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本頁列出的所有同伴均指在由黑曜石娛樂開發的 輻射:新維加斯 中的人物。

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  • 關於其它 輻射 遊戲中的同伴,請查看 「同伴」。
  • 關於 輻射:新維加斯 的內容概述, 請參照 "輻射:新維加斯導航頁".

常駐同伴编辑

FNVcompanions

辐射:新维加斯中的全部8名同伴,从左到右依次是:雷克斯,卡西迪,劳尔(牛仔套装),莉莉,布恩(突击兵护甲),ED-E,维罗妮卡和阿卡德。

信使最多可以同時擁有兩名同伴在隊內(一個人形和一個非人形).。所有的常駐同伴都有屬於他們的個人任務,完成後可以升級他們的能力或裝備。 人形同伴

非人形同伴编辑

死錢 同伴编辑

這些同伴只有在遊玩死錢DLC時才能加入隊內,他們只是暫時跟隨信使,並不會像常駐同伴那樣一隻跟隨在信使左右:

赤誠之心 同伴编辑

這些同伴只有在遊玩赤誠之心DLC時才能加入隊內,他們只是暫時跟隨信使,並不會像常駐同伴那樣一隻跟隨在信使左右:

  • Follows-Chalk,一個充滿好奇心的死馬部落新手探子。他會先充當一陣子信使的同伴,在完成特定的幾個任務後會會永久性地回到死馬部落的營地。
  • Waking Cloud,一個悲傷部落的助產,時刻記掛憂慮著自己的丈夫。在丹尼爾的推薦下擔任信使的同伴。
  • 約書亞·格雷厄姆,前軍團特使,在新迦南浴火重生,現在擔任死馬部落的戰酋。他只會在最終任務「逃離錫安」或是「擊潰白腿」中暫時加入信使。

舊世藍調 同伴编辑

  • 羅克茜,在收集到正確的全息磁帶後,使用剪接機器創造出來的一隻生化犬。羅克茜只會在X-8研究中心內部跟隨她的創造者,而不會離開該設施。和她互動時只有對話界面而不是指令輪盤。和雷克斯不同,羅克茜無法背負貨物。即便在非硬核模式下,她也會死;不過信使可以不限次數地將她創造出來。
    • 如果在啟動墜毀的衛星之前,信使就已經和雷克斯為伴過,那麼在舊世藍調期間將羅克茜創造出來並讓她存活下來,羅克茜和雷克斯將會有一個特殊結局,該結局由羅克茜自己親自敘述。

孤獨之路 同伴编辑

  • ED-E,一個ED-E的克隆體,用一個自定義化的焊接機武裝起來。這個版本的ED-E無法跟隨信使來到莫哈維廢土,並且永遠被歸類為至關重要的,因此即便在硬核模式下也無法被殺死。

臨時同伴编辑

臨時同伴是在特定任務期間跟隨信使,或是在有限時間或區域內提供支援的NPC。和常駐同伴不同,臨時同伴不使用指令輪盤,不會自動治癒,而且除了副警長比格爾以外都無法交換裝備。

Icon cut content以下内容基於輻射:新維加斯刪節内容,因而不應完全作正史内容看待。
  • 尤利西斯原本是一名常駐同伴,但在遊戲本體中被減去。
  • 雙頭牛貝琪原本是一名同伴,但在遊戲本體中被減去。
Icon cut content關於輻射:新維加斯刪節内容的内容到此作結。

注意编辑

  • 招募全部8名常駐同伴後會解鎖The Whole Gang's Here成就。
  • 在完成任務 For Auld Lang Syne後,阿卡德會永遠離開隊伍直到胡佛大壩之戰打響。
  • Permanent companions are controlled via the Companion wheel.
  • One does not need to have their companions actively following to gain their perks; they can be told to wait.
  • While actively following, permanent companions are treated as essential (unless playing on Hardcore Mode - see below). It is important to note that they are only essential while recruited, and they can be killed both before they are recruited, and after told to leave. In Hardcore mode, companions can be killed even while actively recruited, but do not require food or drink and are not affected by radiation or drowning.
  • Should one tell their companion to wait for them at the Lucky 38, they will be waiting in the presidential suite ready to be rehired at any given time.
  • Unlike in Fallout 3, where dismissed companions would walk all the way from their current location to their home, dismissed companions in Fallout: New Vegas are instantly transferred to their home location upon being dismissed. In addition, no companion checks against Karma when being hired, though they will check against reputation with one or more factions. Cassidy will leave if the Courier has a severely negative Karma, though it is still possible to hire her initially.
  • If siding with Mr. House, a securitron will accompany the Courier during the final battle for the dam. However, this securitron does not count as essential, and may die, even with Hardcore mode turned off.
  • Whenever completing a story quest, the next time conversation is started with a companion, they will talk about the quest.
  • There is a way to get all 6 humanoid companions - check Fallout: New Vegas exploits for the details.
  • Every permanent companion has their own quest, either side or unmarked.
  • Companions will drop any weapons they had currently equipped if said weapon breaks.
  • Companions in the player's party deal damage based on the game's difficulty setting.
  • Using the console command "resurrect" on a companion (even while the companion is still alive) will strip them of any and all items given to them.
  • Companions will tend to take safer, if longer, routes to the player if separated, however should the player be traversing steep ledges or cliffs they may fall resulting in them becoming unconscious, or die if in hardcore mode. This is more prone to happen if the player chooses to wait for the companion, however ED-E appears to be an exception to this.
  • The state of the armor and/or weapon that you give will not decrease when companions equip and use them.

Nerve编辑

Note: In the latest version of Fallout: New Vegas, Nerve appears to have been completely disabled. The following is a description of Nerve as it's supposed to work.

Each companion also has a special attribute referred to in the game as Nerve. This special attribute reflects the player's influence on their followers. Nerve boosts the damage and Damage Threshold of each companion by 5% for each point of Charisma a character has. So Nerve grants a total bonus of +50% damage and damage threshold to companions with 10 Charisma and only +5% to both at 1 Charisma. A player character with a starting Charisma of 1 can boost their companion's nerve to the maximum by use of an Empathy Synthesizer, Intense Training, Party Time Mentats (+5), high Survival (so that alcohol adds +3 Charisma), or stacking moonshine with another type of alcohol.

In regards to weapons, each companion has their own Strength limitations, they will suffer accuracy penalties just like the Courier if trying to use a weapon that has a higher strength requirement than they possess. Furthermore, depending on a companion's preferred weapon type, damage can be increased even further by buying improved ammunition, or crafting it with Hand Loader or Vigilant Recycler. Giving an energy weapons-user certain optimized ammunition types added with Gun Runners' Arsenal can influence their overall carry weight in Hardcore mode due to the ammunition's reduced weight. Finally, weapons given to companions do not lose durability unless hit directly by enemies, therefore high-damage and high-degradation ammunition types are usually preferable unless said ammunition grants the enemy a x2-3 damage threshold multiplier.

Because Nerve only affects DT and damage, companion quests that bestow other bonuses upon completion (such as movement speed) are potentially less effective for those with high Charisma.

If they only had the Nerve编辑

Viewing the engine level code of Fallout: New Vegas, Nerve has been completely disabled at some point in a prior patch. The remnants of the Nerve mechanic can still be found, such as 0x9B5B82, 0x9B5CCD, 0x9B55E9, 0x645006, and several others, but have been called out. It is likely that Companion Suite is the replacement for the Nerve mechanic.

Weapons and armor编辑

Weapons编辑

All permanent companions' default weapons have unlimited ammunition. If equipping followers with a better weapon, (DPS is checked) add ammunition and check its count from time to time - they seem to hold on to the new weapon when out of ammunition or switch to melee instead.

Armor编辑

Permanent humanoid companions can wear and/or carry all types of clothing that is not associated with any faction. They can also wear all types of armor and power armor that is not related to a faction, even without having the Power Armor Training perk. They only change gear if they are given gear that has a better Damage Threshold than their own outfits. This may not always hold true, however; giving multiple copies of the same outfit to a companion may result in them equipping an inferior copy, despite the difference in DT.

Companions will refuse to wear or even carry faction-specific apparel, except apparel corresponding to their own faction. Giving invalid faction apparel to a companion will result in that companion immediately dropping the item (see Bugs for errors that occur with this); it is not returned, but must be picked up from the ground. This also applies to non-human companions who cannot wear armor, i.e. Lily Bowen, Rex, and ED-E. Only Boone and Veronica are able to carry or wear faction apparel. As a former member of NCR 1st Recon, Craig Boone will carry or wear any NCR faction apparel. Veronica, as a member of the Brotherhood of Steel, will wear Brotherhood power armor. She will also accept apparel specific to the White Glove Society, and giving her the items White Glove Society attire or formal wear, will result in her teaching the unarmed move Scribe Counter. She will not wear these items, however, because their DT is inferior to her default clothing.

Behind the scenes编辑

  • All companions in the base game initially had a basic concept design made by Joshua Sawyer, while individual writers fleshed out the characters and designed their dialogue, quests and other content.[1]
Icon cut content以下内容基於輻射:新維加斯刪節内容,因而不應完全作正史内容看待。
  • Several remaining resources point to the game having at one point allowing the ability to have multiple humanoid companions. Primarily, this is found in disabled dialogue options, such as a conversation with Mortimer, where the Courier would have needed to specify which of their human companions they were offering to Mortimer.
Icon cut content關於輻射:新維加斯刪節内容的内容到此作結。

Bugs编辑

  • When entering the casinos on the Strip, they will take all companions' weapons. Exiting will not return their weapons they own.[已核实]
    • On the Playstation 3, this can be fixed by telling the companions to use melee or ranged and switch back to what they were using.
  • Icon pc Arcade Gannon will sometimes not show the recruit dialogue when you have a nonhumanoid companion (Rex or ED-E). This seems to happen when Arcade is in the Lucky 38. The only way to fix this is to dismiss all companions, then recruit Arcade. [已核实]
  • Icon pc After dismissing Arcade to the Lucky 38 and re-recruiting Boone at the same location, Boone's default weapons shifted to those of Arcade's (Plasma defender & Ripper).[已核实]
  • Icon xbox360 Items in companion inventories will sometimes disappear from the inventory, yet the weight of the item(s) will still remain.[已核实]
  • Icon ps3 Sometimes, when entering combat from a distance with a melee enemy while your companions are also set to melee and placed right behind you can result in them getting stuck on the Courier and ultimately killing him/her when they try to attack the incoming enemy. [已核实]
  • Companions who are poisoned will have the full effect of their poison "dumped" when using a stimpak on them. This can result in negative HP which cannot be cured with more stimpaks, and they will die as soon as you exit the companion wheel. (For weaker poisons, this may lower their HP, but since it doesn't go below zero, they don't die.) On the other hand, they will not use antivenom, so the poison may end up killing them naturally. This is especially a problem with Veronica, as she prefers unarmed combat. Patched in Fallout: New Vegas patch 1.3.0.452. [已核实]
    • A way around this is to turn hardcore mode off (if it is active). The poison will cause your companion to go unconscious a few times, but the poison will eventually wear off. After that, hardcore mode can be turned back on. The reason for this working is simply because, in casual mode, companions are set as essential and cannot die.
      • Note: Turning off hardcore mode at any point in the game will disable the hardcore achievement, so this solution is not recommended for anybody who is trying to get that achievement.
    • Yet another way is to tell the companion to wait, which appears to replenish the companion's health and remove the poisoning. The follower can then be asked to rejoin. This can be performed even during combat.
      • You may need to completely dismiss the follower from your party. After reacquiring them later on, if their health has not been replenished, have them engage in combat with an enemy (preferably weak and non-poisonous, to be safe). This should "reset" their statistics, and upon completing the combat encounter, they should auto-heal just as normal.
    • Temporary solution is sending your companion home or to the Lucky 38 then recruiting them again.
    • Alternatively treating them with stimpaks very quickly after they are poisoned will prevent their health from becoming negative and actually heal them instead of killing them. Note that it can take 20+ stimpaks to fully heal Rex.
  • Icon xbox360 The option to dismiss companions to the Lucky 38 will disappear even before Mr. House becomes hostile to the player. This can be fixed by disconnecting from the internet, then removing the latest patch and reloading the game while still disconnected from the internet. Installing the patch again will not allow you to send your followers to the Lucky 38.[已核实]
  • Icon xbox360 If a companion is given a weapon, and has equipped it, accessing the companion wheel to the option "Use Melee/Ranged" will delete the weapon from their inventory. When switching back the companion will go back to their unique ranged/ melee weapon. Highly suggest not doing this if companion is given a unique weapon.[已核实]
  • In hardcore mode, when a companion is nearing their carry limit, the player can still place ammo, (any under 1lb), in their inventory even if it exceeds the carry limit. When the player takes ammo out, unless it frees up the carry limit, the player cannot keep placing more ammo in. [已核实]
  • Icon pc If a companion is fired at with a minigun until rendered unconscious, and without ceasing to fire until the companion wakes up and is rendered unconscious again, their body will be flung up to the height limit, and will shortly thereafter respawn near the player. [已核实]
  • Icon pc Sometimes, when leveling up, your companion's health will remain the same. Using a stimpak will overheal them, giving them more health then they should. Entering and then exiting combat will fix this. [已核实]

Fixed bugs (Patch 1.2.0.31x)编辑

  • If you have several companions in the Lucky 38 at one time and leave weapons lying around, they may start to fight each other, and will die due to the fact that they are no longer listed as an essential. A solution is recruiting the one that the other companions are ganging up on, so that they are essential. Once that companion is knocked out the fighting stops. (Sandbox-AI caused human companions to attack non-humans if the latter carried consumable goods)
    • This may not be completely fixed in player/1.20.352: There was an instance of Rex and/or EDE attacking the human companions upon returning to The Lucky 38: This only seems to have been corrected after going back a couple saves and removing all remaining inventory from Rex; see more details at Rex attacking companions and NPCs.
  • Icon pc Dismissing companions to the Lucky 38 can sometimes result in them staying in the same location instead of moving to the Lucky 38. So if you can't find your companions at the 38, check where you dismissed them. (As of Patch 1.2.0.31x companions no longer walk to their residence but are teleported immediately).
  • The achievement/trophy The Whole Gang's Here doesn't count the companions you've currently recruited, but rather the total number of times you've recruited a companion. Furthermore, this count is not restricted to a single playthrough, so it will count "repeat" recruiting of a single companion. It is thus possible to recruit the same four companions over two playthroughs and get the achievement.
  • Sometimes when entering a casino, your companion will lose their weapons, and upon leaving, they will still not have their weapons. Mysteriously, the Courier will have it. It is impossible to give it back. The guns run on MCA ammunition, so they just clog up the inventory. To fix this, tell your companion to wait outside. This can happen to ED-E.
  • When entering Lucky 38, Vault 21 or the Gomorrah courtyard with Veronica, she occasionally is removed from the game.

References编辑

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