Fallout companions

Permanent companions
Permanent companions require that a few requisites be met in order for them to join the player's party. For a few NPCs, there is more than one possible way to have them join. The possible conditions that must be met for each companion are listed below their names. Their locations are listed next to their names.


 * Dogmeat (Junktown)
 * Player is wearing a leather jacket.
 * Give Dogmeat some iguana bits or iguana-on-a-stick.


 * Ian (Shady Sands)
 * Convince him to tag along with a Speech check, or gives him 100 bottle caps.


 * Katja (Boneyard)
 * Asked her to join them.


 * Tycho (Junktown)
 * Completed the quest to save Killian Darkwater's life and inform Tycho about it, the former must be alive.

Companion controls
Once an NPC becomes a companion, their dialogue menu changes to a list of tactical and combat-oriented options. Unlike Fallout 2 there is no "Combat Control" menu added to the Pip-Boy interface. This means that in Fallout, the controls are rudimentary, at best.

There are no controls whatsoever for Dogmeat. For the human companions, the options are shown as follows:

You can leave now.
 * Orders the companion to leave the party, and return to their original location in the game world.

Draw your best weapon next time we go into battle.
 * At first, this does not seem to do anything, because the companions originally only carry their default weapon. However, they may be gifted with a better weapon (and ammunition, for guns), then the NPC will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.

I need to change formation.
 * Stay close to me. - NPC stays within a 2 hex vicinity.
 * Keep a moderate distance. - NPC stays within a 4 hex vicinity.
 * Move out to longer range. - NPC stays within a 4-6 hex vicinity.

In order to get companions to use equipment, the trick is to either use the Steal skill on them (it does not give experience and always succeeds, but can turn non-party witnesses hostile) or Barter with them (they will accept any deal).

Companions stick with whatever armor they were wearing when recruited, thus surplus armor can be sold.

Statistics
* Katja uses a leather jacket sprite, despite her armor.

Temporary companions
Like permanent companions, there are a few conditions that must be met to have temporary companions recruited. A few events must unfold however. Her location is next to her name, while the requirements to have her become a companion are listed below her name.


 * Tandi (Khan Base)
 * After passing one week of in-game time, the player must return to Shady Sands and initiate the quest Rescue Tandi from the Raiders.
 * She will automatically join once she is freed from her jail cell.


 * Follower invaders (the Cathedral)
 * They will appear outside the Cathedral after talking to Nicole about infiltrating the place


 * Brotherhood invaders (ditto, but also Mariposa Military Base)
 * These will appear on the maps after having scouted the northern wastes, but can be convinced to attack the Cathedral by accessing the computer in Morpheus' room.
 * They will not go inside the Military Base, however.

Companion controls
Tandi and the aforementioned invaders have no means of control in their companion forms, similar to Dogmeat: instead of having a dialogue menu, they only yield floating text ex. Tandi expresses her amazement of the world outside Shady Sands.

Bugs

 * In Mariposa and Cathedral, most of the time Katja will be stuck at the back of the elevator and you are not able to see her. If you open combat, she will be highlighted at the back. She will not follow you nor attend combats at that level. Traveling between levels will fix it.
 * Sometimes, loading the game will cause Katja to appear next to you.

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