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| Für Begleiter in anderen Fallout-Spielen, siehe Begleiter. |
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| Auf dieser Seite werden alle Begleiter aus Fallout 4 aufgeführt. |
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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 |
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| Nett | zu Ghulen |
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| Friedlich | ||||||||||||
| Eigennützig | ||||||||||||
| Gewalttätig | ||||||||||||
| Sarkasmus | manchmal | |||||||||||
| Mit jemand anderem flirten | bei Romanze |
bei Romanze |
bei Romanze |
bei Romanze |
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| Drogen geben | vor Begleiterquest nach Begleiterquest |
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| 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 |
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| Drogenkonsum | vor Begleiterquest nach Begleiterquest |
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| 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
- Manchmal verharrt ein Begleiter in einer "gekreuzigten" Position, in der er über den Boden schwebt und dem Spieler folgt. Man kann weiterhin normal mit ihm sprechen und interagieren, wer wird jedoch nicht kämpfen. Dies bleibt auch so, wenn man den Bereich neu läft indem man durch eine Tür geht.[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