Fallout: New Vegas companions
|This page lists all companions in Fallout: New Vegas.|
Permanent companions[edit | edit source]
You can have up to two companions in your party (one humanoid and one non-humanoid). All permanent companions have a unique quest line that you can follow in order to "upgrade" them, usually giving them new armor or perks.
- Arcade Israel Gannon, a member of the Followers of the Apocalypse who can be found in Freeside's Old Mormon Fort.
- Craig Boone, a former NCR 1st Recon sniper with a grudge against Caesar's Legion and a chip on his shoulder. He can be found in Dinky the T-Rex in Novac at night. After completing One for My Baby and using the right dialogue option, he's able to be recruited.
- Lily Bowen, a friendly nightkin and former assassin in the Master's army, who can be recruited in Jacobstown after recieving the quest Guess Who I Saw Today.
- Raul Tejada, a ghoul mechanic and former gunslinger held hostage by Tabitha, the mad leader of the State of Utobitha, at Black Mountain.
- Rose of Sharon Cassidy (also known as Cass), a former caravan merchant and the daughter of John Cassidy, who can be found in Mojave Outpost.
- Veronica Santangelo, a disillusioned and rebellious Scribe in the Brotherhood of Steel who can be found at the 188 Trading Post.
- ED-E, a prototype eyebot designed for combat and reconnaissance operations found in a nonfunction state in the Mojave Express office in Primm.
- Rex, a cyberdog in Freeside under the ownership of the King. He is suffering from neural degradation as his old brain decays.
Dead Money companions[edit | edit source]
- Dean Domino, a pre-War lounge singer turned ghoul, found in the residential district of the Sierra Madre.
- Christine Royce, a mute ex-Brotherhood Scribe found in a malfunctioning Auto-Doc at the Sierra Madre medical district.
- Dog/God, a nightkin with multiple-personalty disorder found in the Villa Police Station of the Sierra Madre.
Honest Hearts companions[edit | edit source]
- Follows-Chalk, a novice scout for the Dead Horses tribe with wanderlust. He first accompanies the Courier for a while, before permanently returning to the Dead Horse camp.
- Waking Cloud, the midwife of the Sorrows tribe worried about her missing husband. She accompanies the Courier upon Daniel's recommendation.
- Joshua Graham, former Legate of Caesar's Legion and reborn New Canaanite acting as war chief for the Dead Horses. He will only accompany the Courier during either the Flight from Zion or the Crush the White Legs final quests.
Old World Blues companions[edit | edit source]
Lonesome Road companions[edit | edit source]
Cut companions[edit | edit source]
|The following is based on Fallout New Vegas cut content and has not been confirmed by canon sources.|
|End of information based on Fallout New Vegas cut content.|
Temporary followers[edit | edit source]
Temporary followers are accompanying you during a quest or offer their support only for a limited time or area.
- Body guard (hired in Freeside)
- Cannibal Johnson (Enclave Remnant)
- Deputy Beagle (during My Kind of Town)
- Joana (during Bye Bye Love)
- Logan (during part of Wheel of Fortune)
- NCR Ranger (activated via NCR emergency radio)
- NCR Trooper (activated via NCR emergency radio)
- Neil (during part of Crazy, Crazy, Crazy)
- Orris (hired in Freeside)
- Private Halford (in Camp Guardian caves)
- Rhonda (during part of Crazy, Crazy, Crazy)
- Securitron Mk II (Or Securitron Mk I) (during No Gods, No Masters or All or Nothing)
- Sunny Smiles (during Back in the Saddle, By a Campfire on the Trail, and Ghost Town Gunfight)
- Ted Gunderson (during Beyond the Beef)
- Victor (during We Must Stop Meeting Like This and We Must Stop Beating Like This)
Nerve[edit | edit source]
Each companion also has a special attribute referred to in the game as Nerve. Nerve boosts the damage and Damage Threshold of each companion by 5% for each point of Charisma the player character has (granting a +5% bonus to both at 1 Charisma and a +50% bonus a 10 Charisma). A person with a starting Charisma of 1 can boost their companions nerve to the maximum by use of an Empathy Synthesizer or Intense Training, Party Time Mentats (+5), high Survival (so that alcohol adds +3 Charisma) or stacking moonshine with another type of alcohol.
This is most effective with companions that gain increases to their damage, damage threshold or attack speed (movement speed is useless with nerve) upon completion of their companion quests and less important for companions who gain items or abilities not associated with nerve. Companion nerve combines exceptionally well with Ferocious Loyalty and Spray 'n Pray; the resulting durability can keep companions alive fairly well even in hardcore mode.
- Rose of Sharon Cassidy
- Veronica Santangelo
- Raul Tejada
- Lily Bowen
- Off the Meds (Permanent stat bonuses, psychotic break at 50% health)
Weapons and armor[edit | edit source]
Weapons[edit | edit source]
All permanent companions' default weapons have unlimited ammunition. If you equip your follower with a better weapon, (DPS is checked to determine use over default weapons) 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 cannot use weapon upgrades (mods). The upgrades are simply removed when you give a modded weapon to a follower and the weapon works in its basic way. The mods will still be on the weapon if it is removed from the follower's inventory.
- Companions can use unique weapons with already built-in upgrades like the Ratslayer.
- Companions can use all types of ammunition, but they seem to hold on to the particular type when you equip them with different sorts of one caliber. When out of ammunition, instead of switching to the other type of that caliber they use melee instead or sometimes get stuck in a "reload loop". To avoid this, simply give them only one sort of the same caliber.
- Most companions wear a weapon that's named after the companion. They share the same main characteristics as the generally named weapon and only differ in name.
- Arcade Gannon's Ripper
- Arcade Gannon's Plasma Defender
- Raul's magnum revolver
- Raul's lead pipe
- Veronica's power fist
- Veronica's 10mm pistol
- Boone's machete
- Boone's scoped hunting rifle (unique)
- Cass's caravan shotgun
- Cass's combat knife
- Lily's assault carbine
- Lily's gauntlet (unique)
- Lily's Vertibird blade (unique)
Armor[edit | edit source]
Permanent humanoid companions can wear and/or carry all types of clothing that is not associated with any faction. They can also wear all types of armor and power armor that is not related to a faction, even without having Power Armor Training. They only change gear if the given one has a better Damage Threshold than their own outfit. 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 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 to the player, and must be picked up from the ground. This also applies to non-human companions who cannot wear armor, i.e. Lily Bowen, Rex, and ED-E. Only Boone and Veronica are able to carry or wear faction apparel. As a former member of NCR 1st Recon, Craig Boone will carry or wear any NCR faction apparel. Veronica, as a member of the Brotherhood of Steel, will wear Brotherhood power armor.
Notes[edit | edit source]
- Recruiting all 8 permanent companions throughout the game will earn you The Whole Gang's Here trophy/achievement.
- Permanent companions are controlled via the Companion wheel.
- After For Auld Lang Syne's completion, Arcade will leave the Courier until the attack on Hoover Dam. (You can recruit another humanoid companion to replace him.)
- You do not need to have your companions actively following you to gain their perks; they can be told to wait.
- While actively following you, permanent companions are treated as essential (unless you are playing on Hardcore Mode, see below). It is important to note that they are only essential when following you, and they can be killed both before they join you and after you tell them to leave. In Hardcore Mode, companions can be killed even while actively following you, but do not require food or drink and are not affected by radiation or drowning.
- Should you tell your companion to wait for you at the Lucky 38 they will be waiting in your presidential suite ready to be rehired. Note that you have to tell them you want to split up through the talk menu for them to go and wait for you. Just selecting the 'Wait Here' option in the Lucky 38 will not work. In both Casual and Hardcore mode, companions sent to wait in the Lucky 38 will take and consume consumable items left out and even in containers. Consumable items, (stimpaks), may also be used by active companions when transferred into their inventory. In fight situations even ED-E will use consumables.
- Unlike in Fallout 3, where dismissed companions would walk all the way from their current location to their home, dismissed companions in Fallout: New Vegas are instantly transferred to the their home location upon being dismissed. In addition, there are no companion checks against Karma when being hired, though they will check against your reputation with one or more factions. Cassidy will leave if you have a severely negative karma, though it is still possible to hire her initially.
- When ever you complete a story quest, next time you enter a conversation with your companion they will talk about the quest.
- There is a way to get all six humanoid companions, as detailed in Fallout: New Vegas exploits.
- When having one or two companions in the game, saving the game and starting a new one will actually mark them in your Pip-Boy map in the new game as if they were following you even if they don't.
- Companions will drop any weapon they had currently equipped if said weapon breaks.
Behind the scenes[edit | edit source]
|The following is based on Fallout New Vegas cut content and has not been confirmed by canon sources.|
Several remaining resources point to the game having at one point allowed for the Courier to have multiple humanoid companions. Primarily this is found in disabled dialogue options, such as a conversation with Mortimer where the Courier would have needed to specify which of their human companions they were offering to Mortimer.
|End of information based on Fallout New Vegas cut content.|
Bugs[edit | edit source]
- Your current companions sometimes get stuck and stop following you, they will appear on the world map where they got stuck but when you go to that area they are not there. One well tested fix is to go to Vault 22 and use the elevator to go to Level 5 - Pest Control. The missing companion will usually be standing by the Level 5 elevator door and need to be issued the 'follow me' command via the companion wheel.
- Upon telling your companion to 'return to base' or go to the Lucky 38, your companion might not go to the Lucky 38, although you will still get the "<Companion> has gone to the Lucky 38" message. This can be fixed by going to the location where you recruited your character, which will trigger the character to run to the Lucky 38. This bug happens more with the robotic companion, Rex.
- You can bring followers into DLC areas if you do the above glitch then tell your most recent follower to leave.
- After dismissing Arcade to the Lucky 38 and re-recruiting Boone at the same location, Boone's default weapons shifted to those of Arcade's (Plasma defender & Ripper).
- It is possible to have Veronica, Raul and Rex as companions at the same time. They must all be in the lucky 38 and must be recruited in the right order, Veronica, Rex, Raul.
- ED-E, Rex, and Lily will not carry faction-specific armor, despite the fact that they cannot wear any armor. This contradicts the warning given to the player when attempting to place these items in their inventories, which states that the armor was dropped because the companion cannot wear faction armor.
- Sometimes, for example due to excessive fast-traveling, companions may go missing; see the Talk page for possible ways to get them back.
- After installing patch v1.2 or higher, loading a savegame where companions were walking back to their home or the Lucky 38 may cause those companions to vanish from the game.
- When fast traveling while a companion tries to reach to the player (e.g. after mountain climbing) the companions will start running towards the player's previous location. To fix this issue speak to the companion, or save and reload right after fast-traveling.
- Clipping issues in mountainous regions may cause companions (or the player) to be stuck within a rock. The companion is unable to follow until the player enters another area or uses fast-travel.
- If the player runs out of a companion's AI-area while the companion is still vainly trying to reach the player, the companion will go into "Wait" mode instead of zoning to the player.
- Due to the way the loading system works, companion markers in the Pip-Boy will not be reset when you start a new character without exiting and restarting the game first.
- poisoned will have the full effect of their poison "dumped" when using a stimpak on them. This can result in negative HP which cannot be cured with more stimpaks, and they will die as soon as you exit the companion wheel. On the other hand, they will not use antivenom, so the poison may end up killing them naturally. This was patched in Fallout: New Vegas patch 184.108.40.2062.
Companions who are
- One way to solve for it is to prevent them from being poisoned in the first place. Make sure they are set to ranged weapons before fighting dangerous poisonous creatures. (Veronica, despite her complaints about using ranged weapons, is very good at Energy Weapons.) If the fighting is really bad, just have them stay put and tank the creatures yourself. (At least you can use stimpaks and antivenom without ill effect.)
- Turn hardcore mode turned off (if it is active). The poison will cause your companion to go unconscious a few times, but the poison will eventually wear off. After that, hardcore mode can be turned back on. The reason for this working is simply because in casual mode, companions are set as essential and cannot die.
- Tell the companion to wait, which appears to replenish the companion's health and remove the poisoning. The follower can then be asked to rejoin. This can be performed even during combat.
- A temporary solution is sending your companion home or to the Lucky 38 then recruiting them again.
- Treating them with stimpaks very quickly after they are poisoned will prevent their health becoming negative and actually heal them instead of killing them. Note that it can take 20+ stimpaks to fully heal Rex.
- Be careful when entering an area populated with enemies because if you enter and your companions are too far away when you enter, they might be placed in the middle of a group of enemies and possibly die before you can get to them.
- The option to dismiss companions to the Lucky 38 will disappear even before Mr. House becomes hostile to the player.
- Items in companion inventories will sometimes disappear from the inventory, yet the weight of the item(s) will still remain.
- With patch 220.127.116.114, fast-traveling or moving into rooms that need loading cause your companion(s) to walk away from you. Chasing after them and makes them continue to run away. If you can catch up to your companion(s), you can order them to Wait, then Follow and they will act normally. Another way they will stop walking away from you is when they encounter an obstacle like a wall, they will turn around and walk back to you and resume normal companion following. You can also try to render your companions unconscious. 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.
- 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 can be fixed by using the companion dismissal terminal outside Gunrunners.
- The Companion Wheel's click areas are misaligned to the mouse (roughly 40 pixels below where they should be).
- If the companions are regaining consciousness then shot to unconsciousness, they will be flung away or reset falling down.
Fixed bugs (Patch 18.104.22.168x)[edit | edit source]
- If you have several companions in the Lucky 38 at one time and leave weapons lying around they may start to fight each other and they will die due to the fact that they are no longer listed as an essential. A solution is recruiting the one that the other companions are ganging up on, so that they are essential. Once that companion is knocked out the fighting stops. (Sandbox-AI caused human companions to attack non-humans if the latter carried consumable goods)
- This may be not 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 Talk:Rex (Fallout: New Vegas)#Rex Attacking Companions and NPCs.
- Lucky 38 can sometimes result in them staying in the same location instead of moving to the Lucky 38. So if you cant find your companions at the 38, check where you dismissed them. (As of Patch 22.214.171.124x companions no longer walk to their residence but are teleported immediately). Dismissing companions to the
- The achievement/trophy The Whole Gang's Here doesn't count the companions you've currently recruited, but rather the total number of times you've recruited a companion. Furthermore, this count is not restricted to a single playthrough, so it will count "repeat" recruiting of a single companion. It is thus possible to recruit the same four companions over two playthroughs and get the achievement.
- Sometimes when entering a casino, your companion will lose their weapons, and upon leaving, they will still not have their weapons. Mysteriously, the Courier will have it. It is impossible to give it back. The guns run on MCA ammunition, so they just clog up the inventory. To fix this, tell your companion to wait outside. This can happen to ED-E.
- When you enter any place where your weapons are taken away, your companions will often not get them back. this is extremely frustrating, especially if the companion was holding unique weapons.