Fallout Wiki
Fallout Wiki


Deacon hates it when you keep the Vault 81 cure for yourself.

I wonder if this page could feature another table simply comparing all SPECIAL stats of all companions? If acceptable I can do it.-- 15:14, November 27, 2015 (UTC)

Will this page feature a (quick)list of actions that change the companion's opinion on the Sole Survivor or such a thing will have it's own page? I'm just asking because it seems kinda important to have this kind of information if one intends to manage the relationships properly. WhoeverReadThis (talk)WhoeverReadThis

Such things belong on individual pages. For it may differ between companions. ☢ Energy X ☣ 13:07, November 11, 2015 (UTC)

Maybe add a spoiler tag? was gonna look up my current companion perk when i got a face full of all the companions races, which do give out a lot of info. 05:09, November 13, 2015 (UTC)

Seconded on the spoiler tags. Danse's race is a huge spoiler. -- 16:08, November 13, 2015 (UTC)

Don't forget about Junkyard Dog (Rottweiler companion, bought from Gene with high charisma). I don't have her to confirm what I've read or I'd have added her myself. {{SUBST:Nosubst|User:Xolah/sig}} 17:45, November 14, 2015 (UTC)

The Lone Wanderer perk still giving its bonuses with Dogmeat as a companion is almost certainly a bug. It should be under that section of the page.

Updated Danse's race to original. Players will uncover the rest in their playthrough.

We don't *hide* spoilers. If he is a synth, then he should be listed as a synth. ☢ Energy X ☣ 22:24, November 16, 2015 (UTC)
we don't need to hide, just add spoiler warning at the start of the section. 23:48, November 16, 2015 (UTC)
We don't have any. And we certainly don't need one, either. Besides, we'd have to add it to every page (because anything can be a spoiler to everyone). ☢ Energy X ☣ 09:51, November 29, 2015 (UTC)
You keep saying 'we' when it is obvious that you me 'I'. This is an issue and you are very wrong about it. I think another administrator needs to take this issue over since User:Energy X's view on this is so vastly different than the people who use this wiki.
Nitsujcm (talk) 18:10, January 5, 2016 (UTC)
Another administrator here. I agree with Energy X that we should follow policy. Paladin117>>iff bored; 19:09, January 5, 2016 (UTC)
I'm not saying you shouldn't follow the policy. I'm saying you should help users go through the correct channels to fix an issue instead of just telling them... 'nope - sorry; it's in the policy.' and 'besides... you are wrong, this doesn't matter' when it clearly matters to quite a few. Instead - why not help point them understand what it would take to change the policy... or figure out how to remove something that goes above and beyond what would normally be expected on this page regarding spoilers and take 'race' off the page? People searching for this info don't know your site's unique policy on spoilers... They have a reasonable expectation to not have the game's story spoiled when looking up what Piper likes/hates. Nitsujcm (talk) 19:40, January 5, 2016 (UTC)

Thirded/Fourthed (whichever we're on) on the spoiler tag request. I've read the responses above by the admins, and I'm sad to see it so black and white. I understand every page/quest/character having a spoiler warning is absurd, but on a first time playthrough companion options are one of the first things series veterans are going to be interested in. A tag that's very minor in this table's context is very major in the story's. As a reference site standardization is very important across pages, but I feel the end goal of providing good communication and user usefulness trumps it. As always its the Admins who have final say, but I really think forgoing a warning, is going to help little and spoil a lot. I defer to the judgement of my betters. 03:36, January 7, 2016 (UTC)

This whole Fallout Wiki Web site is a huge "spoiler" by itself and by its leitmotiv. Thus I don't see the relevance of adding a "spoiler" tag. Myself I came here after having completed a first run, solely using the help provided by the game. For instance, all stat tables are spoilers : it's a cheat which allows you to "judge" about your companions and their usage, before even experiencing them on the terrain/battle field and using the cues given by the game itself and its lore. --HawkFest (talk) 14:55, October 10, 2016 (UTC)

resetting companion affinity/romance level

So im bugged with Nick, he won't offer his quest, and i finished Cait's quest and realized too late that i didn't fully romance her after a good amount of hours of gameplay. i was rumaging trough the avif values and there's affinityscenetoplay (int), affinity (double), isromanceablenow (bool), wantstotalkromanceretry (bool).

i want to try and find a way to completely reset the relationship or send it back a few steps so the scripts for dialog re-trigger whenever the affinity reaches their respective thresholds, trouble is, i don't see any changes when i mess with these flags. has anyone out there looked into this by any chance

  • i also found the isromantic flag, changing it to 1 does not affect the behavior.i also noticed that for the cait perk, she needs to idolize me, i'm unsure which affinity value is that equal to, assuming it's 1000, setting it to 1000 does not trigger a message nor does it trigger the perk. 02:40, November 18, 2015 (UTC)


I am not entirely convinced that we need the table listing what the character likes/dislikes. I mean such info is better put on other pages. ☢ Energy X ☣ 17:57, November 19, 2015 (UTC)

I like it, I mean if you are going to do a quest line and you want to see which companions you can bring it saves a lot of time. Although is there a way to make the headline of the table always stay on screen as you scroll down? I know I've seen it, but I don't know how to do it. Right now it can be a hassle to scroll up and down constantly to check who reacts some way. 11/29/2015

This is exactly what I was looking for and what I was glad to find on the wiki. Nitsujcm (talk) 18:11, January 5, 2016 (UTC)

The "likes/dislikes" section is a huge mess and needs cleaned up/better organized.

I'm thinking it may be a good idea to just list generalities & main plot related - lockpicking, hacking, selfish/kind, joining factions, haggling, etc. That way we don't have to see 20 lines of things that only apply to a single companion. If someone wants all the specifics, they can go to the character's page or something. I'm going to start cleanup of this section by removing anything that relates to only one character from the table - User:Gywenne 04:30, November 30, 2015 (UTC)

I have cleaned this up some. I noticed stuff is still not filled in from their pages; notable example being Hancock. This table is a good idea for quick references but still needs work. - User:Gywenne 4:48, November 30, 2015 (UTC)

I noticed the sort buttons by companion have disappeared. I think the overwhelming use people have for that table is looking for all likes and dislikes for individual companions. Use the current format and put together a mental list of all of Preston's likes and dislikes. You'll find the new format makes it extremely frustrating to do, requiring tracing each row back and forth across the table's full width for every single item he likes. The old sort buttons, on the other hand, quickly grouped a single companion's likes and dislikes together so you could just skim down the left column quickly and get the information in a fraction of the time. The old organization might have looked messy but it was far more useful at supplying the information commonly being sought. We don't come to the table frequently enough looking for "all likes related to general quests" to make that a useful grouping. I think the changes should be rolled back to a version that can be sorted by companion, at the very least until another means of viewing them by individual exists such as populating the individual companion pages with them. Though I'm not sure even then that the current format meets the actual use of the table enough it should stay. FBG GregR (talk) 06:42, January 9, 2016 (UTC)

I agree with the idea of a simplified table, and moving it to Affinity. As-is, there are so many exceptions to what is listed here and so many quest-related actions it doesn't mention, that if we continue with the direction we are going, this thing is either going to be huge or awfully misleading. I've seen several dozen cases where this table is wrong or missing quest-specific actions which greatly affect affinity. Most recently, I took Danse with me to murder Virgil after passing the related speech checks and he really loved that (basically, Danse likes any action taken against mutants)! I could see a more generic table which lists the types of actions each companion likes/dislikes. Strong dislikes any action which shows human weakness but likes actions which show strength for example. Just my two cents. -- DeJuanNOnley (talk) 08:38, January 22, 2016 (UTC)

Seconding Nitsujcm that the table of likes / dislikes is exactly what I was hunting for when I came here, and I like it all in one place. Also seconding FBG GregR that I dearly miss the sort buttons. --LabGecko (talk) 20:42, January 23, 2018 (UTC)

MacCready Influence Bug

I found a bug on the XBox One which allows for unlimited influence with MacCready. If you're in a position to steal items, and quicksave and load in between each instance, MacCready will approve each time you steal, allowing for influence farming in a fairly short time period. What would be the best place to put this bug? Here, or on his page?

EDIT: I can confirm this also works with Danse and modifying weapons and armor; I assume it also works with Piper and locks, Cait and stripping naked, etc. My question remains. 01:40, November 21, 2015 (UTC)

REPLY: This is more an exploit than a bug. Sure, you aren't suppose to do it, but there is no viable way to prevent it other than have the game connect to the internet, and use the clock online. However, this game was not meant to be online, from personal interpretation. 18:55, January 11, 2016 (UTC).

Companion carry weight

Companions like Dogmeat and Codsworth can carry 150 pounds, others may be able to carry more (like 165 pounds for Preston, it might be because of his strength).

On checking via the console I believe it is not related directly to Strength but on assigned carryweight. For example, Preston Garvey has a Carry Weight value of 150 and Strength of 5. Codsworth has the same Carryweight at 150 but a Strength of 9(!). Plus any additional buff from Perks or magazine buff.

I tested by taking any items from Codsworth so he had an empty trade window then filled it. Emptied my items to 0 then took all items back. This confirmed the console Carry Weight of 150. Then did the same with Preston Garvey but due to his armor & weapon weight (not removed when trade window empty) his actual carry capacity is 125 (assume 25 weapon * armor)

So Dogmeat and Codsworth actually carry more than Preston due to them not having equipped armor or weapons. Dogmeat with the Lone Wanderer Rank 1 perk providing the player companion +50 (perhaps bugged but working currently like this) gives the better overall (player and companion) carry capacity.

The apparent extra capacity of Preston (currently on his page) of 165 is probably due to a buff from a perk, probably Inspirational Rank 2 or other rank plus the magazine perk buff for companion carry. At Rank 3 Preston has a 175 carry capacity (-25 for armor and weapons = 150)

Strong has a Strength of 24 and Carry Weight of 300 making him the best choice for hauling loot.

From this testing then I believe the companion carry capacity doesn't factor Strength value but is a fixed, allocated Carry Weight varied by any related perks or magazine buff etc. (+10). Lunamoonraker (talk) 16:26, November 21, 2015 (UTC)

Companions have unlimited carry capacity if you drop the items and command them to pick them up.

Companion drug use?

Does anyone know if companions can/will use drugs or other consumables? Will they use stims if equipped? -- 19:06, November 23, 2015 (UTC)


Incorrect. A speech check when Deacon claims to be a synth has him admit he's bullshitting you, and Danse is straight-up 100% confirmed synth as part of the main freaking story.--DirtyBlue929 (talk) 02:44, November 27, 2015 (UTC)

they use stims, at least nick does. i haven't checked the others, but i give a bunch of em and forget about it. they don't use any other drugs afaik. 05:43, November 24, 2015 (UTC)

Deacon is a synth, not Human....

See above. If you pass a speech check when he confides that to you, he admits he's lying. Basically everything he tells you about his past before max admiration is a lie.--DirtyBlue929 (talk) 02:44, November 27, 2015 (UTC)

Well I asked Piper to pick up a stealth boy and she wasted it straight away, even though we weren't in combat or any kind of dangerous situation. Definitely use ammo, probably stims - companions in F3 did.

Huge spoiler

The Paladin Danse race is a HUGE spoiler and should be set to Human and left for the player to discover - if they really want to know he's a synth without playing the game they can read his bio or the quest involving the reveal.

I came to check which companions had which perks to see what companion I was going to get to max affinity next, not to get the story spoiled...

Thanks a bunch Energy X.

Spoilers are a part of the Wiki. Either accept the fact or just move on. One can consider that as "whining".

Besides, in a few months (if not less), you wouldn't even care about such minorities. Deal with it. ☢ Energy X ☣ 23:21, November 28, 2015 (UTC)

Sorry Energy X, I think your stance is quite arrogant. I just wanted to look up who I can get as companion and was really speaking out loud "Oh for f… sake!" when I read that entry! It's a *huge* spoiler and even though *you* don't seem to care, clearly a lot of people here do. I'd also like to see his entry changed to human, since that's his appearance and behaviour. -- DarkDust (talk) 13:52, November 29, 2015 (UTC)

I think maybe having it as a mouseover to show it would be an acceptable compromise. User:Gywenne December 1, 2015

^This -- (unknown)

Or maybe just remove the entire column? Does it matter what race a companion has? -- DarkDust (talk) 20:59, December 5, 2015 (UTC)

The race will probably determine which stuff they can use. Nick Valentine shouldn't be able to use power armor because his race is gen2 sythn in the game data. But this would need testing, I'm just conjecturing from what I see in the game data. But I don't think this is a spoiler question (if we start to hide those, were top stop?), but a question of usefulness of the data. --Alfwyn (talk) 21:13, December 5, 2015 (UTC)
I think the 'where will it stop' isn't as big of an issue as you might think. This page seems to be a a very unique situation where major story points are spoiled in a very unexpected place. It seems like you could easily come up with a 'specific exceptions' that has to do with story based, spoiler content in unexpected places. I agree... the simple fix is to remove it. It isn't needed and can be found on the detail page for each... where info about their involvment in the plot is expected along with spoilers. People can avoid that if they wish.

Nitsujcm (talk) 19:55, January 5, 2016 (UTC)

I just made it collapse and gave a warning. Energy X is clearly not speaking for anyone except for himself on this issue. Nitsujcm (talk) 18:58, January 5, 2016 (UTC)

And you're clearly not speaking with any knowledge whatsoever of this wiki's policies.
  • In general, the whole wiki is considered a spoiler and specific spoilers should not be marked as such in articles.
  • The only exception to this rule is information relating to upcoming games or add-ons, i.e. games or add-ons which have not been released yet but are to be released in the future. This information should be marked as a spoiler with the {{upcoming}} template.

This was set by the userbase of this wiki and will be followed. Great Mara (talk) 19:05, January 5, 2016 (UTC)

Considering the fact that I quoted the policy in my proposal to change it prior to making the above statment... you are clearly wrong and I was speaking with full knowledge of it. I believe the userbase was on the right track since so much can be considered a spoiler, but I don't think story spoilers in the middle of game mechanic info was what most people had in mind. If I google what mods you can put on a 10mm, I shouldn't get a list of mods and then how the main story ends... The spoiler content on this page isn't needed or expected by users. Nitsujcm (talk) 19:47, January 5, 2016 (UTC)

Energy X, I'm a user and have on very few occurrences edited a wikia article, but this spurred me to it. I appreciate the hard work done to upkeep many pages, and how important policy is among them. That said, policy should always serve the end goal of getting what information is pertinent, to the people seeking it, in a manner that suites their queries. I think this is a small piece of information, useful to few, that could be omitted in some form. If you read Danse full bio on his page, of course you should find out and it's no ones job to protect you from it, but I feel that being a reference for a role playing series you have different challenges than other encyclopedias. As others have stated, this isn't about an overhaul of introducing spoiler tags to every quest and character, its one major reveal in a very surprising place. It's prone to those who would otherwise steer clear, bumbling into it. If the term spoiler is the division, lets call it questionably useful information, and assess what its really adding to the page. This is your domain, and you're call. Just a concern from a user (and from more than a few others,by the number of commentators). 03:54, January 7, 2016 (UTC)

Isn't there a way to create polls visitors could answer to get hard data on what visitors like to see? Spoiler alerts for major spoilers seems like a sensible thing to ask about. I was rather annoyed at being spoiled on Danse, despite being a veteran player (over 700 hrs). I just hadn't gotten around to running a char that fit with him as companion. In short, seconding User:Gywenne's comment above. --20:34, January 23, 2018 (UTC)LabGecko (talk)

@LabGecko: We currently don't have a system like the polls you suggested. However, if you want to discuss an improvement in general, you could start a topic on the forum. Spoiler alert: As far as I know, many oppose including spoiler alerts. There's actually been a somewhat... heated argument about that recently (not on the forums, but on another page's talk page).
- FDekker talk 10:20, January 24, 2018 (UTC)

Change needed to the notes section.

The section about companion carry weight (http://fallout.fandom.com/wiki/Fallout_4_companions#Notes) "Companions like Dogmeat and Codsworth can carry 150 pounds, others may be able to carry more (like 165 pounds for Preston). It is possible to make companions wear pocketed armor to increase their max weight (+30 pounds with basic pockets). There is also a skill magazine perk that will increase the companion carry weight by 10." Should be changed to include that Strong has 300 pounds of carry weight.

--K4SHM0R3 (talk) 01:19, November 30, 2015 (UTC)

Cait likes it if you accept Pickman's gift. Cannot edit the article though.

It seems that the loophole of having companions search storage or pick up items off the ground to carry more than the allowed amount has been fixed, at least on PC. This should be tested.

Companion Weaponry

Can you give a companion a weapon that uses the same ammo as their default gun and have them use it without giving them ammo? Essentially can you take advantage of their ammo supply? 20:02, December 3, 2015 (UTC)

In one of the last patches Caits double barrel shotgun seems to be patched out! I started a new game with 1.5.157 and when I met Cait and took her on as a companion she only had a Mahogany Baseball Bat. No ammunition anymore! That means, without giving Cait ammunition (and she needs a lot) you cannot have her shoot. Only melee weapons now. I am not sure if I like this - they have her weakened a lot especially for lower levels. (I do not think its a bug).-- 13:26, June 19, 2016 (UTC)

Companion races are a huge spoiler

I came to this page to find out where I can find more companions, and was greeted by a pretty big spoiler that Danse is a synth. Obviously, this is a wiki so I am not saying we should remove the information, but can we either keep it on the individual companion page, or hide that column, or something? Frnknstn (talk) 21:37, December 3, 2015 (UTC)

Is there any way to hide the race of companions for people who may come for other information, but not want to know parts of the narrative? For example, some sites have a sort of "spoiler" mouseover where it warns you that it is a spoiler and it only reveals the information if you choose to mouse over it. User:anon

Affinity increase over time

So we all know the companions raise affinity as time progresses, right? Well, what I want to know and also think it would be nice to add (if possible) is: After how long the increase happens and how much per raise? WhoeverReadThis (talk)WhoeverReadThis

Hi, i've been doing some tests about this with Strong, since he's the most boring one to raise affinity, and the "easier" way with him is being a cannibal. So, i noticed that the increase is somewhere around approximately Three to three and a half in-game hours, and it's around 15 points. I tested being completely still, to see if is it's solely a time thing, but i didn't get increase in the time i noticed. So i started walking around with him, going from sanctuary to the coast just roaming around, killing enemies, exploring, and every 3 in-game hours i would get the increase. Also, i believe this is a cumulative thing, and it must be three hours roaming with him, Waiting, Sleeping and Fast Travel don't count . Also, one thing that i noticed, is when you reached the points where he talks with you, in Strong's case is in the 500 and 1000 points, i didn't got the points when it was about to complete the necessary for him to talk with me, 500 being the one where he admires you, and 1000 being Idolized. To do that i had to "trigger" it with one of the actions he likes, like helping settlements. I did this on PC, and used no mods or anything, only the getav ca_affinity to check the level of affinity, and only with Strong. If this is true with all others i didn't tested it because the others are way easier to increase affinity with save/reload thing, If anyone can check this i think this would be something to be added here, and/or the affinity page. RyuuzakiBr (talk) 02:06, December 12, 2015 (UTC)

Interesting testing you've done with Strong there. Those figures seem about right, but just wanted to add that I think the affinity gain intervals are tied to real time clock rather than in-game clock. I play on timescale 6, and have noticed the passive Affinity gains occurring at 10 minute intervals, which is inline with 3-3.5 in-game hours at the default timescale of 20. Also, as you've pointed out, the affinity gain does seem derivative of actual "activity" such as actively moving around, gaining XP, etc.

One thing I wanted to add to this conversation pertaining to the passive affinity over time is: it appears that companions no longer gain affinity over time after reaching 1000 affinity, or idolizing status. Like Ryuuzaki, I'm a bit of a purist perfectionist and started a playthrough maxing various companion affinities using no mods, and no altering console commands other that getav to regularly monitor my companions' affinity levels. Thus far, I have brought Piper, Codsworth, and Nick to idolizing states of 1000, and have noticed that only actions causing affinity changes (like/dislike actions such as lockpicking and terminal hacking) will allow me to further bring their affinities to the cap of 1100. TL DR; verification needed of the italicized. Has anyone else noticed this? It kinda bums me out that capping affinity requires expending affinity raising events on a companion for which I've already received a "reward" rather than using those events on a different companion...

'Like' & 'Love'..

Confused on this Point.. The diff. between: "Like" & "Love"??

~ As far as companions in The Game go... ie: "Piper Liked that", "Cait Loved that".. Blimey! What is the difference!?? Andy Rampage (talk) 08:19, December 8, 2015 (UTC)

-The difference is "Like" is one point, "love" is two points. Similarly, "Disliked" is -1 point, "Hated" is -2 points. Taolan

Combat behavior.

1)how do companions use weapons with Medic's legendary? Do they arrogantly continue to heal our would be killers or priority in choosing targets also changes? 2)can they use syringer? What ammo types and when will they use if provided various options? Will they use special effects ammo or only bleed out and poison darts? Or do they get their own npc version of ammo that makes it work just as an ordinary gun? 3)do they switch between various ranged weapons depending on their range and overall situation or use only the most damaging one? 4)speaking of range, can I somehow make them do sniper tasks on level comparable to Boone paired with E-DE? 08:06, December 9, 2015 (UTC)


It looks like the article is locked for IPs, but I wanted to add to the portion which talks about Romancing that romances are stackable. If you romance one character and then romance other characters, you can still sleep with the previous companions and get the bonus. The Sole Survivor is a real Casanova... 19:42, December 10, 2015 (UTC)

Yeah, the fact that players are allowed not to be seen as heretical abominations if they want to be polygamous instead of pursuing "normal, state approved" world where everyone is bi, is a real miracle. Maybe BioWare will also allow it again since it was in Jade Empire... nah, it won't pay off unlike "supporting the freedom of love" for other minorities. On a more serious note, your companions don't approve you flirting with others so be mindfull of that if you want to try pursuing it. Suprisingly you can romance both Piper and Curie at the same time, despite the fact that with the exception of Nick, Piper isn't very fond of synths. 07:50, December 11, 2015 (UTC)

In fact Piper, Cait(pre-rehab) and Curie all should have unending hate for each other. 12:18, December 11, 2015 (UTC)

Companions Have Death Quotes

Using the setessential console command, I have confirmed that Piper, Codsworth, Cait, Strong and Hancock have death quotes. This should be reflected in the notes section as it implies that: a) Bethesda planned to make followers non-essential at one point, or b) They planned on people using the setessential command, and decided to record this seemingly redundant dialogue to give players a more challenging experience.

Great news. That means 1 less problem with getting survival mode back into the game for modders. 09:30, December 11, 2015 (UTC)

Curie and Chems

Curie doesn't care if you use Chems, she only dislikes if you get addicted to them. The page currently indicates the exact opposite, which doesn't make sense at all. 02:32, December 12, 2015 (UTC)

Please note a bug:

If the player walks out on a dialogue option necessary to complete a quest, it can make it impossible to select the "talk" option on all companions, making the player unable to dismiss a companion without selecting a new one, as well as locking out the ability to command companions to exit power armor (essential mechanics among other options locked out).

Example: In the quest Diamond City Blues, the player must speak with Henry Cooke. If the player decides to leave the colonial taphouse rather than completing dialogue (in my case for RP purposes) the dialogue window will remain open which keeps companion functions from being accessed correctly.

I don't know why the bug only applies to companion talk selection and not all dialogue wheels, but this is an issue that cannot be solved through console commands to remove the actor from player faction. The one and only way to currently solve this issue is to continue the dialogue options, which can be overlooked if the player is not close enough to the NPC to activate the dialogue wheel. You will know if this is the same bug if the NPC you were speaking to has the dialogue wheel appear as soon as the player is once again within range. Once again, if the NPC is not in a normally accessed area, this can be extremely problematic.

Companions' carry weight incorrect in Notes

Under Notes section, it says "Companions like Dogmeat and Codsworth can carry 150 pounds, while others may be able to carry more e.g. Preston can carry 165 pounds"

This is incorrect. All companions carry 150, except Strong 200, and Danse 210. See: https://www.reddit.com/r/Fallout/comments/3vm4ng/fallout_4_companion_information

I got Codsworth to carry much more. Once you can't give him anything through the inventory interface, and the message "Codsworth can't carry any more" appears, you can drop items and command him to pick them up. Same with items in containers, except he will only grab one at a time. Can be a bit time consuming, but does save on a few trips. Haven't tried it with other companions. EDIT - Works with Piper also.

Companion Perks

Once gained, are companion perks permanently with the Sole Survivor, or are they removed once the companion who gave the perk dies somehow or enough affinity is lost? This might be a useful tidbit to add to the page. Sadly, I don't have the game quite yet, so I'd appreciate any help on this question. Thieverpedia (talk) 21:37, December 20, 2015 (UTC)

I got Deacon's perk. He died later. I checked and I still had the perk after his death. --DocSilence (talk) 03:53, April 1, 2016 (UTC)

Companion armament profiency

Is there anything indicated in the game files as to whether or not companions excel with certain types of weapons over other that can be noted on this page or others? Such as one-handed guns, rifles, automatics, heavy, unarmed, or melee? Great Mara (talk) 06:31, December 26, 2015 (UTC)

Danse loves gun modding. He does not just like it

Danse Loves upgrading power armor

He doesn't just like it, he loves it, according to the notification at least. Edit: regular armor too.

Theft line on the affinity gain table

I'd like to ask for some clarification on the theft line, what does it include and what does it not, theft covers taking owned items from the world, taking items via pickpocketing or both? the question arose because I'm trying to get strong to like me and the table says he likes theft, but I don't get a "Strong liked that" popup on either stealing or pickpocketing.

I have the same observation. I think the table should be corrected for Strong. He does not gain affinity for common theft (pickpocketing or snarfing red-labeled items).--DocSilence (talk) 19:21, February 15, 2016 (UTC)

Found a "hated that" reaction for Nick, but not sure what exactly

I just got an unexpected reaction from Nick. When I was in Bunker Hill and talking to Tony and Joe Savoldi about Tony wanting to join the Railroad, if you respond positively to the first option ("It's good to help people"), as expected, Valentine will like that. However, responsing positively to the second option ("I think helping synths is a noble cause"), Valentine hates this. The chart on this page doesn't show any actions that result in a "hated that" reaction from him, and I also can't put my finger on why thinking that helping synths is a good thing would get such a reaction from him, as Nick is a synth, himself. P0lar bear (talk) 23:31, January 1, 2016 (UTC)

Latest "Table Improvements" removes the ability to sort the table by affinity type. This makes finding the positive/negative actions harder to see.

How about adding base, and ref ids to those companion charts to make it easier to look up instead of having to click on the names and look at each individual companion page to get their ids

Where Companions Go After Dismissal.

Could a paragraph be added regarding where companions will go after being dismissed? I am confused about two things: 1. why are some of your owned settlements grayed out in the choice-to-send menu upon companion dismissal? and 2. could it be stated here or on each character's page where they go if a settlement is not specified? (I note that on Strong's page it states that he goes to Trinity Tower lobby, but did not see this on other companions pages). My thinking is I would much rather see Nick and Piper going back to Diamond City and Deacon going to RR headquarters than some random settlement. Do they? (could not find the answer on a quick google search) —Preceding unsigned comment added by Unkgeog66 (talkcontribs). Please sign your posts with ~~~~!

To answer your questions...
  1. This typically means that the settlement has reached its maximum population, which is the value of your Charisma stat plus 10, so you won't be able to send any more people there.
  2. As far as I can tell, if you don't specify a location, they'll return to wherever you recruited them from, which unfortunately means that once you've moved them to a settlement, there's no way to return them to their original location.
Aya42 (talk) 21:28, January 16, 2016 (UTC)

Thanks for the info Aya. I believe even more now, especially regarding item #2, that this information should be on the companions page, as I apparently have Nick and Piper stuck in some po-dunk settlement. (I'm not proficient enough at this or I would do it myself) Unkgeog66 (talk) 22:32, January 16, 2016 (UTC)

Just made a quick test with Strongs reaction to the Vault 81 cure decision. He actually likes both decisions, whether you keep the cure or give it to Austin. However, he dislikes if you suggest to share the cure between yourself and the boy but this dislike can be immediately compensated by deciding to keep or give away the cure.

nice affinity effects tables

would be nice to add similar thing here https://steamcommunity.com/sharedfiles/filedetails/?id=553055452 19:18, February 2, 2016 (UTC)

pls add info about affinity affects when crafting and killing hostiles. 23:10, February 7, 2016 (UTC)

attack speed

It seems that companions ignore some weapons attack speed. For example with a fully upgraded + .308->.38 ammo hunting rifle (one of the slowest weapons in the game), they shoot like if they're using semi-auto carbine, at least it sounds like it. 11:32, February 8, 2016 (UTC)

Likes/Dislikes - need some fixing

1) Preston and Codsworth hate (not dislike) theft and pickpocketing. 2) Cait dislikes Help settler/accept Minutemen quest, while Codsworth, Curie, Danse, Deacon, Hancock, Valentine, and Piper like it.

Punching Brahmin equals hostility?

So I was trying to do Brahmin tipping (because in Fallout 3 and New Vegas that was a thing) and it didn't work. So instead I just punched the brahmin. Codsworth and Preston were with me in Sanctuary and the brahmin I hit was mine (I bought it and set it to Sanctuary). Well apparently, not only do Codsworth and Preston hate the fact that I punched a brahmin, despite the fact I own it, they straight up turned hostile almost immediately. Codsworth, who was my companion at the time, abandoned me and started trying to carve me up with his buzzsaw and Preston soon followed firing his laser musket at me. I thought this was surprising considering they cared less when I cold-blooded murdered an innocent wastelander. All I got then was a disapproving remark, but I punch a cow and they try to kill me? Haven't tested this with any other companions, so if anyone wants to check up on this feel free. Just be sure to save beforehand. 07:52, March 9, 2016 (UTC)

Codsworth Prerequisite

Codsworth's prerequisite information is incorrect. You cannot ask him to join until you have completed either When Freedom Calls or Institutionalized. —Preceding unsigned comment added by (talkcontribs). Please sign your posts with ~~~~!

Tested, and it seems it's only necessary to complete Out of Time. Have updated page. Aya42 (talk) 18:15, March 9, 2016 (UTC)

For anybody still looking here. You don't even need to actually complete Out of Time, you can just get close to Concord, even shoot a couple of raiders, as long as you don't get close enough for Preston to engage you in dialogue. You can then return to Codsworth and you get dialogue to the effect of "there was just some raiders", after which he is able to join you, and Preston just waits on the balcony forever.Mrsuperhappy (talk)


Can someone please clarify or detail more about two particular companion interests.

You have Strong listed as "likes killing enemies" and in the Trivia stated that "likes it when powerful enemies are killed". Well if this isn't enough to get him to idolize you..what else can I do.

Also Hancock and Mccready (spelled it wrong I know) are both listed as "likes you building settlements" how does that work?

—Preceding unsigned comment added by (talkcontribs). Please sign your posts with ~~~~!

No edits possible?

Why is this whole article blocked from editing even by logged-in members? Sumatris (talk) 12:56, May 23, 2016 (UTC)

Back when the game first came out, this page was under constant revision wars due to people disliking the addition of spoilers. Talk to an admin and they'll probably lift it. Stretch27 (talk) 12:58, May 23, 2016 (UTC)

Well, the protection now on the page does not allow unregistered users to edit, or those that did not make any edits. In other words, to edit this page, you'll have to edit any other one first, at least once. ☢ Energy X ☣ 18:27, May 23, 2016 (UTC)

Thanks for your answers. Problem is, I've done quite a few edits on other articles since, but I still can't access the companion page. Sumatris (talk) 20:51, May 23, 2016 (UTC)

Fine, all the protection is lifted, should be fine now. ☢ Energy X ☣ 20:56, May 23, 2016 (UTC)

Crucified Pose in Survival

So how can it be fixed if no fast travel is possible?

  • Exiting and restarting the game usually works for me. Sumatris (talk) 13:40, June 11, 2016 (UTC)
  • I tried that but it never worked. What did was dismissing him. I went away for a little while and when I came back he was back to normal.
In my case, I died and came back. Seems appropriate under the circumstances. --Ultimate Frog-Man (talk) 03:07, January 26, 2017 (UTC)

(improperly formatted contribution)

I thought about a little joke, making preston garvey's personal quest Raider troubles.

That would be vandalism. Also, sign your posts --DirtyBlue929 (talk) 19:54, July 20, 2016 (UTC)

Sound stuck (not ripper)

I think the bug about the ripper sound goes all the way with other weapons, as I've run into a similar bug twice (but only with Hancock so far). This time it was a sound of Gaussan gun charging. However, I'm not sure if that companion ever used a Gaussan gun; my character uses it all the time, but the sound stuck to a companion (not a PC) and plays with a certain interval of about 30 seconds all the time, whether he is set as an active companion or sent to home location. I haven't been able to reproduce the bug with any other companion so far, though. I'm playing on a PC, and this bug might need some confirmation from other players. -- 15:52, July 28, 2016 (UTC)

  • This bug actually isn't restricted to weapons alone. I'm playing on PC as well and have encountered the problem three times. Every time it manifested as the sound of the weapon bench's drill after the companion quit working one. It followed the companion around with me being unable to silence it by doing a quick-load or changing cells. The only remedy was restarting the whole game. So far I haven't been able to force the bug to occur, too. I've chased companions away from my benches hundreds of times without anything buggy happening, but every now and then... well, you just read about it ^^. Sumatris (talk) 18:28, July 28, 2016 (UTC)
  • Well, then it's a confirmed bug. Perhaps, it should be added to the list of bugs (sorry, I'm not very good with wikia formatting myself). Also, will be chasing companions to see some pattern and find the reason for it, to add to the discussion.-- 20:57, July 28, 2016 (UTC)
  • I've expanded the respective bug entry (the original only talked about the Ripper) to include your example as well as mine. Please verify at your convenience (just replace "verify" inside of the curly braces behind the entry with "verify|verified", without the quotation marks). Sumatris (talk) 14:31, July 29, 2016 (UTC)

Institute Quests Row?

I made a row in the chart for "Reaction to faction quests" related to the Institute not really thinking about it. Was there a reason this wasn't previously included? I've found that multiple companions react to Institute fetch quests and I know Piper had a reaction to speaking with Father on the roof, although I don't remember what reaction. So why wouldn't it belong there? - SSJWesker 13:09 9/5/2016

Strong affinity towards theft / stealing

strong affinity lowers by 1.00 when the player steals something (take a item that is "red") from the world and from open containers.

The format of the current table has 4 options , love (yes yes), likes (yes), no change (nothing), dislike (no), hates (no no), unknown ( ? )

an action that actively changes the affinity by 1.00 canot be marked as no change, also canot be marked as unknown, cannot be marked as love or like, also since does not show the message of dislike/hate and it doesn't change the value by those numbers cannot be marked as that.

only option is to use something that Currently is out of "format"

that option is to expresivelly state that it lowers affinity by 1.00. --Holakc (talk) 21:00, July 12, 2017 (UTC)

I'll go ahead and set it as "No (unmarked)". I do agree that we need a better way to express the affinity effects of actions than just repeating the game's superficial and not-particularly-accurate "love/like/dislike/hate" notifications. --DirtyBlue929 (talk) 23:05, July 12, 2017 (UTC)
The issue is that "No" actually means dislike, and dislike means -15.00 affection drop, while this particular Strong reactions only takes -1.00 drop and does not display any message.
--Holakc (talk) 04:01, July 13, 2017 (UTC)
BTW when if i find other companions (other than Strong) doing this i will try to adapt Affinity main article, since currently does not give any info nor it says anything about this kind of stealth affection drop that does exist.
--Holakc (talk) 04:05, July 13, 2017 (UTC)

Companion fast travel "stiff face" bug

Sometimes using fast travel can cause the companions to have a stiff facial animation bug during conversation. For e.g. if you have romanced a companion like Cait or Piper, they normally smile when you talk with them about your relationship. But sometimes fast travel can cause them not to smile and give you a stiff face instead during the same conversation.

Reload the save won't fix this. Going through a door with loading screen won't fix this. Fast travel again also won't fix this. Only way to fix this is to exit the game to main menu and load the save from there.

Companion Legendary Armor

I can't seem to find it anywhere, do companions get the bonuses from Legendary Armor? Or only the raw defense bonuses? I haven't seen anything in game, but I usually don't give anyone my legendary armor. Field Marshall Phoenix Hawk, CO 41st Corsairs RCT (The Black Hawks) (talk) 04:27, October 21, 2017 (UTC)

  • They seem to get bonus effects, but most aren't terribly useful for companions. Strength boosts and damage resistance vs different enemy types seem to be the ones they get the most benefit from. 6thLyranGuard (talk) 17:31, October 22, 2017 (UTC)

Rare bug (repeat comments bug)

I encountered a rare bug which companions commented about Gunners during idle. Once in a while they would have a chance to talk about Gunners, even when we were not in Gunners'territory. Asked them their thought, they would talk about Gunners. Even the companions who didn't follow me also talked about Gunners.

I checked the internet about this. Some players reported their companions repeatedly talked about Mirelurk. Some Children of Atoms etc. Cause of this is unknown. No fix for this. Because it was getting annoying, I had to delete the whole playthrough. 05:21, November 7, 2017 (UTC)

Sort order for Reaction to General Quests?

I can't see a sort order type for this section of the table. Apologies for my next edit if there is one, and I'm just too tired to see it. I am going to try to sort them by general type (death reaction, quest completion, interaction with environment, etc.) --LabGecko (talk) 20:58, January 23, 2018 (UTC)

You're right, there's no way to sort the table. The table is currently implemented as one huge table with headings in between, so I don't think adding sorting is easily added. Not impossible, though, but it would take some work.
- FDekker talk 10:20, January 24, 2018 (UTC)


How does Curie like it when you give the cure to Austin in Vault 81? You only can get her as a companion after you decide what to do with the cure. oO -- 04:44, March 7, 2018 (UTC)

She sees your action. Companions who are in proximity to you can gain or lose admiration based on your actions even if they're not traveling with you at the time. 6thLyranGuard (talk) 05:39, March 7, 2018 (UTC)

Limited ammo

It should be noted that companions will consume ammo if you give them a weapon that is better than their default. I equipped the Spray n' Pray submachine gun on Piper with one .45 round and after she used it she switched back to her default pistol. Checked her inventory and the .45 round was gone. The Scrounger perk is looking extremely useful if you intend to upgrade and maintain your companion's firepower. Otherwise, prepare to spend a ton of caps regularly to stock up on ammo. 14:02, August 5, 2018 (UTC)

Click the "More" button... Great Mara (talk) 19:09, August 5, 2018 (UTC)

Update affinity table?

There is an affinity table template that is being used on new and reworked quest pages (Template:Affinity) that's much nicer than the tables on this page. Is there a reason the template isn't being used on this page or was this page just not updated when the template was created? P0cketpc (talk) 10:30, June 21, 2020 (UTC)

Almost certainly the latter. --L84tea Tea kettle.pngWould you like a cup of tea? 10:51, June 21, 2020 (UTC)
That's more or less what I figured. I'll probably start digging into the companion affinity code in the Creation Kit at some point, I suppose I'll redo the tables when I do. P0cketpc (talk) 02:52, June 22, 2020 (UTC)
I might rush up an update of the existing table on the page in the new template just as a placeholder until then. I've been wanting to fix a lot of affinity tables up as part of the Fallout Wiki:Fallout 4 quests project but, in classic wiki fashion, have been derailed before getting around to it. --L84tea Tea kettle.pngWould you like a cup of tea? 03:03, June 22, 2020 (UTC)
Updated the affinity table so it at least uses the new template. Really could use a double check with the CK if you get a chance. :) --L84tea Tea kettle.pngWould you like a cup of tea? 03:48, June 22, 2020 (UTC)
Ah, looks much nicer, thanks. I'll make sure to update the info once I start digging into that part of the CK. P0cketpc (talk) 05:54, June 22, 2020 (UTC)