An unusual robotic detective, Nick Valentine operates a small agency in Diamond City along with his assistant Ellie Perkins. In addition to possessing the memories of a late pre-War detective, Nick has certain abilities that complement his investigative skills: he is very effective at hacking computers, and adept at both ranged and melee combat. Valentine believes himself to be a prototype between second generation synths and the latest, which might explain why he exhibits sapient intelligence and is not innately hostile towards non-Institute humans. He is generally well respected throughout Diamond City despite his mysterious origins.
Originally, along with another synth named DiMA, the synth that would become Nick Valentine was one of two unique prototype Gen 2 synth used to test if and how synths could handle independent thinking. For years he was experimented on, having various personalities and memories from former humans loaded into him. Despite this, he and DiMA grew a family like bond to one another, due to being the first and only synths of their kind. This was until DiMA, having been an experiment on a synth developing its own sense of consciousness and self without preloaded personalities or memories, grew to resent the experiments being performed on him and his "brother". The two synths managed to escape, but not before the Institute uploaded a new personality and memories in DiMA's brother. The synth, now identifying himself as a prewar police officer named Nick Valentine, in a state of confusion due to suddenly "waking up" 200 years in the future, attacked DiMA. DiMA was left with no choice but to knock Nick out and leave him behind. After regaining consciousness in a pile of garbage an unknown amount of time later, Nick wandered the wasteland in a state of confusion for several weeks.
Due to unfamiliarity with the Institute and its technology, most wastelanders regarded Nick with equal parts fear and awe; however, he was eventually accepted into a small local community where a mechanic offered to repair the damage he had sustained in his travels. During this time Nick befriended a child he knew only as "Jim" the first human contact Nick ever had. The community was the first time since his reawakening that anyone had treated Nick as a human being and not some mechanical monstrosity. Nick eventually left that settlement; upon visiting years later, he found that it had been pillaged by raiders. The fate of its population remains unclear.
Nick eventually found himself traveling to Diamond City. Although Diamond City holds no small amount of hatred for the Institute and their synths, Nick gained their respect by saving the daughter of the city's former mayor when she ran away with a caravan trader. The caravan trader and his companions were, unbeknownst to the girl, actually kidnappers who (as kidnappers tend to do) proceeded to take her hostage. Nick stumbled upon the kidnappers purely by happenstance when he was wandering the Commonwealth wasteland, having been almost exclusively itinerant since his "awakening". Finding himself held at gunpoint and likely the girl's only hope, Nick scared the abductors away by claiming that he had a bomb inside him and beeping (true to Fallout-style humor, Nick claims that he literally just said the word "beep" repeatedly).
When the Mayor's daughter told Nick what had happened he returned her to her father, who in turn gave him a house in Diamond City as compensation despite the citizens' dismay and objections; Nick gradually assuaged the citizens' fears by acting as Diamond City's handyman. His formidable detective skills were brought to the forefront when he helped to find a wife who was thought dead: Nick discovered that she had in actuality run away with her lover. In time, people stopped asking Nick to fix things when it became clear that he had found his true calling as Diamond City's private investigator.
While on a case to find a human named Darla, was believed to had been kidnapped but in fact had run away to join the gang of mobster Skinny Malone, Nick was captured by the gang and imprisoned within their hide out in Vault 114. It was here that he met and was rescued by the Sole Survivor. The two escaped the vault after confronting Skinny Malone. Upon their escape and meeting back up at Nick's office. The Sole Survivor enlisted his help in tracking down their missing son.
Nick eventually opens up to the Sole Survivor and starts the quest Long Time Coming. Nick asks them to help him tie up the last "loose end" of the original Nick Valentine's life: bringing down his old rival Edward Winter. Tracking down all 10 of Winter's old holotape, Nick and the Sole Survivor use them to decode Winter's hideout and the code to get in. Once inside, Nick confronts Winter (who does not recognize Nick). Together, with the Sole Survivor, Nick kills Winter and avenges the murder of the original Nick's fiancee, Jennifer Lands. Nick then shows the Sole Survivor the site where Winter had killed Jenifer, before contemplating who he is and what purpose his life has after that point.
While traveling with the Sole Survivor, Nick finds himself on a case to find the missing daughter of Kenji Nakano (who apparently worked with Nick on a prior case that wound up with Kenji getting shot in the hip). The trail leads to Far Harbor. While on the island, Nick is reunited with DiMA, who is now the current leader of Acadia. Though DiMA is very glad to see his brother again, Nick is reluctant due to not remembering DiMA at all. Upon finding proof of their relationship, the Sole Survivor can convince Nick to accept DiMA as his brother, and the two will occasionally greet each other or chat upon entering Acadia.
The Original Nick Valentine
The holotapes Welcome home!, Operation Winter's End,and We are done; a BADTFL terminal log "Case 155-H Winter Informant Log"; and Nick himself tell the story of the original Nick Valentine. Nick Valentine was originally a police detective from Chicago. He was brought to Boston to lead "Operation Winter's End", an operation to bring down the mob boss Edward Winter. Unfortunately, Winter managed to find out about Nick's fiancee, Jennifer, and personally killed her in revenge for Nick's involvement in the operation. To make matters worse, Nick and the rest of the task force on Operation Winter's End discovered that Winter was actually working for the DA against the other mob bosses in exchange for protection. Winter got away, Operation Winter's End was disbanded, and Nick was ordered to seek treatment for PTSD at C.I.T. where his brain was scanned as part of his treatment.
Interactions with the player character
|This character is essential. Essential characters cannot be killed.|
|This character is a temporary companion.|
|This character is a permanent companion. They grant the Close to Metal perk.|
|This character is a doctor.|
|This character is a merchant.||Caps: -|
|This character can repair items.||Repair cap: -|
|This character can modify weapons.||
|This character rents beds.||Cost: - caps.|
|This character starts quests.|
|This character is involved in quests.|
- Valentine can be used to hack terminals of any tier by guiding him to the nearest terminal. This will take some time, depending on the difficulty. However, he might fail and be locked out forever. This chance increases with each tier. If he fails and locks himself out of the terminal, the terminal can still be hacked.
- Valentine will not hack terminals that strictly belong to someone else.
- Valentine cannot be romanced.
Effects of player's actions
- Achieving maximum relationship with Nick Valentine gives the Survivor the Close to Metal perk which allows one extra attempt when hacking and a 50% reduced lockout time upon failing a hack. His personal quest Long Time Coming must be completed before the perk can be obtained. The quest Dangerous Minds must be completed to trigger quest Long Time Coming if maximum relationship already achieved.
- He will comment on the Sole Survivor's decisions after completing the main questline. He responds negatively to choosing the Institute.
Range of interests
- Despite being essential to the plot, Nick has a death quote. He says "Not like this...".
- Nick cannot change clothing, as he is restricted to his detective outfit. He may, however, enter power armor. This means the only way to increase Nick's carrying capacity is with power armor. Unlike other characters, Nick will exit the power armor after he is dismissed.
- Nick can, however, be upgraded in terms of defense. If the faded trench coat given to the Sole Survivor is customized with ballistic fiber, this item can then be equipped to Nick (but cannot be unequipped). Interestingly, this will restore his right hand, probably, as the coat he does wear is unique to him, which includes his hand.
- Nick has about 30-40 more hit points than most other companions, with the exceptions of Strong and Curie in her Ms. Nanny body. This is balanced out by his inability to wear armor. However, as a prototype synth he has an innate damage resistance of 25 (about equal to a full set of girded leather armor) and an energy resistance of 5, offering him some modest protection in combat. This is the same innate damage/energy resistance that Codsworth has. Like Codsworth, this innate resistance receives a moderate increase at very high player levels, but is less than what would be provided by a good suit of armor.
- Nick Valentine will comment whenever the Mysterious Stranger appears in V.A.T.S. with the appropriate perk. If one finds the case file under Valentine's bed, it will detail the notes for the Mysterious Stranger case that dates back to at least the original Fallout's timeline (the file will note the "really old rumors" about the Mysterious Stranger appearing in Shady Sands, where the Vault Dweller assisted the residents in Fallout). The only exception is New Vegas, which is not mentioned.
- Like with Preston Garvey, random townspeople may occasionally offer Nick a gift for his help in the past. However, he will not accept, and nothing will be found in his inventory afterwards.
- Nick will comment if taken to Nate/Nora's corpse in Vault 111.
- During the last part of Reunions, Nick may be waiting only in Piper's office, even if sent to a settlement.
- After using Nick Valentine to access Kellogg's memories, Nick speaks to the player character in Kellogg's voice saying "I should have killed you when I had the chance" or "Did you find what you were looking for in my head?" in an amused and resigned tone, suggesting that part of Kellogg has survived in some way through Nick. This has no effect later in the game and Nick does not say anything else as Kellogg. Nick seems to not notice speaking as Kellogg, simply stating that Doctor Amari mentioned that some mnemonic impressions may have remained when asked about it. He will seem a little upset when the Sole Survivor says there might be something wrong with him and is thus unsure about bringing him along further.
- In BADTFL regional office there is a pre-War terminal with a log that mentions Nick Valentine leading an operation named "Winter's End" and being engaged to a Jennifer Lands. Also in the office is a recorded holotape , titled We are done, in the lockup addressed to Valentine regarding the disaster of "Operation Winter's End." The holotape directs Valentine to seek mental help from the C.I.T. though the use of brainwave scanning, offering more to the story the player was already told by Nick himself about having the personality and some memories of a pre-war detective.
- During the quest The Glowing Sea, Valentine recommends that the Sole Survivor take him with them as he is immune to radiation. However, the Sole Survivor can take any companion with them to the Glowing Sea, as all companions are completely immune to radiation, regardless of race.
- When doing Nick's companion quest, it's best to tell Nick to leave his power armor before collecting the last tape, otherwise he will remain in it until the quest is finished, since the "Talk" option will trigger quest-relevant dialogue instead of the usual options which include the prompt to exit power armor. However, it may be still possible to get him out by trying to "Talk" again right after answering his question.
- There is a random event where a group of raiders wait until the Sole Survivor gets very close before attacking. They may recognize Nick and stop attacking. One will then say if they recognized Nick they would not have attacked, as Nick helped him in the past. Nick replies awkwardly with something like, "er... well, I'm glad you have made something of yourself...we are just going to walk away now..."
- Nick appears briefly in the Fallout 4 Official trailer walking under a streetlamp outside the Memory Den
- Becomes companion at the end of Getting a Clue.
- If sent back to a settlement, before visiting the Memory Den during the Dangerous Minds quest, he will instead go to the Memory Den and his movement will be locked to the quest progression.
- Nick appears to have a decent knowledge of classical literature, quoting The Raven when he first sees the Prydwen and Ozymandias if he is brought to General Atomics Galleria. He also quotes Aldous Huxley's "Brave New World" during his second approval talk if one chooses to ask him what he remembers about the institute.
- If taken to Acadia after deciding to join them, DiMA may say, "Good to see you again, Brother." to which Nick replies "I'd prefer to keep it 'Nick And DiMA' for now."
- If sent to Old Longfellow's cabin, he may spend his time wandering around the outskirts of Far Harbor instead.
- "You'd be shocked how many people I've managed to convince I'm just a really sick ghoul."
- "Who do you think actually won the war? No one, I guess."
- "I'm gonna run some diagnostics while you're tinkering. Take your time."
- "There's always another case to close."
- "It’s synth detective, jackass." – When choosing the Sarcastic option upon finding San Francisco Sunlights.
- "I told them I was rigged to explode and started going 'beep, beep, beep'. Hardest part of that rescue was trying not to laugh as they ran over each other trying to get away."
- "You good to keep going? I don't sleep or eat or anything like that. But if ya need to, you do it."
- "And that's how they put Nick back together again." – When stimpaked. A clear reference to Humpty Dumpty, the nursery rhyme.
- "If you find any pieces of my legs, could you pick them up for me?" – When caught in a explosion
- "I can't tell if your aim is spectacular or horrendous. Either way, knock it off." – When the player is shooting at nothing
- "More stairs? Who build this damn Vault, a fitness instructor?" – During Unlikely Valentine
- "So much for Skinny Malone. Think he's lighter or heavier with all those holes in him? Bullets probably add a few ounces..." – After killing Skinny Malone during Unlikely Valentine
- "So, you gonna spill the beans?" – After agreeing to help Paladin Danse
- "Good God. You catch the plates on that one? No way anyone survived that. Though I guess we ought to make sure..." – After seeing a UFO fall out of the sky
- "There really is no way to ride a seesaw with dignity." – After passing Children's play equipment
- "It's not easy to do the right thing for something that seems so evil, but everyone deserves their fair chance." – After returning the pristine deathclaw egg to its nest during The Devil's Due
- "Deep into that darkness peering. Long I stood there, wondering, fearing." – After witnessing the Prydwen enter the Commonwealth)
- "Well, good afternoon to you, too." – When a Brotherhood of Steel Knight calls Nick an Abomination
- "Now that's not... oh. Oh, I'm so sorry." – If taken to Nate/Nora's corpse in Vault 111.
- "I am become death, the destroyer of worlds..." – If the Sole Survivor completes Cleansing the Land with Nick as a companion.
- "I've been wanting to say that since we first met that guy." – When telling Allen Lee to shut up.
- Picking up junk:
- "You building a collection or somethin'?"
- "I can't account you for taste."
- "Okay, if you're carrying it."
- After a Mysterious Stranger visit:
- "That was him! The Stranger! He was right here! Where'd he go?"
- "He was just here. You saw him, right?"
- "You! Sto...damn. Vanished."
- "What the-- the Stranger... slipped right through our fingers."
- Comments on locations:
- "So, pharaohs set up franchise way out here?" – When arriving at the Sentinel site
- "What kind of monster could think this is art?" – When inside Pickman Gallery
- "Flying around in 200 old aircraft? What could go wrong?" – When inside a Vertibird
- "I don't know what I find more disturbing...the fact that there's a ship lodged in that building, or that there's still a ship lodged in that building." – When on board the USS Constitution
- "Vault 81, friendliest Vault in all the Commonwealth. Because here, they don't shoot on sight." – Upon entering Vault 81
- When swapping Valentine with:
- Danse: "Danse.", to which Danse replies: "Valentine."
- Hancock: "You two stay out of trouble.", to which Hancock replies: "Come on, Nick. You know I don't make promises I won't keep."
- Codsworth: "Don't let this one boss ya around, too much, Codsworth.", to which Codsworth replies: "There's nothing I'd like more, Mr. Valentine."
- Preston Garvey: "You two go do the Commonwealth proud.", to which Preston replies: "We'll try, Nick."
- Curie: "You two watch yourselves out there.", to which Curie replies: "Oh, monsieur. We do not watch. We observe."
- Cait: "Heading out with Cait, huh? Hope you know what you're getting into.", to which Cait replies: "Hey Valentine... I think you've got somethin' on your face. Oh, it's skin. Yeah, you might want to get that looked at."
- Deacon: "Hmm. Deacon. You two taking care of some... official business?", to which Deacon replies: "Mr. Valentine. You flatter me." (This is voicing - Subtitles say "Nick. I haven't the faintest what you're talking about.")
- Strong: "Hey. Big guy. Don't eat this one, alright?", to which Strong replies: "Roboman not tell Strong what to do."
- Piper: "Traveling with Piper's not for the faint of heart. I'd know", to which Piper replies: "Nick. You always know just what to say."
- MacCready: " So, this is the sort you're taking up with now?", to which MacCready replies: "Yeah. And who could blame him/her?"
Nick Valentine appears only in Fallout 4.
Behind the scenes
|The following is based on unverified behind the scenes information and has not been confirmed by canon sources.|
- Nick Valentine's name is similar to Dashiell Hammett's Sam Spade: Spade is the name of a suit of playing cards while a "Valentine," often given on Valentine's Day, is also associated with a heart-shape (another suit of cards.) And, of course, Nick is inspired by the classic noir detective of which Sam Spade is the archetype. His costume, facial appearance, and voice are also similar to those of Humphrey Bogart, who was famous for his roles as a hard-boiled detective in various films noir, most notably as Sam Spade in The Maltese Falcon.
- Nick could also be influenced by the character Pero from the 2001 movie Metropolis as Nick and Pero, after his fatal gunshot wound, have similar appearances, outfits, jobs and even injuries.
- Nick Valentine's voice shares a number of characteristics with the voice of George Valentine (portrayed by Bob Bailey) from the radio serial "Let George Do It", about a detective-for-hire. His first client in the pilot episode is a Mr. Winters, who dies under mysterious circumstances.
|End of information based on unverified behind the scenes information.|
- Xbox One While in the "Follow Nick" portion of Getting a Clue Nick may stop randomly. Talk to him to continue.
- PC Nick's personal quest Long Time Coming may fail to trigger even when the player reaches the required affinity level and has completed the quest Dangerous Minds. The cause is currently unknown, but there exists a debug workaround stage number for the console command (see the Long Time Coming page for stage number).
- PC Nick may vanish sometimes to an unknown location. Check Piper's office in Diamond City or Mass Fusion executive suite after the completion of his companion mission.[verified]
- PC Nick may become invisible after freeing him from his cell, and choosing to attack instead of stealth. The player character is unable to converse with him while he's invisible, although his quest marker remains above his head, as well as still being able to attack.[verified]
- Playstation 4 If Nick is given power armor before entering the Memory Den during Dangerous Minds the armor will count as stolen if the player character tries to enter it. Nick can still be told to enter it himself.[verified]
- PC If Nick is in power armor and one trades items with him, "Take All" will remove his hat. It does not show up in the player character's inventory, but returns upon telling Nick to exit his power armor suit.[verified]
- PC Nick can be given the quest reward faded trench coat and it can be equipped, but doing so makes both of his hands synthetic, rather than one synthetic, one metal.[verified]
- Xbox One During the quest Dangerous Minds after talking to Doctor Amari and discussing Kellogg's brain, Nick will just stand there and if the Sole Survivor interacts with him it will just say this individual is busy.[verification overdue]
- PC After breaking into the room in which Nick is held during the Unlikely Valentine quest and telling him one will follow him out of the vault, Nick may walk to the door of the room and stop, and/or walk face first into the edges of the doorway and not be able to turn around. This can be fixed by physically pushing him out of the way, or running several feet away from him and then running back to him.[verification overdue]
- Xbox One Nick may vanish after Dangerous Minds, if he is not taken as a companion.[verified]
- PC If Nick is severely wounded during a fight, he may remain in the "sitting" position indefinitely. Possible fixes include giving a stimpak, fast traveling away from the area, or loading an earlier save. [verified]
- Stimpaks may not fix the above bug as Nick will register as having full health. A more reliable fix if one does not have the second level of the Inspirational perk is to shoot him (melee appears to do nothing) until he "falls down" again. This allows one to stimpak him and heal him properly with seemingly no negative effects (though it would be best to do it in the wilderness in case friendly characters try to stop the player character).[platforms tag needed][verification overdue]
- Xbox One When he is a companion, Nick may start emitting the sounds of a machine gun turret. The sound is louder when he is closer. Dismissing him eliminates the noise. Requesting him to follow will restore the noise. The noise is evident both indoors and in the Commonwealth.[verification overdue]