Fallout 4

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Moel51

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moel51

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22 comments

  1. Blackbeard1965
    Blackbeard1965
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    If you can't use the mod as a fix, go into your console and enter:

    player.addtofaction f0c6a 0

    This will add you to the Covenant people (who are probably dead, lol) and give you more scrapping/rebuilding options. 

    If the turrets are still there, go into the console, click on the turret (once! the id should be on screen), and type markfordelete and hit enter. 
    If you click on the turret again, a [d] should now show in the id. Go around to all 7 turrets and mark them all. Fast travel away and back and the turrets should be gone and you can build new ones on the little platforms. 

    save before you do this, just incase you mess up. 
    1. moel51
      moel51
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      Actually you need to add the player to faction 62030, which is done in the Human Error quest script.

      To remove ownership via the console, you can create a text file CovenantFix.txt in the game directory and paste the code below into it.

      player.addtofaction 62030 0

      ; Double bed in the Covenant House
      000E051C.setownership
      ; Wild Mutfruid
      000E04F5.setownership
      ; Cat Bowl
      001BE40B.setownership
      ; Safes
      000E6938.setownership
      000E4DCB.setownership
      ; Doors
      000E5880.setownership
      000E0540.setownership
      000E053F.setownership
      000E0516.setownership
      000E0514.setownership

      And then run the command in the console:

      bat CovenantFix
      The code below removes the original turrets:

      000EB702.disable
      000EB6FF.disable
      000EB6FD.disable
      000EB6FB.disable
      000EB6FA.disable
      000EB6F8.disable
      000EB6F6.disable
      000EB6F2.disable
      000EB704.disable
    2. MannyCAMHOTMAIL
      MannyCAMHOTMAIL
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      Thank you, most kindly
      Great job.
  2. NaliSeed
    NaliSeed
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    Lol, what a mess, even the cat's bowl is flagged as owned and can be accidentally stolen, resulting in the cat becoming hostile, but unable to attack you πŸ˜ΎπŸ˜‚ 
    1. moel51
      moel51
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      Great. Even the cat has his own bowl. Thanks for the report, it will be fixed in the next update.
  3. Papajack55
    Papajack55
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    Is there any mod that's made to where you don't have to take that damn test?.....lol

    If I find one, and anyone is interested I'll drop the link off here IF this mod author says its ok.
  4. Blackbeard1965
    Blackbeard1965
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    I already have Covenant as a settlement, the townsfolk went hostile and had to be killed, except for Deezer. However, most of the beds are still owned by the corpses and can't be scrapped and the turrets add zero defense. Does this mod fix that issue because it seems it needs to be installed before the quest and not after?
    1. moel51
      moel51
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      No, once the workshop is occupied this mod is useless.
      In this version, only a couple of things remain with the old owners - wild mutfruits next to the pump and a master bed in the Covenant House. But they can be disassembled for scrap. I'll add owner removal in the update.
    2. Blackbeard1965
      Blackbeard1965
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      I know I can use the setownership console command, but that means doing it for all the furniture one at a time. I think there is a command to delete the turrets, so I might try that and build new ones in their place because I *think* the setownership won't work on them from what I have read elsewhere. 
      We kind of need a batch file that does all this nonsense in a one shot. 
  5. savagan888
    savagan888
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    finally someone made a fix....
    1. globefish23
      globefish23
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      Finally?
      UFO4P has that fixed since December 5th 2018.

      Also fixes the re-locking doors and despawns all the dead bodies.
  6. theangersphere
    theangersphere
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    Can you add something to remove the dead bodies of the residents?  Once things turn violent, I end up having to carry the dead across the road one by one and chuck them in the river or they just pile up by the doors forever.  
    1. globefish23
      globefish23
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      UFO4P fixes all that.
  7. drevviken
    drevviken
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    Hasn't this been fixed by UFO4P for ages? :o
    1. o3yahn
      o3yahn
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      No, not in the least. I've had to add a mod to be able to scrap the turrets, and I still need to disable several beds in the console.
    2. globefish23
      globefish23
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      Yes, fixed since December 5th 2018:
      https://www.afkmods.com/Unofficial%20Fallout%204%20Patch%20Version%20History.html

      • Ownership issues arising when the player decides to oppose Dr Chambers in MS17 (The Human Error) are now solved by adding the player to CovenantFaction once he gains control of the workshop. If siding with Dr Chambers, MS17 adds him to that faction anyway, but the quest can't do that in the other case because it shuts down before the player returns to Covenant and no one at Covenant would turn hostile if it did (Bug #20184).
      • Once the Covenant workshop is owned by the player, the doors 00020371, 000E0514, 000E0516, 000E053F, 000E0540, 000E5880 that are scripted to get relocked on reload are now swapped for non-scripted versions that do not require a key. The script that handles this swap will also disable the triggers 000786FB, 000786FC, 000786FD, 00078705, 00078718, 000E92A2 that are scripted to close the aforementioned doors once they have been opened (Bug #20369).
      • The two generic settlers (CovenantGenericF01, CovenantGenericM01) have been included in the cleanup procedure that handles disabling of the dead bodies after MS17 (Human Error) has stopped running (Bug #24468).
      • The turrets at Covenant will now be disabled on unload after they have been destroyed. Using them as workshop turrets is not possible because they are missing the scripts and all other prerequisites to make this work, so they would never add to the defense rating and could not be repaired. To give the player a reason to destroy them, their aggression and confidence data were set to aggressive and foolhardy (like all other turrets in the game), so they will attack now as one would expect it if the player fights the people at Covenant (Bug #20368).

  8. andresot
    andresot
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    There is this annoying bug that is pestering me every time I start a new run and is that Covenant has its doors open. Swanson will not talk to me to run the test and if I put a foot inside Covenant they will become hostile. Can you fix that?
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      This happens if you get to close to Covenant without going to them. The cell will load triggering the start of the "quest". However since it doesn't hold Swanson in place until you talk to him, he will go about his business when night falls forcing you to go the hostile takeover route.
    2. andresot
      andresot
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      Going to try a new approach then. Thanks for the answer.
  9. Magickingdom
    Magickingdom
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    I have used this mod for years: Covenant Enhancements: https://www.nexusmods.com/fallout4/mods/45163 It works well for me. But variety is the spice of life, so having another option is always a good thing. Thanks for sharing
  10. SAdams8782
    SAdams8782
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    Thank you