Where to find fallout 3 companions




















Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Question Status Where can I find all the followers and what i have to do to get them like do i have to pay them or something? Answered Followers? Answered How many followers can you get? How do you get followers?

Answered More followers? Ask A Question. Keep me logged in on this device. In Fallout 3 there are a total of eight permanent companions who can join you on your journey through the Wastes and you can have up to two companions following you at the same time, Dogmeat plus either Sergeant R-L3 or a human.

Most companions have a Karma requirement and will not join you unless you match it. Companions are useful to bring along with you as not only do they provide even more firepower in battle, but they can also be used to store your loot when you become over encumbered, letting you scavenge more items before having to go back to town to trade.

Below is a list of all eight permanent companions in Fallout 3 along with their personal stats and how to hire them. Karma requirement. Thanks for reading! If you enjoyed, be sure to rate up and check out my other guides for more Fallout 3 knowledge! Mods Used. Neptune 5 Jan am. Marklar 30 Dec, pm. I like to have Dogmeat and Star Paladin Cross. They always seem to be the best companions for me. I tried to kill Fawkes, you can't. FoundGamer 6 Jul, pm. Dogmeat or Fawkes would be the best and here's why: Dogmeat- with the dogmeat's puppies perk he can die as many times as deathclaws want to kill him, but there will always be a new dogmeat waiting at vault unlimited companion Fawkes- He's just so overpowered not even YOU can kill him.

Except maybe with a couple loads from an MIRV yes, he's that powerful. So powerful you can end the game with him being the hero instead of you he'll turn on the switch at the end so you don't have to. 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 it is given to them provided they have appropriate ammunition for it.

There are some exceptions, such as 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 commands. Enemies are able to shoot companion's weapons out of their hands except their default weapons , so take care if giving them any unique weapon. Companions are restored to full health at the end of combat after all nearby enemies are dead.

However, if the player zones out during a fight and they follow while injured, or if they are injured outside of combat e. They can also use stimpaks in their inventory in the middle of battle if they were given to them earlier.

Dogmeat cannot carry stimpaks, but the player can speak to him in the middle of combat to heal him manually. Companions' health can be checked by viewing them in V. 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 the player character enter sneak mode, and end it when the player character does.

They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming. 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 the player. Also in some cases, there will be Karma or other requirements. For example:. Fallout 3 ' s temporary companions. Temporary companions are companions that will join the player character during a quest.

Most of them will follow the player character indefinitely until their related quest is completed, 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 the player character's inventory.

Most of them can use weapons and armors. And because they are non-player characters, they do not consume ammunition and can use any weapon as long as they have at least one round of ammo. There are some hostile non-player characters that 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.

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