Overview Nerve Note: In the latest version of Fallout: New Vegas Nerve appears to have been completely disabled.
ED-E, a version of the original ED-E constructed at the Hopeville missile silo after it was scanned by the Divide's sensor network.
Roxie, a cyberdog assembled by the player at the X-8 research center.
He accompanies the player during the final two quest, Flight from Zion or Crush the White Legs.
Joshua Graham, a New Canaanite who fell from grace and became Caesar's first Legate, only to return to New Canaan as a prodigal son.
She will accompany the player as they collect the tools necessary for the Sorrows to prepare to leave Zion.
Waking Cloud, a Sorrows midwife who aids Daniel in his work.
He accompanies the player from the start of the story until meeting Daniel, then retires to the Dead Horses' camp.
Follows-Chalk, a Dead Horses scout novice possessed by an exceptional wanderlust.
The Honest Hearts DLC introduces three companions who will accompany the player during the storyline, one per act. Found in a cage at the Villa police station.
Dog/God, a nightkin with a split personality and slave of Elijah.
Found trapped in an Auto-Doc in the medical district.
Knight Christine Royce, a Circle of Steel assassin who was rendered mute by wounds suffered at the Madre.
He is located in the Madre's residential district.
Dean Domino, a ghoulified pre-War singer with dark ties to the Sierra Madre.
The Dead Money DLC introduces three companions who play a crucial role in the story unfolding at the poisonous Sierra Madre. He was cut from the game and later reused as the antagonist of Lonesome Road. The player was supposed to be able to gain a seventh humanoid follower:
Victor, during We Must Stop Meeting Like This and We Must Stop Beating Like This.
Ted Gunderson, at Ultra-Luxe during Beyond the Beef.
Sunny Smiles, at Goodsprings during Back in the Saddle, By a Campfire on the Trail, and Ghost Town Gunfight.
Securitron Mk II or Mk I, at Hoover Dam during No Gods, No Masters or All or Nothing.
Rhonda, briefly during the last part of Crazy, Crazy, Crazy.
Private Halford, while investigating the lost NCR outpost, found in Camp Guardian caves.
Orris, hired in Freeside while investigating his crooked business.
Neil, during a part of Crazy, Crazy, Crazy.
NCR Ranger and NCR Trooper, when called in through the NCR emergency radio.
Logan, during the final part of Wheel of Fortune.
Joana, at Gomorrah during Bye Bye Love.
Deputy Beagle, at Primm during My Kind of Town.
Cannibal Johnson, one of the Enclave remnants.
These followers accompany the player only in specific areas or for a limited duration of time. The last remaining Duraframe eyebot from Adams AFB.įreeside, The King's School of ImpersonationĪncient cyberdog suffering from neural degradation.Ĭonvince The King to part ways with his companion. Veteran Scribe, Operation Sunburst survivor, and rebel with a cause. Recruiting all eight companions in one game will grant The Whole Gang's Here trophy/achievement.įollowers of the Apocalypse doctor with a mysterious past.įor Auld Lang Syne (completing the quest removes him as a companion permanently)ĭischarged 1st Recon sharpshooter who swore vengeance on the Legion.īlack Mountain (will return to Raul's shack if dismissed)īuy out her caravan during Birds of a Feather The game ignores karma when recruiting followers, although it can test against the player's faction reputations.
Few of the companions are available from the get go and most will require some legwork to recruit.
Every companion can be upgraded by completing their corresponding personal quest.
The player can also place stimpaks in their inventory to prolong their longevity.
Companions will take and use consumables if left to their own devices, especially at the Lucky 38.
Unlike Fallout 3, companions are moved to their target locations instantly. Then they will either return to their original location (except for Raul) or can be told to go to the Lucky 38. If the player already has a companion of a specific type, they need to be dismissed through dialogue.
The player can have one humanoid and one non-humanoid companion (Rex or ED-E) in their party at a time, with both providing their unique companion perks (unless using exploits).
Companions are controlled via the Companion wheel.
Companions are special non-player characters who follow the player, aid them in combat, and provide a unique perk as long as they're in the player's party (whether following them or waiting the perk stops applying when they're dismissed).
From left to right: Rex, Rose of Sharon Cassidy, Raul (Vaquero outfit), Lily, Boone (assault armor), ED-E, Veronica, and Arcade. All eight permanent companions in Fallout: New Vegas.