![]() 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.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. Whether the armor is racked or not, they will walk up to it and enter it. Humanoid companions can be ordered to use power armor to do so one needs to "command" the companion to simply enter the armor.This is influenced by how the Survivor approaches quests and talks to other people. 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 applies to every companion except for Dogmeat, Ada, and an automatron. If the persuasion was successful, but the affinity still goes down, the companion will eventually snap and leave for good. A moderate persuasion check can convince them to give the player character one more chance. When reaching hatred, the companion will threaten to leave for good. Negative affinity results in disappointed companions asking the Sole Survivor to change their ways. When reaching idolization, the companion will admit to having the player character being their best friend. Positive affinity will reveal some of the companion's background and how they ended up here. ![]() Raising or dropping a companion's affinity to a certain amount will trigger a unique dialogue with the player character.These comments can be hateful, disdainful, neutral, admirable, generous, and for romantic companions, affectionate. They will also differ in attitude when dismissing them or asking them to join. Companions will give different thoughts and relationship statuses depending on their relationship with the player character.Hancock and MacCready will do the same if the listed crimes are done in Goodneighbor. For example, Piper and Nick will turn hostile if a DC guard/civilian is assaulted/killed, or if you trespass or steal. Depending on where a crime is committed, the companion may even become hostile towards the player character.Dogmeat, Ada, and automatrons are neutral about murder. This applies to every companion except Strong, as he likes murder. Should the player character ignore this warning and repeat a murder, companions will permanently leave. They will refuse to speak to the player character at first, but after a few days, the companion will be able to travel again. They may also leave the player character instead of speaking to them. ![]()
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