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Revision as of 17:47, 3 January 2016
For companions in other Fallout games, see companion. |
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This page lists all companions in Fallout 4. |
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Permanent companions
The game has 13 companions,[1] including:
Name | Perk | Location | Gender | Race | Romance |
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Cait | Trigger Rush | Combat Zone | Female | Human | |
Codsworth | Robot Sympathy | Sanctuary Hills | Male | Mister Handy | |
Curie | Combat Medic | Vault 81 | Female | Mister Handy/Synth | |
Paladin Danse | Know Your Enemy | Cambridge police station | Male | Synth | |
Deacon | Cloak & Dagger | Old North Church | Male | Human | |
Dogmeat | Attack Dog | Red Rocket truck stop (Outside Sanctuary Hills) | Male | Dog | |
John Hancock | Isodoped | Goodneighbor | Male | Ghoul | |
Robert MacCready | Killshot | Goodneighbor (Inside The Third Rail) | Male | Human | |
Nick Valentine | Close to Metal | Vault 114 Diamond City |
Male | Synth | |
Piper | Gift of Gab | Diamond City | Female | Human | |
Preston Garvey | United We Stand | Museum of Freedom | Male | Human | |
Strong | Berserk | Trinity Tower | Male | Super mutant | |
X6-88 | Shield Harmonics | The Institute | Male | Synth |
Personal Quests
Some companions have personal quests, usually given after reaching a certain amount of approval:
- Cait: Benign Intervention
- Curie: Emergent Behavior
- Robert MacCready: Long Road Ahead
- Nick Valentine: Long Time Coming
- Paladin Danse: Blind Betrayal
Temporary companions
The game has a number of temporary companions that will only be available during certain missions.
Name | Race | Quest | Location |
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Honest Dan | Human | Human Error | Covenant |
High Rise | Human | Boston After Dark | Church close to Bunker Hill |
Travis Miles | Human | Confidence Man | Diamond City |
Mel | Human | The Big Dig | Goodneighbor |
Bobbi No-Nose | Ghoul | The Big Dig | Goodneighbor |
Sonya | Eyebot | The Big Dig | Goodneighbor |
Glory | Synth | Memory Interrupted | Malden Center Station |
Brotherhood Squire | Human | Leading by Example | Prydwen, Boston Airport |
Interests
Main article: Affinity
Companion affinity is gained and lost with two varying degrees for both. For gaining affection, actions that are liked are represented with and action that are loved are represented with in the chart below. For losing affection, actions that are disliked are represented with and actions that are hated are represented with in the chart below.
Behavior | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
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Generous | ||||||||||||
Mean | deserved, otherwise | |||||||||||
Nice | with ghouls |
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Peaceful | ||||||||||||
Selfish | ||||||||||||
Violent | ||||||||||||
Sarcasm | sometimes |
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Accept Pickman's Gift | ||||||||||||
Chem Addiction | before personal quest after personal quest |
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Chem Usage | before personal quest after personal quest |
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Eat Corpse | ||||||||||||
Enter Covenant |
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Side against Covenant | ||||||||||||
Side with Covenant |
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Flirt with someone else | if romanced |
if romanced |
if romanced |
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Give Drugs | before personal quest after personal quest |
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Give Item | ||||||||||||
Give Vault-Tec rep a home |
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Hack Computer | ||||||||||||
Give Vault 81 cure to Austin | ? | ? | ? | |||||||||
Keep Vault 81 cure | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ||
Heal Dogmeat | ||||||||||||
Modify Armor | ||||||||||||
Modify Weapon | ||||||||||||
Murder Non-Hostile | ||||||||||||
Naked | ||||||||||||
Pick Lock (Owned) | ||||||||||||
Pick Lock (Unowned) | ||||||||||||
Pickpocketing | ||||||||||||
Save Kent Connolly | ||||||||||||
Say you'd kill Kellogg again | ||||||||||||
Speech Success | ||||||||||||
Theft | ||||||||||||
Use Power Armor | ||||||||||||
Use Vertibird | ||||||||||||
Help Brotherhood | ||||||||||||
Help Minutemen | ||||||||||||
Help Railroad | ||||||||||||
Help Settler/accept Minutemen quest | ||||||||||||
Kill Settler/Railroad member | Hostile | |||||||||||
Say neutral things about Synths | ||||||||||||
Say good things about Synths | ||||||||||||
Say bad things about Synths | ||||||||||||
Give the egg to the Deathclaw ( Quest The Devil's Due ) |
Notes
- Unlike Fallout 3, companions are marked as "essential" when acting as active companions, meaning they cannot be killed. If incapacitated they will automatically heal after combat ends.
- Companions can be killed if sent to a settlement and it is raided by hostiles. [verification needed]
- Some companions lose their essential status when dismissed.
- Some companions lose their essential status upon reaching the lowest level of affinity and leaving the player.
- Companions can be directed and can have more options if they like the Sole Survivor a lot, whether being a human, a synth, a dog or a robot. This is influenced by how the Survivor approaches the quests and talks to other people.
- Humanoid companions can be ordered to use power armor, to do so, one needs to "command" the companion to simply enter the armor. Whether the armor is racked or not, they will walk up to it and enter it. You have to be standing a bit away from the armor; if you're too close, the command option will change to "enter" and if you hit the activate button, the Sole Survivor will mount the power armor instead.
- To get a companion out of power armor simply talk to them and there will be a dialogue option to ask them to get out of it.
- When the companion is dismissed they will return to "home" wearing the armor, and continue to wear it until you tell them to exit their power armor suit.
- There is a potential bug that will allow the humanoid companions to wear a power armor suit without a fusion core. If you remove the fusion core from the suit they may still enter it, and never need a fusion core.
- Humanoid companions can also be equipped with weapons and armor, of your choice. To do so, go to the trade dialogue option, and place whatever items you want them to use or wear in their inventory, then, in their inventory press the button to "equip" the item(s). Weapons equipped must also have an ammunition supply. So you must supply them with the ammo type the weapon requires. Even weapons that use the same ammunition as a companion's default weapon must have ammunition supplied.
- There are some exclusions to this rule, Paladin Danse cannot wear anything other than headgear, as long as he has his power armor. Codsworth can wear certain hats, and Dogmeat can wear dog armor, bandanas, or eyewear.
- All companions carry 150, except Strong 200, and Danse 210.[2]
- It is possible to make companions wear pocketed armor to increase their max weight (+30 pounds with the basic pocketed armor modification).
- There is a skill magazine perk that will increase the companion carry weight by 10.
- Dogmeat does not count as a companion for the purposes of the Lone Wanderer perk, therefore the Survivor can adventure with him and keep the benefits of the perk.
- Travelling with a companion bestows the player with an inherent 5% bonus to all Experience gained. This bonus can be further increased by acquiring Live & Love Issue #8. These bonuses are multiplicative with other experience bonuses such as Intelligence and Gift of Gab.
Bugs
- Should you send a companion to a settlement and make them permanently hostile, with Danse and X6-88 being examples, they will remain in the settlement you sent them to and are unable to be killed. Though they will not attack the settlers they will attack you when you approach them. Currently there are no patches or fixes to this bug. [platforms tag needed][verification overdue] X6-88 verified
- On PC you can use console commands to change them to non essential with "setessential (base_id) 0", then you can kill them.
References
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