Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106%Ĭompanions' combat characteristics at the last stage: The possible options for each is listed below. Custom - There are six options with 5 sub-options that can be chosen concerning the non-player character's disposition.Coward - The companion will always run from a battle they think they cannot handle, regardless of the opponents.Defensive - The companion will be more mindful of their health, running when they are injured, even if just slightly.If it falls too low, they will ultimately flee from combat. Aggressive - The companion will attack while their health is in an acceptably decent range.Berserk - The companion will always attack, never fleeing from battle, no matter the level their health drops to.This control acts the same as the one above equip the companion with better armor in place of their default one (if they had one), granting them the corresponding bonus to Armor Class (and Strength in case of any power armor).Alternatively, the companion can pick up weapons found on the ground. However, they can be gifted a better weapon (and ammunition, for guns), then the non-player character will make use of that weapon instead. At first, this seems to do nothing, because the companion originally only carry their default weapon.For permanent companions, the options are shown as follows: The picture to the right is the in-game dialogue box for controlling companions. New from Fallout is a "Combat Control" button in dialogue, which allows manual change of an non-player character's armor, weapon, distance and tactics. Once a non-player character is recruited, their dialogue menu changes to a list of tactical and combat-oriented options. Will not join childkiller, slaver, berserker or below Karma of -100.įree Vic from his debt by getting his radio from his house in Klamath and paying Metzger or Kill Metzger and all the slavers. Pay his $350 debt, Rescue Smiley the Trapper or Rescue Torr. Marry her after having sex, regardless of gender Will not join childkiller.Īsk him to join after completing certain quests in Broken Hills. Show him the vault jumpsuit in the Cafe encounter or feed him an iguana-on-a-stick. Marry him after having sex, regardless of gender Must not be a slaver, childkiller, have less than 4 Intelligence or a Karma below -100. With the perk Magnetic Personality the Chosen One is allowed one additional companion over the current limit.Īsk him to join. For example, a Charisma level of 4 allows taking 2 companions. The game will not allow having more than a certain number of active party members this limit is half the player character's Charisma, rounded down. Permanent companions usually have prerequisites and may not join your party unless certain conditions are met these vary between potential companion NPCs and often there are multiple possible ways to obtain them as a party member.
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