How To Set Companion Affinity Fallout 4
Affinity is a companion gameplay mechanic in Fallout iv and Fallout 76.
Contents
- 1 Background
- 2 Companions and allies
- 3 Scale
- iv Reactions
- 4.1 Romance
- iv.1.1 Romance break-up
- 4.1 Romance
- 5 Companion perks
- 6 Repeatable actions
- six.one Equipment
- 6.1.1 Weapon modding
- 6.1.2 Armor modding
- 6.1.3 Entering power armor
- 6.2 Criminal offence
- six.ii.1 Stealing
- 6.ii.2 Pickpocketing
- 6.2.3 Lockpicking
- 6.2.4 Hacking
- 6.2.five Cannibalism
- 6.2.vi Murder
- 6.iii Drugs
- half-dozen.3.1 Using chems
- half-dozen.iii.2 Addiction
- 6.iii.3 Using alcohol
- six.4 Quests
- 6.4.one Easing settlers' troubles
- six.v Factions
- half dozen.5.i Alliance of Steel
- 6.five.2 The Minutemen
- six.5.3 The Railroad
- vi.five.4 The Constitute
- half dozen.six Misc.
- 6.half dozen.1 Nudity
- vi.6.ii Healing Dogmeat
- six.one Equipment
- 7 Notes
- 8 References
Groundwork
Companions can develop personal connections to the Sole Survivor and some may inquire for help with quests of their own. Each companion has a distinct personality and values. Actions or dialogue that please one companion may displease some other.
Raising the affinity value grants additional dialogue into their history or the possibility of romance. Reaching maximum affinity with a companion will unlock a special perk. The affinity value is a hidden statistic, significant information technology is not possible to check the progress without panel commands.
Companions and allies
The following companions and allies in Fallout 4 and Fallout 76 respectively can be romanced via the affinity gameplay mechanic.
Scale
All companions begin at an affinity value of 0. If the affinity value reaches 500, they will "admire" the Sole Survivor and oft reveal new dialogue. Raising their analogousness to one thousand+ (max is 1100) volition consequence in them "idolizing" the Sole Survivor, at which point the Sole Survivor is granted their companion perk.
Lowering the affinity to a sufficiently negative value will displease the companion, and they will outcome a unmarried warning to the Sole Survivor, asking them to modify ways. If the affinity value drops further, they will go angry and reject to travel with the Sole Survivor. This decision is permanent. For most companions, a new dialogue will be triggered when the analogousness value reaches 250, 500, 750 and yard.
Affinity | Relationship | Reaction |
---|---|---|
chiliad | Infatuation | "/Companion/ idolizes y'all." |
750 | Confidant | - |
500 | Adoration | "/Companion/ admires you." |
250 | Friend | - |
0 | Neutral | "/Companion/ tolerates you." |
-500 | Disdain | - |
-1000 | Hatred | "/Companion/ hates you lot." |
Reactions
There are iv different reactions a companion tin have towards the thespian character'southward deportment/dialogue that will affect their affinity value:
Reaction | Affinity change |
---|---|
"/Companion/ liked that." | +xv |
"/Companion/ loved that." | +35 |
"/Companion/ disliked that." | -15 |
"/Companion/ hated that." | -35 |
However, these values can be further modified by existence multiplied past an analogousness size scalar:[1]
Size | Scalar |
---|---|
CA_Size_Small | 0.5 |
CA_Size_Normal | i |
CA_Size_Large | 1.5 |
Some actions, such as modifying weapons, picking locks, and entering power armor volition raise affinity with certain companions and can exist repeated indefinitely. Performing a unmarried one of these actions within a range of multiple characters who respond to said actions will trigger the respective increases or decreases with all of them. Notwithstanding, these responses have a cooldown period, pregnant it is not possible to perform the same activity several times in a row to gain/lose analogousness. For example, entering power armor will trigger only ane instance of approval from Paladin Danse and/or X6-88 until sufficient fourth dimension has elapsed. Virtually repeatable deportment are of type CA_Size_Small, so it will only increment the companion's affinity by seven.5 for a "like" and 17.5 for a "dearest".
It is possible to perform dissimilar deportment back-to-dorsum and receive two or more than separate instances of blessing. (For example, picking a lock and then hacking a terminal volition grant two carve up approvals from Deacon.) Similarly, in a chat with an NPC, each dialogue selection counts as an activeness unto itself, contained of the rest of the overall dialogue, and then it is possible to obtain multiple likes and loves in the same set up of dialogue with the aforementioned NPC. (For case, in Order Up, the Sole Survivor can gain two likes from Piper by saying "You're both wrong" to Wolfgang, and so like-minded to talk downwards Trudy.) For a more detailed list of what specifically pleases or displeases a companion, see the respective companion page.
Affinity tin be besides increased passively by but having a companion follow the Sole Survivor. The increment depends on the current affinity level and will be lower with higher affinity values. The formula for the increase is 40 - 0.033 x affinity value. (i.eastward. companions with 100 Affinity will gain a 36.vii increase, companions with 250 = +31.75, 500 = +23.5, 750 = +15.25, 990 = +7) The affinity bump is awarded after every ten minute period that the companion has been following the Sole Survivor, on the status that at to the lowest degree 1 XP has been earned during that time. Bold the above conditions are met and no other actions are done to gain or lose affinity, this means information technology would have 520 minutes (8.67 hours) to accomplish 1000 affinity with a companion starting at 0; even so, it would just take 160 minutes (ii.67 hours) to reach 500 affinity with a companion starting at 0.
When the actor character recruits a companion, the companion's affinity increases by 3%. The companion recruit counter tin can be reset past finishing any quest or progressing whatsoever quest to next objective, significant that the player graphic symbol can recruit all companions and increase their affinity by three%, complete a radiant quest and then come back and recruit them again which increases their analogousness by another 3%.
Romance
Certain companions are potential candidates for romance and throughout the course of their affinity based conversations, the dialogue choice to "flirt" volition exist available. At the highest level of affinity - and final conversation - the "romance" selection will be available. Both options are oral communication checks. Successfully flirting volition reduce the difficulty of the last romance check and successfully passing that will make the companion a love involvement. This volition result in them addressing the Sole Survivor in a more affectionate manner (for example Preston Garvey will call you "Babe" or Danse volition say "I e'er have time for you" when attempting to talk to him). As well, sleeping in a bed with them nearby will likewise grant the Lover's Encompass perk.
Companion romances are not mutually exclusive; if a new companion is romanced, previously romanced partners will still confer the benefits of the Lover'south Embrace. Yet, some romanced partners will "hate" or "dislike" flirting in their presence, including flirting with Magnolia at the Third Rail.
Even if ane fails to romance a companion, they still have chances to try this again: afterwards a certain corporeality of time the companion will initiate a conversation regarding their relationship with the Sole Survivor as their all-time friend and from there the player graphic symbol can try to romance them if they want to.
To end a romance, drop the companion'due south Affinity value below 750. One can make this happen by doing things they dislike or hate until they tell they want to take a pause. The progress of such tin be checked past selecting them with the console and then using the command getav ca_affinity.
Romance break-up
For PC users, a shortcut is to use the console command setav ca_affinity. Select the companion with the console and and then use the command setav ca_affinity 764. Now do something the companion dislikes, lowering the Affinity value past 15 and dropping it to 749, the maximum it can be for them to initiate the break-upward dialogue. But the activeness itself tin initiate the dialogue, and only if information technology drops the Analogousness value from 750+ to below 750.
To set a romance, raise the companion'due south affinity value support to grand+. One can use setav ca_affinity 999 to get to affinity 999 and then do something the companion likes or loves to bring it over 1000.
Conversely, analogousness can be fix between 1030 and 1100 before doing something a companion dislikes or hates, so long every bit the resulting affinity value is even so above 1000 later the action. The message noting they disliked or hated information technology will announced along with the message noting they idolize the Sole Survivor. Very useful for companions like Curie that have few non-quest analogousness triggers.
Do not apply the modav ca_affinity command, as information technology messes upwards the gain/loss multipliers, which will cause the game to incorrectly change the graphic symbol'due south analogousness values in the future and will stop all future romance options. This effect also persists on saves and is irreversible without modifying the salvage file.
Companion perks
Those perks are caused by reaching the maximum level of affinity with a companion. The perks obtained this way are obtained permanently, even if the affinity level later changes or if the Sole Survivor chooses some other companion.
Perk | Associated character | Do good | Form ID |
---|---|---|---|
Trigger Rush | Cait | The player character'southward Activeness Points regenerate +25% faster, if the Hit Points value is beneath 25% of its maximum. | 001F4187 |
Robot Sympathy | Codsworth | The actor character gains +x Damage Resistance against robots' energy attacks. | 001EB99B |
Combat Medic | Curie | The player graphic symbol can heal 100 Hit Points if their current number of Hit Points is below 10%. | 001E67BC |
Know Your Enemy | Paladin Danse | The role player character deals twenty% more damage confronting irradiated ghouls, mutated humanoids and synths. | 0008428D |
Cloak & Dagger | Deacon | The player character gains +twenty% sneak attack damage and the duration of effects of Stealth Boys are increased by +xl%. | 0008530E |
Isodoped | Hancock | The histrion character's Critical Hit value increases +twenty% faster, if the player graphic symbol has 250 Radiation value. | 00178D57 |
Killshot | MacCready | The player character has 20% greater chance to hit an enemy's caput in V.A.T.S. | 00178D50 |
Close to Metal | Nick Valentine | ane additional judge at choosing passwords in terminals, fifty% faster concluding cooldown at hacking | 001E67BD |
Gift of Gab | Piper | The player grapheme gains double the XP value when persuading other people or when discovering new places. | 00178D54 |
United Nosotros Stand | Preston Garvey | The player character'southward Damage Resistance is increased past +20% and the player character deals +20% damage when iii or more enemies are nearby. | 00084298 |
Berserk | Strong | The player character deals +20% Melee Damage, if the number of Hit Points is below 25% of original value. | 00084290 |
Shield Harmonics | X6-88 | The player character'southward Energy Resistance is increased by twenty. | 000842A0 |
Lessons in Claret | Porter Gage | Grants the actor +ten Damage Resistance, and permanently gain +v% more XP per kill in combat. | 200479EF |
Hunter'south Wisdom | Erstwhile Longfellow | The histrion character reduces the Damage and Energy Resistance of animals and bounding main creatures by 25% | xx018621 |
Repeatable actions
The following actions not only increment the affinity of the listed companions but tin be repeated after an internal "cooldown" has reset.
Equipment
Weapon modding
- Codsworth and Danse honey this. Cuff, Preston, and X6-88 like this. (Must wait 48 in-game hours)
- It is easily repeated with the "None" zipper, which only removes an existing modification and costs zilch to produce. They can all be affected by being inside range of the weapon workbench simultaneously, making it much easier to heighten all five companions' affinity.
Armor modding
- Codsworth and Danse love this. X6-88 likes this. Encounter Weapon modding. (Must expect 48 in-game hours)
Entering power armor
- Danse and X6-88 like this. Note that Strong dislikes this, so he should not be in the same settlement or general location while performing this.
Crime
Stealing
- Gage and MacCready similar this. Preston and Codsworth hate this. Nick, Piper, Curie, Danse, and Hancock don't similar it.
- It can be repeated by placing an item in a container owned by someone else and taking it back out, preferably in an area the Sole Survivor can close from prying optics such as a hotel room in Goodneighbor (must wait 48 hours between each detail stolen, or volition non work).
Pickpocketing
- Cait likes this. Preston and Codsworth hate this. Nick, Piper, Curie, Danse, Longfellow and Hancock don't like information technology.
- Works with items of any value, even a single round of .38 quotient ammunition. It can be repeated by reverse-pickpocketing the stolen item (or whatsoever item of depression value and weight) back into the person's inventory. May crave ranks in Pickpocket perk to boost the chances of success. Grenades are not recommended as they volition act as alive grenades in one case yous reach level 2 or college for this perk.
Lockpicking
- Gage, Cait, Deacon, and Piper like this. MacCready likes this, but only to locks owned by others, whereas Piper dislikes picking endemic locks. Strong dislikes picking any locks.
- This tin be repeated by using a safe that has a terminal attached to it, opening the safe and and so using the final to lock it again.
Such safes can be found in:
-
- Fiddler's Light-green Trailer Estates
- Medford Memorial Hospital: Avant-garde lock.
- Mass Bay Medical Centre: Novice lock, second floor across from the jail cells.
- Back Street Apparel: Avant-garde lock, on the first flooring.
- Hubris Comics: Grognak'due south axe instance. (Advanced lock)
- Greenetech Genetics: Practiced lock, on the seventh flooring.
- Super Duper Mart: Advanced lock.
- Ticonderoga: Expert lock, on the outset floor near the go out concluding.
- Cambridge Polymer Labs: Up the staircase and to the left in the main lab.
- Congenial Mail 115: In the 2nd-floor office on the due north side. There is a Novice locked terminal and a flooring safe.
- Diamond Urban center: Advanced lock in the mayor's office.
- Cambridge Police Station: First floor to the left of the principal entrance after completing Shadow of Steel.
- Atom Cats garage: Novice prophylactic in Zeke's trailer which is counted as stealing, attached to his last which is not.
Hacking
- Nick, Deacon, and X6-88 like this.
- After an unspecified amount of fourth dimension away from a map cell, information technology and its contents reset, including any terminals, which become "re-locked" and can be hacked again.
Cannibalism
- Strong likes this. Cait, Curie, Piper, Nick, Danse, Deacon, Preston, and Longfellow don't like this.
- Requires the Cannibal perk.
Murder
- Gage likes it and Strong loves it. Longfellow dislikes it. Everyone else except X6-88 hates it.
Drugs
Using chems
- Hancock likes this, as does Cait prior to her companion quest. Afterward, she dislikes it. Codsworth, Danse, Deacon, Gage, Preston, Quondam Longfellow, and X6-88 dislike this.
Habit
- Hancock likes this. Cait likes information technology prior to her companion quest merely dislikes it afterward. Everyone else dislikes when an addiction develops, except Nick, Piper, and Potent, who are indifferent.
- Developing an addiction is independent of the initial like/dislike from using the chem that caused it.
Using alcohol
Quests
- Rogue Robot
- Codsworth, Piper, Nick, Curie, Hancock, Strong, Deacon, Danse, and Preston like accepting quests from Isabel Cruz.
Easing settlers' troubles
- Curie, Nick, Piper, Hancock similar accepting quests from settlers, though only if the peaceful dialogue is used, while Preston loves this activeness. Cait dislikes doing quests for settlers, and Porter Gage hates this.
- This tin can be repeated and volition occur if talking to the settler first, or afterward receiving the quest from Preston Garvey or Radio Freedom, then talking to the settler.
Factions
Brotherhood of Steel
- Curie and Danse similar the Brotherhood. Cait, Piper, Nick, Preston, and Strong dislike working with them.
- Doing quests for the Brotherhood tin can enhance affinity simply but for those in your political party who are neutral towards that faction.
The Minutemen
- Codsworth, MacCready, Danse, and Piper like the Minutemen and like working with them. Cait dislikes them.
The Railroad
- Piper likes the Railroad and their programme. Cait and Curie don't like them.
The Institute
- X6-88 likes doing quests for the Institute. Everyone else dislikes siding with the Institute and Danse hates them.
Misc.
Nudity
- Cait and Hancock similar this, regardless of the actor character's sex. Longfellow does non similar this. Triggers by transitioning between two areas (indoor or outdoor) while not wearing whatever habiliment underneath armor; this includes hats, bandanas, eyewear, military fatigues, ground forces fatigues or vault jumpsuits.
- The role player character tin still wear arm guards, leg guards, chest pieces, and the wedding ring.
- A fast mode to exercise this is to buy the Home Plate firm in Diamond Urban center for ii,000 caps. Place a bed in front of the door, sleep for two hours, then exit to Diamond City and re-enter Dwelling Plate. Rinse and echo equally necessary. (Annotation that this gives vii.5 affinity for Hancock, non the expected 15)
- Another way is to notice two areas with chairs the Sole Survivor can await in and a door separating them into 2 different maps. 'Await' for 2 hours in one, go through the door and wait two hours in the other, and go back through the door. Rinse and echo as necessary. Approval triggers once on each pass through the door. A proficient example is a couch in Publick Occurences and the burrow against the wall of the barber stand up outside.
Healing Dogmeat
- Everyone except Stiff, X6-88 and MacCready like this.
- Repeating this volition probable require deliberately wounding Dogmeat in a settlement with the grapheme(south) in question nearby, as the Sole Survivor can but have one companion out at a time.
- Settlers volition attack if the Sole Survivor attacks Dogmeat, so be certain to bring him to an surface area with no settlers.
- Dogmeat can be wounded by falling damage which tin can easily be caused in workshop mode, by building several stairs that can then be selected or deleted from under him.
Notes
- Paladin Danse, Curie, Cait, and Nick Valentine cannot achieve max affinity until their respective personal quests have been completed.
- Robert MacCready's quest cannot continue until an affinity level of 750 is reached.
- Affinity will stall if the appropriate dialogue has non been activated yet. When they've reached a tier limit - no actions are counted towards positive affinity, but the messages of blessing still appear. For example, MacCready and Curie volition stay at 499 until the player character helps complete their respective quests, Cait will stay at 999 until her quest is completed (romance dialogue appears at 1000 affinity), Danse stays at 999, until the Blind Expose quest is completed.
- Preston Garvey'south affinity will instantly drop to "Hated" if you accept over a settlement for raiders during Abode Sweet Home.
- It is not necessary to romance companions to gain the respective perks for reaching maximum affinity. This merely enables the Lover'south Comprehend perk.
References
- ↑ Function TryToModAffinity in CompanionActorScript.psc
How To Set Companion Affinity Fallout 4,
Source: https://fallout.fandom.com/wiki/Affinity#:~:text=For%20PC%20users%2C%20a%20shortcut,the%20command%20setav%20ca_affinity%20764.
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