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Gametitle-FO4

Permanent companions

The game has 13 companions[1]:

Image Name Perk Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Romance
Fo4 Cait 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) Yes
Codsworth E3 PostWar 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) No
Curie 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)
Yes
Danse 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) Yes
Fallout-4-deacon 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) No
Fo4 Dogmeat E3 Outtro 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) No
Fo4 John Hancock 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) Yes
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) Yes
Nick Valentine 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) No
Piper Wright at DC 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) Yes
Preston Garvey 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) Yes
Strong Strong Berserk Trinity Tower Ask him to join after Curtain Call 245 + ([Player Level - 10] x 5) No
X6-88 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) No


Personal Quests

Some companions have personal quests, usually given after reaching a certain amount of approval:

Temporary companions

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

Name Race Quest Location
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
Brotherhood Squire Human Leading by Example The Prydwen, Boston Airport
Allie Filmore Human Mass Fusion The Institute
Arthur Maxson Human The Nuclear Option The Prydwen
Proctor Ingram Human Spoils of War The Prydwen
Billy Peabody Ghoul Kid in a Fridge Peabody house

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:

YesYesActions that are loved.
YesActions that are liked.
NoActions that are disliked.
NoNoActions 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 No Yes Yes Yes Yes Yes Yes No
Mean Yes Yes No Yes Yesdeserved, Nootherwise No Yes No Yes No
Nice Yes Yes Yes
No
with ghouls
Yes No Yes Yes No
Peaceful No Yes No Yes Yes No No No Yes Yes Yes
Selfish Yes No No No Yes No No No Yes
Violent Yes No Yes No Yes No No No Yes
Sarcasm Yes Yes
sometimes
Flirt with someone else No
if romanced
NoNo
if romanced
No
if romanced
No
if romanced
Give Drugs Yes
before personal quest
No
after personal quest
No Yes No No
Give Item Yes Yes Yes Yes No Yes Yes Yes No
Murder Non-Hostile No No No No No No No No No No Yes
Speech Success No Yes Yes No Yes
Say good things about Synths Yes No
Say neutral things about Synths No
Say bad things about Synths No
Miscellaneous activities
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Chem Addiction Yes
before personal quest
No
after personal quest
No No No No No No No
Chem Usage Yes
before personal quest
No
after personal quest
No No No Yes No No
Eat Corpse No No No No No No Yes
Hack Computer Yes Yes Yes
Heal Dogmeat Yes Yes Yes Yes Yes Yes No No
Modify Armor YesYes YesYes Yes
Modify Weapon YesYes Yes Yes Yes
Being naked Yes Yes No
Pick Lock (Owned) Yes No No No Yes Yes No No No No
Pick Lock (Unowned) Yes Yes Yes No
Pickpocketing Yes No No No No Yes No No No
Theft No No No No Yes No No No Yes
Use Power Armor Yes No Yes
Use Vertibird Yes No No
Reaction to faction quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Help Brotherhood Yes Yes No No No No
Help Minutemen No Yes Yes Yes
Help Railroad No Yes Yes
Help Settler/accept Minutemen quest YesYes
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 Yes Yes
Say you'd kill Kellogg again after Dangerous Minds No No
Give the egg to the Deathclaw during The Devil's Due No No NoNo No No Yes Yes No No
Enter Covenant No No No No Yes
Side with Covenant Yes Yes Yes
Side against Covenant No Yes No YesYes Yes
Accept Pickman's Gift No No No
Give Vault-Tec rep a home No YesYes No No Yes Yes Yes
Give the Vault 81 cure to Austin during Hole in the Wall No YesYes ? Yes YesYes YesYes No Yes Yes Yes ? ?
Keep the Vault 81 cure to yourself Yes ? ? ? ? ? ? ? No ? ? ?
Give Sturges the datatape at the end of Inside Job ? ? ? NoNo No ? ? ? Yes ? ? NoNo
Complete the research project in Cambridge Polymer Labs ? ? YesYes ? ? ? ? ? ? ? ? ?

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

  • PCPC 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]
    • PCPC You can use the console to change them to non-essential with setessential <baseID> 0.
  • PCPC 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.[verification overdue]
    • One potential fix is to fast travel to another location.

References

Companions in Fallout 4
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