Fallout 2 companions

==Permanent companions==
Permanent companions usually have prerequisites and may not join your party unless certain conditions are met; these vary between potential companion NPCs and often there are multiple possible ways to obtain them as a party member. 
Unlike Fallout, the game will not allow having more than a certain number of active party members; this limit is half the player character's Charisma, rounded down. For example, a Charisma level of 4 allows taking 2 companions. With the perk Magnetic Personality the Chosen One is allowed one additional companion over the current limit.
Furthermore, characters will level up alongside the player. Each companion has a specified minimum level after which they will start leveling up, and a minimum interval between level ups. Once the player character gains a levels, every companion in the party will have a chance to level up.
Name 	Race 	Location 	Prerequisites 	Level-ups 	Level-ups 	Level-ups
Name 	Race 	Location 	Prerequisites 	Min. player level	Levels up every 	Available level-ups
John Cassidy	Human 	Vault City 	Ask him to join. Must not be a slaver, childkiller, have less than 4 Intelligence or a Karma below -100. 	10 	4 	4
Davin 	Human 	Modoc 	Marry him after having sex, regardless of gender 	Does not level up	Does not level up	Does not level up
Dogmeat 	Dog 	Café of Broken Dreams 	Show him the vault jumpsuit in the Cafe encounter or feed him an iguana-on-a-stick. 	6 	3 	6
Goris 	Albino deathclaw 	Vault 13 	Ask him to join. 	10 	4 	6
K-9 	Cyberdog 	Navarro 	Kill Schreber and repair K-9. Will not join childkiller. 	12 	4 	4
Lenny 	Ghoul 	Gecko 	Reach "Accepted" reputation with Gecko. Will not join childkiller. 	10 	5 	3
Marcus 	Super mutant (1st gen)	Broken Hills 	Ask him to join after completing certain quests in Broken Hills. Positive Karma required 	12 	3 	5
Miria 	Human 	Modoc 	Marry her after having sex, regardless of gender 	Does not level up	Does not level up	Does not level up
Myron 	Human 	Stables 	Ask him to join 	6 	4 	4
Pariah dog 	Dog 	Special encounter 	Fail a Luck check on the encounter map 	Does not level up	Does not level up	Does not level up
Robodog 	Cyberdog 	New California Republic	Test Dr. Henry's mutagen 	9 	4 	4
Skynet 	Robobrain AI 	Sierra Army Depot 	Assemble body for Skynet. Only cyberbrain levels up. 	10 	4 	5
Sulik 	Human 	Klamath 	Pay his $350 debt, Rescue Smiley the Trapper or Rescue Torr. Will not join childkiller, slaver, berserker or below Karma of -100.	6 	3 	6
Vic 	Human 	The Den 	Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger or Kill Metzger and all the slavers. 	5 	4 	6
===Companion controls===
Once a non-player character is recruited, their dialogue menu changes to a list of tactical and combat-oriented options. New from Fallout is a "Combat Control" button in dialogue, which allows manual change of an non-player character's armor, weapon, distance and tactics.
The picture to the right is the in-game dialogue box for controlling companions. For permanent companions, the options are shown as follows:
Use Best Weapon
:* At first, this seems to do nothing, because the companion originally only carry their default weapon. However, they can be gifted a better weapon (and ammunition, for guns), then the non-player character will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.
Use Best Armor
:* This control acts the same as the one above; equip the companion with better armor in place of their default one (if they had one), granting them the corresponding bonus to Armor Class (and Strength in case of any power armor).
Disposition
:* Berserk - The companion will always attack, never fleeing from battle, no matter the level their health drops to.
:* Aggressive - The companion will attack while their health is in an acceptably decent range. If it falls too low, they will ultimately flee from combat.
:* Defensive - The companion will be more mindful of their health, running when they are injured, even if just slightly.
:* Coward - The companion will always run from a battle they think they cannot handle, regardless of the opponents.
:* Custom - There are six options with 5 sub-options that can be chosen concerning the non-player character's disposition. The possible options for each is listed below.
Custom disposition options	Custom disposition options	Custom disposition options	Custom disposition options	Custom disposition options	Custom disposition options
Burst 	Run Away 	Weapon Pref 	Distance 	Attack Who 	Chem Use
# Always!
# Sometimes, don't worry about hitting me
# Be sure you won't hit me
# Be careful not to hit me
# Be absolutely sure you won't hit me	
# Abject coward
# Your finger hurts
# You're bleeding a bit
# You need a tourniquet
# Never!	
# None
# Melee
# Melee then ranged
# Ranged then melee
# Ranged
# Unarmed	
# Stay close to me
# Charge!
# Snipe the enemy
# On your own
# Stay where you are	
# Whomever is attacking me
# The strongest
# The weakest
# Whomever you want
# Whomever is closest	
# I'm clean
# Stimpaks when hurt a bit
# Stimpaks when hurt a lot
# Any drug some of the time
# Any drug any time
===Statistics===
Companion 	Default armor	Default weapon 	S.P.E.C.I.A.L.	Max HP	Notable skills 	Usable weapons
Davin 	Clothes 	Desert Eagle .44 	 	35 	None 	Knives, clubs, pistols
Dogmeat 	Metal armor mk II 	Unarmed 	 	168 	Unarmed 101% 	N/A
Goris 	Combat armor Mk II	Unarmed 	 	187 	Unarmed 100%, Outdoorsman 34% 	N/A
K-9 	Power armor 	Unarmed 	 	137 	Unarmed 92% 	N/A
John Cassidy	Leather armor 	Sawed-off shotgun 	 	128 	Small Guns 127%, Energy Weapons 116%, Unarmed 84%, Melee Weapons 84%, Throwing 72%, Outdoorsman 39%	Spears, pistols, rifles
Lenny 	Clothes 	Unarmed 	 	206 	Small Guns 70%, Melee Weapons 12%, Doctor 106% 	Knives, pistols, SMGs
Marcus 	Combat armor 	CZ53 personal minigun 	 	205 	Big Guns 145%, Energy Weapons 100%, Unarmed 77% 	Large rifle, gatling gun, rocket launcher
Miria 	Clothes 	Unarmed 	 	35 	None 	Knives, SMGs
Myron 	Clothes 	Needler pistol 	 	122 	Small Guns 41%, Energy Weapons 83%, Unarmed 10%, Melee Weapons 20%, Doctor 34%, Science 109% 	Knives, pistols
Pariah dog 	Combat armor 	Unarmed (will never fight)	 	750 	None 	N/A
Robodog 	Metal armor mk II 	Unarmed 	 	137 	Unarmed 72% 	N/A
Skynet 	Combat armor 	Unarmed 	 	210 	Unarmed 50% (bad brains), Small Guns 122%, Science 115%, Repair 30% (best brains) 	SMGs, rifles, shotguns
Sulik 	Leather jacket 	Sledgehammer 	 	146 	Small Guns 77%, Unarmed 90%, Melee Weapons 110%, Throwing 82%, Outdoorsman 58% 	Knives, hammers, spears, SMGs
Vic 	Clothes 	Unarmed 	 	132 	Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106% 	Knives, pistols, rifles
Companions' combat characteristics at the last stage:
Companion 	ST	PE	HP(HR) 	AC 	DamRes	PoiRes	RadRes	Seq	AP	MelDam	Crit	Skills
Dogmeat 	07	07	168 (2)	25 	35 	35 	14 	16 	17	20 	43 	Unarmed 165%
Goris 	10	09	187 (3)	35 	40 	50 	20 	31 	15	45 	29 	Unarmed 170%
K-9 	06	10	141 (2)	34 	30 	40 	16 	34 	19	21 	43 	Unarmed 152%
John Cassidy	06	08	128 (1)	7+A 	0+A 	20+A 	8+A 	18 	10	1+W 	36 	SG 160%, EW 130%, Unarmed 140%, MW 130%, Throwing 100%
Lenny 	04	07	206 (2)	5+A 	15+A 	30+A 	12+A 	14 	7 	1+W 	6 	SG 95%, MW 50%
Marcus 	10	09	205 (3)	29 	40 	50 	20 	18 	13	17+W 	24 	Big Guns 163%, EW 118%, Unarmed 145%
Myron 	04	07	122 (1)	11+A	0+A 	20+A 	8+A 	14 	8 	1+W 	7 	SG 70%, EW 95%, Unarmed 60%, MW 60%
Robodog 	06	09	137 (2)	18 	30 	40 	16 	18 	12	21 	30 	Unarmed 130%
Skynet 	08	07	210 (2)	27 	40 	30 	12 	14 	10	8+W 	25 	SG 155%, Unarmed 110%
Sulik (St.5)	08	07	134 (2)	7+A 	0+A 	40+A 	16+A 	20 	12	13+W 	32 	SG 105%, Unarmed 140%, MW 150%, Throwing 105% Outdoorsman 80%
Vic 	07	08	132 (1)	8+A 	0+A 	25+A 	10+A 	16 	12	12+W 	22 	Small Guns 135%, EW 145%
==Temporary companions==
Like permanent companions, there are a few conditions that must be met to have temporary companions join the Chosen One's party.
Name 	Location 	Prerequisites
Bess 	Modoc 	Use the Doctor skill to fix her crippled leg
Laddie 	Modoc 	Accept the quest to find Jonny, have a good reputation
Smiley 	Toxic caves 	Offer to rescue him
Smoke 	Arroyo 	Offer to rescue him
Xarn 	Navarro 	Offer to rescue him
Yellow dog 	Klamath 	Give him some meat jerky.
Lara or Tyler band 	Den 	
Sergeant Granite and his squad	Enclave Oil Rig 	
Slaver's Guild 	Den 	Den slave run
Сaravan guards 	Greeting office in Vault City courtyard, Redding mining camp, Broken Hill caravan office, Enrico Savinelli in New Reno, NCR	
===Companion controls===
Temporary companions cannot be controlled in any way.
===Statistics===
Companion 	Default armor	Default weapon	S.P.E.C.I.A.L.	HP 	Notable skills 	Usable weapons
Bess 	Leather jacket 	Unarmed 	 	39 	Unarmed 19% 	N/A
Laddie 	None 	Unarmed 	 	30 	Unarmed 26% 	N/A
Smiley 	Leather armor 	Unarmed 	 	50 	Small Guns 46%, Unarmed 19%, Melee Weapons 34%, Throwing 56%	Spears, pistols, rifles
Smoke 	None 	Unarmed 	 	30 	Unarmed 29% 	N/A
Xarn 	None 	Unarmed 	 	310	Unarmed 82% 	N/A
Yellow dog	None 	Unarmed 	 	14 	Unarmed 75% 	N/A
==Notes==
* If a companion has a higher Barter skill than the Chosen One, the companion's barter skill will be used when trading with merchants. See barter mechanics for details.
* If a companion has a higher Outdoorsman skill than the Chosen One, the companion's Outdoorsman skill will be used. See avoiding random encounters for details.
* If the Chosen One is traveling with more than one companion, the game will add 2 more enemies to each random encounter.snippet of code from worldmap.cc: https://github.com/alexbatalov/fallout2-ce/blob/a8d3cdd1482a64ea8a3f2ea5664720b2e88bd2d3/src/worldmap.cc
 int critterCount = randomBetween(encounterTableSubEntry->minimumCount, encounterTableSubEntry->maximumCount);
       switch (gameDifficulty) {
       case GAME_DIFFICULTY_EASY:
           critterCount -= 2;
           if (critterCount < encounterTableSubEntry->minimumCount) {
               critterCount = encounterTableSubEntry->minimumCount;
           }
           break;
       case GAME_DIFFICULTY_HARD:
           critterCount += 2;
           break;
       }
       int partyMemberCount = _getPartyMemberCount();
       if (partyMemberCount > 2) {
       critterCount += 2;
       }
* At numerous occasions throughout the game, the Chosen One may find their companions blocking the exit to a room. This problem can be solved by entering the companions combat controls and changing their distance to the player character, followed by entering combat, thus having them move away from the exit. More easily they can be right-clicked on and pushed away through the corresponding action.
==References==
 
it:Compagni di Fallout 2
pt:Companheiros do Fallout 2
ru:Напарники Fallout 2
uk:Напарники Fallout 2
zh:Fallout 2 companions