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For companions in other Fallout games, see companion.
This page lists all companions in Fallout 4.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For companions in other Fallout games, please see "Companion."
  • For an overview of Fallout 4 content, please refer to "Portal:Fallout 4."
 
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Gametitle-FO4

Permanent companions

The game has 13 companions:

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Fo4 Cait Cait 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) Benign Intervention Trigger Rush Icon check
Codsworth E3 PostWar Codsworth Sanctuary Hills Ask him to join after completing Out of Time
9 ST, 10 PE, 7 EN, 7 CH, 9 IN, 10 AG, 7 LK
195 + ([Player Level - 10] x 5) Robot Sympathy Icon cross
Curie Curie 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)
Emergent Behavior Combat Medic Icon check
Danse Paladin Danse Cambridge police station
The Prydwen (after Shadow of Steel
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) Blind Betrayal Know Your Enemy Icon check
Fallout-4-deacon Deacon Railroad HQ 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) Cloak & Dagger Icon cross
Fo4 Dogmeat E3 Outtro Dogmeat Red Rocket truck stop Ask him to join
4 ST, 14 PE, 4 EN, 4 CH, 8 IN, 14 AG, 4 LK
150 + ([Player Level - 1] x 5) Attack Dog Icon cross
Fo4 John Hancock John Hancock Old State House in 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) Isodoped Icon check
90px Robert Joseph MacCready The Third Rail in Goodneighbor 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) Long Road Ahead Killshot Icon check
Nick Valentine Nick Valentine Vault 114
Diamond City after Unlikely Valentine
Complete Getting a Clue
5 ST, 7 PE, 8 EN, 8 CH, 16 IN, 10 AG, 8 LK
225 + ([Player Level - 10] x 5) Long Time Coming Close to Metal Icon cross
90px Piper Wright 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) Gift of Gab Icon check
Preston Garvey Preston Garvey Museum of Freedom
Sanctuary Hills (after When Freedom Calls
Complete The First Step
5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK
185 + ([Player Level - 10] x 5) United We Stand Icon check
Strong Strong Trinity Tower Ask him to join after Curtain Call
24 ST, 12 PE, 8 EN, 1 CH, 6 IN, 18 AG, 1 LK
245 + ([Player Level - 10] x 5) Berserk Icon cross
X6-88 X6-88 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) Shield Harmonics Icon cross

Automatron companions

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Fallout 4 Automatron pre-release 7 Ada Variable Save her after an attack on her caravan
9 ST, 5 PE, 0 EN, 0 CH, 0 IN, 10 AG, 0 LK
Variable Automatron quest line None Icon cross
Automatron N/A N/A
9 ST, 5 PE, 0 EN, 0 CH, 0 IN, 10 AG, 0 LK
Variable None None Icon cross

Far Harbor companions

Mbox incomplete
Missing data (missing: SPECIAL stats)
A template in this article or section is missing some data. You can help Nukapedia by filling it in.
Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Old Longfellow Old Longfellow The Last Plank Complete Walk in the Park
5 ST, 7 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK
Shipbreaker Hunter's Wisdom Icon cross

Nuka-World companions

  • Porter Gage

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
H2-22 Synth Boston After Dark Church close to Bunker Hill
Travis Miles Human Confidence Man Diamond City
Jack Cabot Human The Secret of Cabot House Cabot House, Parsons State Insane Asylum
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
Rex Goodman Human Curtain Call Trinity Tower
Brotherhood squire Human Leading by Example The Prydwen, Boston Airport
Brotherhood scribe Human Learning Curve The Prydwen, Boston Airport
Allie Filmore Human Mass Fusion The Institute
X4-18 Synth The Battle of Bunker Hill Bunker Hill
Arthur Maxson Human The Nuclear Option The Prydwen
Paladin Brandis Human The Nuclear Option The Prydwen
Proctor Ingram Human Spoils of War The Prydwen
Billy Peabody Ghoul Kid in a Fridge Peabody house
Pearl Gametitle-FO4 FH Miss Nanny Brain Dead Cliff's Edge Hotel

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:

Icon checkIcon checkActions that are loved.
Icon checkActions that are liked.
Icon crossActions that are disliked.
Icon crossIcon crossActions 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 Icon cross Icon check Icon check Icon check Icon check Icon check Icon check Icon cross
Mean Icon check Icon check Icon cross Icon check Icon checkdeserved, Icon crossotherwise Icon cross Icon check Icon cross Icon check Icon cross
Nice Icon check Icon check Icon check
Icon cross
with ghouls
Icon check Icon cross Icon check Icon check Icon cross
Peaceful Icon cross Icon check Icon cross Icon check Icon check Icon cross Icon cross Icon cross Icon check Icon check Icon check
Selfish Icon check Icon cross Icon cross Icon cross Icon check Icon cross Icon cross Icon cross Icon check
Violent Icon check Icon cross Icon check Icon cross Icon check Icon cross Icon cross Icon cross Icon check
Sarcasm Icon check Icon check
sometimes
Flirt with someone else Icon crossIcon cross
if romanced
Icon crossIcon cross
if romanced
Icon crossIcon cross
if romanced
Icon crossIcon cross
if romanced
Icon crossIcon cross
if romanced
Give Drugs Icon check
before personal quest
Icon cross
after personal quest
Icon cross Icon check Icon cross Icon cross
Give Item Icon check Icon check Icon check Icon check Icon cross Icon check Icon check Icon check Icon check Icon cross
Murder Non-Hostile Icon cross Icon cross Icon cross Icon cross Icon cross Icon crossIcon cross Icon cross Icon crossIcon cross Icon cross Icon cross Icon check
Speech Success Icon check Icon check Icon cross Icon check
Say good things about Synths Icon check Icon cross
Say neutral things about Synths Icon cross
Say bad things about Synths Icon cross
Miscellaneous activities
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Chem Addiction Icon check
before personal quest
Icon cross
after personal quest
Icon cross Icon cross Icon cross Icon cross Icon check Icon cross Icon cross Icon cross Icon cross Icon cross
Chem Usage Icon check
before personal quest
Icon cross
after personal quest
Icon cross Icon cross Icon cross Icon check Icon cross Icon cross Icon cross Icon cross
Eat Corpse Icon cross Icon cross Icon cross Icon cross Icon cross Icon cross Icon check
Hack Computer Icon check Icon check Icon check
Heal Dogmeat Icon check Icon check Icon check Icon check Icon check Icon check Icon cross Icon cross
Modify Armor Icon checkIcon check Icon checkIcon check Icon check
Modify Weapon Icon checkIcon check Icon check Icon check Icon check
Being naked Icon check Icon check Icon cross
Pick Lock (Owned) Icon check Icon cross Icon cross Icon cross Icon check Icon check Icon cross Icon cross Icon cross Icon cross
Pick Lock (Unowned) Icon check Icon check Icon check Icon cross
Pickpocketing Icon check Icon cross Icon cross Icon cross Icon check Icon cross Icon cross Icon cross
Theft Icon cross Icon cross Icon cross Icon cross Icon check Icon cross Icon cross Icon cross Icon check
Use Power Armor Icon check Icon cross Icon check
Use Vertibird Icon check Icon cross Icon cross
Reaction to faction quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Help Brotherhood Icon cross Icon check Icon cross Icon cross Icon cross Icon cross
Help Minutemen Icon cross Icon check Icon check Icon check
Help Railroad Icon cross Icon check Icon check
Help Settler/accept Minutemen quest Icon checkIcon check
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 Icon check Icon check
Saying you'd kill Kellogg again, after Dangerous Minds Icon cross Icon check Icon cross Icon cross
Give the egg to the Deathclaw during The Devil's Due Icon cross Icon cross Icon crossIcon cross Icon cross Icon cross Icon check Icon check Icon cross Icon cross
Enter Covenant Icon check Icon cross Icon cross Icon check Icon cross Icon cross Icon check
Side with Covenant Icon check Icon check Icon check
Side against Covenant Icon cross Icon check Icon cross Icon checkIcon check Icon check
Accept Pickman's Gift Icon cross Icon cross Icon cross Icon cross
Give Vault-Tec rep a home Icon cross Icon checkIcon check Icon cross Icon cross Icon check Icon check Icon check
Give the Vault 81 cure to Austin during Hole in the Wall Icon cross Icon checkIcon check Icon check Icon checkIcon check Icon checkIcon check Icon cross Icon check Icon check Icon check Icon check ?
Keep the Vault 81 cure to yourself Icon check ? ? Icon cross Icon cross Icon check Icon cross Icon cross Icon cross ? ?
Give Sturges the datatape at the end of Inside Job ? ? ? Icon crossIcon cross Icon cross ? ? ? Icon check ? ? Icon crossIcon cross
Complete the research project in Cambridge Polymer Labs ? ? Icon checkIcon check ? ? ? ? ? ? ? ? ?
Complete Last Voyage of the U.S.S. Constitution ? ? Icon check ? Icon checkIcon check Icon cross ? ? ? ? ? ?
Join Children of Atom during Best Left Forgotten quest Icon cross ? Icon cross ? Icon cross ? ? Icon cross ? ?
Destroy The Nucleus Icon checkIcon check ? ? ? ? ? ? ? ? ? ? ?

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.
  • 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.
    • 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 the 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. This one can be modified and equipped on Nick), and 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 carry 150, except Strong 200, and Danse 210.[1]
    • It is possible to make companions wear pocketed armor to increase their max carrying capacity (+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.
  • 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, 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

  • PCIcon pc 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.[verified]
    • One potential fix is to fast travel to another location.
  • PCIcon pc 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 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-travelling, 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. [verification overdue]

References

Companions in Fallout 4
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