Fallout 4 Companion Mastery: The Definitive Guide to Every Like and Dislike for Maximum Affinity

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Fallout 4, Bethesda’s expansive post-apocalyptic role-playing game, offers a vast and immersive open world for players to explore. Beyond the thrill of discovery and intense combat, a core aspect of its enduring appeal lies in the deep and intricate relationships players can forge with their companions. These aren’t just mere pack mules; they are integral to the game’s narrative, providing unique perspectives, invaluable combat support, and even offering powerful perks as their bond strengthens with the Sole Survivor.

Understanding the nuances of each companion’s personality, their ethical frameworks, and what actions specifically elicit positive or negative responses is crucial for any player looking to optimize their playthrough. Building high affinity with companions not only unlocks their unique quests and romance options but also grants access to some of the most potent passive abilities in the game. This comprehensive guide delves deep into the likes and dislikes of every major companion in Fallout 4, providing the essential knowledge to cultivate strong, lasting relationships and unlock their full potential.

The Companion Affinity System: A Strategic Overview

Fallout 4’s affinity system tracks a companion’s approval or disapproval of the Sole Survivor’s actions, dialogue choices, and even minor environmental interactions. Each companion possesses a distinct moral compass and personality, meaning an action praised by one might be vehemently condemned by another. Positive affinity points accumulate with actions they ‘like’ or ‘love’, while negative points are accrued for actions they ‘dislike’ or ‘hate’. Repeatedly performing actions they ‘hate’ can even lead to them leaving the Sole Survivor permanently.

Successful management of companion affinity can be a significant tactical advantage. High affinity triggers unique dialogue, character-specific quests, and eventually, a powerful perk that enhances the player’s abilities. Reaching maximum affinity with certain human or synth companions also opens up romance options, adding another layer to the game’s rich role-playing elements. For any serious player, mastering companion relationships is not just about emotional connection; it’s a strategic imperative for maximizing character build and overall gameplay efficiency.

Detailed Companion Affinity Guide

Cait

A former raider and addict from the Combat Zone, Cait is cynical, violent, and initially self-serving, but harbors a deep desire for change. Her affinity is tied to destructive and aggressive actions, alongside genuine acts of selflessness once she starts to trust you.

  • Likes: Chems (initially), alcoholism (initially), picking locks, stealing, violence, nakedness, sarcastic dialogue, asking for more money, successful persuasion.
  • Dislikes: Generosity, murder of non-hostiles, giving to beggars, peaceful solutions, chem addiction (after her personal quest).
  • Hates: Chem addiction (after her personal quest).

Codsworth

The Sole Survivor’s loyal Mister Handy robot butler, Codsworth is prim, proper, and embodies pre-war civility. He appreciates kindness, generosity, and efforts to help others, often disapproving of morally questionable acts.

  • Likes: Helping settlers, generosity, noble actions, being nice, healing Dogmeat, modding armor/weapons, building in settlements.
  • Dislikes: Stealing, chem use, murder of non-hostiles, violence against innocents, selfish dialogue choices.
  • Hates: Chem addiction, murder of non-hostiles, cannibalism.

Curie

Originally a scientific robot assistant, Curie evolves into a Synth with a keen intellect and a compassionate heart. She values scientific discovery, peaceful resolutions, and acts of kindness, particularly those that benefit humanity.

  • Likes: Healing others, generosity, helping people, honest dialogue, peaceful solutions, crafting, modding.
  • Dislikes: Stealing, lying, selfish dialogue, violence, chem use.
  • Hates: Murder of non-hostiles.

Deacon

A master of disguise and deception, Deacon is a Railroad agent whose true motives and feelings are often hidden. He appreciates actions that align with the Railroad’s mission: helping synths and opposing the Institute.

  • Likes: Hacking, lockpicking, helping synths, being nice, sarcastic dialogue (sometimes), successful persuasion, certain Railroad quests.
  • Dislikes: Murder of non-hostiles, joining the Institute, betraying the Railroad.
  • Hates: Murder of non-hostiles, joining the Institute.

Paladin Danse

A staunch Brotherhood of Steel Paladin, Danse lives by a strict code of conduct, valuing discipline, military prowess, and the eradication of dangerous technologies. He respects loyalty to the Brotherhood and decisive action against their enemies.

  • Likes: Modding armor/weapons, joining the Brotherhood, acts of courage, being nice (to a point), anti-synth rhetoric, using power armor.
  • Dislikes: Stealing, chem use, murder of non-hostiles, selfish dialogue, siding with synths or the Railroad.
  • Hates: Murder of non-hostiles, siding with synths.

Hancock

The charismatic ghoul mayor of Goodneighbor, Hancock is a libertarian with a heart of gold (sometimes). He champions freedom, helping the downtrodden, and is surprisingly tolerant of chem use, though he disapproves of outright cruelty.

  • Likes: Chem use, nakedness, generosity, helping ghouls, sarcastic dialogue, successful persuasion, violent solutions (against bad guys).
  • Dislikes: Murder of non-hostiles, selfish dialogue, being mean to people he likes.
  • Hates: Murder of non-hostiles, forced sobriety.

MacCready

A former Gunner and mercenary with a rough exterior, MacCready is primarily motivated by money and the well-being of his son. He appreciates aggressive, self-serving actions and doesn’t mind a little larceny, but dislikes outright cruelty.

  • Likes: Stealing, asking for more money, lockpicking, sarcastic dialogue, successful persuasion, violent solutions, sometimes being nice.
  • Dislikes: Generosity, helping others, giving to beggars, murder of non-hostiles.
  • Hates: Murder of non-hostiles.

Nick Valentine

The trench-coat wearing synth detective of Diamond City, Nick Valentine is a moralistic but weary individual. He values justice, helping the innocent, and solving mysteries, often disapproving of illegal or cruel actions.

  • Likes: Hacking, helping people, honesty, being nice, solving quests, standing up for synths, noble dialogue choices.
  • Dislikes: Stealing, chem use, murder of non-hostiles, violence against innocents, lying, selfish dialogue.
  • Hates: Murder of non-hostiles.

Piper Wright

The intrepid reporter for Publick Occurrences, Piper is a truth-seeker with a strong moral compass. She champions justice, helping the common person, and uncovering secrets, but despises dishonesty and selfish acts.

  • Likes: Helping others, lockpicking (if story related), generosity, honest dialogue, curiosity, being nice, standing up to authority.
  • Dislikes: Stealing, murder of non-hostiles, selfish dialogue, lying, chem use (less than others).
  • Hates: Murder of non-hostiles.

Preston Garvey

The stoic leader of the Commonwealth Minutemen, Preston is dedicated to rebuilding society and helping settlements. He appreciates generosity, protecting the innocent, and, predictably, completing Minutemen quests.

  • Likes: Helping settlers, generosity, building in settlements, being nice, noble dialogue choices, completing Minutemen quests.
  • Dislikes: Stealing, chem use, murder of non-hostiles, selfish dialogue, refusal to help settlements.
  • Hates: Murder of non-hostiles, cannibalism.

Strong

A Super Mutant obsessed with finding ‘the milk of human kindness,’ Strong is a brute who values strength and violence above all else. He dislikes subtlety and intellectual pursuits, preferring direct, aggressive solutions.

  • Likes: Violence, cannibalism, murder of non-hostiles (sometimes), aggressive dialogue, nakedness, wearing minimal clothing.
  • Dislikes: Modding armor/weapons, picking locks, hacking, peaceful solutions, wearing power armor, acting intelligently.
  • Hates: Diplomacy, intellect, being nice to non-mutants.

X6-88

A dedicated Institute Courser, X6-88 is logical, emotionless, and utterly devoted to the Institute’s objectives. He values efficiency, loyalty to the Institute, and decisive action against its enemies.

  • Likes: Hacking, modding weapons/armor, joining the Institute, certain Institute quests, selfish dialogue, using power armor.
  • Dislikes: Generosity, helping others, peaceful solutions, joining the Railroad/Brotherhood.
  • Hates: Joining the Railroad/Brotherhood, betraying the Institute.

Dogmeat

The loyal German Shepherd is unique among companions as he does not have an affinity system. He will always be loyal and never judge your actions. He is a steadfast friend without the complex social dynamics of the others.

General Tips for Raising Companion Affinity

Maximizing companion affinity efficiently can be a game-changer. Here are some overarching strategies:

  • Heal Them: Whenever your companion is downed, healing them with a Stimpak often grants a small affinity boost, regardless of who they are.
  • Crafting and Modding: Many companions, particularly those with a pragmatic or intellectual bent (e.g., Danse, Curie, X6-88), appreciate weapon and armor modifications. Spend some time at a crafting bench with them present.
  • Lockpicking and Hacking: Roguish companions like Cait, Deacon, and MacCready enjoy these illicit activities. Ensure they are with you when you pick a lock or hack a terminal.
  • Quest-Specific Actions: Pay close attention to dialogue choices during quests, especially companion quests. Choosing options that align with their worldview will net significant affinity gains.
  • Repetitive Actions: Some actions, like repeatedly fast-traveling between settlements with a builder-type companion (like Preston) and performing settlement tasks, can slowly increase affinity.
  • Nakedness (for some): Cait and Hancock will react positively to the Sole Survivor being naked. While not a practical long-term strategy, it’s a unique detail.
  • Patience and Consistency: Affinity gains are not instant. Consistent actions over time will build the strongest bonds.

The Rewards of Loyalty: Companion Perks and Romance

The ultimate reward for reaching maximum affinity with a companion is their unique perk. These are powerful, permanent buffs that can significantly enhance the Sole Survivor’s combat prowess, utility, or survivability. For example, Piper’s ‘Gift of Gab’ grants bonus XP for discovering new locations and successful persuasion, while Nick Valentine’s ‘Close to Metal’ provides an extra attempt at hacking and faster terminal cooldown. Understanding these perks can help tailor your companion choice to your desired playstyle.

Furthermore, human and synth companions (Cait, Curie, Danse, Hancock, MacCready, Nick, Piper, Preston, X6-88) become romanceable upon reaching maximum affinity and completing their personal quest, if applicable. These romantic relationships offer additional dialogue, unique scenes, and a permanent ‘Lover’s Embrace’ perk, granting a temporary XP boost after sleeping with your beloved. This adds a deeper, more personal layer to the post-apocalyptic narrative, making the Commonwealth feel a little less lonely.

Conclusion: Forge Your Alliances Wisely

The companions of Fallout 4 are far more than just side characters; they are an extension of the gameplay experience, offering strategic advantages, narrative depth, and emotional connection. By understanding their individual likes and dislikes, players can not only navigate the complex social landscape of the wasteland more effectively but also unlock potent perks and forge unforgettable relationships. Whether you seek a loyal protector, a moral compass, or a chaotic ally, mastering companion affinity is a cornerstone of a truly fulfilling Fallout 4 journey. Choose your allies wisely, respect their convictions, and together, you will conquer the challenges of the Commonwealth.

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