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
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The game has 13 companions[1]:
Image | Name | Perk | Location | Prerequisites | Base S.P.E.C.I.A.L. | Hit Points | Romance |
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Cait | Trigger Rush | Combat Zone | Ask her to join after clearing the Combat Zone | 5 ST, 10 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK | 185 + ([Player Level - 10] x 5) | ||
Codsworth | Robot Sympathy | Sanctuary Hills | Ask him to join. | 9 ST, 10 PE, 7 EN, 7 CH, 9 IN, 10 AG, 7 LK | 195 + ([Player Level - 10] x 5) | ||
Curie | Combat Medic | Vault 81 | Complete the quest Hole in the Wall | 5 ST, 4 PE, 4 EN, 4 CH, 4 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) |
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Paladin Danse | Know Your Enemy | Cambridge police station | Upon receiving the quest Tour of Duty. | 5 ST, 10 PE, 8 EN, 8 CH, 8 IN, 10 AG, 7 LK | 185 + ([Player Level - 10] x 5) | ||
Deacon | Cloak & Dagger | Old North Church | Complete Tradecraft and join The Railroad | 5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK | 185 + ([Player Level - 10] x 5) | ||
Dogmeat | Attack Dog | Red Rocket truck stop (Outside Sanctuary Hills) | Ask him to join | 4 ST, 14 PE, 4 EN, 4 CH, 8 IN, 14 AG, 4 LK | 150 + ([Player Level - 1] x 5) | ||
John Hancock | Isodoped | Goodneighbor | Ask him to join after completing The Big Dig | 5 ST, 10 PE, 8 EN, 9 CH, 14 IN, 10 AG, 8 LK | 185 + ([Player Level - 10] x 5) | ||
File:Fo4 MacCready.png | Robert Joseph MacCready | Killshot | Goodneighbor (Inside The Third Rail) | Hire him for 250 caps or 200 (Easy speech check) | 5 ST, 10 PE, 4 EN, 6 CH, 7 IN, 5 AG, 5 LK | 185 + ([Player Level - 10] x 5) | |
Nick Valentine | Close to Metal | Vault 114 Diamond City |
Complete Getting a Clue | 5 ST, 7 PE, 8 EN, 8 CH, 16 IN, 10 AG, 8 LK | 225 + ([Player Level - 10] x 5) | ||
Piper | Gift of Gab | Diamond City | Complete Story of the Century | 5 ST, 10 PE, 7 EN, 10 CH, 8 IN, 10 AG, 8 LK | 185 + ([Player Level - 10] x 5) | ||
Preston Garvey | United We Stand | Museum of Freedom | Complete The First Step | 5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK | 185 + ([Player Level - 10] x 5) | ||
Strong | Berserk | Trinity Tower | Ask him to join after Curtain Call | 245 + ([Player Level - 10] x 5) | |||
X6-88 | Shield Harmonics | The Institute | Join the Institute and complete Mankind-Redefined | 8 ST, 10 PE, 9 EN, 7 CH, 9 IN, 10 AG, 7 LK | 185 + ([Player Level - 10] x 5) |
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 (Part of Brotherhood of Steel quest line)
Temporary companions
The game has a number of temporary companions that will only be available during certain missions.
Interests
Main article: Affinity
Companion affinity is gained and lost with two varying degrees for both. Here is how the table below represents those changes:
Actions that are loved. | |
Actions that are liked. | |
Actions that are disliked. | |
Actions that are hated. |
Table of companion affinities | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
General behavior & interactions with other characters | ||||||||||||
Action | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6‑88 |
Generous | ||||||||||||
Mean | deserved, otherwise | |||||||||||
Nice | with ghouls |
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Peaceful | ||||||||||||
Selfish | ||||||||||||
Violent | ||||||||||||
Sarcasm | sometimes |
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Flirt with someone else | if romanced |
if romanced |
if romanced |
if romanced |
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Give Drugs | before personal quest after personal quest |
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Give Item | ||||||||||||
Murder Non-Hostile | ||||||||||||
Speech Success | ||||||||||||
Say good things about Synths | ||||||||||||
Say neutral things about Synths | ||||||||||||
Say bad things about Synths | ||||||||||||
Miscellaneous activities | ||||||||||||
Action | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
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 | ||||||||||||
Hack Computer | ||||||||||||
Heal Dogmeat | ||||||||||||
Modify Armor | ||||||||||||
Modify Weapon | ||||||||||||
Being naked | ||||||||||||
Pick Lock (Owned) | ||||||||||||
Pick Lock (Unowned) | ||||||||||||
Pickpocketing | ||||||||||||
Theft | ||||||||||||
Use Power Armor | ||||||||||||
Use Vertibird | ||||||||||||
Reaction to faction quests | ||||||||||||
Action | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
Help Brotherhood | ||||||||||||
Help Minutemen | ||||||||||||
Help Railroad | ||||||||||||
Help Settler/accept Minutemen quest | ||||||||||||
Kill Settler/Railroad member | Hostile | |||||||||||
Reaction to general quests | ||||||||||||
Action | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
Save Kent Connolly | ||||||||||||
Say you'd kill Kellogg again after Dangerous Minds | ||||||||||||
Give the egg to the Deathclaw during The Devil's Due | ||||||||||||
Enter Covenant | ||||||||||||
Side with Covenant | ||||||||||||
Side against Covenant | ||||||||||||
Accept Pickman's Gift | ||||||||||||
Give Vault-Tec rep a home | ||||||||||||
Give the Vault 81 cure to Austin during Hole in the Wall | ? | ? | ? | |||||||||
Keep the Vault 81 cure to yourself | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ||
Give Sturges the datatape at the end of Inside Job | ? | ? | ? | ? | ? | ? | ? | ? | ||||
Complete the research project in Cambridge Polymer Labs | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
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.
- Some companions lose their essential status when dismissed. They do however remain protected like other settlers and can not 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.
- 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 the designated "home" wearing the armor, and continue to wear it until you tell them to exit their power armor suit. Sometimes you may find the dismissed companion in the settlement you sent them to without their power armor. In that case, look around the settlement everywhere for the power armor suit, the companion 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.
- Humanoid companions can wear power armor without needing a fusion core. If you remove 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 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, Nick Valentine will not remove his trenchcoat, 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.
- All companions can carry an unlimited quantity of loot. Rather than trade with them place the items you want them to carry on a dead body, or in a storage container, then command them to to grab anything worthwhile. You can also make them pick up items laying on the ground one item at a time.
- 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 you accidentally dismiss a companion, just walk up to them again and ask them to re-join you. You must also confirm the companion's desire to re-join after you ask.
- Danse, X6 and Deacon are the only companions who can be killed by the Sole Survivor, if they're not following the Survivor.
- 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.).
Bugs
- setessential <baseID> 0. You can use the console to change them to non-essential with
Should a companion be sent to a settlement and made hostile permanently, as may happen with Danse and X6-88, they will remain in that settlement and can not be killed. Though they will not attack the settlers they will attack the Sole Survivor when approaching them. Currently, there are no patches or fixes to this bug on console versions. [verified]
- [verification overdue]
- One potential fix is to fast travel to another location.
A companion may become stuck in a "crucified" position, flying around about 1-2 feet off the ground following the player. 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.
References
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