![]() ![]() stimpaks will be used and will vanish, while mentats, buffout or junk will be placed in the inventory.Ĭompanions stick with whatever armor they were wearing when recruited, thus surplus armor can be sold. Some of the items with the "Use on" label when placed in the interface slots, when used on an NPC, will be placed in their inventory if the item lacks any applicable effect to that NPC, e.g. ![]() Barter: The inventory can be filled indefinitely, but to retrieve an item, one or more with an equal or greater total value must be given, as any other barter.The inventory space is limited to around 150-200. Steal skill: It's possible to freely swap any item, as companions will not retaliate as long as this is done while they are recruited.Lacking the option to manage companions' inventory, other methods must be used: Alternatively, the companion can pick up weapons found on the ground. However, they may be gifted with a better weapon (and ammunition, for guns), then the NPC will make use of that weapon instead. At first, this does not seem to do anything, because the companions originally only carry their default weapon.Orders the companion to leave the party, and return to their original location in the game world.ĭraw your best weapon next time we go into battle.For the human companions, the options are shown as follows: There are no controls whatsoever for Dogmeat. This means that in Fallout, the controls are rudimentary, at best. Unlike Fallout 2 there is no "Combat Control" menu added to the Pip-Boy interface. Once an NPC becomes a companion, their dialogue menu changes to a list of tactical and combat-oriented options. ![]()
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