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Fallout 4 Companions

(Redirected from Fallout 4 companions)

Companions are a gameplay mechanic in Fallout 4 that allow the player to recruit and travel with specific NPCs. It includes the Affinity gameplay mechanic and unique location comments.

Overview

The base game offers 13 unique permanent companions, each with their own personalities and storylines. Automatron adds two new, fully-customizable robot companions. Both Far Harbor and Nuka-World introduce a single companion. The total number of companions is 17.

Roadmap

Gameplay

Companions will give different thoughts and relationship statuses depending on their relationship with the player character. They will also differ in attitude when dismissing them or asking them to join. These comments can be hateful, disdainful, neutral, admirable, generous, and for romantic companions, affectionate.

Raising or dropping a companion's affinity to a certain amount will trigger a unique dialogue with the player character. Positive affinity will reveal some of the companion's background and how they ended up here. When reaching idolization, the companion will admit to having the player character being their best friend. Negative affinity results in disappointed companions asking the Sole Survivor to change their ways.

When reaching hatred, the companion will threaten to leave for good. A moderate persuasion check can convince them to give the player character one more chance. If the persuasion was successful, but the affinity still goes down, the companion will eventually snap and leave for good. This applies to every companion except for Dogmeat, Ada, and an automatron.

Traveling with a companion bestows the player character with an inherent 5% bonus to all Experience gained. This bonus can be further increased by acquiring Live & Love Issue #8. These bonuses are multiplicative with other experience bonuses such as Intelligence and Gift of Gab.

Equipment and weapons

Humanoid companions can also be equipped with weapons and armor of choice. To do so, go to the trade dialogue option and place whatever items the player character wants them to use or wear in their inventory. Then, in their inventory, press the button to "equip" the item(s). Weapons equipped must also have an ammunition supply, so they must be provided with the ammo type the weapon requires, but companion ammo does not deplete.

Paladin Danse cannot wear anything other than headgear as long as he has his power armor, Codsworth can wear certain hats, Nick Valentine will only wear his trenchcoat or he can wear the High Confessor Tektus' robes from the Far Harbor add-on or power armor, Strong can wear super mutant armor, Dogmeat can wear dog armor, bandanas and eyewear.

Humanoid companions can be ordered to use power armor. Whether the armor is racked or not, they will walk up to it and enter it. To get a companion out of power armor, talk to them and there will be a dialogue option to make this request.

All companions have a carrying capacity of 150, except Strong with 200, and Danse with 210. Note that this is changed in Survival mode, which reduces their capacity. It is possible to make companions wear pocketed or deep pocketed armor to increase their carrying capacity by +30 or +60, respectively.

Companion weapons

Essential status

Some companions lose their essential status when dismissed. They do, however, remain protected like other settlers and cannot be killed by NPC attacks. Some companions lose their essential status upon reaching the lowest level of affinity and leaving the player character.

Witness to crime

If the player character murders a non-hostile creature, their affinity with their current companion will drop by 10% and will trigger dialogue with the player character expressing anger and warning them to never do it again. They may also leave the player character instead of speaking to them. They will refuse to speak to the player character at first, but after a few days, the companion will be able to travel again. Should the player character ignore this warning and repeat a murder, companions will permanently leave. This applies to every companion except Strong. Dogmeat, Ada, and automatrons are neutral.

Depending on where a crime is committed, the companion may become hostile towards the player character. For example, Piper and Nick will turn hostile if a DC guard/civilian is assaulted/killed, or if you trespass or steal. Hancock and MacCready will do the same if the listed crimes are done in Goodneighbor.

Dismissing

When the companion is dismissed they will return to the designated "home" wearing equipped armor and apparel as well as retaining weapons. If wearing power armor, sometimes one may find the dismissed companion in the home settlement without their power armor, which is found nearby.

When choosing a location to send a dismissed companion, selecting 'Cancel' will not cancel the dismissal, but will instead send them back to the last location they were sent to when dismissed. If no settlement has ever been selected, the companion will be sent to their original location rather than a settlement. If one accidentally dismisses a companion, just walk up to them again and ask them to re-join. One must also confirm the companion's desire to re-join after asking.

Survival mode

Companions are marked as "essential" when acting as active companions, meaning they cannot be killed. If incapacitated, they will automatically heal after combat ends. If one is playing in Survival mode, the companion must be healed when incapacitated, even after combat. If they're not healed within a set period of time, or when the player travels beyond a certain distance, they will leave and return to their last used home base.

List

Permanent

Companion Location Acquire
FO4 charactercomp thumb01.png

Cait
CompanionCait.txt
CompanionCait.txt/COM
Combat Zone Ask her to join after clearing the Combat Zone
FO4 charactercomp thumb02.png

Codsworth
Codsworth.txt
Codsworth.txt/COM
Sanctuary Hills Ask him to join after visiting Concord in the quest Out of Time
FO4 charactercomp thumb03.png

Curie
CompanionCurie.txt
Vault 81 Complete the quest Hole in the Wall
FO4 charactercomp thumb04.png

Paladin Danse
BoSPaladinDanse.txt
BoSPaladinDanse.txt/COM
Cambridge Police Station
The Prydwen (after Shadow of Steel)
Listening Post Bravo (after Blind Betrayal)
Upon receiving the quest Tour of Duty
FO4 charactercomp thumb05.png

Deacon
Deacon/Dialogue
Deacon/Dialogue (COM)
Railroad HQ Complete Tradecraft and join The Railroad
FO4 charactercomp thumb06.png

Dogmeat
Dogmeat.txt
Red Rocket Truck Stop Ask to join
FO4 charactercomp thumb07.png

John Hancock
Hancock/Dialogue
Hancock.txt/COM
Old State House in Goodneighbor Ask him to join after completing The Big Dig (if sided with Bobbi No-Nose, after completing Recruiting Hancock)
FO4 charactercomp thumb08.png

Robert MacCready
CompanionMacCready.txt
The Third Rail in Goodneighbor Hire him for 250 caps or 200 (Easy speech check)
FO4 charactercomp thumb09.png

Nick Valentine
CompanionNickValentine.txt
CompanionNickValentine.txt/COM
Vault 114
Diamond City (after Unlikely Valentine)
Complete Getting a Clue
FO4 charactercomp thumb10.png

Piper Wright
CompanionPiper.txt
CompanionPiper.txt/COM
Diamond City Complete Story of the Century or during Dangerous Minds
FO4 charactercomp thumb11.png

Preston Garvey
PrestonGarvey.txt
PrestonGarvey.txt/COM
Museum of Freedom
Sanctuary Hills (after When Freedom Calls)
Complete The First Step
FO4 charactercomp thumb12.png

Strong
Strong/Dialogue
Trinity Tower Ask him to join after Curtain Call
FO4 charactercomp thumb13.png

X6-88
X6-88/Dialogue
X6-88/Dialogue (COM)
The Institute Join the Institute and complete Mankind - Redefined
FO4 charactercomp thumb14.png

Ada
DLC01Ada.txt
Automatron (add-on)
Near Wattz Consumer Electronics
Red Rocket Truck Stop
Complete Mechanical Menace
FO4 charactercomp thumb15.png

Automatron
DLC01CompWorkbenchBot.txt
Automatron (add-on)
Any settlement Must be built at a Robot workbench
FO4 charactercomp thumb16.png

Old Longfellow
DLC03 CompanionOldLongfellow.txt
Far_Harbor_(add-on)
The Last Plank Complete Walk in the Park
FO4NW Porter Gage.png

Porter Gage
DLC04Gage.txt
Nuka-World_(add-on)
Fizztop Grille Complete An Ambitious Plan

Temporary

The game has a number of temporary companions that will only be available during certain quests.

Name Quest Location
Honest Dan Human Error Covenant
High Rise Boston After Dark Church close to Bunker Hill
H2-22 Boston After Dark Church close to Bunker Hill
Travis Miles Confidence Man Diamond City
Jack Cabot The Secret of Cabot House Cabot House, Parsons State Insane Asylum
Mel The Big Dig Goodneighbor
Bobbi No-Nose The Big Dig Goodneighbor
Sonya The Big Dig Goodneighbor
Glory Memory Interrupted Malden Center
Rex Goodman Curtain Call Trinity Tower
Brotherhood squire Leading by Example The Prydwen, Boston Airport
Brotherhood scribe Learning Curve The Prydwen
Allie Filmore Mass Fusion The Institute
X4-18 The Battle of Bunker Hill Bunker Hill
Arthur Maxson The Nuclear Option The Prydwen
Paladin Brandis* The Nuclear Option The Prydwen
Knight Lucia The Nuclear Option The Prydwen
Proctor Ingram Spoils of War The Prydwen
Billy Peabody Kid in a Fridge Peabody house
Settler Kidnapping
Trapper Attack Far Harbor (add-on)
Variable
Pearl Far Harbor (add-on) Brain Dead Cliff's Edge Hotel
Cito Nuka-World (add-on) Safari Adventure Safari Adventure
Cleansed Nuka-World (add-on) Trip to the Stars Hubologist's Camp

Affinity

>> 
Main article: Affinity

Affinity is a companion gameplay mechanic. Companions can develop personal connections to the Sole Survivor and some may ask for help with quests of their own. Each companion has a distinct personality and values. Actions or dialogue that please one companion may displease another.

Companion comments

Companions make unique location-specific comments, which are compiled here.

Notes

  • Companion carry capacity can be increased by +10 by acquiring Live & Love Issue #3.
  • Companion health can be increased by +10 by acquiring Live & Love Issue #1.
  • Dogmeat does not count as a companion for the purposes of the Lone Wanderer perk.
  • Danse, Deacon, Gage, Old Longfellow, and X6-88 are the only companions who can be killed by the Sole Survivor via storyline choices or if they're not recruited as companions.
  • Perks gained from companions are permanent.
  • Companions can be tracked down using the Vault-Tec Population Management System introduced in the Vault-Tec Workshop add-on.
  • Some companions will give the Sole Survivor a gift once a day.

Bugs

  • PCPC Playstation 4Playstation 4 A companion may become stuck in a reference pose position, flying around unanimated about 1–2 feet off the ground following the player character. The companion can be spoken with and interacted with in a normal manner, however, the companion will not fight. Even loading a new area by going through a door will not fix this behavior.
    • One potential fix is to fast travel to another location.
    • Another fix is to dismiss the companion. The companion can be re-recruited back.
  • PCPC Playstation 4Playstation 4 Certain sound effects can get "stuck" to companions and continue to play after said companion quit performing the respective action. Known examples include the sound of wielding a Ripper, firing a Gauss rifle, Dogmeat's bark and using the weapon bench's drill. When the bug occurs it follows the companion around, waxing and waning depending on their distance, and can neither be stopped by fast-traveling, reloading, or taking the weapon away from them. It can, however, be fixed by closing and restarting the game. It is currently unknown what exactly causes the bug.
    • Should the Ripper sound be playing over and over, having the companion use the weapon again may fix the bug.
    • If a companion has the drilling-sound glitch from an armor workbench or weapon workbenches, allowing them to re-use the corresponding workbench from where the glitched sound is and let them end its use by themselves without interruptions, the sound glitch should stop and be fixed.
    • Even after dismissing Dogmeat, he may continue barking. A possible fix for this is to turn on Classical Radio and then turn it off.
  • Playstation 4Playstation 4 Xbox OneXbox One Ada may remain with you even though you have just selected dismiss in dialogue, as well as the option of the settlement won't pop up.
    • One solution is to restart the game.
    • Another solution is to acquire a different companion.
  • Playstation 4Playstation 4 When sending a companion to another settlement using the workshop he/ she will not go there straight away, and bringing the settlement choices back up will show the place still has an option to where they can be sent.
    • A fix for this is to turn the game off, then reloading the save.
    • Another fix is to fast travel to a different place and sleep in a bed and return.
  • Playstation 4Playstation 4 Xbox OneXbox One If a companion is down while changing zones, they may remain "downed" permanently, only changing areas along with the Sole Survivor. This can be fixed by damaging their HP until they go "down" and regenerate again while out of combat.

References