Affinity Affinity is a companion gameplay mechanic in " Fallout 4 " . Companions can develop personal connections to the character and some may ask for help with quests of their own . Each companion has a distinct personality and values . Actions or dialogue that please one companion may displease another . Raising the affinity value grants additional dialogue into their history or the possibility of romance . Reaching maximum affinity with a companion will unlock a special perk . The affinity value is a hidden statistic , meaning it is not possible to check the progress without console commands . Scale . Typically , all companions begin at an affinity value of 0 . If the affinity value reaches 500 , they will " admire " the Sole Survivor and often reveal new dialogue . 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 . Lowering the affinity to a sufficient negative value will displease the companion , and they will issue a single warning to the Sole Survivor , asking them to change ways . If the affinity value drops further , they will become angry and refuse to travel with the Sole Survivor . This decision is permanent . For most companions , new dialogue will be triggered when the affinity value reaches 250 , 500 , 750 and 1000 . Reactions . There are four different reactions a companion can have towards the player character ' s actions / dialogue that will affect their affinity value : However , these values can be further modified by being multiplied by an affinity size scalar : Some actions , such as modifying weapons , picking locks , and entering power armor will raise affinity with certain companions and can be repeated indefinitely . Performing a single one of these actions within range of multiple characters who respond to said actions will trigger the respective increases or decreases with all of them . 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 . For example , entering power armor will trigger only one instance of approval from Paladin Danse and / or X6 - 88 until sufficient time has elapsed . Most repeatable actions are of type CA _ Size _ Small , so will only increase the companion ' s affinity by 7 . 5 for a " like " and 17 . 5 for a " love " . It is however possible to perform different actions back - to - back and receive two or more separate instances of approval . ( 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 . ( 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 . Affinity can be also increased passively by simply having a companion follow the Sole Survivor . The increase depends on the current affinity level and will be lower with higher affinity values . The formula for the increase is 40 - 0 . 033 x affinity value . ( i . e . companions with 100 Affinity will gain a 36 . 7 increase , companions with 250 = + 31 . 75 , 500 = + 23 . 5 , 750 = + 15 . 25 , 990 = + 7 ) This only applies if a quest has been completed since the companion was last chosen . Thus , the method is most effective in the time just after meeting them , with the addition of sending them to the same settlement ( s ) to be rotated with greater ease between turning in quests . Romance . Certain companions are potential candidates for romance and throughout the course of their affinity based conversations , the dialogue option to " flirt " will be available . At the highest level of affinity - and final conversation - the " romance " option will be available . Both options are speech checks . Successfully flirting will reduce the difficulty of the final romance check and successfully passing that will make the companion a love interest . This is result in them addressing in a more affectionate manner ( for example Preston Garvey will call " Babe " or Danse will say " I always have time for you " when attempting to talk to him ) . Also , sleeping in a bed with them nearby will also grant the Lover ' s Embrace perk . Companion romances are not mutually exclusive ; if a new companion is romanced , previously romanced partners will still confer the benefits of the Lover ' s Embrace . However , some romanced partners will " hate " or " dislike " flirting in their presence , including flirting with Magnolia at The Third Rail . Even if one fails to romance a companion , they still have chances to try this again : after a certain amount of time the companion will initiate a conversation regarding their relationship with the Sole Survivor as their best friend and from there the player character can try to romance them if they want to . To end a romance , drop the companion ' s Affinity value below 750 . One can make this happen by doing things they dislike or hate until they tell they want to take a break . The Sole Survivor can check the progress by selecting them with the console and then using the command getav ca _ affinity . A shortcut is to use the console command setav ca _ affinity . Select the companion with the console and then use the command setav ca _ affinity 764 . Now do something the companion dislikes , lowering the Affinity value by 15 and dropping it to 749 , the maximum it can be for them to initiate the break - up dialog . Only the action itself can initiate the dialog , and only if it drops the Affinity value from 750 + to below 750 . To fix a romance , raise the companion ' s affinity value back up to 1000 + . One can use " setav ca _ affinity 985 " and then do something the companion likes or loves to bring it over 1000 . Conversely , affinity can be set between 1030 and 1100 before doing something a companion dislikes or hates , so long as the resulting affinity value is still above 1000 after the action . The message noting they disliked or hated it will appear along with the message noting they idolize the Sole Survivor . Very useful for companions like Curie that have few non - quest affinity triggers . Companion perks . Those perks are acquired by reaching the maximum level of affinity with a companion . The perks obtained this way are permanently obtained , whether the Sole Survivor keeps travelling with the associated companion or not . Repeatable actions . The following actions not only increase the affinity of the listed companions , but can be repeated after an internal " cooldown " has reset . Such safes can be found in :