A better best friend
Mod: Dread Dogmeat (Get it at Nexus Mods)
The most popular character from the Fallout just might be your canine companion, Dogmeat. The Fallout 3 version of Dogmeat felt a little underpowered, and while the Dread Dogmeat mod might not make him look like the Fallout 4 version, he's definitely more useful. Not only does it improve his combat abilities, it also gives him the ability to search for weapons, armor, and ammo at the same time. It even adds new special items for Dogmeat to bring back to you throughout the Wasteland.
Permanent companionsEdit
There are 8 permanent companions available to the player in Fallout 3. Fallout 4 institute shop coupon. All companions except for Dogmeat and Charon have a Karma requirement that must be met if the player wishes to enlist that companion (listed in parentheses).
Pictured, left to right:
If the player ever tells a companion to wait, but forgets where they did this, they should travel to any add-on location. This will send the companion home. Sometimes this does not seem to work with the add-on Point Lookout.
The player can have up to two companions in their party, which consists of Dogmeat plus any other companion, barring certain companion exploits.
XPEdit
Unlike in previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player.
The player earns full XP if able to deal at least 30% of the damage necessary to kill an opponent, otherwise an enemy killed with the help of followers earns zero XP. Delivering the killing blow yourself is neither necessary nor replaces the minimum damage requirement.
CombatEdit
Companions come with their default weapons and armor and will use these, depending on what role you ask them to play (melee or ranged). They will also wear any weapons or armor they are given that is superior to their standard equipment. All human and ghoul non-player characters (so all except Fawkes, RL-3, and Dogmeat) are capable of wearing power armor. Armor and weapons worn by companions never degrade with use.
Companions have unlimited ammunition for their standard weapon (with the exception of Butch), but you'll have to supply them with the appropriate ammunition for any other non-default ranged weapon.
If a companion is given several weapons and the appropriate ammunition, they will generally choose a weapon based on the range of the projectile, then on either damage per round (DPR) or damage per second (DPS) but not by the in-game interface's DMG stat. For example, if you equip Star Paladin Cross with a flamer, she will first attack with her default laser pistol because her target is out of the flamer's range. She will move towards the target to get into the flamer's range and then switch to it. There are exceptions, however. For example, Charon will always use Protectron's Gaze (a unique laser pistol) over the laser rifle, despite its reduced range AND damage per round rating.
Some companions will use any weapon if you give it to them (provided they have appropriate ammunition for it). There are some exceptions however, for example companions cannot use the Gauss rifle rewarded upon completion of the Operation: Anchorage add-on, but can utilize the sim-only version obtainable through glitching or console.
Companions have significantly more health than other non-player characters.
Enemies are able to shoot your companion's weapons out of his or her hands (except their default weapons), so take care if you give them any unique weapon.
Companions are restored to full health at the end of combat, after all nearby enemies are dead. However, if you zone out during a fight and they follow while injured, or if they are injured outside of combat (e.g. a booby-trap), they do not heal (until after the next combat). They can also use stimpaks in their inventory in the middle of battle, if you gave some to them earlier. Dogmeat can't carry stimpaks, but you can speak to him in the middle of combat to heal him manually. You can check companions' health by viewing them in V.A.T.S. mode, or moving far enough from them to see their HP bar. Companions are not considered 'essential' non-player characters, so they will die if their health is fully depleted. There is no way of reviving them, unless using the 'resurrect' command via console, targeted on their corpse.
Some companions will enter sneak mode when you enter sneak mode, and end it when you do. They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming.
StatisticsEdit
Firing permanent companionsEdit
In most cases, companions can be dismissed/fired, and can later be found and rehired. In most cases, when fired they always travel to a specific spot, usually not the same spot they were hired. In some cases, they can always be rehired by simply finding them and asking them to rejoin you. Also in some cases, there will be Karma or other requirements. For example:
Temporary companionsEdit
Temporary companions are companions that will join you during a quest. Most of them will follow you indefinitely until you complete their related quest, but not all. Unlike permanent companions, they do not heal automatically at the end of a battle but must be given stimpaks through reverse pickpocketing or healed through dialogue (still requiring a stimpak from your inventory). Most of them can use weapons and armors. And because they are non-player characters, they can use weapons forever with only one bullet. There are some hostile non-player characters which could become friendly to the player and permanent companions, but they will still attack temporary companions, like Arkansas or the protectrons in the RobCo Facility. The traps or mines of allies, like the frag mines laid by the citizens of Big Town, will still be hostile to temporary companions.
Of the listed temporary companions, only Red, Shorty, and Sticky have dialogue options which allow the player to give them weapons or other inventory items.
James is scripted as though he were a permanent companion; for example, he uses up ammunition on playable weapons, something only permanent companions do. However, his package is 'escort' instead of 'follow', so he can't be taken places like a normal companion can be.
StatisticsEdit
Operation: Anchorage onlyEdit
Broken Steel onlyEdit
Point Lookout onlyEdit
Mothership Zeta onlyEditNotesEdit
Base game[edit | edit source]
All eight permanent companions in Fallout: New Vegas. From left to right: Rex, Rose of Sharon Cassidy, Raul (Vaquero outfit), Lily, Boone (assault armor), ED-E, Veronica, and Arcade.
List[edit | edit source]
Temporary followers[edit | edit source]
These followers accompany the player only in specific areas or for a limited duration of time. They are listed alphabetically:
Cut followers[edit | edit source]
The player was supposed to be able to gain a seventh humanoid follower:
Dead Money[edit | edit source]Fun Fallout 3 Mods
The Dead MoneyDLC introduces three companions who play a crucial role in the story unfolding at the poisonous Sierra Madre.
Honest Hearts[edit | edit source]
The Honest HeartsDLC introduces three companions who will accompany the player during the storyline, one per act.
Old World Blues[edit | edit source]
Lonesome Road[edit | edit source]
Overview[edit | edit source]Nerve[edit | edit source]
This special attribute reflects the player's influence on their followers. Tied to Charisma, Nerve boosts a companion's damage output and Damage Threshold by 5% per the player's character Charisma score. I.e. a Courier with 1 Charisma will give their companions a +5% bonus to each, while at 10 Charisma it will be a whooping +50% bonus. Nerve synergizes with Ferocious Loyalty and Spray 'n Pray, greatly increasing companion resilience.
Nerve depends in the current Charisma score and takes into account any active bonuses. As such, even with a starting Charisma of 1, it's possible to obtain the top Nerve bonus by boosting the player character's Charisma to 10 through a combination of bonuses: Empathy Synthesizer at the New Vegas Medical Clinic (permanent +1), Intense Training (permanent +1 per level), Party Time Mentats (temporary +5), alcohols (temporary +3 with a high Survival) and/or stacking them with moonshine.
Not all companions benefit equally from Nerve. Some gain bonuses that combine with Nerve to make them a lot more effective. These include:
Weapons[edit | edit source]
Armor[edit | edit source]
Behind the scenes[edit | edit source]
Bugs[edit | edit source]
Fixed bugs (Patch 1.2.0.31x)[edit | edit source]
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