For details, please see the respective articles. Should one tell their companion to wait for them at the Lucky 38, they will be waiting in the presidential suite ready to be rehired at any given time. Like Fallout 3, New Vegas allows you to have one humanoid and one non-humanoid companion at any time. Subjectives and audience reactions should go on the YMMV page. In certain circumstances, it's possible to recruit multiple followers, such as sending Veronica, Raul, and Rex to the Lucky 38, then re-adding them in that same order. See temporary followers. If the companions were still trying to reach the player character's location when fast traveling, they might start running back towards the player character's previous location. This can be performed even during combat. The reason for this working is simply because, in casual mode, companions are set as essential and cannot die. This bug isn't much of a problem within a building but outside where there maybe no obstacles to turn them around or trying to catch up with your companions and ordering them to Wait can be problematic, especially with ED-E and Rex who can run faster than you. This expansion includes new terrain, foes, and choices for players to make. All 8 companions have very different styles and back stories, and have very specific personal quests. This can happen to ED-E. Mysteriously, the Courier will have it. All companions in the base game initially had a basic concept design made by, Several remaining resources point to the game having at one point allowing the ability to have multiple humanoid companions. Fandom may earn an affiliate commission on sales made from links on this page. 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. In some circumstances, if the player exists their AI radius while they're stuck, they will switch to Wait mode. Ancient cyberdog suffering from neural degradation. Yet another way is to tell the companion to wait, which appears to replenish the companion's health and remove the poisoning. The poison will cause your companion to go unconscious a few times, but the poison will eventually wear off. This also applies to non-human companions who cannot wear armor, i.e. Tied to Charisma, Nerve boosts a companion's damage output and Damage Threshold by 5% per the player's character Charisma score. In. In Fallout: New Vegas, there's a total of 6 permanent humanoid companions and 2 permanent non-humanoid companions, but you can only have 2 (one of each kind) at a time following you. Each companion also has a special attribute referred to in the game as Nerve. Once that companion is knocked out the fighting stops. Visit here for the main character index. Two forms of \"wait\" option, the old stay stock still for combat etc. A player character with a starting Charisma of 1 can boost their companion's nerve to the maximum by use of an Empathy Synthesizer, Intense Training, Party Time Mentats (+5), high Survival (so that alcohol adds +3 Charisma), or stacking moonshine with another type of alcohol. All eight permanent companions in Fallout: New Vegas. Fallout: New Vegas companions Community content is available under CC-BY-SA unless otherwise noted. A solution is recruiting the one that the other companions are ganging up on, so that they are essential. The Companion Wheel is not perfectly aligned, the active areas are off by 40 pixels relative to the graphics. Fallout: New Vegas’ senior producer, Jason Bergman, has put together a list of bios for the companions you’ll meet throughout the Wasteland. It is likely that Companion Suite is the replacement for the Nerve mechanic. Nerve depends in the current Charisma score and takes into account any active bonuses. If you tell your companion to wait while the plane in Lake Mead is on the surface and then tell Loyal to take the plane, your companion will become stuck on the bottom of the lake, preventing you from telling them to follow you. This may not be completely fixed in player/1.20.352: There was an instance of Rex and/or EDE attacking the human companions upon returning to The Lucky 38: This only seems to have been corrected after going back a couple saves and removing all remaining inventory from Rex; see more details at. Fandom may earn an affiliate commission on sales made from links on this page. Reloading or talking to the companion and telling them to Wait, then Follow again fixes this problem. I.e. Companions in the player's party deal damage based on the game's difficulty setting. To fix this, tell your companion to wait outside. Alternatively treating them with stimpaks very quickly after they are poisoned will prevent their health from becoming negative and actually heal them instead of killing them. This is more prone to happen if the player chooses to wait for the companion, however. Due to the way the game's loading system works, Pip-Boy markers for companions will not disappear when starting a new game until the player restarts the game. Viewing the engine level code of Fallout: New Vegas, Nerve has been completely disabled at some point in a prior patch. Companion weapons confiscated at casinos were not always returned to them properly. The state of the armor and/or weapon that you give will not decrease when companions equip and use them. While actively following, permanent companions are treated as essential (unless playing on Hardcore Mode - see below). Recruiting all eight companions in one game will grant. Each companion also has a special attribute referred to in the game as Nerve. 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. 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. a Courier with 1 Charisma will give their companions a +5% bonus to each, while at 10 Charisma it will be a whooping +50% bonus. and a new sand box mode, they move around, sit down sleep etc.