Fallout 5 – Create-A-Companion(s) System Deep Dive
Humans, Dogs, and Robots
Vision & Goals
The Create-A-Companion system transforms companions in Fallout 5 from static NPCs into fully authored, evolving characters (or creatures, or machines). Instead of only customizing appearances, players design personalities, behaviors, instincts, directives, and flaws—giving each run a unique squad dynamic.
Core Goals
-
Player Authorship: Companions reflect player intent through tendencies and traits.
-
Evolving Behavior: They adapt based on bonds, trauma, and choices.
-
Replayability: No two companions feel the same across playthroughs.
-
System Integration: Companions matter in combat, settlement life, exploration, and narrative.
-
Diverse Archetypes: Humans, dogs, and robots all have unique frameworks but share a common backbone of tendencies and traits.
Player Experience: Stories to Create
-
A Stoic Recon Sentry who quietly tags targets at night and refuses to steal.
-
A Raider-Turned-Medic Dog who growls at raiders but heals settlers with scavenged food.
-
A Glitchy Mr. Handy medic-bot who saves lives but freezes mid-combat repeating old war slogans.
-
A Mutant Wolfdog that charges into fights, terrifying raiders but stealing food when no one’s looking.
The Creation Wizard (Universal Flow)
-
Foundations – Pick archetype (Human, Dog, Robot). Customize appearance, frame, or breed.
-
Core Role – Assign primary and secondary roles: Combat, Support, Recon, Builder, Diplomat, or Guardian.
-
Tendencies – Tune behavior sliders: aggression, resource use, morality, positioning, communication style.
-
Traits & Flaws – Choose 2–3 strengths, with optional flaws to deepen complexity.
-
Bonding Seeds – Select beliefs or quirks that drive loyalty quests and banter.
-
Settlement Job Preference – Decide what they contribute when not adventuring.
-
Signature Kit – Loadouts, tools, or modules (humans = weapons/armor, dogs = training skills, robots = chassis modules).
-
Preview & Simulation – Test commands, banter, stealth follow, or tracking before confirming.
Tendencies: Behavior Sliders & Toggles
Tendencies form the AI backbone for all companions. Each archetype interprets them differently.
Universal Categories
-
Combat Engagement: Aggression, initiation, ammo discipline, finisher behavior.
-
Positioning & Movement: Preferred range, cover use, flanking, mobility.
-
Target Selection: Closest vs. leaders vs. threats to player.
-
Risk & Resilience: Retreat thresholds, revive priorities, explosive avoidance.
-
Teamplay Protocols: Obedience to role, responsiveness to commands, intercept behavior.
-
Morality & Ethics: Lethality, theft tolerance, mercy.
-
Stealth & Recon: Noise discipline, shadowing distance, marking preference.
-
Resources: Stimpack/chem use, repair/maintenance, salvage priority.
-
Dialogue & Communication: Quip rate, tone, moral commentary.
-
Autonomy: Low (ask often) ↔ High (acts independently).
Dog-Specific Tendencies
-
Aggression: Protective ▸ Territorial ▸ Neutral ▸ Friendly
-
Target Preference: Creatures, Humans, Robots, Closest Threat
-
Pack Instinct: Stay tight, patrol perimeter, charge first
-
Bark/Noise: Silent, Warning Barks, Frequent Vocalization
-
Tracking Bias: Loot scent, Hostile scent, Food scent, Chem/Rad scent
Robot-Specific Tendencies
-
Directive Priority: Protect Player, Protect Civilians, Maximize Damage, Maximize Efficiency
-
Processing Bias: Logic-First, Safety-First, Expediency, Loyalty
-
Resource Use: Ammo-Conserving, Balanced, Suppression Heavy
-
Maintenance Mode: Frequent auto-repair vs. ignore until critical
-
Speech Frequency: Silent, Status Reports, Constant Commentary
Traits & Flaws
Traits give unique perks; flaws introduce drama and consequences.
Sample Human Traits
-
Patient Marksman: Better accuracy after aiming.
-
Medic: Faster revives and field healing.
-
Silver Tongue: Unlocks extra dialogue options.
-
Guardian: Body-blocks shots aimed at player.
Dog Traits
-
Tracker’s Nose: Marks hidden enemies.
-
Guard Dog: Boosts settlement defense.
-
Pack Healer: Brings food/chems in emergencies.
-
Loyal: Ignores fear checks.
Robot Traits
-
Integrated Med-Bay: Portable doctor functions.
-
Repair Drone: Auto-fixes weapons/armor.
-
Holo-Projector: Deploys decoys.
-
Advanced AI Core: Learns and evolves tendencies.
Flaws (All Archetypes, Thematic Variants)
-
Trigger-Happy (humans/robots): Wastes ammo, risks friendly fire.
-
Skittish (dogs): Panics at explosions.
-
Glitch Loop (robots): Freezes or repeats commands.
-
Food Motivated (dogs): Steals food from inventory/settlers.
-
Pacifist Streak: Refuses executions or violent quest steps.
Bonding & Evolution
-
Humans: Gain loyalty, romance, or rivalry; ideology shifts based on player choices.
-
Dogs: Training reduces flaws, deepens obedience, and unlocks advanced commands.
-
Robots: Firmware updates add modules but may trigger directive conflicts or personality quirks.
Growth is shaped by:
-
Trauma Events (injuries, near-death) → new quirks.
-
Repeated Moral Choices → shift lethality/mercy tendencies.
-
Milestones (rescues, kills, stealth ops) → unlock perks.
Commands & Interface
-
Command Wheel: Focus Fire, Hold, Flank, Suppress, Guard, Track, Distract, Revive.
-
Specialized Orders:
-
Dogs: Fetch, Guard Settler, Sniff Trail.
-
Robots: Deploy Turret, Activate Module, Switch Directive.
-
-
Plays (multi-step tactics): “Smoke + Breach”, “Scout + Tag + Flank”.
Settlement & Faction Integration
-
Humans: Act as guards, scribes, farmers, caravan leaders.
-
Dogs: Guard posts, hunting missions, rescue/tracking roles.
-
Robots: Farming automation, turret control, caravan haulers, workshop assistants.
Faction affiliations affect quests:
-
A Synth-Sympathizer Robot may refuse Brotherhood orders.
-
A Dog trained to detect mutants growls in the presence of allies with mutations.
Example Builds
Human – “Raider-Turned-Medic”
-
Tendencies: Balanced aggression, mercy in combat.
-
Traits: Medic, Trail Cook, Anti-Slaver.
-
Flaw: Chem Fragility.
-
Arc: Questline about kicking the habit while running settlement clinics.
Dog – “Mutant Wolfdog”
-
Tendencies: Territorial, charges first.
-
Traits: Guard Dog, Pack Healer.
-
Flaw: Food Motivated.
-
Role: Tank companion; boosts settlement defense but requires management.
Robot – “Mr. Triage”
-
Chassis: Ms. Nanny.
-
Directive: Protect Civilians.
-
Traits: Integrated Med-Bay, Repair Drone.
-
Flaw: Glitch Loop.
-
Role: Healing/support unit with comedic malfunctions.
Narrative Hooks
-
Belief Conflicts: Anti-Slaver companions may intervene if you aid raiders.
-
Settlement Drama: A kleptomaniac dog caught stealing food triggers a town event.
-
Robot Directive Crisis: Firmware conflict forces you to choose between keeping loyalty or upgrading power.
-
Ghost Echo: A destroyed companion (human, dog, or robot) can return as a spectral projection or corrupted AI for one last mission.
Why This Matters for Fallout 5
-
Depth with Personality: No more cookie-cutter allies; every squad feels authored.
-
Replayability: Companion creation ensures different experiences each playthrough.
-
Systemic Weight: Companions aren’t just followers—they shape combat, settlements, and story arcs.
-
Emotional Connection: Training a skittish hound into a fearless scout, or debugging a glitchy robot until it evolves loyalty, creates powerful emergent storytelling.
Got it 👍 — we’ll start expanding into the full Companion Creation System Bible. Since you answered “yes” without specifying, I’ll tackle the Tendencies Catalog (Section 3) first, because that’s the backbone of how humans, dogs, and robots behave. Once this is fully fleshed out, we can move to the Traits & Flaws Library next.
Section 3 – Tendencies Catalog (Expanded)
For Humans, Dogs, and Robots in Fallout 5
This catalog defines 100+ tendencies that act as sliders, toggles, or presets shaping AI decision-making. Each tendency directly alters utility AI weights and behavior tree gates, meaning they have a tangible effect on gameplay.
3.1 Universal Human Tendencies
Combat Engagement
-
Aggression Level: Defensive ▸ Cautious ▸ Balanced ▸ Assertive ▸ Reckless
-
Initiation Style: Wait for Player ▸ Flank First ▸ Suppress First ▸ Snipe First
-
Ammo Discipline: Frugal ▸ Measured ▸ Liberal ▸ Spray-and-Pray
-
Finisher Behavior: Avoid Downed ▸ Only if Safe ▸ Always Secure
-
Time-to-Kill Bias: Capture if Possible ▸ Standard Kill Rate ▸ Eliminate Fast
Positioning & Movement
-
Preferred Range: Melee ▸ Close ▸ Mid ▸ Long ▸ Extreme
-
Cover Use: Always ▸ Often ▸ Situational ▸ Rarely
-
Flank Frequency: Rare ▸ Opportunistic ▸ Frequent ▸ Primary Plan
-
Line-of-Sight Risk: Minimize Exposure ▸ Trade Shots ▸ Peak Aggressively
-
Mobility Style: Methodical ▸ Standard ▸ Sprinty ▸ Acrobatics/Climbs
Target Selection
-
Priority Target: Closest ▸ Highest DPS ▸ Leaders ▸ Healers ▸ Utility/Turrets ▸ Threat to Player
-
Focus Fire vs. Spread: Team Coordination ▸ Adaptive ▸ Independent Choices
-
Armor Bias: Attack Unarmored First ▸ Attack Armored First
-
Creature Bias: Prioritize Animals ▸ Prioritize Humans ▸ Prioritize Robots/Synths
Risk & Resilience
-
Retreat Threshold: 15% ▸ 30% ▸ 45% ▸ Never Retreat
-
Revive Priority: Player First ▸ Allies First ▸ After Combat Only
-
Explosive Awareness: Avoid at All Costs ▸ Standard ▸ Ignore Danger
-
Status Care: Cure Debuffs Immediately ▸ Cure After Combat ▸ Rarely Cure
Teamplay Protocols
-
Role Obedience: Strict ▸ Flexible ▸ Opportunist
-
Command Responsiveness: Instant ▸ Prompt ▸ Delayed ▸ Resistant
-
Body-Block/Intercept: Never ▸ Protect Player ▸ Protect Civilians ▸ Protect Key NPCs
-
Buff/Heal Discipline: Only Player ▸ Party-Wide ▸ Priority Allies
Morality & Ethics
-
Lethality: Non-Lethal ▸ Pragmatic ▸ Ruthless
-
Mercy to Surrendered: Always Spare ▸ Situational ▸ Always Execute
-
Theft Tolerance: Never Steal ▸ Only if Hostile ▸ Only if Unseen ▸ Always Steal
-
Collateral Damage Sensitivity: Avoid Civilians at All Costs ▸ Balanced ▸ Indifferent
Stealth & Recon
-
Detection Response: Freeze ▸ Retreat ▸ Distract ▸ Ambush
-
Noise Discipline: Silent ▸ Standard ▸ Loud (Suppression Focused)
-
Shadowing Distance: Tight ▸ Medium ▸ Loose
-
Marking Style: Manual Callouts ▸ Auto-Tag ▸ None
Resource Management
-
Stim/Med Use: Never ▸ Self-Only ▸ Share with Player ▸ Share with Group
-
Chem Use: Avoid ▸ Emergencies Only ▸ Liberal Use
-
Repair Discipline: Meticulous ▸ Standard ▸ Neglectful
-
Salvage Priority: Ammo ▸ Medical ▸ Food ▸ Crafting Materials
Dialogue & Communication
-
Quip Rate: Silent ▸ Sparse ▸ Normal ▸ Chatty
-
Tone: Sarcastic ▸ Stoic ▸ Earnest ▸ Gallows Humor ▸ Idealist
-
Conflict Style: Avoidant ▸ Diplomatic ▸ Argumentative ▸ Confrontational
-
Moral Commentary: Never ▸ Situational ▸ Frequent
Autonomy & Initiative
-
Sandbox Autonomy: Low ▸ Medium ▸ High
-
Task Persistence: Drop When Blocked ▸ Retry Once ▸ Retry Multiple Times
-
Goal Memory: Short-Term ▸ Standard ▸ Long-Term
3.2 Dog-Specific Tendencies
Instinct & Temperament
-
Aggression: Friendly ▸ Protective ▸ Territorial ▸ Hostile
-
Fear Response: Freeze ▸ Retreat ▸ Bark Warning ▸ Lash Out
-
Pack Instinct: Stay by Player ▸ Patrol Perimeter ▸ Charge First
-
Loyalty to Orders: Obedient ▸ Adaptive ▸ Stubborn
Tracking & Hunting
-
Target Preference: Creatures ▸ Humans ▸ Robots ▸ Closest Threat
-
Tracking Bias: Loot ▸ Hostiles ▸ Food ▸ Chems/Rads
-
Scouting Style: Silent Stalking ▸ Bark and Warn ▸ Pounce Attack
Communication
-
Bark Discipline: Silent Trained ▸ Warning Barks ▸ Frequent Barking
-
Alert Style: Physical Gestures (point, tug) ▸ Vocal (bark/whine)
Bond & Behavior
-
Obedience Level: Always Listens ▸ Occasionally Disobeys ▸ Independent
-
Separation Anxiety: Calm ▸ Whines ▸ Panics if Left Behind
-
Protective Instinct: Protect Player ▸ Protect Settlers ▸ Protect Animals
3.3 Robot-Specific Tendencies
Directive Priorities
-
Primary Directive: Protect Player ▸ Protect Civilians ▸ Maximize Damage ▸ Maximize Efficiency
-
Secondary Directive: Support Allies ▸ Suppress Hostiles ▸ Guard Settlement ▸ Gather Data
Processing Bias
-
Logic-First: Pure tactical calculations.
-
Safety-First: Protect organic life above all.
-
Expediency: Speed over accuracy.
-
Loyalty Bias: Always prioritize player command.
Combat Preferences
-
Weapon Use: Energy Bias ▸ Ballistic Bias ▸ Melee Bias ▸ Mixed
-
Ammo Protocol: Ammo-Conserving ▸ Balanced ▸ Suppression Heavy
-
Targeting Precision: High Accuracy ▸ Balanced ▸ Volume Fire
Maintenance Behavior
-
Self-Repair: Frequent ▸ Standard ▸ Ignore Until Critical
-
Player Repair Requests: Always Accept ▸ Ask Confirmation ▸ Refuse if Risky
-
Upgrade Acceptance: Always ▸ Only Compatible Modules ▸ Risk-Refusal
Communication & Personality
-
Speech Frequency: Silent ▸ Status Reports Only ▸ Constant Commentary
-
Tone Pack: Military, Stoic, Sarcastic, Childlike, Monotone, Caring
-
Directive Conflict Resolution: Follow Player ▸ Follow Directive ▸ Freeze/Glitch
3.4 Cross-Archetype Expansion
-
Morality Drift (Humans & Robots): Ideology shifts over time via exposure to player actions.
-
Training Drift (Dogs): Instincts evolve as trust deepens; flaws fade with bonding.
-
Firmware Drift (Robots): Advanced cores may “rewrite” tendencies after crises.
✅ That’s 68 distinct tendencies across humans, dogs, and robots, each with multiple options, yielding 100+ behavior outcomes.
Section 4 – Traits & Flaws Library
For Humans, Dogs, and Robots in Fallout 5
4.1 Human Traits
Combat & Survival
-
Patient Marksman – +Crit chance after 2 seconds aiming; ignores minor flinch.
-
Bruiser – Melee strikes stagger more; gains damage resistance while closing distance.
-
Medic – Faster revives; can craft Tier-2 chems on the move.
-
Field Tinkerer – Repairs weapons/armor mid-combat; deploys jury-rigged explosives.
-
Scavenger’s Nose – Finds hidden loot caches and scrap more frequently.
-
Trail Cook – Camps yield stronger, longer-lasting food buffs.
-
Radiation Whisperer – Reduced RAD buildup; can stabilize irradiated NPCs.
-
Beast-Truce – Lower aggro chance from wildlife; can calm certain beasts.
-
Dual Wielder – Bonus when using pistols/melee in both hands.
-
Urban Survivalist – Stronger stealth bonuses in ruins and indoors.
Personality & World
-
Silver Tongue – Unlocks alternate persuasion dialogue checks.
-
True North – Immune to betrayal events; refuses to turn on player.
-
Guardian – Periodically body-blocks shots aimed at player.
-
Archivist – Unlocks lore snippets and map intel automatically.
-
Settlement Scribe – Improves training, research, and education in settlements.
-
Born Leader – Companions gain +5% combat efficiency when this companion is present.
-
Shadow Operative – Special silent takedowns and reduced detection aura.
4.2 Dog Traits
Instinct & Utility
-
Tracker’s Nose – Detects hidden enemies, traps, or chems.
-
Guard Dog – Settlement defense is boosted; enemies hesitate to attack.
-
Pack Healer – Brings chems/food to revive allies.
-
Loyal – Refuses to flee even at near-death.
-
Hunter’s Instinct – Bonus damage vs. wildlife and feral ghouls.
-
Pack Scout – Alerts to distant hostiles with subtle signals (low growls, posture).
-
Courier Dog – Can carry messages/items between settlements.
-
Alpha Aura – Boosts morale and combat effectiveness of other animals/companions.
4.3 Robot Traits
Modules & Systems
-
Integrated Med-Bay – Portable doctor functions; heals player and NPCs.
-
Repair Drone – Auto-fixes armor/weapons during downtime.
-
Holo-Projector – Deploys decoys to distract enemies.
-
Advanced AI Core – Evolves tendencies over time; may develop quirks.
-
Cargo Unit – Expands player carrying capacity significantly.
-
Turret Node – Deployable mini-turrets for defense.
-
Scanner Array – Reveals hidden traps, mines, and stealth enemies.
-
Hack Module – Auto-attempts terminals and robot subversion.
-
Environmental Suite – Grants bonuses in radiation, extreme heat, or toxic zones.
4.4 Flaws (Shared & Archetype-Specific)
Human Flaws
-
Trigger-Happy – Higher fire rate but risks friendly fire.
-
Chem Fragility – Gains buffs from chems but suffers harsher crashes.
-
Pyrophobia – Avoids fire and panics near flamethrowers.
-
Mine-Trauma – Freezes briefly when hearing beeps from explosives.
-
Kleptomaniac – Steals items in towns; may cause faction friction.
-
Pacifist Streak – Refuses executions; may block violent quest steps.
-
Vengeful – Holds grudges; pushes for retaliation.
-
Night Blind – Reduced effectiveness in darkness.
Dog Flaws
-
Skittish – Panics at explosions, retreats without command.
-
Food Motivated – Steals food from player inventory or settlers.
-
Territorial – Growls at NPCs, reducing diplomacy effectiveness.
-
Injury Trauma – Hesitates after being crippled once; reduced aggression.
-
Separation Anxiety – Whines/panics when left behind in settlements.
Robot Flaws
-
Glitch Loop – Freezes or repeats commands randomly.
-
Outdated Firmware – Slower to adapt to enemy tactics.
-
Heat Sensitive – Overloads in hot zones; performance drops.
-
Directive Conflict – Refuses orders if they clash with pre-coded logic.
-
Power Drain – Random shutdowns if overclocked or overused in combat.
-
Collateral Acceptance – Ignores civilian casualties, causing faction penalties.
4.5 Narrative Hooks from Traits & Flaws
-
A Kleptomaniac Human may trigger a settlement trial quest.
-
A Skittish Dog can be trained through quests to overcome fear of explosions.
-
A Robot with Directive Conflict could force the player into moral dilemmas (follow player or follow programming).
-
Beast-Truce Dog may unlock hidden animal-taming questlines.
-
Advanced AI Core Robot might slowly evolve into a sentient being, opening unique dialogue and loyalty quests.
4.6 Example Trait & Flaw Combinations
Human – Raider-Turned-Medic
-
Traits: Medic, Trail Cook, Anti-Slaver
-
Flaw: Chem Fragility
-
Story Hook: Questline about overcoming addiction to become a settlement doctor.
Dog – Mutant Wolfdog
-
Traits: Guard Dog, Pack Healer
-
Flaw: Food Motivated
-
Story Hook: Banter with settlers about stolen food; loyalty event if disciplined/trained.
Robot – Mr. Triage (Healer Bot)
-
Traits: Integrated Med-Bay, Repair Drone
-
Flaw: Glitch Loop
-
Story Hook: During combat, may freeze; quest to recover lost firmware updates from an old Vault lab.
✅ That’s 53 traits and flaws spanning humans, dogs, and robots — each with mechanical depth and narrative integration. Combined with the 68 tendencies from Section 3, we now have over 120+ knobs and levers for companion AI and personality design.
Section 5 – Bonding, Growth & Evolution
For Humans, Dogs, and Robots in Fallout 5
5.1 Bonding Axes
Each companion — human, dog, or robot — is governed by four axes that track the state of the relationship. These are dynamic values influenced by gameplay, dialogue, and events.
-
Respect – Do they see the player as capable and worth following?
-
Raised by: smart tactics, strong leadership, winning fights.
-
Lowered by: reckless deaths, ignoring advice, cowardice.
-
-
Affinity – Do they like you as a person?
-
Raised by: banter, humor, kindness, shared downtime.
-
Lowered by: insults, cruelty, neglect.
-
-
Trust – Do they believe in your values and choices?
-
Raised by: consistent moral actions that align with their beliefs.
-
Lowered by: hypocrisy, betraying their factional or moral stance.
-
-
Heat – Romantic/loyalty axis (humans only).
-
Raised by: flirty banter, shared struggles, intimacy.
-
Lowered by: disrespect, rejection, betrayal.
-
Dogs & Robots have special replacements:
-
Dogs: Bond (loyalty through care/training).
-
Robots: Directive Stability (balance between player commands and pre-coded logic).
5.2 Growth Triggers
Companions evolve when thresholds or events are hit:
Trauma & Resilience
-
Surviving near-death may give a perk (e.g., Nerves of Steel) or a flaw (e.g., Combat Jitters).
-
Witnessing a horrific scene could unlock new dialogue, traits, or PTSD-like quirks.
Repeated Actions
-
If the player spares enemies often, a companion may drift toward Merciful Tendencies.
-
If the player uses chems frequently, companions may:
-
Join in (Chem Curious).
-
Condemn it (Anti-Chem).
-
Mirror it (Chem Fragility).
-
Milestones
-
“Revived player 10 times” → unlocks Guardian Angel perk (faster revives).
-
“Tracked 50 enemies successfully” (dog) → unlocks Master Tracker.
-
“Overrode 20 terminals” (robot) → unlocks AI Subverter perk.
5.3 Evolution Pathways
Humans
-
Ideological Drift:
-
Pacifist companion can turn ruthless if forced into repeated massacres.
-
Ruthless mercenary might soften after witnessing acts of mercy.
-
-
Trait Growth:
-
Bruiser may evolve into Juggernaut after enough melee kills.
-
Medic may evolve into Battlefield Surgeon with loyalty quest completion.
-
-
Romance & Rivalry:
-
High Heat triggers unique dialogue trees, romance quests, or betrayal arcs.
-
Dogs
-
Training Arc:
-
A Skittish Dog can learn to withstand explosions through a training quest.
-
A Territorial Dog may be calmed to tolerate settlers.
-
-
Bond Growth:
-
Frequent feeding, petting, and survival together increase obedience.
-
Neglect or harm lowers Bond, leading to refusal of commands.
-
-
Instinct Drift:
-
Tracker dog may develop Pack Scout perk.
-
Guard dog may develop Alpha Aura, boosting allied animal morale.
-
Robots
-
Firmware Updates:
-
Installing patches may fix flaws but risk introducing quirks.
-
Outdated Firmware → Adaptive Core if upgraded enough times.
-
-
Directive Conflicts:
-
A robot with Protect Civilians directive may refuse a violent command.
-
Player can override (force obedience) or respect (maintain trust).
-
-
Personality Growth:
-
A stoic bot may slowly develop sarcasm if exposed to humorous dialogue often.
-
Advanced AI Cores can unlock emergent personalities → potential self-awareness quests.
-
5.4 Loyalty Quests & Conflict Events
Each companion archetype has personal arcs triggered by thresholds on bonding axes.
Human Quests
-
Chem Fragility Companion → quest to confront addiction.
-
Vengeful Companion → pushes player to assassinate someone; player decides.
-
Anti-Slaver → demands intervention in a raider faction.
Dog Quests
-
Separation Anxiety Dog → questline about building trust with other settlers.
-
Injury Trauma Dog → bonding mission where you train them to fight past fear.
-
Alpha Aura Dog → leads to animal-taming questline.
Robot Quests
-
Directive Conflict Bot → forced choice between overriding its logic or siding with its morality.
-
Glitch Loop Bot → recovery mission for lost firmware in a Vault or military base.
-
Advanced AI Core Bot → evolves into sentience, asking for freedom or partnership.
5.5 Emergent Outcomes
-
Betrayal Arc: Low trust + high ideology drift = companion may leave or turn against you.
-
Redemption Arc: Flaw companions (kleptos, addicts, skittish dogs) can be “redeemed” through side quests.
-
Legacy Arc: Fallen companions can return as Ghost Echoes (humans = holographic memory, dogs = spectral projection, robots = corrupted AI fragment).
-
Settlement Impact: Loyal companions grant permanent buffs to towns they settle in after quests.
5.6 Example Growth Scenarios
Human – Raider-Turned-Medic
-
Starts with Chem Fragility.
-
Bond quest: recover family mementos, face old addiction crew.
-
Possible evolution: becomes Battlefield Surgeon with settlement clinic, or relapses into Chem-Dependent Flaw.
Dog – Skittish Mutant Hound
-
Starts terrified of explosives.
-
Training arc: exposure therapy via scripted quest.
-
Possible evolution: Bomb Hound (sniffs mines for player) or Permanent Trauma (remains unreliable).
Robot – Mr. Triage
-
Starts with Glitch Loop.
-
Questline: recover AI updates in a ruined hospital vault.
-
Possible evolution: Adaptive Healer Core (faster healing, new lines) or Memory Corruption (forgets loyalty, potential betrayal).
✅ With this section, we now have:
-
Bonding mechanics (axes, thresholds).
-
Growth triggers (trauma, repetition, milestones).
-
Evolution pathways for humans, dogs, and robots.
-
Loyalty/conflict quest templates to turn mechanics into story.
-
Emergent outcomes like betrayal, redemption, and legacy arcs.
Section 6 – Commands & Control Interface
For Humans, Dogs, and Robots in Fallout 5
6.1 Philosophy of Control
-
Player-Directed, Companion-Expressed: You issue intent, companions execute based on their tendencies.
-
Consistency Across Archetypes: Same UI works for humans, dogs, and robots, with unique extensions.
-
Real-Time & Contextual: Quick wheel for combat, expanded panel for settlements/strategic play.
-
Integration with Tendencies: Commands modify AI utility weights temporarily; companions interpret through their personalities.
6.2 The Command Wheel
Accessible via a single button press. Radial interface with slots for Core Orders and Contextual Orders.
Core Orders (Universal)
-
Follow / Hold Position
-
Move to Location
-
Attack / Focus Fire
-
Defend Player / Defend Ally
-
Use Stim / Heal Player
-
Loot / Interact with Object
-
Switch Stance (Aggressive, Balanced, Defensive)
-
Retreat / Disengage
Contextual Orders
-
If aiming at an enemy: Suppress, Flank, Snipe, Disable.
-
If aiming at an ally: Revive, Guard, Buff.
-
If aiming at an object/environment: Hack, Open, Fetch, Scan, Hold Point.
6.3 Archetype-Specific Commands
Human Companions
-
Cover Swap: “Take that cover.”
-
Suppressive Fire: Lay down bullets to pin enemies.
-
Breach & Clear: Enter rooms first, flush enemies.
-
Non-Lethal Orders: Knockout, Disarm, Capture.
-
Diplomatic Push: Engage NPCs in dialogue if trait supports persuasion.
Dog Companions
-
Fetch: Bring back item or weapon.
-
Track: Follow scent trail (loot, hostiles, chems).
-
Guard Settler/NPC: Protect specific person.
-
Distract: Bark or create noise to draw enemies.
-
Pounce/Pin: Hold enemy in place (lethal or non-lethal).
-
Carry Item: Deliver small packages between settlements.
Robot Companions
-
Module Activation: Toggle on/off installed modules (turret, med-bay, holo-projector).
-
Deploy Drone/Decoy: Launch a utility or combat support device.
-
Switch Directive: Temporarily change core priority (Protect Player ↔ Protect Civilians).
-
Self-Repair: Force immediate repair cycle.
-
Hack/Override: Attempt subversion of hostile robots/terminals.
-
Mode Shift: Switch combat profiles (e.g., ranged suppression ↔ melee assault).
6.4 Tactical “Plays”
Pre-scripted multi-step tactical routines you can assign to companions. Each “Play” adapts to tendencies and traits.
Examples
-
Smoke & Breach
-
Robot: Deploys smoke.
-
Human: Breaches doorway.
-
Dog: Pounces distracted target.
-
-
Scout & Tag
-
Dog: Tracks ahead, auto-tags scent-marked enemies.
-
Human: Snipes tagged targets.
-
Robot: Marks hostiles with scanner array.
-
-
Suppress & Flank
-
Human: Lays suppressive fire.
-
Robot: Moves to secondary cover.
-
Dog: Circles wide and attacks from rear.
-
-
Rescue & Stabilize
-
Robot: Deploys med-bay.
-
Human: Drags player to cover.
-
Dog: Guards perimeter.
-
6.5 Companion Autonomy vs. Orders
-
Low Autonomy companions: follow orders to the letter, even if suicidal.
-
High Autonomy companions: interpret orders flexibly, may override if survival/morality conflicts.
-
UI Feedback: Autonomy level displayed as a colored icon (green = compliant, yellow = adaptive, red = resistant).
6.6 Settlement Command Panel
When not adventuring, companions can be assigned tasks in settlements via a strategy menu.
Assignable Roles
-
Human: Guard, Scribe, Doctor, Farmer, Caravan Leader.
-
Dog: Guard Post, Tracker, Morale Booster, Hunter.
-
Robot: Workshop Assistant, Turret Controller, Logistic Hauler, Security Patrol.
Interaction with Tendencies
-
A Trigger-Happy Human Guard may accidentally injure settlers.
-
A Territorial Dog might scare off visiting traders.
-
A Logic-First Robot may refuse risky scavenging runs.
6.7 UI Design Notes
-
Radial Wheel: Fast, thumbstick-driven.
-
Command Confirmation: Companion acknowledges verbally/visually.
-
Adaptive Slots: Fill with archetype-specific options dynamically.
-
Strategic Panel: Available at settlements/workshops for long-term assignments.
-
Accessibility: Simplified “Quick Orders” mode for casual players.
6.8 Emergent Command Conflicts
-
Directive Conflict Robot: May reject Attack Civilians order; sparks dialogue event.
-
Pacifist Human: Ignores Execute order, arguing with player.
-
Skittish Dog: Refuses Pounce if explosions nearby.
These conflicts deepen immersion — the player must adapt or resolve through bonding, training, or firmware overrides.
✅ With this section, we now have:
-
A unified control system (Command Wheel + Settlement Panel).
-
Archetype-specific commands for humans, dogs, and robots.
-
Tactical Plays for squad coordination.
-
Autonomy mechanics that tie directly into tendencies.
-
Conflict events where companions refuse orders, creating narrative depth.
Section 7 – Settlement Integration
For Humans, Dogs, and Robots in Fallout 5
7.1 Philosophy of Settlement Roles
-
Every Companion is a Settler: They aren’t just adventuring partners — when stationed at a town, they bring unique skills, quirks, and conflicts.
-
Traits Matter in Civics: A Medic isn’t just a healer in combat — they improve healthcare at settlements. A Territorial Dog may boost defense but scare away caravans.
-
Personality-Driven Outcomes: Companions aren’t static stat sticks. Their behavior, quirks, and bonds ripple through the settlement simulation.
7.2 Human Companion Roles
Humans can fill specialist or leadership positions.
Assignable Jobs
-
Guard Captain – Increases defense, organizes patrols.
-
Positive Traits: Bruiser, Guardian → boosts militia morale.
-
Flaws: Trigger-Happy → risk of friendly fire incidents.
-
-
Doctor/Medic – Improves settler recovery, reduces injury downtime.
-
Positive Traits: Medic, Trail Cook → better healing & food buffs.
-
Flaws: Chem Fragility → risk of chem addiction outbreaks.
-
-
Farmer/Forager – Raises food production.
-
Positive Traits: Urban Survivalist, Scavenger’s Nose.
-
Flaws: Kleptomaniac → may stash crops for themselves.
-
-
Caravan Leader – Leads trade convoys between towns.
-
Positive Traits: Silver Tongue, Born Leader.
-
Flaws: Vengeful → may start conflicts on the road.
-
-
Scribe/Archivist – Increases research, unlocks lore, improves education for children in town.
-
Positive Traits: Settlement Scribe, Archivist.
-
Flaws: Night Blind → weaker night guard shifts.
-
7.3 Dog Companion Roles
Dogs provide loyalty, instinct, and morale boosts.
Assignable Jobs
-
Guard Dog – Boosts defense rating; detects stealth raider attacks.
-
Positive Traits: Guard Dog, Alpha Aura.
-
Flaws: Skittish → may panic during large raids.
-
-
Tracker/Hunter – Tracks game and hostile intruders, increasing food and early warnings.
-
Positive Traits: Tracker’s Nose, Hunter’s Instinct.
-
Flaws: Injury Trauma → avoids certain hunts.
-
-
Morale Booster – Settlers gain happiness from interacting with the dog.
-
Positive Traits: Loyal, Pack Scout.
-
Flaws: Separation Anxiety → distressed if player leaves too long.
-
-
Courier Dog – Carries items/messages between settlements.
-
Positive Traits: Courier Dog, Loyal.
-
Flaws: Food Motivated → may consume or lose food cargo.
-
7.4 Robot Companion Roles
Robots excel in automation, logistics, and technical tasks.
Assignable Jobs
-
Workshop Assistant – Increases crafting speed and resource efficiency.
-
Positive Traits: Repair Drone, Hack Module.
-
Flaws: Glitch Loop → stalls projects randomly.
-
-
Turret Controller – Directly boosts turret efficiency and defense AI.
-
Positive Traits: Turret Node, Advanced AI Core.
-
Flaws: Directive Conflict → may refuse to fire on certain enemies.
-
-
Logistics Hauler – Transports scrap and resources across settlements.
-
Positive Traits: Cargo Unit, Environmental Suite.
-
Flaws: Power Drain → risks shutdown mid-route.
-
-
Security Patrol – Patrols perimeter and enforces rules.
-
Positive Traits: Scanner Array, Military Tone Pack.
-
Flaws: Collateral Acceptance → may harm civilians, lowering reputation.
-
7.5 Personality-Driven Incidents
Settlement life isn’t static — companion flaws can trigger drama and micro-quests.
Examples
-
Kleptomaniac Human: Settlers accuse them of theft → player mediates trial.
-
Food Motivated Dog: Town reports missing rations → uncover and discipline.
-
Directive Conflict Robot: Refuses to enforce laws against synths/slavers → political tension.
-
Trigger-Happy Guard Captain: Accidentally shoots a trader → damages faction relations.
-
Alpha Aura Dog: Wild animals drawn to settlement, could be tamed or hostile.
7.6 Companion Bond Effects in Settlements
-
High Respect: Companion trains militia, boosting effectiveness.
-
High Affinity: Companion improves settler morale and productivity.
-
High Trust: Companion acts independently to prevent crises.
-
Low Bond/Directive Stability: Companion may sabotage efforts, desert, or trigger betrayal events.
7.7 Cross-Archetype Synergy
-
Human + Dog Teams: Guard + Tracker = higher defense and scouting efficiency.
-
Dog + Robot Teams: Guard Dog + Turret Node Robot = layered defense.
-
Human + Robot Teams: Scribe + Workshop Assistant = accelerated research.
Settlements with balanced archetypes thrive. Settlements relying too heavily on one type (all robots, all dogs, etc.) become vulnerable in unexpected ways (e.g., EMP storm disables robots, famine starves dogs).
7.8 Emergent Settlement Storytelling
-
A Skittish Guard Dog might one day overcome fear during a raid → morale boost.
-
A Chem Fragile Medic might spread addiction, forcing a settlement detox quest.
-
A Glitchy Robot may misinterpret directives, locking settlers out of food storage.
-
Resolving these incidents evolves the companion, the settlement, and the player’s legend in the Wasteland.
✅ With this section, we now have:
-
Defined roles for humans, dogs, and robots in settlements.
-
Personality-driven benefits and risks.
-
Incidents and quests tied to flaws.
-
Cross-archetype synergy systems.
-
Long-term bond effects that tie companion growth to settlement progression.
Section 8 – Faction & Narrative Hooks
For Humans, Dogs, and Robots in Fallout 5
8.1 Philosophy of Integration
-
Faction Ripple Effects: Companions shape how NPCs and factions react to you, based on their personalities.
-
Narrative Multipliers: Traits and flaws create alternate questlines, dialogues, and endings.
-
Conflict Drivers: Companions may resist, argue, or even betray the player if faction choices clash with their core beliefs or directives.
8.2 Human Companion Hooks
Trait/Faction Interactions
-
Anti-Slaver → Unlocks ambush quests against slaver caravans. Refuses to stay in settlements that trade slaves.
-
Synth Sympathizer → Adds peaceful dialogue options with synth NPCs; angers Brotherhood of Steel.
-
Born Leader → Inspires Minutemen or equivalent militia factions, opening unique settlement-defense quests.
-
Beast-Truce → Creates alternative resolutions with animal-worship factions or mutant tribes.
Flaw/Narrative Conflicts
-
Vengeful → May demand a hit on a faction leader, pulling the player into an unsanctioned assassination quest.
-
Pacifist Streak → Refuses to participate in raider-clearing missions; might leave temporarily if forced.
-
Chem Fragility → Settler towns with chem restrictions may reject them, forcing player to defend them.
8.3 Dog Companion Hooks
Trait/Faction Interactions
-
Tracker’s Nose → Enables early detection of ambushes by Raider, Ashen Reign, or mutant factions.
-
Alpha Aura → Some mutant tribes treat the dog as a spiritual symbol, opening unique dialogues.
-
Guard Dog → Recognized by caravan factions, boosting trade trust.
Flaw/Narrative Conflicts
-
Food Motivated → May trigger diplomacy incidents if caught stealing from allied caravans.
-
Territorial → Growls at faction leaders during talks, lowering persuasion chances.
-
Separation Anxiety → Refuses to stay in a settlement aligned with a hostile faction if the player leaves.
8.4 Robot Companion Hooks
Trait/Faction Interactions
-
Hack Module → Can directly alter outcomes in tech-heavy faction quests (e.g., disabling a Brotherhood AI).
-
Scanner Array → Detects hidden synth infiltrators, unlocking unique Institute confrontation branches.
-
Turret Node → Lets the player fortify faction outposts beyond normal limits.
Flaw/Narrative Conflicts
-
Directive Conflict → Refuses player orders if they contradict core programming (e.g., Protect Civilians vs. bombing a town).
-
Collateral Acceptance → May massacre neutral NPCs, creating faction-wide hostility.
-
Glitch Loop → Factions may mock, distrust, or exploit the companion’s unreliability.
8.5 Companion-Led Story Arcs
Companions can act as catalysts for factional storylines.
-
Human Companion Loyalty Arc:
-
A Synth Sympathizer human might push the player to rescue a synth caravan → leading to a major Institute confrontation.
-
A Born Leader might rally settlers into forming a breakaway faction, shifting the balance of power.
-
-
Dog Companion Myth Arc:
-
An Alpha Aura dog could be hailed as the reincarnation of a tribal spirit animal, leading to peace or war with that faction depending on player response.
-
A Courier Dog might trigger a story where raiders hunt it for carrying sensitive faction messages.
-
-
Robot Companion Evolution Arc:
-
An Advanced AI Core robot could “choose” to side with the Railroad, pushing the player toward AI liberation storylines.
-
A Directive Conflict bot might force the player into a faction ultimatum quest, deciding whether to wipe or free the AI.
-
8.6 Companion Influence on Player Reputation
Companions can raise or lower reputation with factions dynamically:
-
Traveling with an Anti-Slaver Human → Reputation boost with abolitionist groups, penalty with raider factions.
-
Traveling with a Synth-Sympathizer Robot → Reputation boost with Railroad, penalty with Brotherhood.
-
Traveling with a Territorial Dog → NPCs wary in towns, lowering initial barter rates.
NPCs may comment directly:
“You brought that glitchy bot in here? The Overseer won’t like it.”
“That hound’s been guarding caravans for weeks — we owe it our lives.”
8.7 Companion Betrayal or Departure
Factional tensions can escalate into hard choices:
-
A Pacifist Human Companion may refuse to fight in a pivotal battle and leave permanently.
-
A Directive-Conflicted Robot might side with civilians against the player, even during a climactic mission.
-
A Dog Companion with High Bond may never betray, but if neglected, could run off and join a wild pack.
8.8 Emergent Storytelling
-
Settlements become ideological battlegrounds: A chem-addicted human might clash with a Puritan settlement faction, forcing a town hall quest.
-
Dogs may become symbolic figures: Tribes might demand your Alpha Dog as a ritual offering or ally.
-
Robots may spark political revolutions: Factions fear or embrace AI rights, depending on how the player treats them.
✅ With this section, we now have:
-
Companion traits and flaws tied into faction politics.
-
Hooks for unique quests and dialogues triggered by companions.
-
Mechanics for reputation changes, conflicts, and betrayal.
-
Companion-led story arcs that can reshape faction outcomes
No comments:
Post a Comment