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Wearing a Power Armor helmet with the Targeting mod makes Dan hostile when you enter the sewer, and the rest of the NPCs inside the Compound. Need to unequip the helmet before going in. <- Added this to bugs list. Thanks whoever wrote this, as this one was driving me mad trying to figure out.

Deezer's Lemonade on the Xbox 1 is there but I can't interact with it at all. This is apparently happening to quite a few people on the xbox 1 .76.123.166.78 19:51, November 18, 2015 (UTC)

-I'm playing on the PC Steam version and I've just come across this error. I'll be ammending the Wiki page to reflect the error and see if there are any fixes to this bug. So far I've tried having Dogmeat retrieve it but it's not dropping in my inventory. I'll try some console commands and see what happens.


Haven't tried this myself (I'd already let her go before checking) but watched this video giving evidence for her not being a synth- https://www.youtube.com/watch?v=KRq1VntXlW0. It shows the synth component in her pocket available for pickpocket-ting if you let her go (although how they didn't find it there while they held her captive doesn't make sense either)


Bug involving the gate being already open i believe is connected to the quest Tactical Thinking being completed since honest dan is part of the railroad before getting the quest or visiting. Cant anyone else confirm? 125.236.160.140 18:45, November 21, 2015 (UTC)

The Fisherman strikes me as either Railroad or Institute. Has anyone identified a non-Covenant option for starting the quest that may have him as an optional objective?

I have stealth killed all guards in the compound and after the discussion with Doctor Chambers I rejected the offer and freed Amelia. The Doctor did not turn hostile and I did not kill her. However, upon returning to Covenant all residents became hostile.

Somehow passed the "test" without doing anything[]

I decided to finally pay a visit to covenant, i heard i had to do a moral choice but upon arriving they just let me in, and jacob mentioned he was glad i passed the test. i already finished the main quest, i sided with minutemen/railorad but i manually triggered the blind betrayal quest because it locked me out due to a bug and that triggered tactical thinking, which i reset via console. i have no idea where in these series of bugs the covenant thought i helped them.189.223.110.200 03:30, December 15, 2015 (UTC)

The test is to filter out synths from the Institute. If you've finished the main quest with anyone but the Institute, then they're gone, and thus there's no reason for the test. I think the only bug is the dialogue that says you passed the test w/o taking it. --Xernoc (talk) 03:36, December 15, 2015 (UTC)


Anyway to trigger the quest with console after the fact? honest dan is missing due to this bug and i can't use covenant as a settlement unless i kill everyone.i tried resetting the quest and setting stage 1, coupled with placeatme honest dan, but he just keeps repeating "you from around here..."189.223.110.200 22:44, December 15, 2015 (UTC)

Broken Radio[]

When searching Covenant for clues about the caravan, there is a house with a prisoner cell and the mental health books and Jason's terminal. It also has a broken radio that can be interacted with. Passing a Perception 6+ check reveals that the radio is beyond repair, but is tuned to 94. Does anyone have any idea how this is relevant?

It's tuned to 94? That's interesting because the pipboy radio only goes up to 90. You can't set this manually, but you can watch your player adjust the dial when you change radio stations. No clue what the covenant radio does though. --Xernoc (talk) 07:17, December 27, 2015 (UTC)

One workaround for the Xbox is when you can move the can, but not take it is to drag the can to where you have a workbench. Drop the can, and use the work bench to store it. You can then grab it from the workbench inventory.

Luck+9 you can Fiddle with the radio. Updates quest to find Compound. Not sure what was heard, as Effects sound was too low to hear radios.

Clearing the covenant as a settlement[]

First of all for some reason all of the turrets - both in the covenant and the Compound - stayed passive, only some of them became aggressive, upon an enemy running nearby.

Talking to Deezer doesn't provide any new dialogue options - he is acting as a vending machine. So I've turned it into settlement the same way as you do with the regular settlements - by accessing the red workbench once.

- It's kinda sad to loose easily accessible traders and a doctor.

- The items there are not considered yours and still have "steal" on them. Partial workaround is while in edit mode store/scrap anything you are wanting to have and then exit edit mode and pull everything from the workbench. Then nothing you pull counts as being stolen, also there is no loss of affinity if your companion doesn't like theft and it clears things up if you want.

- Stockton just says that she's his daughter, when you ask if she's a synth (or, in fact, any other option) and gives 300 caps, that's it. So the info in the notes here, might be related to some faction or fake. (I did side against Covenant and skiped the optional "talk to Honest Dan" part of the quest)

Gendalv (talk) 06:38, January 19, 2016 (UTC)

Fail the SAFE test?[]

Is that even a possibility? Noobyorkcity (talk) 23:32, January 28, 2016 (UTC)

I doubt it. The concern isn't the answers themselves (as Swanson says, there are no wrong answers). The criteria for being human or synth is in the physiological reactions to the questions. Maybe a typical human's eye twitches a certain way when asked a question, while a synth has no reaction. If there's no reaction, a different question determines whether it's a weird human or is actually a synth. And so forth. Since the player character is canonically presumed to be human, the test should always reflect that. Plus, the test hasn't been perfected yet. 162.252.201.32 05:40, February 8, 2016 (UTC)


you dont need Old Man Stockton to start, or end[]

if you get this quest by talking to honest dan when you meet him at covenant, you dont get the "find old man stockton" message - the quest ends after your talk with honest dan ends (the talk that happens once you release amelia)

Residents "detect" undetected stealing[]

On PC: Encountered a bug where stealing the mayor Jacob's password while undetected turns all Covenant members hostile. I tried this at night after disabling actors that were in line of sight, left the house, and entered VATS to see if the names and health of any Covenant members outside the house were displayed in red(therefore, hostile): they did, much to my "what the f***". Looked up ref ID for Jacob's password used additem console command to add one to inventory, disabled original. Hbh128 (talk) 05:18, June 11, 2016 (UTC)

"If entering Covenant late in the game, and have destroyed the Railroad/sided with The Institute, the residents of Covenant will be immediately hostile - but not until after taking and passing the S.A.F.E. test and walking through the gate. As a side note, if having Curie as a companion in such a situation, she will also become hostile."

I entered late in the game, with X6-88. There was no hostility. He was delayed, presumably to take the test, then upon entering makes a comment like "so, this was the settlement with the synth testing" and seems amused by it - presumably because it failed to detect him.—Preceding unsigned comment added by 110.140.83.32 (talk • contribs). Please sign your posts with ~~~~!

Possible issue with Automatron?[]

I'm on PC and recently decided to pay Covenant a visit, do their sidequest. Pretty late in MQ, currently sitting just before activating Liberty Prime(Bout as far down the BoS line as one can go without committing to a faction), and I have all the DLC. Upon arriving at Covenant there was a MASSIVE Rust Devil attack in progress, with some of the bots actually inside the compound somehow. Big firefight ensued, raiders and their bots were brought down, and in the mayhem I somehow passed the SAFE test(???). Upon entering, Deezer and Honest Dan were dead. I used the console to revive them.

Deezer, at first, just kinda flaoted around the ground still appearing dead, but after disabling and enabling him, he's working perfectly. Got my free lemonade, he's moving around like he should, etc. Honest Dan, however, has no dialog. I can attempt to enter it and get a 'Hey' from my sole survivor, but he won't even acknowledge, even after being disabled and enabled.

Gonna try using concommands to force the quest to start without him, if that fails, I 'spose I can head straight to the Compound.

It'd be nice if someone else could confirm that what happened to me can happen with only vanilla content(I have a load order that's hovering around 220 plugins...), and if they can, add it to the bugs list. 2602:306:83C4:78F0:88B4:1AB:9BC6:E73E

Played a bit more, the entire quest is broken. Can't even use console commands to do anything with it. Amelia won't chat, just screams 'I AM NOT A SYNTH' at me even after emptying the Compound of all other life. Manny, the doc, none of them would converse, but also weren't hostile until I opened fire. Bizarre. I'm going to go rummage through my saves and see if there's one just before I arrived. I do have the targeting hud mod applied to a pair of eyeglasses so it's possible I'm getting that bug and that the robot attack was just a coincidence. 2602:306:83C4:78F0:88B4:1AB:9BC6:E73E
Found a suitable save, loaded it, removed the glasses, and reapproached from beyond draw distance. First time discovery, Rust Devil attack still happened. Dispatched them. Covenant still glitched. Definitely not the targeting hud bug in play here. 2602:306:83C4:78F0:88B4:1AB:9BC6:E73E
I think it's best if you load a save from some time before you arrived, and instead of approaching Covenant you go away, wait a few days and do something else. Then, when you return to Covenant, you may be lucky enough that there are no rust devils this time. I don't think it has anything to do with the targeting HUD, but with how the AI "panicks" because of all the enemies around, which screws the quest up. I'm not sure about that though.
- FDekker talk 22:44, November 2, 2017 (UTC)
I'll keep it in mind. I decided this time around that the quest really wasn't worth the hassle of trying to fix it so I just used the kill command on all the Covenant residents until the game told me I had control of the workshop. 2602:306:83C4:78F0:88B4:1AB:9BC6:E73E

Green blood[]

The green blood mentioned in the notes has nothing to do with any of this. There's a dead glowing ghoul nearby, some dead humans and a (green) blood-spattered container of random loot. --Rooker75 (talk) 04:51, November 27, 2017 (UTC)

Patch of asphalt[]

"A patch of asphalt near the caravan is active, and can be examined for a message about a trail of dried blood. This doesn't seem to be correctly implemented, as there is no visible blood or trail to another clue." This is a perception check. I guess whoever wrote that note failed the check. Pass the check and the player will say "blood leads toward Covenant" --Rooker75 (talk) 02:50, November 28, 2017 (UTC)

You're absolutely right. I've removed the bug and added it to the walkthrough.
- FDekker talk 03:42, November 28, 2017 (UTC)
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