How many allies can you have in fallout new vegas




















It is possible to have up to two legitimately acquired companions in the party one humanoid and one non-humanoid. All permanent companions have a unique quest line that can be followed in order to "upgrade" them, usually giving them new armor or new perks. These companions are only available while playing the Dead Money add-on , they are only temporary and will not follow the Courier around as standard companions do:.

These companions are only available while playing the Honest Hearts add-on , they are only temporary and will not follow the Courier around as standard companions do:. Temporary followers are NPCs that can accompany the player character during quests, or they might even offer their support only for a limited time or within a certain area. Unlike permanent companions, temporary companions do not use the companion wheel, do not heal automatically, and with the exception of Deputy Beagle, do not have an option to exchange equipment.

Each companion also has a special attribute referred to in the game as Nerve. In regards to weapons, each companion has their own Strength limitations, they will suffer accuracy penalties just like the Courier if trying to use a weapon that has a higher strength requirement than they possess. Furthermore, depending on a companion's preferred weapon type, damage can be increased even further by buying improved ammunition, or crafting it with Hand Loader or Vigilant Recycler.

Giving an energy weapons-user certain optimized ammunition types added with Gun Runners' Arsenal can influence their overall carry weight in Hardcore mode due to the ammunition's reduced weight. Finally, weapons given to companions do not lose durability unless hit directly by enemies, therefore high-damage and high-degradation ammunition types are usually preferable unless said ammunition grants the enemy x damage threshold multiplier.

However, as Nerve is currently implemented, only the damage boost is ever applied to companions, limiting the usefulness of a high charisma build significantly. Some mods have been made to address the issue, such as Nerve: Reimplemented. Because Nerve only affects DT and damage, companion quests that bestow other bonuses upon completion such as movement speed are potentially less effective for those with high Charisma.

All permanent companions' default weapons have unlimited ammunition. If equipping followers with a better weapon, DPS is checked add ammunition and check its count from time to time - they seem to hold on to the new weapon when out of ammunition or switch to melee instead. Companions can use unique weapons with already built-in upgrades, such as the Ratslayer. Most companions use a weapon that's named after them. They share the same main characteristics as the standard version of the weapon and only differ in name, such as:.

They can also wear all types of armor and power armor that is not related to a faction, even without having the Power Armor Training perk. They only change gear if they are given gear that has a better Damage Threshold than their own outfits. This may not always hold true, however; giving multiple copies of the same outfit to a companion may result in them equipping an inferior copy, despite the difference in DT. Companions will refuse to wear or even carry faction-specific apparel, except apparel corresponding to their own faction.

Giving invalid faction apparel to a companion will result in that companion immediately dropping the item see Bugs for errors that occur with this ; it is not returned, but must be picked up from the ground. This also applies to non-human companions who cannot wear armor, i. Only Boone and Veronica are able to carry or wear faction apparel. Veronica, as a member of the Brotherhood of Steel , will wear Brotherhood power armor.

She will also accept apparel specific to the White Glove Society , and giving her the items White Glove Society attire or formal wear , will result in her teaching the unarmed move Scribe Counter. She will not wear these items, however, because their DT is inferior to her default clothing. Befriending Cassidy also gives better access to some of the Mojave's merchants via her caravans.

And if players want a less-talking, more-shooting type of ally, then Rose of Sharon Cassidy is a perfect pick. If not, best to mozy on to greener pastures ahead. Within the Fallout universe, the Enclave - the last remnants of the US Federal Government - has been a recurring antagonist throughout almost every game.

And it just so happens that seemingly good-boy Arcade has a not-so-clean past with them. If Couriers want a good guy with a good heart, good brains, and good aim, then Arcade might just be a good fit.

But if the plain good guy isn't players' cup of tea, then perhaps this Brotherhood of Steel Scribe can appeal to the more morally gray Couriers, given Veronica's long, complicated history between herself, her family, the Brotherhood, and the Mojave. If players want a good combatant with humanly complex morals, then they should seriously consider Veronica as an ally. Another wonderfully gray character for more complex Couriers has to be Craig Boone. This former NCR ranger left his faction not for the problems within it, but for the problems within himself.

Given that the main quest can easily intersect with his, players can rejoice. He's only a quick trip away to Novac.

Raul is among the few Fallout characters to have been alive before the Great War, kept alive through his ghoulification from radioactive Fallout. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors.

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