Companion

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

Overall, **Companions** were much too powerful at low levels, and had hardly any progression to level them up with you. Horizon's goal is to make companions more upgradeable and scalable through training and effort. Without training they'll remain very weak. Unfortunately, most companion mods won't be compatible without patching.

## General Changes

All Companions now use custom level scaling for resists and damage output and have the proper sneak and Live and Love perks. Companions are immune to falling and poison damage. Non of them trigger tripwires even though the player's perk removes it. All use better appropriate AI behaviors.

### Leveling

As the player gains experience, so do his companions, precisely called "Advancement System"1.5.0:82. The XP they gain is based on the player's XP gains. Each level grants them additional passive stats as they level up. The current stats can be viewed in the Training Desk next to an overall status of all companions. Only companions that have gained XP are shown in the Training Desk.

### Revival

All pets use a customized version of reviving them when they fall in combat. The new system uses animations for both 1st and 3rd person like the vanilla revival does.

* Dog/Animal pets require an Adrenaline Injector (Chemistry Station > Healing)
* Engineering/Robot devices require an Engineer Repair Kit (Tech Lab > Devices)

Companions/pets will still automatically get up on their own after combat ends. When a companion/pet is Recovering, it will take roughly 5 seconds for them to recover and get up (in combat). This will not work properly if a mod or something else changed the game setting for follower death time. It's recommended to not change this game setting.

📝 **Note:** Crafting Adrenaline Injectors requires 3 rare resources; Mutfruit 2, Brahmin Meat 1, Hubflower 2. Many enemies drop adrenalin injector too.

## Follower

### Dogmeat

Dogmeat's health has been increased but he won't profit of any dog armor anymore and his damage has been rescaled, to offer better ways to improve him through training! His base damage and level-based damage bonuses are completely designed to fixed values. He does damage based on his level and based on ranks in Attack Dog perk, so his damage will naturally scale up better. His damage penetration and damage resistance can be increased through ranks in K9 Training Manuals.

### Danse

Danse's Power Armor actually has good defense now (this was an oversight before) and his X-01 PA gives a significant amount of defense over his T-60.

## Follower Training Menu

Only Companions who have gained experience will be shown.

* Dogmeat
* Codsworth
* Preston
* Piper
* Nick
* Danse
* Deacon
* Hancock
* MacCready
* Cait
* Curie
* Strong
* X6-88
* LongFellow
* Gage
* Ada
* Workshop Robots
* Attack Dogs
* Robotics Engineering
* None
* Mercenaries (Unknown Followers)
* Animal Companions

### Show Follower Skill Rank

Follower skill rank and other statistics can be displayed:

* Damage Accuracy
* Sneak Bonus
* Damage Resist
* Energy Resist
* Fire Resist
* Cryo Resist

## Signature Weapons

Companions get their own signature weapons available in the Market Trading Terminal (Trevor). These will only work for companions! All of these weapons come pre-modded, don't require ammo and can't be modified or used by player. Companion weapons have legendary property which don't display in the crafting window, but are visible in the player's inventory. Recipes will not appear in the Market Trading Terminal until the companion is recruitable and in rare cases that quests have been completed, e.g. "Moxie" requires that "Emergent Behavior" is completed.

## Move Companions

Companions can disappear. The most common reasons for this are mod conflicts and accidentally "clicking" on a companion. If a companion is clicked on, it remains exactly at the position.

 The Field Kit allows to spawn "Followers" next to the player, but this doesn't work for Companions.

If a companion disappears and cannot be found, console commands may help;

* `targetID.moveto player` – Moves the companion to the player
	+ Example: `00102249.moveto player` – Moves "Curie" to the player

* `player.moveto targetID` – Moves the player to the companion (Save first!)
	+ Example: `player.moveto 0002A8A7` – Moves the player to "MacCready"

## Companion Mods

Everyone's Best Friend is one of the few mods that is fully functional and the only recommended mod for Horizon.

## Developer Notes

* Changes for DLC Companions are included in the DLC addons
* Companions not from base game level up as a Mercenaries group.[*citation needed*]
* Dog body armor no longer gives any DR. I reverted this back to vanilla values, because I actually would prefer dog armor to be purely cosmetic. I know some players might like the idea of upgrading dogmeat's DR with armor, but you could easily argue he would lose the ability to dodge well in heavy armor, so you would gain no actual defense anyway.

## Technical Issues

🌀 *The content below transcludes to Technical Issues#Companion.*
## See Also

* Combat Pets
* Training Desk
* Follower Menu

## References

1. ↑ https://www.nexusmods.com/fallout4/mods/13459