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K →Far Harbor Begleiter: angepasst |
→Interessen: übersetzt |
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| Zeile 333: | Zeile 333: | ||
|} | |} | ||
== | == Interessen == | ||
{{main|Zuneigung}} | {{main|Zuneigung}} | ||
[[Zuneigung]] von Begleiter erhält und verliert man in jeweils zwei unterschiedlichen Graden. Diese Tabelle zeigt die Veränderungen der Zuneigung in Abhängigkeit von den Handlungen des Spielers. | |||
{{Legende | {{Legende | ||
|symbol1 = {{ja}}{{ja}} | |symbol1 = {{ja}}{{ja}} | ||
|desc1 = | |desc1 = Der Begleiter liebt diese Handlung. | ||
|symbol2 = {{ja}} | |symbol2 = {{ja}} | ||
|desc2 = | |desc2 = Dem Begleiter gefällt diese Handlung. | ||
|symbol3 = {{nein}} | |symbol3 = {{nein}} | ||
|desc3 = | |desc3 = Dem Begleiter missfällt diese Handlung. | ||
|symbol4 = {{nein}}{{nein}} | |symbol4 = {{nein}}{{nein}} | ||
|desc4 = | |desc4 = Der Begleiter hasst diese Handlung. | ||
}}<br/> | }}<br/> | ||
{| class="va-table va-table-full va-table-shaded" | {| class="va-table va-table-full va-table-shaded" | ||
! colspan="13" | | ! colspan="13" | Tabelle mit Auswirkungen bei Handlungen | ||
|- | |- | ||
! colspan="13" | Allgemeines Verhalten & Interaktionen mit anderen Charakteren | ! colspan="13" | Allgemeines Verhalten & Interaktionen mit anderen Charakteren | ||
|- | |- | ||
! | ! Handlung | ||
! [[Cait]] | ! [[Cait]] | ||
! [[Codsworth]] | ! [[Codsworth]] | ||
| Zeile 370: | Zeile 369: | ||
|- | |- | ||
| | |Großzügig | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
| Zeile 385: | Zeile 384: | ||
|- | |- | ||
| | |Gemein | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 391: | Zeile 390: | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
|{{ja}} | |{{ja}} gerecht <hr />{{nein}} sonst | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
| Zeile 400: | Zeile 399: | ||
|- | |- | ||
| | |Nett | ||
| | | | ||
|{{ja}} | |{{ja}} | ||
|{{ja}} | |{{ja}} | ||
|{{ja}}< | |{{ja}}<hr/>{{nein}} zu Ghulen | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 415: | Zeile 414: | ||
|- | |- | ||
| | |Friedlich | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 429: | Zeile 428: | ||
|{{ja}} | |{{ja}} | ||
|- | |- | ||
| | |Eigennützig | ||
|{{ja}} | |{{ja}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 444: | Zeile 443: | ||
|- | |- | ||
| | |Gewalttätig | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 459: | Zeile 458: | ||
|- | |- | ||
| | |Sarkasmus | ||
| | | | ||
| | | | ||
| Zeile 468: | Zeile 467: | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
|{{ja}} | |{{ja}} manchmal | ||
| | | | ||
| | | | ||
| Zeile 474: | Zeile 473: | ||
|- | |- | ||
| | |Mit jemand anderem flirten | ||
|{{nein}}<br> | |{{nein}}<br>bei Romanze | ||
| | | | ||
|{{nein}}{{nein}}<br> | |{{nein}}{{nein}}<br/>bei Romanze | ||
| | | | ||
| | | | ||
|{{nein}}<br> | |{{nein}}<br>bei Romanze | ||
| | | | ||
| | | | ||
|{{nein}}<br> | |{{nein}}<br>bei Romanze | ||
| | | | ||
| | | | ||
| Zeile 489: | Zeile 488: | ||
|- | |- | ||
| | |Drogen geben | ||
|{{ja}}< | |{{ja}} vor Begleiterquest<hr />{{nein}} nach Begleiterquest | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 504: | Zeile 503: | ||
|- | |- | ||
| | |Gegenstände geben | ||
| | | | ||
|{{ja}} | |{{ja}} | ||
| Zeile 519: | Zeile 518: | ||
|- | |- | ||
| | |Nicht-Feindliche Töten | ||
|{{nein}} | |{{nein}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 534: | Zeile 533: | ||
|- | |- | ||
| | |Sprachherausforderung bestehen | ||
| | | | ||
|{{nein}} | |{{nein}} | ||
| Zeile 549: | Zeile 548: | ||
|- | |- | ||
| | |Positiv über Synths sprechen | ||
| | | | ||
| | | | ||
| Zeile 563: | Zeile 562: | ||
| | | | ||
|- | |- | ||
| | |Neutral über Synths sprechen | ||
| | | | ||
| | | | ||
| Zeile 577: | Zeile 576: | ||
| | | | ||
|- | |- | ||
| | |Schlecht über Synths sprechen | ||
| | | | ||
| | | | ||
| Zeile 594: | Zeile 593: | ||
! colspan="13" | Sonstige Aktivitäten | ! colspan="13" | Sonstige Aktivitäten | ||
|- | |- | ||
! | ! Handlung | ||
! [[Cait]] | ! [[Cait]] | ||
! [[Codsworth]] | ! [[Codsworth]] | ||
| Zeile 610: | Zeile 609: | ||
|- | |- | ||
|Medikamentenabhängikeit | |Medikamentenabhängikeit | ||
|{{ja}}< | |{{ja}} vor Begleiterquest<hr />{{nein}} nach Begleiterquest | ||
|{{nein}} | |{{nein}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 623: | Zeile 622: | ||
|{{nein}} | |{{nein}} | ||
|- | |- | ||
| | |Drogenkonsum | ||
|{{ja}}< | |{{ja}} vor Begleiterquest<hr />{{nein}} nach Begleiterquest | ||
|{{nein}} | |{{nein}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 636: | Zeile 635: | ||
| | | | ||
|{{nein}} | |{{nein}} | ||
|- | |- | ||
| | |Kannibalismus | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 651: | Zeile 649: | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
|- | |- | ||
| | |Computer hacken | ||
| | | | ||
| | | | ||
| Zeile 666: | Zeile 663: | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
|- | |- | ||
| | |[[Dogmeat (Fallout 4)|Dogmeat]] heilen | ||
|{{ja}} | |{{ja}} | ||
|{{ja}} | |{{ja}} | ||
| Zeile 681: | Zeile 677: | ||
|{{nein}} | |{{nein}} | ||
|{{nein}} | |{{nein}} | ||
|- | |- | ||
| | |Rüstung modifizieren | ||
| | | | ||
|{{ja}}{{ja}} | |{{ja}}{{ja}} | ||
| Zeile 696: | Zeile 691: | ||
| | | | ||
|{{ja}} | |{{ja}} | ||
|- | |- | ||
| | |Waffe modifizieren | ||
| | | | ||
|{{ja}}{{ja}} | |{{ja}}{{ja}} | ||
| Zeile 711: | Zeile 705: | ||
| | | | ||
|{{ja}} | |{{ja}} | ||
|- | |- | ||
| | |Nackt sein | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 726: | Zeile 719: | ||
| | | | ||
|{{nein}} | |{{nein}} | ||
|- | |- | ||
| | |Schloss knacken (mit Besitzer) | ||
|{{ja}} | |{{ja}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 741: | Zeile 733: | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
|- | |- | ||
| | |Schloss knacken (ohne Besitzer) | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 756: | Zeile 747: | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
|- | |- | ||
| | |Taschendiebstahl | ||
|{{ja}} | |{{ja}} | ||
|{{nein}} | |{{nein}} | ||
| Zeile 771: | Zeile 761: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |Diebstahl | ||
| | | | ||
|{{nein}} | |{{nein}} | ||
| Zeile 786: | Zeile 775: | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
|- | |- | ||
| | |Powerrüstung betreten | ||
| | | | ||
| | | | ||
| Zeile 801: | Zeile 789: | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
|- | |- | ||
| | |[[Vertibird]] verwenden | ||
| | | | ||
| | | | ||
| Zeile 818: | Zeile 805: | ||
|- | |- | ||
! colspan="13" | | ! colspan="13" | Reaktionen auf Fraktionsquests | ||
|- | |- | ||
! | ! Handlung | ||
! [[Cait]] | ! [[Cait]] | ||
! [[Codsworth]] | ! [[Codsworth]] | ||
| Zeile 835: | Zeile 822: | ||
|- | |- | ||
| | |Der [[Stählerne Bruderschaft (Ostküste)|Bruderschaft]] helfen | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 850: | Zeile 837: | ||
|- | |- | ||
| | |Den [[Commonwealth Minutemen|Minutemen]] helfen | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 865: | Zeile 852: | ||
|- | |- | ||
| | |Der [[Railroad]] helfen | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 880: | Zeile 867: | ||
|- | |- | ||
| | |Siedlern helfen/[[Commonwealth Minutemen|Minutemen]]-Quest annehmen | ||
| | | | ||
| | | | ||
| Zeile 895: | Zeile 882: | ||
|- | |- | ||
| | |Siedler/[[Railroad]]mitglied töten | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | |Feindlich | ||
| | | | ||
| | | | ||
| Zeile 910: | Zeile 897: | ||
|- | |- | ||
! colspan="13" | | ! colspan="13" | Reaktionen auf allgemeine Quests | ||
|- | |- | ||
! | ! Handlung | ||
! [[Cait]] | ! [[Cait]] | ||
! [[Codsworth]] | ! [[Codsworth]] | ||
| Zeile 927: | Zeile 914: | ||
|- | |- | ||
| | |[[Kent Conneinlly]] retten | ||
| | | | ||
| | | | ||
| Zeile 940: | Zeile 927: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |Nach [[Gefährliche Gedanken]] sagen man würde [[Conrad Kellogg|Kellogg]] nochmal töten | ||
| | | | ||
| | | | ||
| Zeile 955: | Zeile 941: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |Der Todeskralle ihr Ei in [[Ein teuflischer Auftrag]] geben | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
| Zeile 970: | Zeile 955: | ||
|{{nein}} | |{{nein}} | ||
| | | | ||
|- | |- | ||
| | |[[Covenant]] betreten | ||
| | | | ||
| | | | ||
| Zeile 986: | Zeile 970: | ||
| | | | ||
|- | |- | ||
| | |Sich auf Covenants Seite stellen | ||
|{{ja}} | |{{ja}} | ||
| | | | ||
| Zeile 1.000: | Zeile 984: | ||
| | | | ||
|- | |- | ||
| | |Sich gegen Covenant stellen | ||
|{{nein}} | |{{nein}} | ||
|{{ja}} | |{{ja}} | ||
| Zeile 1.013: | Zeile 997: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |[[Pickmans Geschenk]] annehmen | ||
| | | | ||
| | | | ||
| Zeile 1.028: | Zeile 1.011: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |Dem [[Vault-Tec Vertreter]] ein Zuhause geben | ||
|{{nein}} | |{{nein}} | ||
|{{ja}}{{ja}} | |{{ja}}{{ja}} | ||
| Zeile 1.043: | Zeile 1.025: | ||
| | | | ||
| | | | ||
|- | |- | ||
| | |Austin das Heilmittel während [[Hinter der Wand]] geben | ||
|{{nein}} | |{{nein}} | ||
|{{ja}}{{ja}} | |{{ja}}{{ja}} | ||
| Zeile 1.058: | Zeile 1.039: | ||
|{{ja}} | |{{ja}} | ||
|? | |? | ||
|- | |- | ||
| | |Das Heilmittel von [[Vault 81]] behalten | ||
|{{ja}} | |{{ja}} | ||
|? | |? | ||
| Zeile 1.073: | Zeile 1.053: | ||
|? | |? | ||
|? | |? | ||
|- | |- | ||
| | |Sturges die Daten aus [[Internes Vergehen]] geben | ||
|? | |? | ||
|? | |? | ||
| Zeile 1.088: | Zeile 1.067: | ||
|? | |? | ||
|{{nein}}{{nein}} | |{{nein}}{{nein}} | ||
|- | |- | ||
| | |Die Forschung in [[Cambridge Polymer Labs]] beenden | ||
|? | |? | ||
|? | |? | ||
| Zeile 1.103: | Zeile 1.081: | ||
|? | |? | ||
|? | |? | ||
|- | |- | ||
| | |[[Die letzte Reise der USS Constitution]] beenden | ||
|? | |? | ||
|? | |? | ||
Version vom 5. April 2017, 18:29 Uhr
| Dieser Artikel oder Abschnitt muss überarbeitet werden, um den Qualitätsstandards des Fallout Wikis zu entsprechen. Du kannst helfen, indem du den Artikel verbesserst. → (Bitte hilf uns, diesen Artikel nach und nach zu übersetzen) |
|---|
-->]]
| Für Begleiter in anderen Fallout-Spielen, siehe Begleiter. |
|
| Auf dieser Seite werden alle Begleiter aus Fallout 4 aufgeführt. |
|
Ständige Begleiter
Das Spiel hat 13 Begleiter.
Automatron Begleiter
| Bild | Name | Fundort | Voraussetzungen | Grund-S.P.E.C.I.A.L. | Trefferpunkte | Persönliche Quest | Extra | Romanze |
|---|---|---|---|---|---|---|---|---|
| Ada | Unterschiedlich | Rette sie vor einem Angriff auf ihre Karawane | 9 S, 5 P, 0 E, 0 C, 0 I, 10 A, 0 L | Unterschiedlich | Automatron Questreihe | |||
| Automatron | N/A | N/A | 9 S, 5 P, 0 E, 0 C, 0 I, 10 A, 0 L | Unterschiedlich |
Far Harbor Begleiter
| Bild | Name | Fundort | Voraussetzungen | Grund-S.P.E.C.I.A.L. | Trefferpunkte | Persönliche Quest | Extra | Romanze |
|---|---|---|---|---|---|---|---|---|
| Fehler beim Erstellen des Vorschaubildes: Die Miniaturansicht konnte nicht am vorgesehenen Ort gespeichert werden | Der alte Longfellow | The Last Plank | Beende Ein Spaziergang im Park | 5 S, 7 P, 7 E, 7 C, 7 I, 10 A, 7 L | Schiffsbrecher | Weisheit des Jägers |
Nuka-World Begleiter
| Bild | Name | Fundort | Voraussetzungen | Grund-S.P.E.C.I.A.L. | Trefferpunkte | Persönliche Quest | Extra | Romanze |
|---|---|---|---|---|---|---|---|---|
| Porter Gage | Fizztop Grille | Schließe Ein ambitionierter Plan ab | 7 S, 9 P, 7 E, 3 C, 6 I, 8 A, 7 L | Blutige Lektionen |
Temporäre Begleiter
Im Spiel gibt es eine Reihe von temporären Begleitern, die nur während bestimmter Missionen zur Verfügung stehen.
Interessen
Hauptartikel: Zuneigung
Zuneigung von Begleiter erhält und verliert man in jeweils zwei unterschiedlichen Graden. Diese Tabelle zeigt die Veränderungen der Zuneigung in Abhängigkeit von den Handlungen des Spielers.
| Der Begleiter liebt diese Handlung. | |
| Dem Begleiter gefällt diese Handlung. | |
| Dem Begleiter missfällt diese Handlung. | |
| Der Begleiter hasst diese Handlung. |
| Tabelle mit Auswirkungen bei Handlungen | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Allgemeines Verhalten & Interaktionen mit anderen Charakteren | ||||||||||||
| Handlung | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6‑88 |
| Großzügig | ||||||||||||
| Gemein | gerecht sonst |
|||||||||||
| Nett | zu Ghulen |
|||||||||||
| Friedlich | ||||||||||||
| Eigennützig | ||||||||||||
| Gewalttätig | ||||||||||||
| Sarkasmus | manchmal | |||||||||||
| Mit jemand anderem flirten | bei Romanze |
bei Romanze |
bei Romanze |
bei Romanze |
||||||||
| Drogen geben | vor Begleiterquest nach Begleiterquest |
|||||||||||
| Gegenstände geben | ||||||||||||
| Nicht-Feindliche Töten | ||||||||||||
| Sprachherausforderung bestehen | ||||||||||||
| Positiv über Synths sprechen | ||||||||||||
| Neutral über Synths sprechen | ||||||||||||
| Schlecht über Synths sprechen | ||||||||||||
| Sonstige Aktivitäten | ||||||||||||
| Handlung | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
| Medikamentenabhängikeit | vor Begleiterquest nach Begleiterquest |
|||||||||||
| Drogenkonsum | vor Begleiterquest nach Begleiterquest |
|||||||||||
| Kannibalismus | ||||||||||||
| Computer hacken | ||||||||||||
| Dogmeat heilen | ||||||||||||
| Rüstung modifizieren | ||||||||||||
| Waffe modifizieren | ||||||||||||
| Nackt sein | ||||||||||||
| Schloss knacken (mit Besitzer) | ||||||||||||
| Schloss knacken (ohne Besitzer) | ||||||||||||
| Taschendiebstahl | ||||||||||||
| Diebstahl | ||||||||||||
| Powerrüstung betreten | ||||||||||||
| Vertibird verwenden | ||||||||||||
| Reaktionen auf Fraktionsquests | ||||||||||||
| Handlung | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
| Der Bruderschaft helfen | ||||||||||||
| Den Minutemen helfen | ||||||||||||
| Der Railroad helfen | ||||||||||||
| Siedlern helfen/Minutemen-Quest annehmen | ||||||||||||
| Siedler/Railroadmitglied töten | Feindlich | |||||||||||
| Reaktionen auf allgemeine Quests | ||||||||||||
| Handlung | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Nick Valentine | Piper | Preston | Strong | X6-88 |
| Kent Conneinlly retten | ||||||||||||
| Nach Gefährliche Gedanken sagen man würde Kellogg nochmal töten | ||||||||||||
| Der Todeskralle ihr Ei in Ein teuflischer Auftrag geben | ||||||||||||
| Covenant betreten | ||||||||||||
| Sich auf Covenants Seite stellen | ||||||||||||
| Sich gegen Covenant stellen | ||||||||||||
| Pickmans Geschenk annehmen | ||||||||||||
| Dem Vault-Tec Vertreter ein Zuhause geben | ||||||||||||
| Austin das Heilmittel während Hinter der Wand geben | ? | ? | ||||||||||
| Das Heilmittel von Vault 81 behalten | ? | ? | ? | ? | ? | |||||||
| Sturges die Daten aus Internes Vergehen geben | ? | ? | ? | ? | ? | ? | ? | ? | ||||
| Die Forschung in Cambridge Polymer Labs beenden | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Die letzte Reise der USS Constitution beenden | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
Infos
- Unlike Fallout 3, companions are marked as "essential" when acting as active companions, meaning they canneint be killed. If incapacitated, they will automatically heal after combat ends.
- Some companions lose their essential status when dismissed. They do, however, remain protected like other settlers and canneint 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.
- Humaneinid companions can be ordered to use Powerrüstung; to do so one needs to "command" the companion to simply enter the armor. Whether the armor is racked or neint, 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.
- Humaneinid 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.
- Humaneinid 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 canneint wear anything other than headgear as long as he has his power armor, Codsworth can wear certain hats, Nick Valentine will neint remove his trenchcoat, and Dogmeat can wear dog armor, bandanas and eyewear.
- Humaneinid 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 Rüstungsmodifikationen).
- There is a skill magazine perk that will increase the companion carry weight by 10.
- All companions can carry an unlimited quantity of loot: rather than trade with them, place the items wanting them to carry on a dead body or in a storage container then command them to to grab anything worthwhile. One can also make them pick up items laying on the ground one item at a time.
- Dogmeat does neint count as a companion for the purposes of the Einsamer 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 Erfahrung 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 neint cancel the dismissal, but will instead send them back to the last location they were sent to when dismissed. If nein 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, X6 and Deacon are the only companions who can be killed by the Sole Survivor if they're neint 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.).
Fehler
- 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 neinrmal manner, however the companion will neint fight. Even loading a new area by going through a door will neint fix this behavior.[bestätigt]
- Eine mögliche Lösung ist, schnell zu einen anderen Ort zu reisen.
Einzelnachweise
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ru:Напарники Fallout 4 es:Compañeros de Fallout 4 pt:Companheiros do Fallout 4