For a cross-game overview of this perk, see Animal Friend. |
Animal Friend is a Charisma perk in Fallout 4.
Effects[]
Taking ranks of this perk grants the chance to pacify an animal below the player character's current Level when aiming a weapon at them. Higher ranks grant the ability to incite the pacified animal to attack other enemies in the vicinity similar to being frenzied as well as give them commands similar to a companion.
Ranks[]
Rank | Requirements | Description | Form ID |
---|---|---|---|
1 | CH 5 | Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. | 0001E67F |
2 | CH 5, LVL 12 | When you successfully pacify an animal, you can incite it to attack | 0004A0D9 |
3 | CH 5, LVL 28 | When you successfully pacify an animal, you can give it specific commands | 001D2450 |
Affected targets[]
To pacify an animal with this perk requires looking down a weapon's sights and pressing the confirm/use button. Successful pacification is indicated with an animation, whereas failure results in a notification. Once failed, another pacification attempt on the same creature cannot be undertaken without waiting for 60 seconds. Pacifying an animal requires the Sole Survivor to be within a certain range of the animal, while Inciting/Commanding requires an even closer range.
Targets affected by this perk | |
---|---|
Brahmin | |
Dog | |
House cat | |
Mole rat | |
Mutant hound | |
Radstag | |
Yao guai | |
Wolf | |
Rad chicken | |
Bloodworm | |
Gazelle |
Inconsistencies[]
Bloodworms are the only invertebrate affected by this perk; every other invertebrate in the game that can be pacified requires Wasteland Whisperer.
Despite being thematically identical to most of the creatures on this list, mongrels are not on this list and require Wasteland Whisperer, making them harder to control than mutant hounds.
Comments[]
When successfully pacifying and/or inciting and commanding animals, the Sole Survivor makes comments based on which animal is the target.
Creature | Pacify | Incite | Command |
---|---|---|---|
Brahmin | "Shhh... It's okay, girl." | "Get 'em girl! Attack!" | "That's it, girl." |
Dog | "Good dog..." | "Sick 'em!" | "There's a good dog." |
House cat | "Now now... It's okay..." | ||
Mole rat | "Heeyy... little buddy." | "Go little guy. Kill, kill, kill!" | |
Mutant hound | "Be calm! Obey!" | "Rip 'em apart!" | "I'm your master now." |
Radstag | "Great stag! I am friend!" | "You've got this. Attack!" | "Ready, little guy?" |
Yao guai | "S'okay, big bear." | *Bear Growling* "Attack!" | *Bear Growling* "You ready?" |
Notes[]
- Legendary enemies can be pacified.
- Initial pacification has a flat 40% chance of success, so long as the creature is a valid target. Inciting/commanding a pacified enemy always succeeds.
- Enemies incited by the second rank of this perk will attack other incited or pacified enemies.
- Sneak bonus damage is applied to attacks on pacified enemies, if applicable.
- Holstering the weapon or leaving and then returning to the area will make all pacified enemies hostile again. This includes using terminals or sitting down.
- Incited enemies will remain incited after holstering, but will still revert to being hostile if one leaves the area and then returns.
- Using the perk on brahmin and other animals owned by non-player characters will turn them hostile.
- Insect creatures such as bloatflies, stingwings, and radscorpions, despite being mutated from animals, are not affected by this perk, instead requiring the Wasteland Whisperer perk.
Behind the scenes[]
This perk was implemented into Fallout 4 by level designer Justin Schram.[1]
Gallery[]
References[]
- ↑ Alumni Guest: Justin Schram From Bethesda Game Studios (reference starts at 4:30)
Justin Schram: "For Fallout 4, I actually developed three of the perks...the hold-up system. So, Animal Friend, Intimidation, and Wasteland Whisperer were these perks where you could get an enemy to not fight, you could essentially pacify them. I was trying to make a non-combat sort of play style."