mrspongeworthy Posted April 6, 2016 Share Posted April 6, 2016 Realistically I'll probably only manage a single thorough play-through of FO4 simply because I don't have time in RL to invest in playing it over and over. I've been trying to find a (mostly non-spoiler) guide to what companions to take on specific quests, or if that even matters. I know from FO3, FNV, and Skyrim that it doesn't seem to make a lot of difference in Bethesda titles, but I'm hoping that maybe this has changed and that some companions may have special interactions in certain quests. For example, I'm using Codsworth whenever I'm specifically searching for my son, since Codsworth knew my family back in the day. I'm using Nick for all quests given through is office or anything that seems a bit "mystery story" oriented, etc. a) Is there any point in this (as there would be in a Bioware title of old), or not? b) If so, is there a guide somewhere? I've googled until my fingers bled, but no luck... Thanks! Link to comment Share on other sites More sharing options...
snapper69 Posted April 6, 2016 Share Posted April 6, 2016 Most of the companions have their own quests for you, so imho, it's worth trying several different companions. As far as I know Codsworth and Dogmeat are the only 2 that don't. I think that each of them adds a bit to the story. Link to comment Share on other sites More sharing options...
ddavies10693 Posted April 6, 2016 Share Posted April 6, 2016 Only some of the companions have actual companion quests (similar to what you'd expect from a Bioware title), where the quest has significant meaning to them, and where the quest is completely independent of any other quest. Most companions have tiny remarks at so many points that it would nearly impossible to make a guide for it. Then there's people like Piper who have a mini quest where you just get interviewed but that takes about 2 minutes at most. The companions that have these actual quests have their affinity (how much they like you) locked at around 999 until you complete their quests, after which it can increase again. Link to comment Share on other sites More sharing options...
Heracles262 Posted April 6, 2016 Share Posted April 6, 2016 You should use Curie for all type of Railroad quests I think, because she loves when you help Synths, also if you going to do some criminal or mafia-type quests I recommend Cait or MacCready because of their "criminal" nature. Link to comment Share on other sites More sharing options...
CyrusAmell Posted April 6, 2016 Share Posted April 6, 2016 Frankly, I just pal around with companions until I acquire their Companion Perk and then send them home or to a settlement. Then I will either opt to stick with a romanced companion or go solo with the Lone Wandered Perk. Especially for some late game decisions, it may be better to go it alone... Link to comment Share on other sites More sharing options...
mrspongeworthy Posted April 7, 2016 Author Share Posted April 7, 2016 OK, thanks for the input. Sounds like none of the companions have significant unique interactions outside their specific quests. I'm going to stop worrying and learn to love the bomb... Link to comment Share on other sites More sharing options...
zanity Posted April 7, 2016 Share Posted April 7, 2016 There are so many companions, Beth ended up giving them all the SAME personality, types of outburst outside their own unique quests, and annoyingly finding/triggering the unique quest is usually far more difficult than reaching max affininty with the follower (at which point you feel inclined to move on to the next). What i desired is knowing AHEAD OF TIME which dungeons linked to which follower- for maximum efficiency in traversing the map. I'm sure by now there are online resources telling you this, although you will be reading 'spoilers' to plan the shortest route through the game that gives you the most follower content. It would be nice if post GECK, there was a mod PUSHING the follower to suggest travelling to his/her/its special dungeon as quickly as possible after recruiting them. Link to comment Share on other sites More sharing options...
TeamBacon Posted April 7, 2016 Share Posted April 7, 2016 (edited) OK, thanks for the input. Sounds like none of the companions have significant unique interactions outside their specific quests. I'm going to stop worrying and learn to love the bomb... Strong has a small extra bit when you go into the Glowing Sea. Danse has some bonus lines if you bring him with you while searching for the former Brotherhood squad from years ago. The synth guy says some extra stuff on Institute missions if you do any of those. Those are the only two I can think of off the top of my head. I'm trying to stay vague enough that I don't give you any spoilers, but you still understand when to use the companion. Edited April 7, 2016 by TeamBacon Link to comment Share on other sites More sharing options...
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