Fallout 3 Companion Mod Average ratng: 8,7/10 2251 reviews

Sultan keygen sis 2011

Ninerby Mishaxhi


Niner is just a regular guy looking for a good time. He likes dogs, alcohol, sightseeing, meeting new people, smashing things, the work of Dean Martin, sunsets and hard drugs. You can meet him on the road between Goodsprings and Primm, shouting at an inanimate object. Features:

Sep 02, 2015  Influenced by mods like Ultimate Follower Overhaul and My Home Is Your Home, i decided to make one mod for Fallout 3 to replace many smaller companion mods that didn't work together. Makes all companions essential after you've hired them.(Some are essential by default) Lets you have all companions at once.

  • Over 500 lines of fully voiced and lip synced dialog.
  • His own quest which unfolds on the road the Vegas.
  • Smaller side quests.
  • Niner always has something to say about anything. He'll comment on many locations in the Mojave, and on the events of several vanilla quests.
  • Fully working companion wheel.
  • A headset that you can use to keep in touch with him.


Unlimited Companionsby Oleg Lokhvitsky


Allows you to have as many companions as you want. Will work with all vanilla companions and any non-vanilla companions that are added using vanilla variables (probably will be most of them). The maximum number of creatures allowed to follow a player at any given time is 6. If you are planning to have a large number of companions (>4), it is recommended you also enable the optional add-on that raises that limit to 12. See more >>

Sunny Smiles Companionby gurk_meja

Sunny Smiles is now a fully featured companion, with voice and lip-sync. She behaves and talks like any normal companion, and with some added options. Cheyenne is available as an optional companion as well! Her look and scripting is vanilla, and those that have tried my earlier companions know that's how I like it. This mod is designed for maximum compatibility and stability. Features:
  • Companion Wheel
  • No companion limit
  • Default waiting mode is Sandbox, guard is an option
  • SetEssential Toggle in Tactics Dialogue
  • Unlimited Weapon Toggle
  • Set home, go home
No video available for this mod. See more >>

Delilah- Mojave MDby scrumpusrex

Delilah is a fully scripted, synced and voiced, lore-friendly female medical companion for New Vegas. She has a fully functional companion wheel. Delilah was raised in Goodsprings and has lived there all her life. She lived with her father and his tribal bodyguard, Sulik until their deaths. She is Doc Mitchell's nurse, and has an aptitude for medicine. She has recently begun thinking of adventure, and helping Doc Mitchell with the wounded stranger in town seems to her like it might be her ticket out. Can you help Delilah achieve her goals of becoming a legitimate Mojave MD and finding her true calling?
  • Over 300 lines of fully voice acted/lip synced unique dialogue
  • Unique Tattooed Body Type (ALICE T3)
  • 3 Marked Quests leading Delilah along the path of becoming a Mojave doctor
  • And unmarked quest included just for fun (but not without it's rewards!)
  • 3 new perks Delilah gives you over the course of your travels
  • 4 unique new Aid items taught to Delilah by her 'Uncle' Sulik [craftable through dialogue]
  • Learns ACTUAL DOCTOR ABILITIES as your companion!! (ie; heal health & limbs, cure addictions, remove poison, & remove radiation)
  • 2 fully-functioning menus (combat menu & medical) usable in and out of combat
  • Essential and Weapon Alert toggles [in dialogue]
  • Affected by the Ferocious Loyalty perk
  • Scripted to use Stimpaks/SuperStimpaks, Antivenom, & Med-X at appropriate times in and out of combat (ie; after critical hits, when health gets low, etc)
Delilah is located in the house next to Chet's store in Goodsprings. See more >>

Fallout 3 companion karma mod
  • Full list of Fallout New Vegas Companion Mods at Nexus.
  • Fallout Mods Fallout 2 Mods Fallout: Tactics Mods Fallout 3 Mods

Which one (if any) of those incredible mods have you tried? Share us some thoughts.

A list of all the permanent companions in the game including their stats so you can choose who you want to travel with.

Opening

In Fallout 3 there are a total of eight permanent companions who can join you on your journey through the Wastes and you can have up to two companions following you at the same time, Dogmeat plus either Sergeant R-L3 or a human. Most companions have a Karma requirement and will not join you unless you match it.

Companions are useful to bring along with you as not only do they provide even more firepower in battle, but they can also be used to store your loot when you become over encumbered, letting you scavenge more items before having to go back to town to trade.

Below is a list of all eight permanent companions in Fallout 3 along with their personal stats and how to hire them.

Butch DeLoria

  • Karma requirement – Neutral;
  • Default armor – Tunnel Snake outfit;
  • Default ranged weapon – 10mm pistol;
  • Default melee weapon – Butch’s Toothpick;
  • Hit points (player level) – 190 (1), 285 (20), 335 (30);
  • Base S.P.E.C.I.A.L. – 5 ST, 5 PE, 4 EN, 5 CH, 5 IN, 5 AG, 5 LK;
  • Tagged skills – Small Guns, Unarmed, Science;
  • Carry weight – 200.

After the main quest ‘The Waters of Life’ has been completed, travel to the entrance of Vault 101. Tune into the Vault 101 Distress Signal on your Pipboy and you will start ‘Trouble on the Homefront’. There are three ways to complete this quest, two of which will result in Butch becoming a possible companion. After completing the quest, either by siding with the rebels or sabotaging the Vault, Butch will end up in the Muddy Rudder in the lower deck of Rivet City.

Charon

  • Karma requirement – None;
  • Default armor – Leather armor;
  • Default ranged weapon – Charon’s shotgun;
  • Default melee weapon – Combat knife;
  • Hit points (player level) – 240 (1), 315 (20), 365 (30);
  • Base S.P.E.C.I.A.L. – 6 ST, 7 PE, 5 EN, 3 CH, 3 IN, 6 AG, 5 LK;
  • Tagged skills – Small Guns, Explosives, Sneak;
  • Carry weight – 210.

Charon is Ahzrukhal’s personal bodyguard, located in The Ninth Circle in Underworld. He is tied to Ahzrukhal’s contract and will not accompany you unless you are in possession of it. You can obtain the contract either by paying Ahzrukhal 2,000 caps (1,000 if you have a Barter skill of 50) or by killing Greta.

Clover

  • Karma requirement – Evil;
  • Default armor – Dirty pre-War spring outfit;
  • Default ranged weapon – Sawed-off shotgun;
  • Default melee weapon – Chinese officer’s sword;
  • Hit points (player level) – 240 (1), 335 (20), 385 (30);
  • Base S.P.E.C.I.A.L. – 6 ST, 4 PE, 4 EN, 6 CH, 4 IN, 6 AG, 5 LK;
  • Tagged skills – Small Guns, Melee Weapons, Barter;
  • Carry weight – 210.

Clover is a slave who can be found in Paradise Falls, following Eulogy around with Crimson and can be purchased for 1,000 caps (500 if you have a Barter skill of 50).

Dogmeat

  • Karma requirement – None;
  • Default armor – N/A;
  • Default ranged weapon – N/A;
  • Default melee weapon – Teeth;
  • Hit points (player level) – 2,500 (5), 15,000 (30);
  • Base S.P.E.C.I.A.L. – 7 ST, 8 PE, 7 EN, 6 CH, 2 IN, 8 AG, 3 LK;
  • Tagged skills – N/A;
  • Carry weight – N/A.

Dogmeat will approach you in the Scrapyard, south of Minefield, looking for a new owner.

Fawkes

  • Karma requirement – Good;
  • Default armor – N/A;
  • Default ranged weapon – Gatling laser;
  • Default melee weapon – Fawkes’ super sledge;
  • Hit points (player level) – 3,000 (6), 15,000 (30);
  • Base S.P.E.C.I.A.L. – 9 ST, 3 PE, 8 EN, 5 CH, 3 IN, 5 AG, 5 LK;
  • Tagged skills – Big Guns, Melee Weapons, Energy Weapons;
  • Carry weight – 240.

In order for Fawkes to join you, you must first help him escape Vault 87 during the main quest ‘Finding the Garden of Eden’. After his escape he will appear outside Raven Rock, just as you complete the next main quest, ‘The American Dream’. If he doesn’t join you here, he will appear in the lobby of the Museum of History.

Jericho

  • Karma requirement – Evil;
  • Default armor – Leather armour;
  • Default ranged weapon – Chinese assault rifle;
  • Default melee weapon – Nail board;
  • Hit points (player level) – 235 (1), 310 (20), 360 (30);
  • Base S.P.E.C.I.A.L. – 6 ST, 5 PE, 4 EN, 3 CH, 3 IN, 6 AG, 5 LK;
  • Tagged skills – Small Guns, Big Guns, Melee Weapons;
  • Carry weight – 210.

Jericho is found wandering around town in Megaton and requires you to pay him 1,000 caps for you to travel together.

Sergeant RL-3

  • Karma requirement – Neutral;
  • Default armor – N/A;
  • Default ranged weapon – Plasma rifle, Flamer;
  • Default melee weapon – N/A;
  • Hit points (player level) – 3,150 (9), 10,500 (30);
  • Base S.P.E.C.I.A.L. – 5 ST, 6 PE, 5 EN, 5 CH, 5 IN, 5 AG, 5 LK;
  • Tagged skills – N/A;
  • Carry weight – 200.

Sergeant RL-3 is a Mister Gutsy robot owned by Tinker Joe, along with a few other robots. They can be found roaming between the RobCo Facility and Tenpenny Tower. Talk with Tinker Joe and he will tell you that Sergeant RL-3 is for sale for 1,000 caps (500 with a barter skill of 70). Optimize mesh cinema 4d.

Star Paladin Cross

  • Karma requirement – Good;
  • Default armor – Power armour;
  • Default ranged weapon – Laser pistol;
  • Default melee weapon – Super sledge;
  • Hit points (player level) – 445 (1), 520 (20), 570 (30);
  • Base S.P.E.C.I.A.L. – 5 ST, 7 PE, 6 EN, 4 CH, 3 IN, 6 AG, 4 LK;
  • Tagged skills – Big Guns, Energy Weapons, Small Guns;
  • Carry weight – 200.

Star Paladin Cross is a member of the Brotherhood of Steel, located in the Citadel laboratory. Having Good Karma is the only requirement for bringing her along with you.

Original Link – Continuation of discussion