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Companions: how do they work?
I've been going through the game behaving as if the companions have particular skill sets like NPCs in previous Fallouts -- giving rifles rather than pistols to Preston because he starts with them , for example.
But of course this game has no skill system. Are the companions in any way distinguishable from each other in ability? Do they have combat perks of their own behind the scenes? Does Preston in fact gain ranks in Rifleman when I level up? Of course there's Nick's hacking and Cait's lockpicking outside combat, but beyond that I don't really know if some are better with melee/pistols/explosives/whatever or not. Other question: what the hell do "mean" and "nice" mean? Does anyone have any idea at all what specific actions might trigger these affinities, particularly as some NPCs listed as "mean" also react positively when you give stuff to beggars? |
They miss a lot. And if you give them another weapon (or they loot one) that isn't their default, they need to have ammo just like you.
If they do get better, I haven't noticed. Hacking/lockpicking do yourself. You want their facebook likes and eventually a great perk. Not sure what so you mean by nice/mean. However some sidekicks like when during a chatty you're nice (example vault 81 robot and minuteman) and some like when you're not nice (example supermutant and ghoul). Some don't care if you're nice or not, they like when you pass a dialogue check successfully (for example the sidekick with sick son). Other than that, some like when you lockpick and hack, some don't like it. Some like when you steal, some - don't. |
How do they work? For the most part, they don't. :)
You occasionally get a funny comment from them though. |
I use Dogmeat. He rocks with the attack dog perk.
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For example, on that chart you'll read that MacReady dislikes it when you're "nice" but likes it when you "help children/parents". He also dislikes it when you are "mean" but likes it when you are "sarcastic". What? |
Dogmeat is the only companion I've used, at least for travels. I've used several other companions for other various, nefarious things =) Sowing the seeds of love and whatnot!
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But if you'll really try to get him through the chatty, he likes when you pass a check in the chat. Which means forget that wiki and concentrate on yellow/red chat lines. At least that's how I got his perk. This game is no Bioware's. Or at least doesn't care for your FO3 (possible?) actions: https://www.youtube.com/watch?v=NrVQUcVHV1E |
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1. I went walking around with dogmeat and stumbled upon a fight Art vs Art. Of course, one was synth. How do I know which one? I don't. But Dogmeat knew and attacked the synth! I helped, we killed it. 2. I keep Dogmeat in one settlement. But recently I bought another dog (junkyard dog) from a random encounter. 3. I've read somewhere that sometimes your settlements get infiltrated by synths who, sometimes, go to murderous rampage and kill all human settlers there! The question is: Will Dogmeat or junkyard dog prevent presence of synths in your settlement? |
I have no idea about that Joxer. Shortly after I first encountered the synths, I established a "kill on sight" policy for them, except for Nick. I'll go out of my way to kill those walking toasters, and Dogmeat excels at sniffing them all out.
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Eh? Then you didn't join Railroad yet.
The first synth I met was one of them. And she's…: http://s22.postimg.org/ley5ocjk1/pic.jpg I wouldn't kill her man. Never. Seems she got a special voiceover, noone sounds like her and it's not Garrus Vakarian again. :D Then I helped H22 synth to escape, then met some more synths in Railroad safehouse… Why would I kill any of them, they're all friendly. Nick I met (realtime) days later. It's main quest so… I kinda didn't want to go for him till there is some sidequest to do. Now that I got him too, those two detective side cases you find in his office are top notch! And if you didn't, check the file under his bed. Honestly, with writing in this game, Bethesda proved they can do it. Dunno why they didn't want to do it in previous 2 games. EDIT: My dreams came true - Glory is going in a mission with me! :D http://s14.postimg.org/92m4cy5g1/pic.jpg |
Railroad people are crazy….they want to save synths. They also are kos to me. Also the BoS, buncha racist trash that they are, I enjoy cracking their power shells with my axe and stealing all their stuff.
Nick, however, gets to live, at least for now. I just pretend that he's actually a human. |
LOL
You don't have to side with Railroad in the end, pretend you infiltrated. Because… They have their use. Like this (why is it not called crpgnut's daily outfit? ;)). http://s11.postimg.org/aykj8v6wz/pic.jpg Also, by helping them (setting MILA devices on high points) you help to prove that that Institute is not… errr…
Spoiler
But speaking of factions, seems both BoS and Railroad want to kick Institute's arse (for different reasons ofc). Minutemen seemingly couldn't care less who prevails as long as those don't go evil. I haven't found out how to join Institute yet, maybe the whole thing about them is wrong, maybe they're not evil at all. Will see. In the meantime, I'm helping whoever asks as long as it doesn't counter my role. For example after discovering Theodore Collins' dirty secret he offered me to join his business - not happenin'! One thing, his lines and that quest is (whatta surprise) bugged but you can still trigger and solve it. Run to the back of the facility (Longneck Lukowski's Cannery) then use the lift to fo down (push button) and that will start the quest. |
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Love the idea that the dog can sniff them out but was wondering if he tells you in some way or a method that alerts you. |
Posted in another thread, in my game Dogmeat automatically attacked the synth.
I didn't want to join the fight at all, but Dogmeat jumped on the synth. There is no text or anything else that suggests Dogmeat can detect who's not human. |
Companions do have certain proficiencies, yes. For example, only one of them can wear power armor (so you can give that particular companion heavily modded power armor items).
Beyond that particular companion, who is completely overpowered, the others are quite rubbish at actually fighting, but they do provide some flavor. Also, once they reach max influence, they grant you a permanent perk that'll stay with you even if you dismiss them (so you can get the unique perk of several companions). |
Here's a question that's related in that I only care because of Hancock's "Isodoped" perk -- is there any way of display a numeric value for my current rads? I can't find one.
Failing that, is there a known rads-to-HP ratio? The best I can figure out is that a Radaway heals 300 rads, which is about a quarter(ish?) of my HP bar, and I have 175 max HP. I just need to know how messed up I'm going to need to be in order to make use of Hancock's perk, which only activates when you're 250 rads down. Hm -- a wiki says the ratio "appears to be" that ten rads equal 1% of HP. Can folks confirm that it works by percentage of HP rather than a straight value? |
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Me and Dogmeat are best buds though. |
Dogmeat always has max influence, he loves you! There is a unique perk for Dogmeat, but you have to invest in it yourself (Attack Dog in the Charisma tree).
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Appreciate the extra information Maylander! |
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