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Fallout 3 nexus darkshniff
Fallout 3 nexus darkshniff












fallout 3 nexus darkshniff
  1. #FALLOUT 3 NEXUS DARKSHNIFF FULL#
  2. #FALLOUT 3 NEXUS DARKSHNIFF PLUS#

Also in some cases, there will be Karma or other requirements. In some cases, they can always be rehired by simply finding them and asking them to rejoin the player. In most cases, when fired they always travel to a specific spot, usually not the same spot they were hired. In most cases, companions can be dismissed/fired, and can later be found and rehired. Capacity is determined by: (Base of 150) + (10 * Strength) - (Weight of inherent gear) - (Weight of anything else, including replacement armor or weapons) Carrying capacity will be, e.g., 50 pounds less if given power armor (45 for armor, 5 for helmet).For a detailed list of the companions' equipment, see Fallout 3 companion equipment.Companions can be used to store items, allowing the player to collect more items before becoming overencumbered.They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming. Some companions will enter sneak mode when the player character enter sneak mode, and end it when the player character does. There is no way of reviving them unless using the 'resurrect' command via console, targeted on their corpse. Companions are not considered "essential" non-player characters, so they will die if their health is fully depleted. mode, or moving far enough from them to see their HP bar. Companions' health can be checked by viewing them in V.A.T.S. Dogmeat cannot carry stimpaks, but the player can speak to him in the middle of combat to heal him manually. They can also use stimpaks in their inventory in the middle of battle if they were given to them earlier. a booby-trap), they do not heal (until after the next combat). However, if the player zones out during a fight and they follow while injured, or if they are injured outside of combat (e.g.

#FALLOUT 3 NEXUS DARKSHNIFF FULL#

There are some exceptions, such as 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 commands.Ĭompanions have significantly more health than other non-player characters.Įnemies are able to shoot companion's weapons out of their hands (except their default weapons), so take care if giving them any unique weapon.Ĭompanions are restored to full health at the end of combat after all nearby enemies are dead. Some companions will use any weapon if it is given to them (provided they have appropriate ammunition for it). For example, Charon will always use Protectron's Gaze (a unique laser pistol) over the laser rifle, despite its reduced range AND damage per round rating. She will move towards the target to get into the flamer's range and then switch to it. For example, if Star Paladin Cross is equipped with a flamer, she will first attack with her default laser pistol because her target is out of the flamer's range. 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. Armor and weapons worn by companions never degrade with use.Ĭompanions have unlimited ammunition for their standard weapon (with the exception of Butch), but they will have to be supplied with the appropriate ammunition for any other non-default ranged weapon. All human and ghoul non-player characters (so all except Fawkes, RL-3, and Dogmeat) are capable of wearing power armor. They will also wear any weapons or armor they are given that is superior to their standard equipment. Delivering the killing blow oneself is neither necessary nor replaces the minimum damage requirement.Ĭompanions come with their default weapons and armor and will use these, depending on what role they are asked to play (melee or ranged). The player character 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. Unlike in previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player character.

#FALLOUT 3 NEXUS DARKSHNIFF PLUS#

The player character can have up to two companions in their party, which consists of Dogmeat plus any other companion, barring certain companion exploits. Sometimes this does not work with the add-on Point Lookout. If the player character ever tells a companion to wait but forgets where they did this, they should travel to any add-on location.

  • Charon: Ghoul bodyguard (no Karma requirement).
  • fallout 3 nexus darkshniff

  • Sergeant RL-3: Mister Gutsy robot (Neutral).
  • fallout 3 nexus darkshniff

    Star Paladin Cross: Brotherhood Paladin (Good).All companions except for Dogmeat and Charon have a Karma requirement that must be met if the player wishes to enlist that companion (listed in parentheses). There are 8 permanent companions available to the player in Fallout 3.














    Fallout 3 nexus darkshniff