Carrying capacity will be, e.g., 50 pounds less if given power armor (45 for armor, 5 for helmet).For a detailed list of the companions' equipment, see Fallout 3 companion equipment.Fawkes is partial humanoid he can use most items and weapons but not armor. Dogmeat and RL-3 are non-humanoid and thus cannot use armor, regular weapons or equipment in general.They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming. Some companions will enter sneak mode when you enter sneak mode, and end it when you do. Companions are not considered 'vital' 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. mode, or moving far enough from them to see their HP bar. You can check companions' health by viewing them in V.A.T.S. Dogmeat can't carry stimpaks, but you can speak to him in the middle of combat to heal him manually. They can also use stimpaks in their inventory in the middle of battle, if you gave some to them earlier. a booby-trap), they do not heal (until after the next combat). However, if you zone out during a fight and they follow while injured, or if they are injured outside of combat (e.g. 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.Ĭompanions have significantly more health than other non-player characters.Įnemies are able to shoot your companions weapons out of his hand (except default weapon), so take care if you give him any unique weapon.Ĭompanions are restored to full health at the end of combat, after all nearby enemies are dead. Some companions will use any weapon if you give it to them (provided they have appropriate ammunition for it). 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. She will move towards the target to get into the flamer's range and then switch to it. 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. 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. Armor and weapons worn by companions never degrade with use.Ĭompanions 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. all but Dogmeat, Fawkes & Sergeant RL-3). All human or ghoul non-player characters are capable of wearing power armor (i.e. They will also wear any weapons or armor they are given that is superior to their standard equipment. A killing blow is not necessary to get XP but you will not be given XP if too little damage has been done.Ĭompanions come with their default weapons and armor and will use these, depending on what role you ask them to play (melee or ranged). The player earns full XP if able to do the majority of the damage that kills the opponent (you get zero XP for a kill unless you manage to do at least 30% of the damage). Unlike previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player. The player can have up to two companions in their party which consists of Dogmeat plus any one other companion, barring certain companion exploits. (Does not work with Point Lookout, unknown for other addons.) If you ever tell a companion to wait, and do not remember where they were left, Travel to The Pitt. Charon: Ghoul bodyguard (no karma requirement).
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