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This page lists all companions in the original Fallout.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For companions in other Fallout games, please see "Companion".
  • For an overview of Fallout content, please refer to "辐射导航页".
 
Gametitle-FO1.png
Gametitle-FO1.png

Permanent companions编辑

Permanent companions require that a few requisites be met in order for them to join the player's party. For a few NPC's, there is more than one possible way to have them join your party. The possible conditions that must be met for each companion are listed below their names. Their locations are listed next to their names.

  • Player convinces him to tag along with a Speech check.
  • Player gives him 100 bottle caps.
  • Player asks her to join them.

Companion controls编辑

Once an NPC becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. Unlike Fallout 2, there is no "Combat Control" menu added to the Pip-Boy interface. In Fallout, the controls are rudimentary, at best.

There are no controls whatsoever for Dogmeat. For the human companions, the options are shown as follows:

You can leave now.

  • This orders the companion to leave the party, and return to their original location in the game world.

Draw your best weapon next time we go into battle.

  • At first, this doesn't do anything, because the companions originally only carry their default weapon. However, the player may so gift them with a better weapon (and ammunition, for guns), then the NPC will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.

I need to change formation.

  • Stay close to me. - NPC stays within a 2 hex vicinity.
  • Keep a moderate distance. - NPC stays within a 4 hex vicinity.
  • Move out to longer range. - NPC stays within a 4-6 hex vicinity.

In order to get companions to use equipment, the player has to either use Steal on them (it does not give experience and always succeeds, but can turn non-party witnesses hostile) or Barter with them (they will accept all deals).

Companions stick with whatever armor they were wearing when recruited, thus surplus armor can be sold.

Statistics编辑

Companion Default Armor Default Weapon S.P.E.C.I.A.L. HP Notable Skills Usable Weapons
Dogmeat Leather armor Unarmed  ? 50 Unarmed 91% N/A
Ian Leather jacket 10mm pistol 7 6 6 5 6 6 5 50 Small Guns 85%, Unarmed 90%, Melee Weapons 85%, Throwing 51% Knives, pistols, SMGs
Katja Combat armor* Throwing knife 4 8 5 6 8 6 5 39 Small Guns 80%, Unarmed 120%, Melee Weapons 110%, Throwing 110% Knives, spears, SMGs
Tycho Leather armor Shotgun 6 7 6 5 6 7 5 60 Small Guns 65%, Unarmed 80%, Melee Weapons 85%, Throwing 50% Spears, pistols, rifles, shotguns

* Katja uses a leather jacket sprite, despite her armor.

Temporary companions编辑

Like permanent companions, there are a few conditions that must be met to have temporary companions join the player's party. In Fallout, Tandi is the only temporary companion. In order for her to become a companion, a few events must unfold. Her location is next to her name, while the requirements to have her become a companion are listed below her name.

  • The player must complete the quest Stop the Radscorpions.
  • After passing one week of ingame time, the player must return to Shady Sands and initiate the quest Rescue Tandi from the Raiders.
  • She will automatically join the player once she is free of her jail cell.

Companion Controls编辑

Tandi has no means of control in her companion form; instead of having a dialogue menu, she yields floating text that only expresses her amazement of the world outside Shady Sands.

Statistics编辑

Companion Default Armor Default Weapon S.P.E.C.I.A.L. HP Notable Skills Usable Weapons
Tandi Clothing Knife 5 6 6 8 6 7 8 35 Small Guns 42%, Unarmed 101%, Melee Weapons 81%, Throwing 47% Knives, SMGs

Bugs and Notes编辑

  • Companions have unlimited inventory, Vault Dweller can give them thousands of pounds. This can be done in barter option by giving them as free. When needed Dweller can steal back from them. They will never be hostile.
  • In Mariposa and Cathedral, most of the time Katja will be stuck at the back of the elevator and you are not able to see her. If you open combat, she will be highlighted at the back. She will not follow you and attend combats at that level. Traveling between levels will fix it.
  • Sometimes, loading the game will cause appearing Katja just next to you. It may ruin your strategy.
  • If the player chooses the 'You can leave' option in dialogues, they will stay at that exact point. They will NOT return to the original location that they were recruited from. This is useful when fighting tougher opponents such as Super Mutants since companions do not wear better armor or level up their health which means one shot can kill them instantly. Near endgame opponents, companions are useful as loot mules moreso than their combat contributions.
  • Referring above note, if combat is close to the location (hexes) of companions, they will also attend the fight as your companion even if you told them to leave.
  • In Mariposa and Cathedral you can lock your dog and companions up into sections with force fielded doors. If there is no force fields, you can make them stuck at door of a room. After you make them stuck, you can tell them to leave. They wont be able to exit the room (including dogmeat, he will be walking around in the room) So in that way you can complete the game with all 4 companions (dogmeat, Tycho, Katja and Ian)

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