Every companion except Dogmeat, Fawkes and Sergeant RL-3 can be equipped with power armor and the heaviest guns. Note that NPCs have unlimited ammo only for their native weapons. Means, you should remember about ammunition for each additional gun. During the combat, companions can use covers, melee and ranged arms. There are various other ways that companions can die. They can be killed while they are not your companions. So, before getting them, or after dismissing them. There are also some reports that companions can be killed in casual mode by doing massive damage to their bodies when they are knocked down. This is probably a bug.
IMPORTANT - It seems some people are having problems with wrong ID codes for companions, the majority are not however. I don't know what this issue is but i presume it's something to do with what country you're from. You can find ID's on gamefaqs, fallout 3 wikia page, or an intelligent googlesearch. Added the text file the immature people have been so desperately waiting for.This is more of a console command solution than a mod but here it is.There are 2 workarounds here.IF YOU ALREADY HAVE DOGMEAT AS A COMPANION AND WOULD LIKE TO KEEP IT THAT WAY - open the console and type 'setessential 0006a772 1' Dogmeat is now invincible.
Don't shoot him or youre in trouble!IF DOGMEAT HAS PREVIOUSLY DIED AND YOU'D LIKE HIM BACK AND INVINCIBLE - open the console and type 'player.placeatme 0006a772 1' then while the console is still open, click on dogmeat to select him and type disable. This is important because he will spawn with errors if you dont do this. Now repeat the 'player.placeatme 0006a772 1' and then type 'setessential 0006a772 1' Voila! Dogmeat back and unable to die.This will work with all companions and their codes are the following:Fawkes: 0003D34ESeargeant RL-3: 00094867Charon: 000156f6Star Paladin Cross: 000156e5Jericho: 00000a71Sydney: 00003a22Clover: 000156a2Butch: 00027f65Thanks to rasenm for the extra ID's.
Permanent companionsAll 8 Fallout 3 permanent companionsThere are 8 permanent companions available to the player in Fallout 3. All companions except for Dogmeat and Charon have a requirement that must be met if the player wishes to enlist that companion (listed in parentheses).Pictured, left to right:.: Brotherhood Paladin (Good).: Tunnel Snake (Neutral).: Paradise Falls slave (Evil).: Mister Gutsy robot (Neutral).: Retired raider (Evil).: Super mutant (Good).: Dog (no Karma requirement).: Ghoul bodyguard (no Karma requirement)If the player ever tells a companion to wait, but forgets where they did this, they should travel to any location. This will send the companion home.
Fallout 3 Companion Locations
Sometimes this does not seem to work with the add-on Point Lookout.The player can have up to two companions in their party, which consists of Dogmeat plus any other companion, barring certain.XPUnlike in previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player.The player earns full XP if able to deal at least 30% of the damage necessary to kill an opponent, otherwise an enemy killed with the help of followers earns zero XP. Delivering the killing blow yourself is neither necessary nor replaces the minimum damage requirement.Combatand DogmeatCompanions come with their default weapons and armor and will use these, depending on what role you ask them to play (melee or ranged). They will also wear any weapons or armor they are given that is superior to their standard equipment. All human and ghoul (so all except Fawkes, RL-3, and Dogmeat) are capable of wearing. Armor and weapons worn by companions never degrade with use.Companions have unlimited ammunition for their standard weapon (with the exception of Butch), but you'll have to supply them with the appropriate ammunition for any other non-default ranged weapon.If a companion is given several weapons and the appropriate ammunition, they will generally choose a weapon based on the range of the projectile, then on either damage per round (DPR) or damage per second (DPS) but not by the in-game interface's DMG stat. For example, if you equip Star Paladin Cross with a, she will first attack with her default because her target is out of the flamer's range. She will move towards the target to get into the 's range and then switch to it.
Fallout 3 Can Companions Die Free
There are exceptions, however. For example, Charon will always use (a unique laser pistol) over the, despite its reduced range AND damage per round rating.Some companions will use any weapon if you give it to them (provided they have appropriate ammunition for it). There are some exceptions however, for example companions cannot use the Gauss rifle rewarded upon completion of the Operation: Anchorage add-on, but can utilize the sim-only version obtainable through glitching or console.Companions have significantly more health than other non-player characters.Enemies are able to shoot your companion's weapons out of his or her hands (except their default weapons), so take care if you give them any unique weapon.Companions are restored to full health at the end of combat, after all nearby enemies are dead. However, if you zone out during a fight and they follow while injured, or if they are injured outside of combat (e.g. A booby-trap), they do not heal (until after the next combat). They can also use in their inventory in the middle of battle, if you gave some to them earlier.
Dogmeat can't carry stimpaks, but you can speak to him in the middle of combat to heal him manually. You can check companions' health by viewing them in mode, or moving far enough from them to see their HP bar.
Companions are not considered 'essential' non-player characters, so they will die if their health is fully depleted. There is no way of reviving them, unless using the 'resurrect' command via console, targeted on their corpse.Some companions will enter sneak mode when you enter sneak mode, and end it when you do. They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming.Statistics CompanionKarma requirementDefault armorDefault ranged weaponDefault melee weaponTagged skillsCarriesNeutraldmg/attack:9DPS: 54dmg/attack: 10DPS: 30190→285→335. 5, 7, 6, 4, 3, 6, 4,168.5. Companions can be used to store items, allowing the player to collect more items before becoming overencumbered. For a detailed list of the companions' equipment, see. Carrying capacity will be, e.g., 50 pounds less if given (45 for armor, 5 for helmet).
Capacity is determined by: (Base of 150) + (10. Strength) - (Weight of ) - (Weight of anything else, including replacement armor or weapons)Firing permanent companionsIn most cases, companions can be dismissed/fired, and can later be found and rehired. In most cases, when fired they always travel to a specific spot, usually not the same spot they were hired. In some cases, they can always be rehired by simply finding them and asking them to rejoin you. Also in some cases, there will be Karma or other requirements. For example:.
Butch: in. Can be rehired any time, but only if Karma is Neutral. Charon: If fired, he will return to. He can be re-hired anytime regardless of Karma. Clover: If fired, she will return to in (even if the player has killed and abolished slavery by wiping out everyone in ).
She can be rehired regardless of Karma. Dogmeat: Isn't really 'fired,' he waits by as ordered. Fawkes: If fired, Fawkes will travel to the where he will wait for you just inside the front door. You can rehire him any time so long as your Karma is good. No charge or other requirements to rehire him. Jericho: If fired, returns to, he is found inside, unless you have blown up, then he just waits at the ruins.
You must have evil Karma to re-hire him. Sgt. RL-3: If fired, will travel to the entrance to (at the traveling merchants' stop near the trees), where he can be rehired with neutral Karma. Cross: If fired, she will return to the, where she can be rehired if your Karma is good.Temporary companionsFallout 3 's temporary companionsTemporary companions are companions that will join you during a quest. Most of them will follow you indefinitely until you complete their related quest, but not all. Unlike permanent companions, they do not heal automatically at the end of a battle but must be given through reverse pickpocketing or healed through dialogue (still requiring a stimpak from your inventory). Most of them can use weapons and armors.
Fallout 3 Can Companions Die Lyrics
And because they are non-player characters, they can use weapons forever with only one bullet. There are some hostile non-player characters which could become friendly to the player and permanent companions, but they will still attack temporary companions, like or the in the.