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Fallout 4 companions

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Icon disambig
For companions in other Fallout games, see companion.
This page lists all companions in Fallout 4.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For companions in other Fallout games, please see "Companion".
  • For an overview of Fallout 4 content, please refer to "Portal:Fallout 4".
 
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Permanent companionsEdit

The base game has 13 companions:

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Fo4 Cait Cait Combat Zone Ask her to join after clearing the Combat Zone 5 ST, 10 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK 185 + ([Player Level - 10] x 5) Benign Intervention Trigger Rush yesIcon check
Codsworth E3 PostWar Codsworth Sanctuary Hills Ask him to join after completing Out of Time 9 ST, 10 PE, 7 EN, 7 CH, 9 IN, 10 AG, 7 LK 195 + ([Player Level - 10] x 5) Robot Sympathy noIcon cross
Curie Curie Vault 81 Complete the quest Hole in the Wall 5 ST, 4 PE, 4 EN, 4 CH, 4 IN, 4 AG, 4 LK (Synth)
4 ST, 4 PE, 4 EN, 4 CH, 11 IN, 4 AG, 4 LK (Miss Nanny)
440 (Miss Nanny)
670 (Synth)
Emergent Behavior Combat Medic yesIcon check
Danse Paladin Danse Cambridge police station
The Prydwen (after Shadow of Steel
Upon receiving the quest Tour of Duty. 5 ST, 10 PE, 8 EN, 8 CH, 8 IN, 10 AG, 7 LK 185 + ([Player Level - 10] x 5) Blind Betrayal Know Your Enemy yesIcon check
Fallout-4-deacon Deacon Railroad HQ Complete Tradecraft and join The Railroad 5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK 185 + ([Player Level - 10] x 5) Cloak & Dagger noIcon cross
Fo4 Dogmeat E3 Outtro Dogmeat Red Rocket truck stop Ask him to join 4 ST, 14 PE, 4 EN, 4 CH, 8 IN, 14 AG, 4 LK 150 + ([Player Level - 1] x 5) Attack Dog noIcon cross
Fo4 John Hancock John Hancock Old State House in Goodneighbor Ask him to join after completing The Big Dig 5 ST, 10 PE, 8 EN, 9 CH, 14 IN, 10 AG, 8 LK 185 + ([Player Level - 10] x 5) Isodoped yesIcon check
Fo4 MacCready Robert Joseph MacCready The Third Rail in Goodneighbor Hire him for 250 caps or 200 (Easy speech check) 5 ST, 10 PE, 4 EN, 6 CH, 7 IN, 5 AG, 5 LK 185 + ([Player Level - 10] x 5) Long Road Ahead Killshot yesIcon check
Nick Valentine Nick Valentine Vault 114
Diamond City after Unlikely Valentine
Complete Getting a Clue 5 ST, 7 PE, 8 EN, 8 CH, 16 IN, 10 AG, 8 LK 225 + ([Player Level - 10] x 5) Long Time Coming Close to Metal noIcon cross
Fo4 Piper cropped Piper Wright Diamond City Complete Story of the Century 5 ST, 10 PE, 7 EN, 10 CH, 8 IN, 10 AG, 8 LK 185 + ([Player Level - 10] x 5) Gift of Gab yesIcon check
Preston Garvey Preston Garvey Museum of Freedom
Sanctuary Hills (after When Freedom Calls
Complete The First Step 5 ST, 10 PE, 7 EN, 9 CH, 8 IN, 10 AG, 8 LK 185 + ([Player Level - 10] x 5) United We Stand yesIcon check
Strong Strong Trinity Tower Ask him to join after Curtain Call 24 ST, 12 PE, 8 EN, 1 CH, 6 IN, 18 AG, 1 LK 245 + ([Player Level - 10] x 5) Berserk noIcon cross
X6-88 X6-88 The Institute Join the Institute and complete Mankind - Redefined 8 ST, 10 PE, 9 EN, 7 CH, 9 IN, 10 AG, 7 LK 185 + ([Player Level - 10] x 5) Shield Harmonics noIcon cross

Automatron companionsEdit

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Fallout 4 Automatron pre-release 7 Ada Variable Save her after an attack on her caravan 9 ST, 5 PE, ? EN, ? CH, ? IN, 10 AG, ? LK Variable Automatron quest line None noIcon cross
Automatron-CompanionImage-Fallout4 Automatron N/A N/A 9 ST, 5 PE, ? EN, ? CH, ? IN, 10 AG, ? LK Variable None None noIcon cross

Far Harbor companionsEdit

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
Old Longfellow Old Longfellow The Last Plank Complete Walk in the Park 5 ST, 7 PE, 7 EN, 7 CH, 7 IN, 10 AG, 7 LK Shipbreaker Hunter's Wisdom noIcon cross

Nuka-World companionsEdit

Image Name Location Prerequisites Base S.P.E.C.I.A.L. Hit Points Personal Quest Perk Romance
FO4NW Porter Gage Porter Gage Fizztop Grille Complete An Ambitious Plan 7 ST, 9 PE, 7 EN, 3 CH, 6 IN, 8 AG, 7 LK Lessons in Blood yesIcon check

Temporary companionsEdit

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

Name Race Quest Location
Honest Dan Human Human Error Covenant
High Rise Human Boston After Dark Church close to Bunker Hill
H2-22 Synth Boston After Dark Church close to Bunker Hill
Travis Miles Human Confidence Man Diamond City
Jack Cabot Human The Secret of Cabot House Cabot House, Parsons State Insane Asylum
Mel Human The Big Dig Goodneighbor
Bobbi No-Nose Ghoul The Big Dig Goodneighbor
Sonya Eyebot The Big Dig Goodneighbor
Glory Synth Memory Interrupted Malden Center
Rex Goodman Human Curtain Call Trinity Tower
Brotherhood squire Human Leading by Example The Prydwen, Boston Airport
Brotherhood scribe Human Learning Curve The Prydwen, Boston Airport
Allie Filmore Human Mass Fusion The Institute
X4-18 Synth The Battle of Bunker Hill Bunker Hill
Arthur Maxson Human The Nuclear Option The Prydwen
Paladin Brandis Human The Nuclear Option The Prydwen
Lucia Human The Nuclear Option The Prydwen
Proctor Ingram Human Spoils of War The Prydwen
Billy Peabody Ghoul Kid in a Fridge Peabody house
Pearl fo4fhGametitle-FO4 FH Miss Nanny Brain Dead Cliff's Edge Hotel
Cito fo4nwGametitle-FO4 NW Human Safari Adventure Safari Adventure

InterestsEdit

Main article: Affinity

Companion affinity is gained and lost with two varying degrees for both. Here is how the table below represents those changes:

yesIcon checkyesIcon checkActions that are loved.
yesIcon checkActions that are liked.
noIcon crossActions that are disliked.
noIcon crossnoIcon crossActions that are hated.
Table of companion affinities
General behavior & interactions with other characters
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6‑88
Generous noIcon cross yesIcon check yesIcon check yesIcon check yesIcon check yesIcon check yesIcon check noIcon cross
Mean yesIcon check yesIcon check noIcon cross yesIcon check yesIcon checkdeserved, noIcon crossotherwise noIcon cross yesIcon check noIcon cross yesIcon check noIcon cross
Nice yesIcon check yesIcon check yesIcon check
noIcon cross with ghouls
yesIcon check noIcon cross yesIcon check yesIcon check noIcon cross
Peaceful noIcon cross yesIcon check noIcon cross yesIcon check yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check yesIcon check yesIcon check
Selfish yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check
Violent yesIcon check noIcon cross yesIcon check noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check
Sarcasm yesIcon check yesIcon check
sometimes
Flirt with someone else noIcon crossnoIcon cross if romanced noIcon crossnoIcon cross if romanced noIcon crossnoIcon cross if romanced noIcon crossnoIcon cross if romanced noIcon crossnoIcon cross if romanced noIcon crossnoIcon cross if romanced
Give Drugs yesIcon check before personal quest
noIcon cross after personal quest
noIcon cross yesIcon check noIcon cross noIcon cross
Give Item yesIcon check yesIcon check yesIcon check yesIcon check noIcon cross yesIcon check yesIcon check yesIcon check yesIcon check noIcon cross
Murder Non-Hostile noIcon cross noIcon crossnoIcon cross noIcon cross noIcon cross hostile noIcon crossnoIcon cross noIcon cross noIcon crossnoIcon cross noIcon cross noIcon cross yesIcon check
Speech Success yesIcon check yesIcon check noIcon cross yesIcon check
Say good things about Synths yesIcon check noIcon cross
Say neutral things about Synths noIcon cross
Say bad things about Synths noIcon cross
Miscellaneous activities
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Chem addiction yesIcon check before personal quest
noIcon cross after personal quest
noIcon cross noIcon cross noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross
Chem usage yesIcon check before personal quest
noIcon cross after personal quest
noIcon cross noIcon cross noIcon cross yesIcon check noIcon cross
Eat Corpse noIcon cross noIcon cross noIcon cross noIcon cross noIcon cross noIcon cross yesIcon check
Hack Computer yesIcon check yesIcon check yesIcon check
Heal Dogmeat yesIcon check yesIcon check yesIcon check yesIcon check yesIcon check yesIcon check noIcon cross noIcon cross
Modify Armor yesIcon checkyesIcon check yesIcon checkyesIcon check yesIcon check
Modify Weapon yesIcon checkyesIcon check yesIcon check yesIcon check yesIcon check
Being naked yesIcon check yesIcon check noIcon cross
Pick Lock (Owned) yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check yesIcon check noIcon cross noIcon cross noIcon cross noIcon cross
Pick Lock (Unowned) yesIcon check yesIcon check yesIcon check noIcon cross
Pickpocketing yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross
Theft noIcon cross noIcon cross noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross yesIcon check
Use Power Armor yesIcon check noIcon cross yesIcon check
Use Vertibird yesIcon check noIcon cross noIcon cross
Reaction to faction quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Help Brotherhood noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross noIcon cross
Help Minutemen noIcon cross yesIcon check yesIcon check yesIcon check yesIcon check
Help Railroad noIcon cross yesIcon check yesIcon check
Help Institute noIcon cross noIcon cross ? noIcon cross noIcon cross noIcon cross noIcon cross noIcon cross noIcon cross noIcon cross yesIcon check
Help Settler/accept Minutemen quest yesIcon check yesIcon checkyesIcon check
Kill Settler/Railroad member Hostile
Reaction to general quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Save Kent Connolly yesIcon check yesIcon check
Saying you'd kill Kellogg again, after Dangerous Minds noIcon cross yesIcon check noIcon cross noIcon cross
Give the egg to the Deathclaw during The Devil's Due noIcon cross noIcon cross noIcon crossnoIcon cross noIcon cross noIcon cross yesIcon check yesIcon check noIcon cross noIcon cross
Enter Covenant yesIcon check noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross yesIcon check
Side with Covenant yesIcon check yesIcon check yesIcon check
Side against Covenant noIcon cross yesIcon check noIcon cross yesIcon checkyesIcon check yesIcon check
Accept Pickman's Gift noIcon cross noIcon cross noIcon cross noIcon cross
Give Vault-Tec rep a home noIcon cross yesIcon checkyesIcon check noIcon cross noIcon cross yesIcon check yesIcon check yesIcon check
Give the Vault 81 cure to Austin during Hole in the Wall noIcon cross yesIcon checkyesIcon check yesIcon check yesIcon checkyesIcon check yesIcon checkyesIcon check noIcon cross yesIcon check yesIcon check yesIcon check yesIcon check ?
Keep the Vault 81 cure to yourself yesIcon check ? ? noIcon cross noIcon cross yesIcon check noIcon cross noIcon cross noIcon cross ? ?
Give Sturges the datatape at the end of Inside Job ? ? ? noIcon crossnoIcon cross noIcon cross ? ? ? yesIcon check ? ? noIcon crossnoIcon cross
Complete the research project in Cambridge Polymer Labs ? ? yesIcon checkyesIcon check ? ? ? ? ? ? ? ? ?
Complete Last Voyage of the U.S.S. Constitution noIcon cross ? yesIcon check ? yesIcon checkyesIcon check noIcon cross ? yesIcon check ? ? ? ?
Join Children of Atom during Best Left Forgotten quest noIcon cross noIcon cross noIcon cross ? noIcon cross ? ? noIcon cross ? ?
Destroy The Nucleus yesIcon checkyesIcon check ? ? ? ? ? ? ? ? ? ? ?

NotesEdit

  • Unlike Fallout 3, 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.
    • Some companions lose their essential status when dismissed. They do, however, remain protected like other settlers and cannot be killed by NPC attacks (only by the player or their active companion or related action)
    • Some companions lose their essential status upon reaching the lowest level of affinity and leaving the player character.
  • Companions can be directed and can have more options if they like the Sole Survivor a lot, whether being a human, a synth, a dog or a robot. This is influenced by how the Survivor approaches quests and talks to other people.
  • Humanoid companions can be ordered to use power armor; to do so one needs to "command" the companion to simply enter the armor. Whether the armor is racked or not, they will walk up to it and enter it. One has to be standing a bit away from the armor; if too close, the command option will change to "enter" and if hitting the activate button, the Sole Survivor will mount the power armor instead.
    • To get a companion out of power armor simply talk to them and there will be a dialogue option to ask them to get out of it.
    • When the companion is dismissed they will return to the designated "home" wearing the armor, and will continue to wear it until telling them to exit their power armor suit. Sometimes one may find the dismissed companion in the settlement sent to without their power armor. In that case, look around the settlement for the power armor suit as the companion may have exited it and left it somewhere in the settlement. The larger the settlement, the longer or more difficult the search for the lost armor suit may be.
      • To make a companion not leave the power armor at the settlement, make sure both the power armor and the companion is equipped with a fully charges fusion core. (It might also help assigning them guard duty, so they don't go to sleep)
    • Humanoid companions can wear power armor without needing a fusion core. If removing the fusion core from the suit, they may still enter it and never need a fusion core. It is unclear if this is intended behavior.
  • Humanoid companions can also be equipped with weapons and armor of the 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. Even weapons that use the same ammunition as a companion's default weapon must have ammunition supplied.
    • There are some exceptions to this rule: 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 (although an extra one is given to the player. This one can be modified and equipped on Nick), and Dogmeat can wear dog armor, bandanas and eyewear.
    • Humanoid companions can and will use all types of grenades when equipped with them. While they possess remarkable skill and are fully capable of hitting even moving targets with astounding accuracy, they are completely oblivious of any collateral damage they might inflict on allies caught in the blast radius, the Sole Survivor included. Investing at least one point in the Inspirational perk is therefore recommended before equipping companions with grenades or any explosive weapon for that matter.
  • All companions carry 150, except Strong 200, and Danse 210.[1]
    • It is possible to make companions wear pocketed armor to increase their max carrying capacity (+30 pounds with the basic pocketed armor modification).
    • There is a skill magazine perk that will increase the companion carry weight by 10.
      • There is a trick to have companions have unlimited weight. Simply just command them to pick up an item. (Note when commanding them to loot bodies they will only grab one item of the body so you will need to command them repeatedly if you want more than one item).
  • Dogmeat does not count as a companion for the purposes of the Lone Wanderer perk, therefore the Survivor can adventure with him and keep the benefits of the perk.
  • 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.
  • 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.
  • Danse, Deacon and X6-88 are the only companions who can be killed by the Sole Survivor if they're not following the Survivor.
  • Perks gained from companions are permanent. This holds true regardless of the status of the companion (e.g. hostile towards the player character, dead, etc.).
  • It is impossible to complete the main story of Fallout 4 and keep all companions (so if you want to get all companion perks it is wise to try and get all of them before ending the main quest).

BugsEdit

  • pcIcon pc A companion may become stuck in a "crucified" position, flying around about 1-2 feet off the ground following the player. 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.[verified]
    • One potential fix is to fast travel to another location.
  • pcIcon pc ps4Icon ps4 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 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-travelling, 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. [verified]
    • Should the Ripper sound be playing over and over, having the companion use the weapon again may fix the bug. [verification overdue]

ReferencesEdit

  1. Companion information, Reddit
Companions in Fallout 4

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