Followers are NPCs that follow a PC and help him in combat and with a variety of tasks. Sometimes they act as a simple meat shield and in other cases they can be a real lifesaver. There are four different kinds of followers, each with special mechanics, but almost all of them follow the general rules of taking up Party Points, and can be leveled up.
Note: Companions and mercenaries can be transferred between players.
Note: Loyalty of followers will be lowered every 7 days.
Note: Follower prices: human, ghoul and mutant mercs are more expensive, brahmins are cheaper.
Note: Option for a companion to equip Enclave Armor.
These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your tent/base/Hotel Room. Companions will travel around to different towns as wastelanders, and visit mostly bars, but also stay in other places, like shops, or just around in some corner. Companions are both male or female but always humans, and they can use different weapon types and support skills. Companions allow for more customization, you can give them any armor. Their helmets can also be changed or removed via dialog.
Note: Level 12 required to recruit companions.
|1) Stay here / Let's Go||Toggle between companion following you, and staying put.|
|2) You're blocking my way, could you please move?||Force companion to move to another hex.|
|3) I want to talk to you about distance.||Instruct companion to maintain close, nearby or far distance in combat.|
|4) I want to talk to you about combat.||Instruct companion about combat options.|
|5) Let's talk about your armor.||Allows you to change which armor companion wears.|
|6) If we ever get separated, I think we should agree to meet up at some place.||Designate where companion respawns.|
|7) I have some food for you.||Feed companion to boost their loyalty to you.|
|8) What kind of weapons are you most proficient with?||Find out what weapon to give to companion.|
|9) Arm yourself.||Tells companion to equip weapon.|
|10) Put down your weapon.||Tells companion to put away weapon.|
|11) Let's see if we can exchange some stuff.||Opens barter screen.|
|12) I want someone else to be your new friend.||A way to assign this companion to a different character.|
|13) [Check stats]||Shows SPECIAL, current level, current xp, combat skill and two of support skills.|
|14) By the way. Is there something else what you can do?||Companion will tell you what he can do by his support skill like first aid, doctor, traps, lockpick, science, and/or repairing.|
|15) Nevermind.||Closes dialogue.|
- Anyone who uses a companion should use dialogue option 6 to set a re-grouping point.
* There is a known bug where companions sometimes disappear.
- Use the SAY button via dialogue option 6 to name a tent or base.
- Naming a base requires the name of the base itself, not the faction name.
- Get a base's name by accessing its terminal and checking under Manage Hideout Clearance.
- Companions can take drugs as long they are in their inventory and command to use drugs.
- Companions will try to heal his master (player) when the player will have less than 10% of total hp amount.
You can dismiss a Companion follower with the ~disband_party command. However, this will dismiss all of your companions. All dismissals are permanent, so be careful to only dismiss the one(s) you really don't want. To dismiss only one companion at a time, leave the companion to be dismissed at a tent. Exit the tent leaving that one behind, but bring your other companions with you. Then you can use a variation of the command to dismiss only the one you left behind: ~disband_party away_team (See Commands.) This will permanently dismiss the Companion(s) you left behind, while retaining the ones you brought with you.
Companions are working together! One companion can call for first aid or doctor to other (it also works in faction group).
When one of player's companion has higher support skill than player's or player will have cooldown for used skill then companion will take this action to his own. First aid and doctor skills will always have higher priority than other actions. Companions can healing, patching wounds to others, disarming explosives and bear traps, lockpicking the locks with lockpicks, expanded lockpick set, electronic lockpick or electronic lockpick mkII, using science skill and repairing items, sceneries, cars, etc with tool, wrench or super tool kit.
These Mercs are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyalty falls low, which causes them to flee in combat.
Note: There is an option to see statistics of mercenaries - current level, experience, SPECIAL and best skill - via dialogue.
Can be obtained by using ropes on certain unconscious NPCs in Random Encounters. They can also be purchased at the Slaver's Guild. They require drugs from time to time. You need a Slaver Tattoo to be able to lead slaves.
Note: There is an option to see statistics of slaves - current level, experience, SPECIAL and best skill - via dialogue.
Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue. Brahmins won't fight in combat, they'll just flee. Normal Dogs can be purchased in Junktown for 700 caps each, from the dog trainer near the casino. A Scout Dog is of a special breed with better Outdoorsman skill (around 120) that can help you avoid encounters. They can be bought at Salvagers in Boneyard.
You can give commands to your followers by holding alt key and left-clicking somewhere.
- +1 PP for every 3% in Speech a PC has. Maximum 100 points.
- +10 PP for every 1 in Charisma a PC has. Maximum 100 points.
- +50 PP for Magnetic Personality perk.
- +100 PP for Good Natured trait.
Absolute maximum party points are therefore 300.
Note: You can check your total party points via ~pp command.
Party Points Required, by Follower Type
|Follower Type||Points Used|
|Mutant Merc - Big Guns||90|
|Mutant Merc - Unarmed||80|
|Human Merc - Big Guns||80|
|Human Merc - Energy Weapons||70|
|Human Merc - Small Guns||80|
|Human Merc - Melee||80|
|Ghoul Merc - Small Guns||60|
|Ghoul Merc - Melee||60|
- Number of Slaves you can have is 2 + number of Mercs you own. (You don't need to have the mercs with you while slaving.)
If you have rented a room at a hotel, it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the faction base, or your tent if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level.
Via dialogue, you can give your followers certain gifts (depending on what type they are) which contribute to follower loyalty. When you receive a follower they have a loyalty of 100% and this decays 10% each week, unless you have Speaker, a support perk that cuts this decay rate in half.
A follower sticks out a fight until it has (100-loyalty)% HP remaining. A 90 HP follower at only 20% loyalty only stays fighting with you until (100-20)% HP remaining = 90*0.8 = 72 HP. As soon as he has 71 or under, he will flee the map.
They fight for caps. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
Animals always have full loyalty, and will fight to their death if commanded to do so.