![Fallout new vegas companions list Fallout new vegas companions list](https://i.pinimg.com/originals/56/fe/7d/56fe7d0ab7b8118a95ef90f8b0eb8e56.jpg)
All eight permanent companions in Fallout: New Vegas. From left to right: Rex, Rose of Sharon Cassidy, Raul (Vaquero outfit), Lily, Boone (assault armor), ED-E, Veronica, and Arcade. Companions are special non-player characters who follow the player, aid them in combat, and provide an unique perk as long as they're in the player's party (whether following them or waiting; the perk stops applying when they're dismissed). Companions are controlled via the. The player can have one humanoid and one non-humanoid companion (Rex or ED-E) in their party at a time, with both providing their unique companion perks (unless using ). If the player already has a companion of a specific type, they need to be dismissed through dialogue.
Bethesda soothed their angry complaints with the release of Fallout: New Vegas.The side game was developed by Obsidian Entertainment, which had several of the original Fallout creators on the team. They knew their post-apocalyptic world best. 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.
Then they will either return to their original location (except for Raul) or can be told to go to the. Unlike Fallout 3, companions are moved to their target locations instantly. Companions will take and use consumables if left to their own devices, especially at the Lucky 38. The player can also place in their inventory to prolong their longevity. Every companion can be upgraded by completing their corresponding personal quest.
Few of the companions are available from the get go and most will require some legwork to recruit. The game ignores karma when recruiting followers, although it can test against the player's faction reputations. (unique). (unique).
(unique)Armor. Companions can be issued better armor to wear, with the exception of super mutant followers (Lily and Dog/God), and, and they will automatically equip apparel with the highest in their inventory (the sole exception is when they have multiple copies of the same item, when they may equip a more damaged one). Companions can wear power armor by default. Companions will not wear faction apparel and automatically drop it to the ground (this applies to companions who cannot wear armor too). The sole exceptions are, who will wear any faction armor, and, who will wear Brotherhood faction gear.Behind the scenes. Several remaining resources point to the game having at one point allowed for the to have multiple humanoid companions. Primarily this is found in disabled dialogue options, such as a conversation with where the Courier would have needed to specify which of their human companions they were offering to Mortimer.Bugs.
It's possible for the companion to become stuck and disappear from the world map and fail to appear when the player uses fast travel. It's possible to get them back by visiting a location where characters are moved by script, such as the elevator. Traveling to Level 5 (Pest Control) will usually spawn the follower there. In other cases of missing companions, consult the. If placed at Lucky 38, companions' weapons may be switched around in rare instances. If the player dismisses the companion either by returning to base or sending them to Lucky 38, the companion might not appear at the target location correctly in spite of the message displaying on the HUD. The player can fix this by going to the location where the companion was recruited.
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. 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.
![New New](https://media.alienwarearena.com/media/0cca908417038d7e27767dab190aea44.jpg)
Reloading or talking to the companion and telling them to Wait, then Follow again fixes this problem. This is particularly common in hilly areas with plenty of rocks, as companions may become stuck there.
I was trying to go to Zion Valley, but they won't let me because they think I have a companion. I don't know who it could be. I have no companion bonuses/perks. I don't remember getting a companion (except for the companions at Dead Money, but I've killed and disabled them in the console, out of curiosity). So, I have no idea who it could be. I can't pick up new companions. I've tried the companion dismissal console.
I've tried waiting a couple weeks. I've tried the Vault 22 elevator. I've gone to the Big Empty, hoping it would dismiss any companions.So far, nothing. Is there some better command to get rid of companions? Or some way to force my way into Zion Valley to do the DLC? (I've tried coc to no avail, I've tried pushing the quest forward, and nothing, it won't let me in the valley without joining Zed).
Originally posted by:set 'b16d0'.bCritterInParty to 0set 'b16d0'.nCurrentFollowers to 0set 'b16d0'.bPlayerHasFollower to 0Thank you so much, this worked. I was starting to lose it after trying the dismissal device at gun runners, waiting, basically killing/disabling every companion that I could think of.But, I also set bhumanoidinparty to 0, not sure if it was necessary.Thanks, this is the second time I've cried out for help from the steam forums, and I've once again been quickly helped. This is a great community, and we thank you kindly JDC UK (and the other responses as well, this one just happened to be the first method tried that worked).