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Comments from companions

General Ilene

Well-Known Member
Messages
242
If you have Codsworth during the first few quests, he gives a few comments. E.g. "Nothing like quality assurance testing" when Jake offers to show what an ASAM can do, and "Of course, sir! You don't even have to ask!" when Old Paul asks if we really want him to live at our settlement.
I love that the team took the time to include this! But I prefer to play the rest of the questline solo to avoid cramped scenes, so I never heard more.
Is there more and are there any other companions who comments?
 
I'm pretty sure Piper pipes up. (Ok, OK. I'll quit it...)
I can't remember which quest(s) though...
On my "To Do" list is getting Strong early enough to see if he has any fun lines. So far I am unable to resist the temptation of opening the workbench in Sanctuary...
 
At the section where Jake tries to explain who The Gunners are, I've had vanilla companions (only tried with Piper and Cait) chime in at that point - Ada never says a word at any point, but she usually doesn't during dialog outside of Automatron's own questline.
 
I'm pretty sure Piper pipes up. (Ok, OK. I'll quit it...)
I can't remember which quest(s) though...
On my "To Do" list is getting Strong early enough to see if he has any fun lines. So far I am unable to resist the temptation of opening the workbench in Sanctuary...
I beelined to Trinity Towers in a test game and then brought Strong to my settlement. He just made the usual comments about the milk of human kindness.
 
Allow me to pull back the curtain a little...

1636732076135.png

That's the chart I use to keep track of all the companion interjections in SS2! As you can see, in Chapter 1 Nick is the most chatty, and X6 the least.

(Also, both Nick and Piper know 'The Ron'. If you bring them with you the first time you meet him, they may have something to say to the coolest cat in the Commonwealth...)
 
Allow me to pull back the curtain a little...

View attachment 14109

That's the chart I use to keep track of all the companion interjections in SS2! As you can see, in Chapter 1 Nick is the most chatty, and X6 the least.

(Also, both Nick and Piper know 'The Ron'. If you bring them with you the first time you meet him, they may have something to say to the coolest cat in the Commonwealth...)
Hey, you opened that can of worm, now you are stuck with it open.

Can you confirm that there is no 0 in the blurred numbers for chapter 2? I'm not asking for spoilers (I HATE spoilers) but it would be nice to know that this effort of having every companion somehow involved in interactions has carried on to the second chapter?

Also, I second the comments above: THIS IS AWESOME! I remember having Piper along when meeting Ron and being shocked at first to see the interaction. It was great!
 
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I'm pretty sure Piper pipes up. (Ok, OK. I'll quit it...)
I can't remember which quest(s) though...
On my "To Do" list is getting Strong early enough to see if he has any fun lines. So far I am unable to resist the temptation of opening the workbench in Sanctuary...
Open the workbench as much as you want. Just don't put down a beacon!
 
Hey, you opened that can of worm, now you are stuck with it open.

Can you confirm that there is no 0 in the blurred numbers for chapter 2? I'm not asking for spoilers (I HATE spoilers) but it would be nice to know that this effort of having every companion somehow involved in interactions has acrried on to the second chapter?

Also, I second the comments above: THIS IS AWESOME! I remember having Piper along when meeting Ron and being shocked at first to see the interaction. It was great!

My lawyers have advised me to neither deny nor confirm that Chapter 2 will have companion interjections.


However, I have decided to disregard my legal council.

Chapter 2 will indeed have companion interjections, in fact it will have MORE than Chapter 1!

:D
 
My lawyers have advised me to neither deny nor confirm that Chapter 2 will have companion interjections.


However, I have decided to disregard my legal council.

Chapter 2 will indeed have companion interjections, in fact it will have MORE than Chapter 1!

:D
Great news! Props to all of you folks who stitch together convincing dialog from the existing material.
 
Whenever you 'shoot' someone with the Vitamatic:

Nick also asks you to 'knock it off.'
Piper mentions disliking ending up in an obituary due to a stray bullet.

Whenever you use a crafting table:

Deacon asks if you can build him a mansion.
 
Allow me to pull back the curtain a little...

View attachment 14109

That's the chart I use to keep track of all the companion interjections in SS2! As you can see, in Chapter 1 Nick is the most chatty, and X6 the least.

(Also, both Nick and Piper know 'The Ron'. If you bring them with you the first time you meet him, they may have something to say to the coolest cat in the Commonwealth...)
Looking at this chart again, something finally struck me; there is a row for Dogmeat. I almost always have The Goodest Boy with me and never noticed anyone mention him, and no change when not?
 
Looking at this chart again, something finally struck me; there is a row for Dogmeat. I almost always have The Goodest Boy with me and never noticed anyone mention him, and no change when not?
I didn't notice anything either, but in my case Dogmeat needs the EBF-mod and maybe isn't counted as a companion at that time :sad
 
I didn't notice anything either, but in my case Dogmeat needs the EBF-mod and maybe isn't counted as a companion at that time :sad
Hm, good point, I hadn't thought of that. I have that mod running too, that might be it.
 
At the section where Jake tries to explain who The Gunners are, I've had vanilla companions (only tried with Piper and Cait) chime in at that point - Ada never says a word at any point, but she usually doesn't during dialog outside of Automatron's own questline.
Danse chimes in here as well. He says Gunners are extremely dangerous and to kill on sight.
 
I started a new game this last few days and noticed the codsworth lines as well never even thought of using others since I normally use the dog or nobody. I’m really hoping to see this expanded as the mod grows ( kinda like inigo for Skyrim ) so that the basic Fo4 followers will be a lot more interactive. Obviously there’s restrictions to what can and can’t be used based on voice files, but the synth va program has been getting a lot of updates this year from what I’ve seen so maybe it can be more useful in the future.
 
Even without that SynthVA thing, there's a TON of lines the Companions all have that you'd only hear in one specific circumstance and/or in one specific dialog path; "Settler & Companion Dialog Overhaul" mod just repurposes a ton of those too, for example
 
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