Web2. WinterWise • 2 yr. ago. Some companions are known to leave/quit when you do. 1. WinterWise • 2 yr. ago. You’re karma levels have changed, Jericho and Clover require evil/negative RL-3 and another one I don’t want to spoil requires neutral, fawkes and Star paladin cross are good/positive karma. I personally recommend a mod for when ... WebNov 7, 2013 · A full ttw-spanding companion. by raventower » Mon Nov 04, 2013 11:02 pm. A full ttw-spanding companion would be awesome. Not sure how involved of a companion you are looking to make. I like companions (like Sydney) that make comments on areas you are visiting. A companion that could make comments both in CW/NV …
More companions - Tale of Two Wastelands
WebDo companion mods work with TTW? Because I was thinking on installing Mr. Burkes, Vulpes, Skynet, Marcus, and Ulysses as companion mods but was unsure if they would be able to traverse the two different wastelands. Generally speaking if it’s a NV mod then companions should be ok, the obvious caveat being you’ll need to recruit them in the ... WebThere are 8 permanent companions available to the player in Fallout 3. All companions except for Dogmeat and Charon have a Karma requirement that must be met if the … redacted lease
Companion Mods? : r/Taleoftwowastelands - Reddit
WebAug 28, 2024 · I find companions work better as companions when their aggressiveness is set to aggressive. Theyll respond better when their tactic is to be aggressive.Also, … WebGo to Fallout r/Fallout • by WinterholdMage Vault 101 My companion won't move; just stands in one spot. I have a companion with me, specifically Piper, who will not move anymore. Something happened during one of the Minutemen missions and I found her on her back and floating slightly above the ground. She was still alive and responsive to me ... WebGenerally speaking if it’s a NV mod then companions should be ok, the obvious caveat being you’ll need to recruit them in the Mojave. There are some converted TTW follower … know girl