Switching companions- SPOILERS

Post » Wed Dec 02, 2015 2:04 pm

In Fallout 3 and New Vegas, you could switch out companions and then go back to the original companion if that's what you preferred. In Fallout 4 however, it's been stated that you can't repeat dialogue, does that mean you won't be able to return to your original companion?
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amhain
 
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Post » Wed Dec 02, 2015 6:44 pm

I think that just means that you won't have those bizarre conversation loops anymore. You really don't need to accidentally ask about something your companion has already told you 42 times.

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Paula Ramos
 
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Post » Wed Dec 02, 2015 5:45 pm

So you think we'll most likely be able to switch back to the original companion if that's what we choose?
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Louise Andrew
 
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Post » Wed Dec 02, 2015 4:53 pm

I honestly can't see Bethesda forcing you to have one companion per build.

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Kortniie Dumont
 
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Post » Wed Dec 02, 2015 3:08 pm

Yes you can switch companions.. you can even designate your companions as leaders in your settlements (with the exception of dogmeat who for obvious reasons cant run a settlement)
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biiibi
 
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Post » Wed Dec 02, 2015 6:25 pm

Think of it as Mass Effect style dialogue. All that means is that once you have a conversation, you won't be having it again. That obviously doesn't cut you off from picking up different companions and sending some home (or wherever they go) and picking them up again.

I guess all we really don't know is where do they go when you dismiss them? I'm thinking you'd just send them to a settlement area but what if you don't have a settlement or a home? As we've seen in past games.. companions often go back to where you first picked them up.

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Kelly James
 
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Post » Wed Dec 02, 2015 12:12 pm

Well you can assign them to be the leader of a settlement if you have local leader perk. i would imagine they would stay there if you have that set up.. otherwise.. who knows.
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Damned_Queen
 
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Post » Wed Dec 02, 2015 6:03 am

Appreciate it. I kind of wanted to see whether or not dogmeat could carry stuff for me or not. And if not, is he going to be worth having as a companion at that point? I don't know, but I think it's a toss up between him and codsworth right now depending on usefulness
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Fiori Pra
 
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Post » Wed Dec 02, 2015 11:49 am

dogmeat can carry things.. he can do anything any other companion can do other than run a settlement (cus dogs cant talk) lol


well ok i lied.. he cant use guns or armor or weapons of any kind... which is why he has his own perk to make him better.
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Andrea P
 
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Post » Wed Dec 02, 2015 8:12 pm

So will quest givers not repeat lines or is that just companions and what if its an important message we need to remember? I hope there a detailed journel system in this game if thats the case.
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Schel[Anne]FTL
 
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Post » Wed Dec 02, 2015 2:56 pm

In this case I wonder if it means you'll never get to hear the other options. Suppose I want to say YES, but would love to also hear what MAYBE would have done or NO. Can't repeat the conversation then you'll just never know. Either reload every conversation or save it for the next play through.

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Liv Brown
 
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Post » Wed Dec 02, 2015 9:04 pm

This kind of bothers me as well. I foresee a lot of quick-saving before and during conversations. (One of the leaked videos indicates that you can save during a conversation.)

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Emzy Baby!
 
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Post » Wed Dec 02, 2015 1:40 pm

Last leak i saw, yeah u can switch companions.

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Sophie Miller
 
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Post » Wed Dec 02, 2015 8:12 am

Yah, me too. While it WAS tedious to have NPCs repeat dialog you'd already seen as if they had not ~just~ told you, the alternative appears to be quicksaving before every conversation. Which means a lot of saving and loading and then trying to remember which option you actually ended up going forward with.... I suppose the intent is that you pick one and "live with it".... which would be fine if we ~knew~ what, and how, we were going to say.... with the short prompts we seem to be getting, I imagine at least ~some~ of the time the PC will say things I did not intend ----- or say them in a way I did not intend ---- and I'll have to reload and try again.

I wonder if a mod (down the road) could somehow look into the full dialog in the code and somehow display the full text of the dialog in a box in the corner of the screen, or something.... I fear, though, that there may be long conversations that would be impractical to squeeze into a box on-screen. Especially if the box had to display ~all~ the options' full text. Of course the "solution" could be as unnerving as having very few blatantly obvious choices....

Like, if every conversation boiled down to:

I agree with you and I am nice about it

I am insulting and belligerent but I agree

I disagre politely

I insult you and disagree

I mock you

Generic more information prompt

With only three or four dialog choices, though, a lot of conversations could boil down to "Yes, No, Tell Me More" with no real good or bad or funny inflections at all.

Perhaps if you ever pick a hostile / snarky line, subsequent lines will draw from the snarky pool of replies? If you choose a nice polite reply then subsequent dialog is pulled from the polite, nice versions? Would prevent you from being nice and then turning snarky, though, which you might WANT to do if the conversation reveals startling information that changes your viewpoint.. like you start off being invited to eat dinner and you say that would be great and I am polite and nice and then the host informs you that they are serving long pig and you want to exclaim that you want nothing to do with it and they are monsters....

So you almost can't lock in an "attitude" throughout a conversation based on an early choice. Particularly if you can pick up and drop conversations and (one assumes) rejoin them later.... I just don't know. Guess we find out next week.

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Esther Fernandez
 
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