


companions with 100 Affinity will gain a 36.7 increase, companions with 250 = +31.75, 500 = +23.5, 750 = +15.25, 990 = +7) The affinity bump is awarded after every ten minute period that the companion has been following the Sole Survivor, on the condition that at least 1 XP has been earned during that time.Īssuming the above conditions are met and no other actions are done to gain or lose affinity, this means it would take 520 minutes (8.67 hours) to reach 1000 affinity with a companion starting at 0 however, it would only take 160 minutes (2.67 hours) to reach 500 affinity with a companion starting at 0. The formula for the increase is 40 - 0.033 x affinity value. The increase depends on the current affinity level and will be lower with higher affinity values. (For example, in Order Up, the Sole Survivor can gain two likes from Piper by saying "You're both wrong" to Wolfgang, then agreeing to talk down Trudy.) For a more detailed list of what specifically pleases or displeases a companion, see the respective companion page.Īffinity can be also increased passively by simply having a companion follow the Sole Survivor. (For example, picking a lock and then hacking a terminal will grant two separate approvals from Deacon.) Similarly, in a conversation with an NPC, each dialogue choice counts as an action unto itself, independent of the rest of the overall dialogue, so it is possible to obtain multiple likes and loves in the same set of dialogue with the same NPC. It is possible to perform different actions back-to-back and receive two or more separate instances of approval. Most repeatable actions are of type CA_Size_Small, so it will only increase the companion's affinity by 7.5 for a "like" and 17.5 for a "love". For example, entering power armor will trigger only one instance of approval from Paladin Danse and/or X6-88 until sufficient time has elapsed. However, these responses have a cooldown period, meaning it is not possible to perform the same action several times in a row to gain/lose affinity. Performing a single one of these actions within a range of multiple characters who respond to said actions will trigger the respective increases or decreases with all of them. Some actions, such as modifying weapons, picking locks, and entering power armor will raise affinity with certain companions and can be repeated indefinitely. However, these values can be further modified by being multiplied by an affinity size scalar: Size There are four different reactions a companion can have towards the player character's actions/dialogue that will affect their affinity value: For most companions, a new dialogue will be triggered when the affinity value reaches 250, 500, 7. If the affinity value drops further, they will become angry and refuse to travel with the Sole Survivor. Lowering the affinity to a sufficiently negative value will displease the companion, and they will issue a single warning to the Sole Survivor, asking them to change ways. Raising their affinity to 1000+ (max is 1100) will result in them "idolizing" the Sole Survivor, at which point the Sole Survivor is granted their companion perk. If the affinity value reaches 500, they will "admire" the Sole Survivor and often reveal new dialogue. The affinity value is a hidden statistic, meaning it is not possible to check the progress without console commands.Īll companions begin at an affinity value of 0. Reaching maximum affinity with a companion will unlock a special perk. Raising the affinity value grants additional dialogue into their history or the possibility of romance. Actions or dialogue that please one companion may displease another. Each companion has a distinct personality and values. Companions can develop personal connections to the Sole Survivor and some may ask for help with quests of their own.
