Fallout 4 has a variety of potential companions that provide company while you traverse the wasteland. Many come with their own quests and unlockable perks. If you want to take advantage of these perks, you first need to max out your affinity with the companion through a variety of actions. Let's break down the necessary steps for improving your relationship with Curie, Fallout 4's robot/human Synth companion. (And check out our guide for Piper Wright if you've decided to go with her as your companion.)
Curie is a French-accented Miss Nanny robot repurposed for conducting research in Vault 81; where you can recruit her after the 'Hole in the Wall' quest that opens the Vault. Later, the player can transfer Curie's mind into a female Synth body as part of a side quest (which we'll cover in a moment).
Curie's General Affinity
Curie as a Miss Nanny robot in Vault 81.
Having Curie as a companion means making good or neutral choices during your travels, while avoiding bad or selfish choices.
She appreciates when you are generous and give items to other characters; for instance beggars. When it comes to dialogue choices, aim for nice responses (such as supportive or positive ones), peaceful responses that aim to de-escalate conflict, and mean-spirited responses (she seems to like both nice and mean responses, oddly enough).
To keep your relationship level high, you'll need to avoid actions Curie disapproves of. If you act violently, steal in her presence, choose greedy dialogue responses, or develop a chem addiction, your relationship with her will suffer. Below we've broken down specific, repeatable actions that will help or hurt your relationship.
Actions that affect your relationship with Curie
Focus on these actions to IMPROVE your relationship:
Meanwhile, AVOID doing these repeatable actions:
There are also some one-time and quest-specific actions you can take that will affect your relationship with Curie. Possible spoilers ahead, depending on where you are in the game.
One-time actions with a POSITIVE effect:
One-time actions with a VERY POSITIVE effect:
The following one-time action has a VERY NEGATIVE effect:
Curie's 'Emergent Behavior' Quest
Doctor Amari will help you transfer Curie's mind into a human Synth.
Once Curie has been your companion for some time, she will ask for your help in becoming more human in order to continue her research. If you've completed the 'Dangerous Minds' quest and have met Doctor Amari in Goodneighbor, you can offer to take Curie to see her.
After meeting Amari and following her instructions, Curie will be transferred to a female synth body. Completing the Emergent Behavior quest gives your relationship with Curie a big boost, and you should be well on your way to the 'admire' and 'idolize' levels of the relationship.
Max affinity, romance, and the Combat Medic perk
Gaining the Combat Medic perk once Curie has expressed her love for you.
When you've completed enough of the positive actions above and have completed 'Emergent Behavior', a notification will pop up that Curie 'idolizes' you. You will begin to see 'Flirt' dialogue options when speaking with Curie, with speech checks attached to them.
At this point you can take one of two routes: you can choose to pursue romance with Curie or remain platonic with her. Note that you DO NOT need to romance a companion to gain their companion perk. Even for Fallout 4 companions that can be romanced, the perk results from a maxed-out affinity.
If you choose NOT to pursue romance with Curie, you will need to continue taking the repeatable and remaining one-time actions that she approves of. In the end it's just a numbers game, and once you see the 'idolize' notification, you're at the home stretch of it. Continue choosing supportive and positive dialogue options; ask her about her research and how she's doing in her new human body.
Eventually you will get a notification saying 'you have achieved the highest level of affinity with Curie'. This means you've unlocked the 'Combat Medic' perk. This handy skill gives you the ability to heal 100 Hit Points once per day when you are below 10% HP. Unlike other companion perks, this ability is only usable when Curie is your current companion, so make sure you keep her around if you intend to use it.
If you choose to romance Curie, Dido odds and ends. you will need to take advantage of the 'Flirt' dialogue options at every opportunity. Choosing (and completing) these speech checks will improve your relationship very quickly. To avoid a failed speech check, make sure your Charisma is high enough. If needed you can temporarily supplement your Charisma level with clothing (Reginald's Suit, Agatha's Dress), consumables (Day-Tripper, Daddy-O, or any beer), or more permanently with the Lady Killer perk (a very useful perk if you want to romance multiple opposite-sex companions).
Eventually the 'Romance' option will replace 'Flirt'. Again, be sure that your Charisma is high enough that you can pass this speech check. If you do, Curie will be in love with you and you will have maxed out your affinity with her. The achievement will pop up on your screen, announcing that you've unlocked the 'Combat Medic' perk (see two paragraphs up for the perk's description).
Finally having romanced Curie, you can sleep in a bed for any length of time while Curie loves you (and is your companion) in order to gain the temporary 'Lover's Embrace' perk. This perk grants you a 15% boost in XP for 12 hours, so take advantage of this temporary boost by completing a big mission after your nap!
Note: This guide has been updated to reflect the option to gain Curie's perk without pursuing a romantic relationship with her.
Instructions
█ Mods with black text - Essential mods for a bug-free game that look exactly like the screenshots
NexusModManager (NMM) info:
When starting NMM, use the username and password from the Nexus site.
The F4BP Mod-List
Unless otherwise specified, find the latest 'Main File' and click The following mods are to be installed one by one, in listed order. This is important, as some mods overwrite files from others. If nothing else is specified, install the latest 'Main File' and click 'YES' to overwrite if asked. Recommended: After installing each section of mods, launch the game to see if everything works. The list is long, and it's easy to miss an item or install a wrong file. If the game doesn't work, at least you will know which chunk of mods you need to look at, to figure out what went wrong.
Mods 1: Best of the Ultra DLC
And they have a rarity scale, with white items being common and orange being the elite gear. Call of duty modern warfare 2 bots. No haven't played a single player since blops but aw had a pretty damned good single player, and Kevin spacey was actually bad ass in this.
This mod is a replacement for the official 58GB Ultra HighRes DLC. It contains only the best textures, and leaves out the rest. Installing it is optional, but highly recommended. You will get the same image quality at only 6GB with better performance.
Mods 2: Bug-Fixes
█ Achievements(LINK) *Only needed if you have the Steam version of the game
Mods 3: Base Textures
█Pinups of the Wasteland (LINK)
Mods 4: Environment
Some of these mods add green vegetation (marked with pink text). If you don't want green vegetation in the game, just skip those marked mods. - Argument for greens: (LINK) Ultra Quality God Rays Performance Fix (LINK)
Mods 5: Settlements & Crafting (This section is optional)
All Settlements Extended (LINK)
Mods 6: New Buildings, Lands and Adventures (This section is optional)
Jetfuel Radio Standalone (LINK)
Mods 7: HD Textures
4K Castle Retexture (LINK)
Mods 8: Character Basics
LooksMenu (LINK)
Mods 9: Weapons & Armor
Some of these mods are not 100% Bethesda-policy-lore-friendly (marked with pink text), meaning, not all of them are as far from being attractive as humanly possible. However, non of them are unimmersive or out of place, and they are all high quality mods. Fallon's Clean 4k-2k Suits (LINK)
Mods 10: NPC Replacers
Better Settlers (LINK)
Mods 11: New NPCs
Multiple Floors Sandboxing (LINK)
Mods 12: Game-Play Alterations
Barber and Surgeon Camera Fix (LINK)
Mods 13: Weather & Lighting
Remove Interior Fog (LINK)
End of Mod-List
Proceed to the ENB
Fallout One GuideUnderstanding VATS, damage resistance, crippling and more in Fallout 4's combat
Combat in Fallout 4 isn't as simple as picking up a weapon and battering the first person you find. At least not all the time, it isn't. There are a few key elements that play a part in picking a successful fight in the Commonwealth, so it's best you make sure you understand the basics of them all.
Using VATS in Fallout 4
The Vault Assisted Targeting System is extremely useful and versatile when you're fighting in Fallout 4. When you activate your VATS system everything goes into super slowmo and you can target and shoot the individual body parts of your enemies. The percentage chance you have to hit that body part is displayed over them, and will change based on how close the enemy is and whether they're behind cover (it's also affected by the weapon accuracy and your own stats). You can flick between different limbs and different enemies as you like, but the number of targeted attacks you can make while you're in VATS is limited by your Action Points (AP) and the type of weapon you're using.
There are a bunch of Perks to explore that increase your VATS accuracy and add other bonuses. You can also use VATS to target grenades and molotovs once you've thrown them for an immediate detonation, which is pretty cool.
How Action Points work in Fallout 4
Your Action Points (AP) determine how long you can sprint for, and are also the pool for your shots in VATS. Generally speaking the better rate of fire or speed a weapon has the less AP it burns up, though this can be changed by modifications to your weapons. You can also get the Action Boy/Girl perk to increase your AP regeneration, and there are different chems or foods you can use to buff your maximum AP for a short while if you're in a particularly heavy fight.
Limb damage and crippling in Fallout 4
When you target any part of an enemy the bar underneath indicates the status of that particular part, separate to the target's health as a whole. If you repeatedly shoot the same limb you can wear down its status bar until it's empty, at which point that limb will be crippled. This does different things depending on what it is you've targeted. A crippled leg, for example, will hinder their movement. You can use this pretty tactically: on radscorpions you can shoot off their stinger and you can destroy the weaponised arms on robots to make them way less of a problem. It's even possibly to cripple an enemy's head before you actually kill them, although as you start dealing higher amounts of damage you're more likely to just murder them outright.
Keep in mind that you can be crippled yourself, potentially slowing you down or making it harder for you to aim. In order to cure yourself of being crippled you have to use a stimpak, even if your health isn't actually that low.
How damage resistance works in Fallout 4
Everyone in Fallout 4 has a resistance score for three different types of damage,including yourself: ballistic, energy, and radiation. Your weapons will deal one of these types of damage (or sometimes a combination, depending on what you're going with), but you also have to take into account the resistances of whatever you're attacking - the Awareness perk under Perception will display exactly what resistances a targeted enemy has. The damage will be reduced by the amount of resistance as a percentage, so an enemy with energy resistence of 45 will receive energy damage reduced by 45%.
This is important to remember when you do things like sort your weapons by their damage score: a weapon might technically have the highest damage, but not when applied to certain enemies. Most mutated animals, for example, and that includes supermutants and ghouls, will have incredibly high resistance to radiation damage, up to taking none of it whatsoever. Attacking them with an irradiated weapon like a gamma gun will do basically nothing, whereas ballistic and energy weapons will have a more substantial effect.
Critical Hits in Fallout 4
In previous Fallout games any successful hit had a chance to become a Critical Hit, but in Fallout 4 you activate them manually in VATS yourself. You have a metre which gradually fills up with each successful attack you make in VATS, based partially on your total Luck stat, and when it's full you can activate a Critical Hit, which will be an automatically successful attack and deal multiplied damage. You can only have one Critical Hit banked at a time, unless you have the Critical Banker Perk. Other Luck Perks will increase your critical damage or give chances to refill your critical meter.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |