F1: How Long Do You Keep Companions?

DwayneGAnd

Look, Ma! Two Heads!
Recently, I've beaten the first game again. Since I was using patch 1.3.6 which came with the NPC mod (this one doesn't change hairstyles on companions after they change armor to leather or metal), I could keep my followers around for longer as the armor improved their survivability.

When I play the game, I tend to pick up my companions earlier so I can have more pack mules and more allies in combat. Without the NPC mod, they would get killed quickly when fighting Super Mutants and Deathclaws. With the NPC mod, they can survive those battles easier. The mod also allows me to tell Dogmeat to wait somewhere.

However, in the final stages of the game, the Cathedral and the Military Base, they got in the way alot, especially in the Cathedral when I enlisted the aid of the Followers. And in the Military Base, they blocked my progress in the elevator arriving at level 3. I had given combat armor to Tycho, Brotherhood Armor to Ian, and Power Armor to Katja. They survived the Cathedral, but not the Military Base, probably due to all those red forcefields.

So I'm wondering if even having an NPC mod is even a good idea if they just get in the way during the endgame part.

How long do you tend to keep your allies for? When would be a good time to dismiss them? Should I keep using my setup or should I make a fresh reinstall without the mod?
 
I tend to play Fo1 in form of Fallout: Et Tu

1.Push option is present so no clogging up doorways
2. since leveling past 21 is an option, i tend to use it, get enaugh skillpoints, and steal extra 2 PA from BoS armory peacefully. Miles in adytum does fine job on all of them in Et Tu, hence Katia Ian and Tycho all wear Hardned Power Armor.
3. to enable good ending for followers it is advised to convince Nicole not to send follower scouts to Cathedral. hence they don't block me around.
4. before attempting Cathedral and Military Base i tend to ditch Dogmeat and new Eyebot companions somewhere.
5. all Military Base forcefields are now able to be destroyed by explosive charges, so i just stack up on dynamite, and I'm all good
6. The new Mr.Handy companion does tend to corner me sometimes (as he's a multihex critter), but what is the push option for..
7. as a cherry on the cake riding on my personal
motorcycle with sidecart
with my companions feels great, and tremendously speeds up gameplay.
 
In recent playthroughs (without an NPC mod), I found that once I get Power Armor, better weapons, and raised skills to 91% on Hard with books, they've served their purpose, aside from being cannon fodder.
 
In all My playthrough in Et Tu my party NPCs survived with me past endgame, though i had to ditch dogmeat and the eyebot for Cathedral and Military base, but Mr.Handy and human NPCs always all made it in one piece. and In my playthroughs all mutants have 999hp.
 
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