Covenant

Covenant is a location and possible settlement in the Commonwealth in Fallout 4.

Layout
Covenant is a small settlement of only a few people. There is a large wall surrounding the whole settlement with multiple machine gun turrets on small wooden platforms. Inside the wall are four houses and a small garden. The houses look incredibly intact, as if they had not been touched by the great war at all. The Sole Survivor may comment on this by saying that all the buildings look almost pre-War.

There is a workbench near the garden in a shack.

Notable loot

 * SAFE report note - in an Expert locked floor safe located in the house at the far end of the settlement (the one  with the prison cage) behind some boxes on the floor directly to your left as you enter. The safe is marked as owned (see bugs) and the safe also contains some leveled loot.
 * An Overdue book - is located behind the shop.
 * Justice - can be bought from Penny Fitzgerald.
 * A random suit of power armor can be found NW of Covenant in the lake near the tail of the crashed aircraft.

Appearances
Covenant only appears in Fallout 4.

Behind the scenes
The SAFE Test, the test to get into Covenant, is actually the G.O.A.T. test from Fallout 3 having all the questions except the last question, but a few have been modified. The usage of the test to screen for synths is a direct reference to the Voight-Kampff test in the film "Blade Runner." In the movie, the test is used to identify Replicants (artificial humans used as machines) that are otherwise indistinguishable from normal humans, much like generation 3 synths. This is one of many blatant references to Blade Runner throughout Fallout 3 and 4.

Bugs

 * The turrets that guard the town will not count toward defense if the town is settled. At the moment, the turrets will attack any new ones placed. However, the turrets do shoot at invaders.
 * If the town is annexed rather than taken by force, they do nothing other than attack enemies.
 * Having Tesla coils installed in a suit of power armor will randomly zap NPCs in the town, causing them to turn hostile. It can happen during conversations.
 * After you complete the Human error quest and own Covenant as a settlement, all of the items inside will still be marked as owned, making all of your settlers immediately hostile if anything is taken. This can be fixed via the console on PC by manually selecting any owned items and using the "setownership" command, making them able to be retrieved without issue. This occurs no matter which path you decide to take during the quest. (Note: This doesn't always happen when you choose side with them.)
 * Items can also be claimed by going into Workshop mode and pressing the "Store" button. The items will be transferred to the workbench and will not count as stealing.
 * These bugs only apply if you have taken the "destroy the bunker and attack the town" route. If you have subdued the bunker with the charisma option then the turrets wont target you, and all things may be picked up without mishap.
 * If the quest Tactical Thinking has been completed before going to Covenant you will not be able to start Human Error, however, if the Sole Survivor heads to the compound across the river, kills the inhabitants, then heads back to Covenant, the settlers will attack, and after killing them all, you may gain control of the settlement.
 * Picking up any of the items in Covenant will flag you as stealing/theft even after you've unlocked the workshop. The only exception is the yellow house on the North-East part of town, where items can be picked up without theft regardless of hostility. If you switch into the Workshop Menu, the owned items can be stored to the Workbench and then removed from the Workbench without being flagged for theft.
 * If the Covenant is settlement with original characters, when you do Minutemen helping missions, the characters are mute but have dialogue subtitles and you can't skip their 'silence speech'.
 * If you enter the police station (where Brian Fitzgerald is found) and Brian leaves at evening time, the door may lock with a Master lock. Waiting until morning time will not unlock it, forcing the player to either reload an earlier save or to unlock it on their own (with no consequences, despite the red text).
 * If you side with Covenant and have them join the Minutemen, at times they will be assigned for random tasks by Preston. However, once you go to accept these quests, the Mayor of Covenant and other characters have NO AUDIO IN PLACE for this situation. Subtitles function normally and the missions progress as intended, but it appears no audio was recorded for this situation.
 * Even if the town turrets are destroyed their remains will stay and prevent the player from creating new turrets on their respective platforms.
 * For PC, the work around is to open the console, click on the turret remains, then type disable  in console while keeping the turret ID on screen; turret remains SHOULD disappear while console is open or immediately after console is closed. Close console to allow the game to update (verifying turret has disappeared), then reopen console and type  enable  (turret will respawn undamaged). Then type  markfordelete . "Disable" does NOT remove items from the game's memory and should NOT be considered as a permanent removal tool. The game will still load the object into memory and if the ID were remembered, it could be restored at any time. markfordelete will actually remove item from game world, though it may not immediately disappear until the area cell is reloaded i.e. leave the cell and reenter; cell may extend some distance beyond the settlement, so consider fast-traveling a good distance away then fast-travel back. If item doesn't immediately disappear, open console and select the object. There should be a  (D)  suffix somewhere at the end of the object's reference ID number. This will confirm it'll be deleted upon cell refresh or at some point. WARNING: Do NOT use markfordelete on anything you don't fully intend to ever see again as this has no reversal. Using "disable" first provides visual confirmation you've selected the CORRECT object as it'll actually disappear. If it doesn't disappear, immediately type  enable  to bring back whatever the game actually selected. It's very common that despite clicking on what you believe to be the item, might in fact be anything from a companion standing next to you out of sight, to an object on or below the surrounding surface. The game's detection of objects is rather poor at times to the point you can not select something such as a door that is immediately in front of player due to some invisible object clipping that's overlapping the object you are trying to select, and the cursor constantly selects the object that's clipping. But markfordelete is the "correct" method for truly removing objects and the game will not load it into memory like it does with disable. If in doubt, do more searches before messing with this. Oblivion and Skyrim used the same console commands, and more information can be read by looking for it's usage in those games.


 * When first discovering Covenant, NPCs will think you have taken the G.O.A.T test and let you through.
 * The corpses of Covenant residents never disappear and periodically respawn their inventory.
 * Not technically a 'bug' per se, the beds are NPC owned and not even using setownership allows you to do more than hard-select them (pressing and holding E on keyboard or A on controller) and simply moving your character. The way to get rid of them involves placing a section of floor down, moving the bed on top of the floor section, and then deleting the floor section, which zaps the bed along with it.  A waste of wood, to be sure, but this method allows you to replace the beds with more manageable ones of your choosing.

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