Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Certain quests force you to have the companion with you while the quest is active (you can dismiss them once the quest is complete). That will be the case at the begining of the game, during certain parts of the main quest, and during companion quests if you decide to do those.
Pro tip. If you plan to adventure alone anyway pick the 'Introvert'-perk. One of the best in the game.
That way you will still have them accumulate affinity points, while not getting in the way.
Should you exit the map they'll come along and be teleported to you, might have to re-order them to wait there & then, same BTW when you hop back to your ship.
Used to be useful as an external loot mule, too - but nowadays you can just adjust the cargo access distance in the game options.
Ignore main story, maybe take up with the pirates or good guys on the western themed settlement.
Played as a sandbox with infinite repeatable mini quests, the game is a sold 6.5 out of 10.
If you ignore the main quest completely as I did/do.
If you haven't cleared the Unity, then you can simply choose not to assign companions that you don't want on your ship. They'll then stay at the Lodge. You can also assign them to your ship but not have them follow you.
You still have to complete their individual intro quests though, but you're free after that.