atm1089 Posted April 3, 2016 Share Posted April 3, 2016 (edited) is there a way or a mod or a glitch? and do certain followers care if you join the institute or not? Edited April 3, 2016 by atm1089 Link to comment Share on other sites More sharing options...
Moraelin Posted April 3, 2016 Share Posted April 3, 2016 Not sure about the initial trip, but after that, they fast-travel with you, as usual. Link to comment Share on other sites More sharing options...
TheOriginalEvilD Posted April 4, 2016 Share Posted April 4, 2016 Which is really awkward when you take Danse in with you.. Link to comment Share on other sites More sharing options...
CyrusAmell Posted April 4, 2016 Share Posted April 4, 2016 (edited) No, you enter alone and when you exit it is with your companion next to you. Only X6-88 wanders around with you and he frequently comments during conversations. However, for the final assault the companion will enter with the the rest of the team. As for the second question, well, your companions from the Brotherhood and the Railroad will need to die (I think Danse can survive but may turn hostile). As for the others only Nick and Piper have qualms with your decision. Nick holds it against you for siding with the "boogeymen" of the Institute while Piper is peeved that now the Institute can kidnap people and do as it has unimpeded. Piper at-least will come around with a newspaper article that is favorable of the player, and Nick will still join you on your adventures. My Institute character is romancing Piper because I thought it would present an excellent "star-crossed lovers" dynamic towards the end. Everyone else is fine with it either way, even Curie. Edited April 4, 2016 by CyrusAmell Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted April 4, 2016 Share Posted April 4, 2016 What the heck, my followers never follow me into the Institute, even after the 10th visit. Link to comment Share on other sites More sharing options...
zanity Posted April 5, 2016 Share Posted April 5, 2016 The whole idea of which companions follow you to 'unusual' locations is broken in Fallout 4- and that because of the problem of what the companions represent, your current standing with factions, and why you are going to a given place. I'm sure Beth thought they could handle the issue logically at first, then gave up for pragmatic reasons. Because you 'teleport' into the facility, and NEVER fast-travel (tho you use the same 'fast travel' pipboy UI mechanism after the first visit), Beth had an easy script case to keep most companions out. Because you can walk/fly everywhere else, Beth gave up worrying about companions following in other places. The biggest issue is 'losing' companions accidentally- something which players will notice Beth didn't get right. In the end Beth traded having a record number of companions to choose between over having the companions behave in character. Link to comment Share on other sites More sharing options...
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