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Fallout 4 companions

Fallout Interactive Experience

24:51


Permanent companions

The base game offers 13 unique permanent companions, each with their own quirks and storyline. Automatron adds two new, fully-customizable robot companions. Both Far Harbor and Nuka-World introduce a single, narrative-focused companion. The total number of companions is 17.

FO4 charactercomp thumb01.png

Cait
FO4 charactercomp thumb02.png

Codsworth
FO4 charactercomp thumb03.png

Curie
FO4 charactercomp thumb04.png

Paladin Danse
FO4 charactercomp thumb05.png

Deacon
FO4 charactercomp thumb06.png

Dogmeat
FO4 charactercomp thumb07.png

John Hancock
FO4 charactercomp thumb08.png

Robert MacCready
FO4 charactercomp thumb09.png

Nick Valentine
FO4 charactercomp thumb10.png

Piper Wright
FO4 charactercomp thumb11.png

Preston Garvey
FO4 charactercomp thumb12.png

Strong
FO4 charactercomp thumb13.png

X6-88
FO4 charactercomp thumb14.png

Ada Gametitle-FO4 AUT.png
FO4 charactercomp thumb15.png

Automatron Gametitle-FO4 AUT.png
FO4 charactercomp thumb16.png

Old Longfellow Gametitle-FO4 FH.png
FO4NW Porter Gage.png

Porter Gage Gametitle-FO4 NW.png
Companions
Companion Location Acquire
Cait Combat Zone Ask her to join after clearing the Combat Zone
Codsworth Sanctuary Hills Ask him to join after visiting Concord in the quest Out of Time
Curie Vault 81 Complete the quest Hole in the Wall
Paladin Danse Cambridge Police Station
The Prydwen (after Shadow of Steel)
Listening Post Bravo (after Blind Betrayal)
Upon receiving the quest Tour of Duty
Deacon Railroad HQ Complete Tradecraft and join The Railroad
Dogmeat Red Rocket truck stop Ask to join
John Hancock Old State House in Goodneighbor Ask him to join after completing The Big Dig (if sided with Bobbi No-Nose, after completing Recruiting Hancock)
Robert MacCready The Third Rail in Goodneighbor Hire him for 250 caps or 200 (Easy speech check)
Nick Valentine Vault 114
Diamond City (after Unlikely Valentine)
Complete Getting a Clue
Piper Wright Diamond City Complete Story of the Century or during Dangerous Minds
Preston Garvey Museum of Freedom
Sanctuary Hills (after When Freedom Calls)
Complete The First Step
Strong Trinity Tower Ask him to join after Curtain Call
X6-88 The Institute Join the Institute and complete Mankind - Redefined
Ada
Gametitle-FO4 AUT.png
Near Wattz Consumer Electronics
Red Rocket truck stop
Complete Mechanical Menace
Automatron
Gametitle-FO4 AUT.png
Any settlement Must be built at a Robot workbench
Old Longfellow
Gametitle-FO4 FH.png
The Last Plank Complete Walk in the Park
Porter Gage
Gametitle-FO4 NW.png
Fizztop Grille Complete An Ambitious Plan
Companion quests
Companion Personal Quest Perk
Fo4 Cait.jpg

Cait
Benign Intervention Trigger Rush
Codsworth E3 PostWar.png

Codsworth
- Robot Sympathy
Curie.jpg

Curie
Emergent Behavior Combat Medic
Danse.jpg

Paladin Danse
Blind Betrayal Know Your Enemy
Fallout-4-deacon.jpg

Deacon
- Cloak & Dagger
Fo4 Dogmeat E3 Outtro.png

Dogmeat
- Attack Dog
Fo4 John Hancock.jpg

John Hancock
- Isodoped
Fo4 Companion MacCready.jpg

Robert MacCready
Long Road Ahead Killshot
Nick Valentine.jpg

Nick Valentine
Long Time Coming Close to Metal
Piper Wright at DC.jpg

Piper Wright
- Gift of Gab
Preston Garvey.jpg

Preston Garvey
- United We Stand
Strong.png

Strong
- Berserk
X6-88.jpg

X6-88
- Shield Harmonics
Fallout 4 Automatron pre-release 7.png

Ada
Gametitle-FO4 AUT.png
Automatron quest line -
Automatron-CompanionImage-Fallout4.jpg

Automatron
Gametitle-FO4 AUT.png
- -
Old Longfellow.jpg

Old Longfellow
Gametitle-FO4 FH.png
Shipbreaker Hunter's Wisdom
FO4NW Porter Gage.png

Porter Gage
Gametitle-FO4 NW.png
- Lessons in Blood
Companion interactions
Companion Gift Ability Romance
Fo4 Cait.jpg

Cait
- Pick Locks Icon check.png
Codsworth E3 PostWar.png

Codsworth
1 Purified water - Icon cross.png
Curie.jpg

Curie
Stimpak - Icon check.png
Danse.jpg

Paladin Danse
- - Icon check.png
Fallout-4-deacon.jpg

Deacon
- - Icon cross.png
Fo4 Dogmeat E3 Outtro.png

Dogmeat
- Finds items, enemies Icon cross.png
Fo4 John Hancock.jpg

John Hancock
Chems - Icon check.png
Fo4 Companion MacCready.jpg

Robert MacCready
Ammo Steal Items Undetected Icon check.png
Nick Valentine.jpg

Nick Valentine
- Hacking Icon cross.png
Piper Wright at DC.jpg

Piper Wright
Sweet Foods - Icon check.png
Preston Garvey.jpg

Preston Garvey
Radiant Quests - Icon check.png
Strong.png

Strong
Meats - Icon cross.png
X6-88.jpg

X6-88
Fusion cells - Icon cross.png
Fallout 4 Automatron pre-release 7.png

Ada
Gametitle-FO4 AUT.png
Junk Items (possible radiant quests) Steal Owned Items (may upgrade to Hack or Lockpick) Icon cross.png
Automatron-CompanionImage-Fallout4.jpg

Automatron
Gametitle-FO4 AUT.png
Junk Items May Upgrade to Hack or Lockpick Icon cross.png
Old Longfellow.jpg

Old Longfellow
Gametitle-FO4 FH.png
- - Icon cross.png
FO4NW Porter Gage.png

Porter Gage
Gametitle-FO4 NW.png
- Merchant Icon check.png
Companion statistics
Companion SPECIAL Hit Points
Fo4 Cait.jpg

Cait
5 ST, 10 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK
185 + ([Player Level - 10] x 5)
Codsworth E3 PostWar.png

Codsworth
9 ST, 10 PE, 7 EN, 7 CH, 16 IN, 10 AG, 7 LK
195 + ([Player Level - 10] x 5)
Curie.jpg

Curie
5 ST, 4 PE, 4 EN, 4 CH, 11 IN, 4 AG, 4 LK
(Synth)
4 ST, 4 PE, 4 EN, 4 CH, 11 IN, 4 AG, 4 LK
(Miss Nanny)
440 (Miss Nanny)
670 (Synth)
Danse.jpg

Paladin Danse
5 ST, 10 PE, 8 EN, 6 CH, 8 IN, 10 AG, 7 LK
185 + ([Player Level - 10] x 5)
Fallout-4-deacon.jpg

Deacon
5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5)
Fo4 Dogmeat E3 Outtro.png

Dogmeat
4 ST, 14 PE, 4 EN, 4 CH, 8 IN, 14 AG, 4 LK
150 + ([Player Level - 1] x 5)
Fo4 John Hancock.jpg

John Hancock
5 ST, 10 PE, 8 EN, 9 CH, 14 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5)
Fo4 Companion MacCready.jpg

Robert MacCready
5 ST, 10 PE, 9 EN, 7 CH, 7 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5)
Nick Valentine.jpg

Nick Valentine
5 ST, 10 PE, 8 EN, 8 CH, 16 IN, 10 AG, 8 LK
225 + ([Player Level - 10] x 5)
Piper Wright at DC.jpg

Piper Wright
5 ST, 10 PE, 7 EN, 10 CH, 8 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5)
Preston Garvey.jpg

Preston Garvey
5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5)
Strong.png

Strong
24 ST, 12 PE, 8 EN, 1 CH, 6 IN, 18 AG, 1 LK
245 + ([Player Level - 10] x 5)
X6-88.jpg

X6-88
16 ST, 18 PE, 17 EN, 8 CH, 10 IN, 18 AG, 8 LK
185 + ([Player Level - 10] x 5)
Fallout 4 Automatron pre-release 7.png

Ada
Gametitle-FO4 AUT.png
9 ST, 5 PE, 1 EN, 1 CH, 7 IN, 10 AG, 1 LK
Variable
Automatron-CompanionImage-Fallout4.jpg

Automatron
Gametitle-FO4 AUT.png
9 ST, 5 PE, 0 EN, 0 CH, 0 IN, 10 AG, 0 LK
Variable
Old Longfellow.jpg

Old Longfellow
Gametitle-FO4 FH.png
5 ST, 7 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK
?
FO4NW Porter Gage.png

Porter Gage
Gametitle-FO4 NW.png
7 ST, 9 PE, 7 EN, 3 CH, 6 IN, 8 AG, 7 LK
?

Temporary companions

The game has a number of temporary companions that will only be available during certain quests.

Name Quest Location
Honest Dan Human Error Covenant
High Rise Boston After Dark Church close to Bunker Hill
H2-22 Boston After Dark Church close to Bunker Hill
Travis Miles Confidence Man Diamond City
Jack Cabot The Secret of Cabot House Cabot House, Parsons State Insane Asylum
Mel The Big Dig Goodneighbor
Bobbi No-Nose The Big Dig Goodneighbor
Sonya The Big Dig Goodneighbor
Glory Memory Interrupted Malden Center
Rex Goodman Curtain Call Trinity Tower
Brotherhood squire Leading by Example The Prydwen, Boston Airport
Brotherhood scribe Learning Curve The Prydwen, Boston Airport
Allie Filmore Mass Fusion The Institute
X4-18 The Battle of Bunker Hill Bunker Hill
Arthur Maxson The Nuclear Option The Prydwen
Paladin Brandis* The Nuclear Option The Prydwen
Knight Lucia The Nuclear Option The Prydwen
Proctor Ingram Spoils of War The Prydwen
Billy Peabody Kid in a Fridge Peabody house
Settler Kidnapping
Trapper Attack Gametitle-FO4 FH.png
Variable
Pearl Gametitle-FO4 FH.png Brain Dead Cliff's Edge Hotel
Cito Gametitle-FO4 NW.png Safari Adventure Safari Adventure
Cleansed Gametitle-FO4 NW.png Trip to the Stars Hubologist's camp

Interests

General behavior
Miscellaneous actions
Faction activities

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.
    • If one is playing in Survival mode, the companion must be healed when incapacitated, even after combat. If they're not healed within a set period of time, or when the player travels beyond a certain distance, they will leave and return to their last used home base.
    • Some companions lose their essential status when dismissed. They do, however, remain protected like other settlers and cannot be killed by NPC attacks (only by the player or their active companion or related action)
    • Some companions lose their essential status upon reaching the lowest level of affinity and leaving the player character.
    • Piper, Cait, Preston, Macready, Old Longfellow and Porter Gage though being human are naturally immune to radiation but they will still take radiation damage from a gamma gun and radium rifle when used by enemies.
  • If the Sole Survivor fires a weapon in a settlement, any companions present in that settlement will often become annoyed and make backbiting comments on how that is best saved for another time. This does not count as a disapproval.
  • If the player character murders an innocent, their affinity with their current companion will drop by 10% and will trigger dialogue with the player character expressing anger and warning them to never do it again. They may also leave the player character instead of speaking to them. They will refuse to speak to the player character at first, but after a few days, the companion will be able to travel again. Should the player character ignore this warning and repeat a murder, companions will permanently leave. This applies to every companion except Strong, as he likes murder. Dogmeat, Ada, and automatrons are neutral about murder.
    • Depending on where a crime is committed, the companion may even become hostile towards the player character. For example, Piper and Nick will turn hostile if a DC guard/civilian is assaulted/killed, or if you trespass or steal. Hancock and MacCready will do the same if the listed crimes are done in Goodneighbor.
  • Companions will give different thoughts and relationship statuses depending on their relationship with the player character. They will also differ in attitude when dismissing them or asking them to join. These comments can be hateful, disdainful, neutral, admirable, generous, and for romantic companions, affectionate.
  • Raising or dropping a companion's affinity to a certain amount will trigger a unique dialogue with the player character. Positive affinity will reveal some of the companion's background and how they ended up here. When reaching idolization, the companion will admit to having the player character being their best friend. Negative affinity results in disappointed companions asking the Sole Survivor to change their ways. When reaching hatred, the companion will threaten to leave for good. A moderate persuasion check can convince them to give the player character one more chance. If the persuasion was successful, but the affinity still goes down, the companion will eventually snap and leave for good. This applies to every companion except for Dogmeat, Ada, and an automatron.
  • 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 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. One has to be standing a bit away from the armor; if too close, the command option will change to "enter" and if hitting 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 the designated "home" wearing the armor and will continue to wear it until telling them to exit their power armor suit. Sometimes one may find the dismissed companion in the settlement sent to without their power armor. In that case, look around the settlement for the power armor suit as the companion may have exited it and left it somewhere in the settlement. The larger the settlement, the longer or more difficult the search for the lost armor suit may be.
      • To make a companion not leave the power armor at the settlement, make sure both the power armor and the companion is equipped with a fully charges fusion core. (It might also help to assign them guard duty, so they don't go to sleep)
    • Humanoid companions can wear power armor without needing a fusion core. If removing the fusion core from the suit, they may still enter it and never need a fusion core. It is unclear if this is intended behavior.
  • Humanoid companions can also be equipped with weapons and armor of choice. To do so, go to the trade dialogue option and place whatever items the player character wants 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 they must be provided 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 exceptions to this rule: Paladin Danse cannot wear anything other than headgear as long as he has his power armor, Codsworth can wear certain hats, Nick Valentine will only wear his trenchcoat (although an extra one is given to the player character; this one can be modified and equipped on Nick) or he can wear the High Confessor Tektus' robes from the Far Harbor add-on or power armor, Strong can wear super mutant armor, Dogmeat can wear dog armor, bandanas and eyewear.
    • Humanoid companions can and will use all types of grenades when equipped with them. While they possess remarkable skill and are fully capable of hitting even moving targets with astounding accuracy, they are completely oblivious of any collateral damage they might inflict on allies caught in the blast radius, the Sole Survivor included. Investing at least one point in the Inspirational perk is therefore recommended before equipping companions with grenades or any explosive weapon for that matter.
  • All companions have a carrying capacity of 150, except Strong with 200, and Danse with 210.[1] Note that this is changed substantially in Survival mode, causing many companions to be able to carry little more than their own armor and weapons.
    • It is possible to make companions wear pocketed or deep pocketed armor to increase their carrying capacity by +30 or +60, respectively.
    • Companion carry capacity can be increased by +10 by acquiring Live & Love Issue #3.
    • A trick can be used to push a companion past their carry capacity. Companions can always be commanded to pick up items or loot containers & bodies, even when at or beyond capacity. Note when commanding them to loot containers & bodies they will only grab one item at a time, so one may need to command them repeatedly. Once at or beyond capacity, it will not be possible to give them items any other way. This will not work with Dogmeat.
  • 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.
  • Traveling with a companion bestows the player character 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.
  • When choosing a location to send a dismissed companion, selecting 'Cancel' will not cancel the dismissal, but will instead send them back to the last location they were sent to when dismissed. If no settlement has ever been selected, the companion will be sent to their original location rather than a settlement.
  • If one accidentally dismisses a companion, just walk up to them again and ask them to re-join. One must also confirm the companion's desire to re-join after asking.
  • Danse, Deacon, Gage, Old Longfellow, and X6-88 are the only companions who can be killed by the Sole Survivor via storyline choices or if they're not recruited as companions.
  • Perks gained from companions are permanent. This holds true regardless of the status of the companion (e.g. hostile towards the player character, dead, etc.).
  • It is impossible to complete the main story of Fallout 4 and keep all companions (so if one wants to get all companion perks a few must be done before completing the main quest).
  • Companions can be tracked down using the Vault-Tec Population Management System introduced in the Vault-Tec Workshop add-on.
  • Some pacifist companions, like Curie and Piper, will still have their affinity raised when asking them to wait while fighting enemies alone in that same area. In contrast, aggressive companions, like MacCready, will only have their affinity raised if they are directly in contact with the enemies together with the player character.
  • Most companions complain when picking up junk, however, Old Longfellow will praise the player character and even have his affinity raised. Piper will complement the player character's ability to find a use for junk but does not gain any affinity.
  • When the player activates an elevator that takes them into a different location, all companions will seem to disappear for a short period, and then reappear, although it is still possible to locate them with the reticle. An example is an elevator in Secret Vault 81 To Vault 81, where the Curie follows the player to the last quest marker for Hole in the Wall.
  • Some companions will, when talked to, give the Survivor a gift. This can happen once/day.

Bugs

  • Icon pc.png Icon ps4.png A companion may become stuck in a reference pose position, flying around unanimated about 1-2 feet off the ground following the player character. The companion can be spoken with and interacted with in a normal manner, however, the companion will not fight. Even loading a new area by going through a door will not fix this behavior.[verified]
    • One potential fix is to fast travel to another location.
    • Another fix is to dismiss the companion. The companion can be re-recruited back.
  • Icon pc.png Icon ps4.png Certain sound effects can get "stuck" to companions and continue to play after said companion quit performing the respective action. Known examples include the sound of wielding a Ripper, firing a Gauss rifle, Dogmeat's bark and using the weapon bench's drill. When the bug occurs it follows the companion around, waxing and waning depending on their distance, and can neither be stopped by fast-traveling, reloading, or taking the weapon away from them. It can, however, be fixed by closing and restarting the game. It is currently unknown what exactly causes the bug.[verified]
    • Should the Ripper sound be playing over and over, having the companion use the weapon again may fix the bug.[verified]
    • If a companion has the drilling-sound glitch from an armor workbench or weapon workbenches, allowing them to re-use the corresponding workbench from where the glitched sound is and let them end its use by themselves without interruptions, the sound glitch should stop and be fixed.
    • Even after dismissing Dogmeat, he may continue barking. A possible fix for this is to turn on Classical Radio and then turn it off.
  • Icon ps4.png Icon xboxone.png Ada may remain with you even though you have just selected dismiss in dialogue, as well as the option of the settlement won't pop up.[verified]
    • One solution is to restart the game.
    • Another solution is to acquire a different companion.
  • Icon ps4.png When sending a companion to another settlement using the workshop he/ she will not go there straight away, and bringing the settlement choices back up will show the place still has an option to where they can be sent.[verified]
    • A fix for this is to turn the game off, then reloading the save.
    • Another fix is to fast travel to a different place and sleep in a bed and return.
  • Icon ps4.png Icon xboxone.png If a companion is down while changing zones, they may remain "downed" permanently, only changing areas along with the Sole Survivor. This can be fixed by damaging their HP until they go "down" and regenerate again while out of combat.[verified]
  • Icon xboxone.png Having a romanced companion giving the Lover's Embrace perk, while they are wearing power armor, can result in a bug, where fusion cores are being completely drained upon exiting any power armor.[verification overdue]

Behind the scenes

Another companion was planned for the Nuka-World add-on, voiced by Orion Acaba, though he was cut from the final release.[2]

References

  1. Companion information, Reddit
  2. Orion Acaba on Twitter: "It was just Operators and a companion that never got released"
Companions in Fallout 4
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