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Fallout 4 Begleiter

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Für Begleiter in anderen Fallout-Spielen, siehe Begleiter.


Diese Seite listet alle Begleiter in Fallout 4.
  • Der Inhalt ist nicht in allen Einzelheiten auf dieser Seite beschrieben. Für Details siehe die jeweiligen Artikel.
  • Für Begleiter in anderen Fallout-Spielen, siehe Begleiter.
  • Hier gehts zur Inhaltsübersicht von Fallout 4.
 
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Gametitle-FO4.png

Ständige Begleiter Bearbeiten

Das Spiel hat 13 Begleiter.

Bild Name Fundort Voraussetzungen Grund-S.P.E.C.I.A.L. Trefferpunkte Persönliche Quest Extra Romanze
Fo4 Cait.jpg Cait Combat Zone Sie rekrutieren, nachdem man das Combat Zone gesäubert hat 5 STÄ, 10 WAH, 7 AUS, 7 CHA, 7 INT, 10 BEW, 7 GLÜ 185 + ([Player Level - 10] x 5) Hilfe unter Freunden Kampfrausch jaja
Codsworth E3 PostWar.png Codsworth Sanctuary Hills Ihn, bitten einen nach Zeitreisen für Anfänger zu begleiten 9 STÄ, 10 WAH, 7 AUS, 7 CHA, 9 INT, 10 BEW, 7 GLÜ 195 + ([Player Level - 10] x 5) Robotersympathie neinnein
Curie.jpg Curie Vault 81 Hinter der Wand beenden 5 STÄ, 4 WAH, 4 AUS, 4 CHA, 4 INT, 4 BEW, 4 GLÜ (Synth)
4 STÄ, 4 WAH, 4 AUS, 4 CHA, 11 INT, 4 BEW, 4 GLÜ (Miss Nanny)
440 (Miss Nanny)
670 (Synth)
Das Streben nach mehr Sanitäter jaja
Danse.jpg Paladin Danse Polizeirevier Cambridge
Die Prydwen (nach Stählerne Schatten)
Bei Erhalt der Quest Dienstliche Tour. 5 STÄ, 10 WAH, 8 AUS, 8 CHA, 8 INT, 10 BEW, 7 GLÜ 185 + ([Player Level - 10] x 5) Blinder Verrat Kenne deinen Feind jaja
Fallout-4-deacon.jpg Deacon Railroad HQ Spionagehandwerk beenden und der Railroad beitreten. 5 STÄ, 10 WAH, 7 AUS, 9 CHA, 8 INT, 10 BEW, 8 GLÜ 185 + ([Player Level - 10] x 5) Nacht & Nebel neinnein
Fo4 Dogmeat E3 Outtro.png Dogmeat Red-Rocket-Raststätte Ihn bitten, sich einem anzuschließen 4 STÄ, 14 WAH, 4 AUS, 4 CHA, 8 INT, 14 BEW, 4 GLÜ 150 + ([Player Level - 1] x 5) Kampfhund neinnein
Fo4 John Hancock.jpg John Hancock Old State House in Goodneighbor Ihn nach Das große Graben rekrutieren 5 STÄ, 10 WAH, 8 AUS, 9 CHA, 14 INT, 10 BEW, 8 GLÜ 185 + ([Player Level - 10] x 5) Isodoping jaja
Fo4 MacCready.png Robert Joseph MacCready Das The Third Rail in Goodneighbor Ihn für 250 (200) Kronkorken anheuern. (Einfache Sprachherausforderung) 5 STÄ, 10 WAH, 4 AUS, 6 CHA, 7 INT, 5 BEW, 5 GLÜ 185 + ([Player Level - 10] x 5) Der lange Weg vor uns Fangschuss jaja
Nick Valentine.jpg Nick Valentine Vault 114
Diamond City nach Sei mein Valentine
Erste Hinweise beenden 5 STÄ, 7 WAH, 8 AUS, 8 CHA, 16 INT, 10 BEW, 8 GLÜ 225 + ([Player Level - 10] x 5) Was lange währt... Nähe zum Metall neinnein
Fo4 Piper cropped.png Piper Wright Diamond City Die Story des Jahrhunderts beenden 5 STÄ, 10 WAH, 7 AUS, 10 CHA, 8 INT, 10 BEW, 8 GLÜ 185 + ([Player Level - 10] x 5) Redegewandtheit jaja
Preston Garvey.jpg Preston Garvey Museum der Freiheit
Sanctuary Hills (nach Wenn die Freiheit ruft
Der erste Schritt beenden 5 STÄ, 10 WAH, 7 AUS, 9 CHA, 8 INT, 10 BEW, 8 GLÜ 185 + ([Player Level - 10] x 5) In Eintracht jaja
Strong.png Strong Trinity Tower Nach Der Vorhang fällt rekrutieren. 24 STÄ, 12 WAH, 8 AUS, 1 CHA, 6 INT, 18 BEW, 1 GLÜ 245 + ([Player Level - 10] x 5) Berserker neinnein
X6-88.jpg X6-88 Das Institut (Ort) Dem Institut beitreten und Menschheit - neu definiert beenden 8 STÄ, 10 WAH, 9 AUS, 7 CHA, 9 INT, 10 BEW, 7 GLÜ 185 + ([Player Level - 10] x 5) Schildharmonien neinnein

Automatron Begleiter Bearbeiten

Bild Name Fundort Voraussetzungen Grund-S.P.E.C.I.A.L. Trefferpunkte Persönliche Quest Extra Romanze
Fallout 4 Automatron pre-release 7.png Ada Variable Save her after an attack on her caravan 9 STÄ, 5 WAH, ? AUS, ? CHA, ? INT, 10 BEW, ? GLÜ Variable Automatron quest line neinne neinnein
Automatron-CompanionImage-Fallout4.jpg Automatron N/A N/A 9 STÄ, 5 WAH, ? AUS, ? CHA, ? INT, 10 BEW, ? GLÜ Variable nein nein neinnein

Far Harbor Begleiter Bearbeiten

Bild Name Fundort Voraussetzungen Grund-S.P.E.C.I.A.L. Trefferpunkte Persönliche Quest Extra Romanze
Old Longfellow.jpg Der alte Longfellow The Last Plank Complete Walk in the Park 5 STÄ, 7 WAH, 7 AUS, 7 CHA, 7 INT, 10 BEW, 7 GLÜ Shipbreaker Weisheit des Jägers neinnein

Nuka-World Begleiter Bearbeiten

Bild Name Fundort Voraussetzungen Grund-S.P.E.C.I.A.L. Trefferpunkte Persönliche Quest Extra Romanze
FO4NW Porter Gage.png Porter Gage Fizztop Grille Schließe Ein ambitionierter Plan ab 7 STÄ, 9 WAH, 7 AUS, 3 CHA, 6 INT, 8 BEW, 7 GLÜ Blutige Lektionen jaja

Temporäre Begleiter Bearbeiten

Im Spiel gibt es eine Reihe von temporären Begleitern, die nur während bestimmter Missionen zur Verfügung stehen.

Name Rasse Quest Fundort
Honest Dan Mensch Irren ist menschlich Covenant
High Rise Mensch Boston bei Nacht Kirche nahe Bunker Hill
Travis Miles Mensch Selbstvertrauen ist alles Diamond City
Mel Mensch Das große Graben Goodneighbor
Bobbi Nasenlos Mensch Das große Graben Goodneighbor
Sonya Augenbot Das große Graben Goodneighbor
Glory Synth Memory Interrupted Malden Center
Brotherhood squire Mensch Mit gutem Beispiel voran Die Prydwen, Flughafen Boston
Brotherhood scribe Mensch Lernkurve Die Prydwen, Flughafen Boston
Allie Filmore Mensch Mass Fusion Das Institut
Arthur Maxson Mensch Die atomare Option Die Prydwen
Proctor Ingram Mensch Kriegsbeute Die Prydwen
Billy Peabody Ghul Kid in a Fridge Peabody-Haus
Pearl fo4fhFO4FH Miss Nanny Brain Dead Cliff's Edge Hotel

Interests Bearbeiten

Hauptartikel: Zuneigung

Companion Zuneigung is gained and lost with two varying degrees for both. Here is how the table below represents those changes:

jajajajaActions that are loved.
jajaActions that are liked.
neinneinActions that are disliked.
neinneinneinneinActions that are hated.

Table of companion affinities
Allgemeines Verhalten & Interaktionen mit anderen Charakteren
Aktion Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6‑88
Generous neinnein jaja jaja jaja jaja jaja jaja neinnein
Mean jaja jaja neinnein jaja jajadeserved, neinneinotherwise neinnein jaja neinnein jaja neinnein
Nice jaja jaja jaja
neinnein
with ghouls
jaja neinnein jaja jaja neinnein
Peaceful neinnein jaja neinnein jaja jaja neinnein neinnein neinnein jaja jaja jaja
Selfish jaja neinnein neinnein neinnein jaja neinnein neinnein neinnein jaja
Violent jaja neinnein jaja neinnein jaja neinnein neinnein neinnein jaja
Sarcasm jaja jaja
sometimes
Flirt with someone else neinnein
if romanced
neinneinneinnein
if romanced
neinnein
if romanced
neinnein
if romanced
Give Drugs jaja
before personal quest
neinnein
after personal quest
neinnein jaja neinnein neinnein
Give Item jaja jaja jaja jaja neinnein jaja jaja jaja neinnein
Murder nein-Hostile neinnein neinnein neinnein neinnein neinnein neinnein neinnein neinnein neinnein neinnein jaja
Speech Success neinnein jaja jaja neinnein jaja
Say good things about Synths jaja neinnein
Say neutral things about Synths neinnein
Say bad things about Synths neinnein
Sonstige Aktivitäten
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Medikamentenabhängikeit jaja
before personal quest
neinnein
after personal quest
neinnein neinnein neinnein neinnein neinnein neinnein neinnein
Medikamenteneinnahme jaja
before personal quest
neinnein
after personal quest
neinnein neinnein neinnein jaja neinnein neinnein
Eat Corpse neinnein neinnein neinnein neinnein neinnein neinnein jaja
Hack Computer jaja jaja neinnein jaja
Heal Dogmeat jaja jaja jaja jaja jaja jaja neinnein neinnein
Modify Armor jajajaja jajajaja jaja
Modify Weapon jajajaja jaja jaja jaja
Being naked jaja jaja neinnein
Pick Lock (Owned) jaja neinnein neinnein neinnein jaja jaja neinnein neinnein neinnein neinnein
Pick Lock (Uneinwned) jaja jaja jaja neinnein
Pickpocketing jaja neinnein neinnein neinnein neinnein jaja neinnein neinnein neinnein
Theft neinnein neinnein neinnein neinnein jaja neinnein neinnein neinnein jaja
Use Power Armor jaja neinnein jaja
Use Vertibird jaja neinnein neinnein
Reaction to faction quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Help Bruderschaft jaja jaja neinnein neinnein neinnein neinnein
Help Minutemen neinnein jaja jaja jaja
Help Railroad neinnein jaja jaja
Help Settler/accept Minutemen quest jajajaja
Kill Settler/Railroad member Hostile
Reaktion auf allgemeine Quests
Action Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Valentine Piper Preston Strong X6-88
Save Kent Conneinlly jaja jaja
Say you'd kill Kellogg again after Dangerous Minds neinnein neinnein
Give the egg to the Deathclaw during The Devil's Due neinnein neinnein neinneinneinnein neinnein neinnein jaja jaja neinnein neinnein
Enter Covenant neinnein neinnein neinnein neinnein jaja
Side with Covenant jaja jaja jaja
Side against Covenant neinnein jaja neinnein jajajaja jaja
Accept Pickman's Gift neinnein neinnein neinnein
Give Vault-Tec rep a home neinnein jajajaja neinnein neinnein jaja jaja jaja
Give the Vault 81 cure to Austin during Hole in the Wall neinnein jajajaja ? jaja jajajaja jajajaja neinnein jaja jaja jaja jaja ?
Keep the Vault 81 cure to yourself jaja ? ? ? neinnein neinnein jaja neinnein neinnein neinnein ? ?
Give Sturges the datatape at the end of Inside Job ? ? ? neinneinneinnein neinnein ? ? ? jaja ? ? neinneinneinnein
Complete the research project in Cambridge Polymer Labs ? ? jajajaja ? ? ? ? ? ? ? ? ?
Complete Last Voyage of the U.S.S. Constitution ? ? jaja ? ? ? ? ? ? ? ? ?

Infos Bearbeiten

  • 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 Bearbeiten

  • pcpc 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.[überprüft]
    • Eine mögliche Lösung ist, schnell zu einen anderen Ort zu reisen.

Einzelnachweise Bearbeiten

  1. ^ [1]
Begleiter in Fallout 4

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