valcon767 Posted February 29, 2024 Posted February 29, 2024 from what i have read on the internet most people seem to think the way to handle Covenant is to kill the Compound and Covenant then turn it into a settlement. usual options are: 1 - side with Honest Dan (Human Error quest) and kill Compound and Covenant, thereby getting Covenant as a settlement. the problem with this route is that you wind up killing some npcs you might prefer to have alive (a doctor and a trader) as well as having a bunch of buildings and other stuff you cannot scrap (without extra mods) 2 - side with Dr. Chambers (Human Error quest) thereby getting Covenant as a settlement. the problem with this route is that you are letting Dr. Chambers continue to torture and kill people (who may or may not be synths). so i chose a different approach (which i am sure others have done or tried) 3 - side with Dr. Chambers, during the Human Error quest and thereby gaining Covenant as a settlement that keeps the NPCs living in Covenant alive, but also stopping Dr. Chambers torturing people. the only downside (for me) to do this is that i lose Covenant's pre-placed machine gun turrets. i did this by completing Human Error peacefully (siding with Dr. Chambers for now) then going back to Covenant and making it a self sustaining settlement. i went around and put 2 heavy machine gun turrets in easy range of each of Covenant's turrets (so when they go hostile i do not lose any defense killing them), adding a settler, some water purifiers, some beds (inside the already built houses) and enough carrots to bring food production up enough to support the people living there. i then went back to the Compound and started in Dr. Chambers room and killed my way out. this gave me more loot and no more innocents being tortured. end results were Covenant as a self sufficient settlement with all of the original inhabitants still alive and not mad at me and i got to keep the trader and doctor. the original turrets did not count as defense for the settlement anyway so all i really lost was the "extra defense" that they originally provided, which for me was not enough of a loss to prevent me killing Dr. Chambers to stop the torturing. if you want to see what Covenant looks like as a self sufficient settlement i have some pics below. (taken just before i went and killed Dr. Chambers) and the best part of doing this was it needed no mods at all to do. A = small generator and 3 atmospheric water purifiers (science 3 needed) B = Restaurant (bonus settler happiness) C = scrapping station D = stairway to platform built directly over Covenant walls for placing my own machine gun turrets Red Lines = area i planted carrots in (you can add enough carrots in this area to get to 30 food) i did mount a bell to the big tree that grows in the middle of Covenant Spoiler i posted this mainly because i got tired of any time i looked up Covenant the only options i ever saw were 1 = wipe out Covenant to stop the torturing (and lose the traders of which FO4 does not have enough in vanilla anyway) 2 = let the torturing continue (to keep the traders) just my personal opinion on a "better" way to make use of Covenant (without mods). 2
Raven 54 Posted February 29, 2024 Posted February 29, 2024 7 hours ago, valcon767 said: stairway to platform built directly over Covenant walls for placing my own machine gun turrets I like the way you built the turret platforms, thinking outside the box is great. Good article too!
valcon767 Posted February 29, 2024 Author Posted February 29, 2024 3 hours ago, Raven 54 said: I like the way you built the turret platforms, thinking outside the box is great. Good article too! thanks the way i put the turrets platform there came about as a special progression from the way i usually place turrets at other locations. usually i place turret platforms in one of 2 ways 1 - if i build a wall i usually have the turret platform attached to the top of it 2 - make a standalone platform (use the warehouse tall vertical support beam with a small wood floor on top) and as neither would really work at Covenant i kept playing around till i found something that would. 1
Cat Warrior Posted March 1, 2024 Posted March 1, 2024 I used the Covenant with scripting mod, which allowed me to let go of Amelia Stockton without being hostile to Dr. Roslyn Chambers, The Compound, and the Covenant, and the Covenant volunteered to join the Minutemen. But indeed, your worries still exist. From a plot perspective, in this case, Dr. Roslyn Chambers and The Compound led by Dr. Roslyn Chambers will continue their evil "research", which is actually torturing synthetics, or suspected synthetics. Normal human beings. Then the solution is very simple, which is to move Dr. Roslyn Chambers from The Compound and place it in the square of Covenant forever. By the way, it can also provide fresh milk to the residents of Covenant. This is a Provisioner passing by Dr. Roslyn Chambers and heading towards the Covenant gate. Some residents of Covenant took a photo with Dr. Roslyn Chambers. You can see that Roslyn's milk has kept them healthy. From left to right: Covenant's mayor Jacob Orden, repairman Talia McGovern, resident Connie Brook (she originally had no name, it should be the name given to her by the Unique NPCs mod), grocer Penny Fitzgerald, Dr. Patricia Montgomery, Penny's Husband Covenant's Guard Brian Fitzgerald 1
valcon767 Posted March 2, 2024 Author Posted March 2, 2024 not bad at all what makes this funny (in a way) is i forgot to use Just Business on her instead of killing her. well next game i have a plan for her <eg> = she will serve the residents of Covenant in a different way 😋 1
valcon767 Posted March 3, 2024 Author Posted March 3, 2024 so i tested the "Covenant with scripting" mod and the mod it talks about in its posts (Normalized Covenant Settlers). neither will work for my personal game due to different reasons Covenant with scripting Dr. Chambers is still torturing people (as said by Cat Warrior) and if i use another mod to move her around Covenant turrets still go hostile to me (in my game at least). so not much point in me adding it to game, when i can get the same results without an additional mod. Normalized Covenant Settlers (and it has an additional mod that it needs to work) one of two things happen 1 - install after getting Covenant as a settlement = half the time settlers "forget" what they are assigned to be doing, and yes this does mean if assigned to food they are not producing the food 2 - start new game with it installed = instant control of Covenant when i leave the vault, meaning i have a settlement i have not been to and do not have any resources to fix, no map marker yet, and when i get there i still have to take the SAFE test to get in. this makes it not really work right in my game so just not worth it to me. normally when i play it is about settlement 7-10 that i gain control of (fastest would be settlement 4) as i generally wait till i have at least some resources to "fix" Covenant so it can be mostly self-supporting. thanks to 2 mods i already have installed i can get everyone from Covenant and the Compound (that i want control of) without having the issues of "instant control" but just will not have the Covenant turrets is all (sort of). Just Business will let me gain control of Dr. Chambers, Manny, and Blythe (if i want) at just not having the Covenant turrets (worth it to me), and if i am really "evil" i can do same to Jacob Orden or others if i really want. Portable Cloning Device will let me make copies of any of the Covenant or Compound people as regular settlers. this works on all unique named people in both locations (including Amelia) with the only thing being the clone will not have the originals scripted dialogues (they will have standard settler dialogues and voice types). i do have to rename them so they are not named settler but that is not hard to do (Rename Anything). 1
Cat Warrior Posted March 3, 2024 Posted March 3, 2024 7 小时前,valcon767 说: 所以我测试了“带有脚本的契约”模组和它在帖子中谈论的模组(标准化契约定居者)。 由于不同的原因,两者都不适用于我的个人游戏 与脚本的约定 钱伯斯博士仍在折磨人们(正如猫战士所说),如果我使用另一个模组让她在圣约人炮塔周围移动 仍然对我怀有敌意(至少在我的游戏中)。 所以当我能得到相同的结果时,我将其添加到游戏中没有多大意义 无需额外的模组。 规范化的圣约定居者(它有一个需要工作的附加模组) 发生两件事之一 1 - 在获得契约作为定居点后安装=一半的时间定居者“忘记”他们被分配要做的事情,是的,这个 确实意味着如果分配给食物,他们不会生产食物 2 - 安装后开始新游戏=当我离开金库时立即控制契约,这意味着我有一个我还没有的解决方案 没有任何资源可以修复,还没有地图标记,当我到达那里时,我仍然需要参加安全测试才能进入。 这使得它在我的游戏中无法正常工作,所以对我来说不值得。 通常当我玩的时候我会获得7-10的结算 控制(最快的是解决4),因为我通常会等到我至少有一些资源来“修复”盟约,这样它就可以 大多是自养的。 感谢我已经安装的 2 个模组,我可以让每个人从契约和化合物(我想要控制),而无需 “即时控制”的问题,但只是不会拥有星盟炮塔而已(某种程度上)。 《Just Business》将让我在没有星盟炮塔的情况下控制钱伯斯博士、曼尼和布莱斯(如果我愿意)(对我来说值得), 如果我真的很“邪恶”,如果我真的愿意,我可以对雅各布·奥登或其他人做同样的事情。 便携式克隆设备可以让我以普通定居者的身份复制任何星盟人或复合体人。 这适用于所有唯一的命名 两个地点的人们(包括阿米莉亚)唯一的事情就是克隆人将不会有原始脚本对话(他们将有 标准定居者对话和语音类型)。 我确实必须重命名它们,这样它们就不会被命名为定居者,但这并不难做到(重命名任何东西)。 It seems that players bringing out their evil side is the only reliable way to solve this problem🫠
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now