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Commune with beasts! But only if you're successful and aim your gun at the animal in question; you may wish to check the level of your target first in V.A.T.S. with the Awareness perk. The higher ranks allow you to use more interesting commands, allowing you to chance upon, say, a Yao Guai lair and bringing the beast with you to a nearby Raider camp. At Rank 3, the beast acts a little like a dumber pet, with more control over where you can send it, usually into areas to cause a distraction. Animals are beasts that were naturally occurring before the bombs dropped.Fallout 4 Vault Dweller's Survival Guide description

Animal Friend is a Charisma perk in Fallout 4.


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.


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
House cat
Mole rat
Mutant hound
Yao guai
Wolf Far Harbor (add-on)
Rad chicken Far Harbor (add-on)
Bloodworm Nuka-World (add-on)


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?"


  • 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]



  1. 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."