables earning of achievements when you have mods enabled, which was disabled by Bethesda with the launch of their creator’s club.
  • Bandit Radio replacer for Classic Radio: Adding to the post-apocalyptic feel by introducing the one and only Bandit Radio of S.T.A.L.K.E.R. to the wasteland.
  • Companion Infinite Ammo and Unbreakable Power Armor: Companions running out of ammo for their late-game weapon and eradicating their own X-01 set is on of my biggest pet peeves with Fallout 4. This mod rectifies tat.
  • Concealed Armors: Hides armour from view with certain outfits without removing the armour’s effects. Stops you from looking suspicious or downright silly when you walk around with combat armour slapped over a dilapidated trench coat.
  • Diamond City Auto Close Gate: I always thought it was silly that the green jewel of the Commonwealth would have high walls and an impressive gate, only to leave the gate wide open the moment your character enters Diamond City for the first time. This mod makes the gate close, so you have to open it to enter the city each time you arrive in the area.
  • Faction Housing Overhaul – Vault 81: Adds some life, and actual features, to the home you can be given at Vault 81.
  • FAR – Faraway Area Reform: Helps reduce system resource consumption by reforming the rendering of distant textures.
  • Infinite Fusion Core: Makes power armour function the way it used to – for longer than we will live.
  • Louder Rainy Sound: You can probably guess what this does.
  • No More Creation Club News: Removes the annoying news screen that appears when you launch Fallout 4. The mod appears to have been removed from the Nexus, but I will include the link for completionism’s sake.
  • No shaded Power Armor HUD: Removes the dark shading that appears along the bottom of the Power Armour HUD.
  • Optimized Vanilla Textures: Optimises some of the game’s original textures to help improve the game’s otherwise horrendous performance usage.
  • Piper Interview Restored: Brings back some cut content for Piper’s initial interview with our intrepid Blue, fleshing out the quest so it seems less inane.
  • Ponytail Hairstyles by Azar and Ponytail Variations: Two sets of ponytail hairstyles and variations. I don’t go out of my way to use these, but they are very nice to have on hand.
  • Sleep in Publick Occurrences: I spend all that time romancing Piper, and I can’t even sleep in her bed? Well, not anymore! This mod allows sleeping on the beds in Publick Occurrences office in Diamond City.
  • Stimpaks Heal Radiation: Since the ridiculous merging of the radiation level and health points isn’t going anywhere anytime soon, the least we can do is have Stimpaks get rid of that green glow we keep picking up.
  • The British Are Coming: No more Yankee Doodle for me! Appealing to my British sensibilities, this great mod replaces the music of Radio Freedom with patriotic British marching anthems.
  • The Eyes of Beauty Fallout Edition: There’s something captivating about eyes that I don’t quite understand, but this mod helps bring that experience to Fallout 4 by adding swathes of beautiful 5122 eye textures.
  • True Storms – Wasteland Edition: An impressive atmospheric addition to the wastes, True Storms adds an array of new weather and environment effects to Fallout 4 such as heavy dust storms and radiation rain, as well as new sounds and visuals for existing weather effects.
  • Unanimated Stimpaks: Along with the annoyance of the mixed health-radiation system, the addition of stimpak animations frustrates me after so many games where stim use does not interfere with gameplay. This mod seeks to rectify this grievance.
  • Unofficial Fallout 4 Patch: A huge, unofficial patch that fixes many of the issues with the game that Bethesda simply don’t want to fix. You’ll have to dig through the changelog to truly understand the scope of this mod.
  • Vault 81 Close Door: Stop letting that irradiated draft in! Just like the Diamond City Gate mod, this mod closes the door to Vault 81, rather than leaving it open for everyone to mosey on in after you.
  • Vivid Fallout: Last but not least, Vivid Fallout introduces a selection of VRAM-usage friendly textures that help create a less bleak environment for the Sole Survivor to conquer.

The Fallout 4 Mods I Can’t Live Without

Buy A Slave, Blow Him Up! - | Buy A Slave And Slave Collar ...

“Can’t live without” might be a tad bit of an exaggeration, but nevertheless, I thoroughly enjoy the additions that these modifications bring to the Fallout 4 experience. Some of them conflict with one another and I don’t use them all at the same time, but on the whole, they all seem to work and play quite nicely.

Slave Collar - The Definitive Guide To Fallout 76, Fallout 4 ...

As always, drop a comment below or join my Discord server if you have any comments or questions.