Fallout 2 companions

Permanent companions
Permanent companions require a few requisites to be met in order for them to join the player's party. For a few non-player characters, there is more than one possible way to have them join your party. There is a maximum number of companions one may have. Take your Charisma stat and divide it by two. This is your number. Example: 4 Charisma is 2 companions. With the perk Magnetic Personality the Chosen One gains one more allowable companion. [[File:companions.jpg|thumb|left|330px|

-=Left to Right=- 11/14 companions from Fallout 2 <---[Top: Marcus, Myron, Skynet, Goris]---> <---[Mid lane: Sulik, Vic, John Cassidy, Lenny]---> <---[Bot lane: K-9, Dogmeat, Robodog]--->]]

Companion controls
Once a non-player character becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. New from Fallout is a "Combat Control" button in dialogue, which lets you manually change an non-player character's armor, weapon, distance, and tactics.

The picture to the right is the in-game dialogue box for controlling companions. For permanent companions, the options are shown as follows:

Use Best Weapon
 * At first, this doesn't do anything, because the companions originally only carry their default weapon. However, the player may so gift them with a better weapon (and ammunition, for guns), then the non-player character will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.

Use Best Armor
 * This control acts the same as the one above; give the companion a better suit of armor, and they will equip it in place of their default armor, granting them the corresponding bonus to armor class.

Disposition
 * Berserk - The companion will always attack, never fleeing from battle, no matter the level their health drops to.
 * Aggressive - The companion will attack while their health is in an acceptably decent range. If it falls too low, they will ultimately flee from combat.
 * Defensive - The companion will be more mindful of their health, running when they are injured, even if just slightly.
 * Coward - The companion will always run from a battle they think they cannot handle, regardless of the opponents.


 * Custom - There are six options with 5 sub-options that can be chosen by the player concerning the non-player character's disposition. The possible options for each is listed below.

Temporary companions
Like permanent companions, there are a few conditions that must be met to have temporary companions join the player's party.

Companion controls
Temporary companions cannot be controlled in any way.