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Companion Knowledgebase
Michaelh139:
In den it is funny, they walk between the two bars northwest of the map but occasionally stop outside of dusty's.
Not enough booze!
Arminius:
Good info, thanks
Malice Song:
--- Quote from: Chewbakka on April 22, 2012, 11:48:52 pm ---Rumor has it Junktown has them, but have never seen any.
--- End quote ---
Bar at south entrance, sometimes hidden in a corner. They'll walk over to Gizmo's after a while.
As far as "never seen any" is concerned, I idled at Becky's/Den for 5 hours once with no success, so yeah, that was fun. Can't confirm, but it seems as if companion spawns are completely random. Which is slightly frustrating, considering that (and to contribute minor info):
- Companions' stats seem to be random without an internal check for their validity regarding weapon proficiency (or anything else for that matter). Meaning you could get a melee companion with <100 HP and EN 1. Or a SG companion with ST 1 failing all ST requirements for weapons. Or, of course, a BG companion with less than 7 AP.
Also for everyone who likes at least a shred of immersion in their game, afaik throwing companions won't pick up throwing knives after combat.
As far as the predetermined perks mentioned in op go, one of my companions was checked and didn't have traits or perks.
avv:
There seems to be a bug with companions where you can lose them for good. Has to do with their master dying in an encounter despite having already set the rally point.
So think twice before starting to level your companion.
Malice Song:
--- Quote from: avv on April 25, 2012, 11:24:47 am ---There seems to be a bug with companions where you can lose them for good. Has to do with their master dying in an encounter despite having already set the rally point.
--- End quote ---
Unfortunately there is more to it than that and it isn't particularly hard to permalose companions even without dying. Best guess I can muster is that it's related to the closing/deletion of the map, while companions are still tied to it because of their combat timer. For example, had a combat encounter with two companions, won, ordered regroup, left the map, one companion follows me to worldmap, the other is permadeleted. Only explanation I can think of off the top of my head is the lost companion fired the last shot and was still on combat timer, when I left the encounter.
Obviously the big problem here is, since to my knowledge no one willing to share actually knows how the mechanics work in detail, a lot of this is pretty much guesswork and apart from empirical evidence (which doesn't really account for all that much) I can't tell you how this shit works, either. Still, for prolonged enjoyment of their company, I would strongly suggest issuing the command to flee after combat and leave the encounter only after they do, since so far this seems to be a good way to actually keep them.
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