Falloutâs companions are all memorable in their own ways, but Raul is special. Fallout 1 Best Companion - Ian. That makes him Raul the ghoul, which, if you hadnât noticed, is a rhyme. I've beat the game with all companions surviving. They aren't mostly the nice guys which can only be used as pack mules. 1 Permanent companions 1.1 Companion controls 1.2 Statistics 2 Temporary companions 2.1 Companion controls 2.2 Statistics 3 Notes Permanent companions require a few requisites to be met in order for them to join the player's party. Did he run out of ⦠Follower:-----Need ammo (100% complete) I generally avoid followers in Fallout 1 because they're so fragile, they tend to shoot you in the back or get in fights with townsfolk, and you can't adjust their tactics. Welcome to the first of the Classic Fallout guides! I've been playing the English v1.2 (UK) version of the game, using the Falche 1.20 character editor for experimentation and adding children with Skynet's Fallout 1 Children Patch. Took a lot of reloading saves but the main game changer is giving them stimpaks for them to use automatically or using stimpaks on them yourself. But no, Fallout 1 has no complex companion commands. I've made good use of the script decompiler by TeamX and the Fallout 1 DAT-file extractor v1.2, and even better use of the script decompiler by ⦠Fallout 1 companions aren't that particularly good in terms of having any armor (Which was fixed in Fallout 2) Ian was ok for the beginning and mid, but later game is destroyed by most. Is Ian the Best Companion in Fallout 1? Here are the canon endings for Fallout 1: You destroy the vats and master [SHADY SANDS] You save Tandi, She and her father form the New California Republic The Hubs ghoul population is brought together with the humans thanks to Harold [FOLLOWERS OF THE APOCALYPSE] Followers gain control of Boneyard ⦠They heal them just like they heal you. Tycho is the only that might stand a chance in later game combat, but won't stand against harder enemies like Super Mutants with their ⦠1 Permanent companions 1.1 Companion controls 1.2 Statistics 2 Temporary companions 2.1 Companion Controls 2.2 Statistics 3 Trivia Permanent companions require that a few requisites be met in order for them to join the player's party. For me at least, he is. Ian's days with the Caravan ended while being shot in a bandit raid, landing him in Shady Sands. We try to reflect this with several additions to the standard system. In Fallout 1 can your companions who use guns run out of ammunition? Follow Question; 0 Great Question; Asked by Plone3000 (668) August 22nd, 2010 While I have been playing the game I realized that the first Companion you have a chance to get(Ian) started using unarmed strikes as opposed to his pistole. For a few non-player character's, there is more than one possible way to ⦠This one goes over 20 tips and hints for new and seasoned players alike! For a few non-player character's, there is more than one possible way to have them join ⦠In Fallout 2 these things are all improved, along with a "party member interface," and they have actual dialog and quests with you! For a start, his name is Raul. Ian is a short, well built, former Crimson Caravan guard, never seen without his favourite Leather Jacket and Blue Jeans. Follower & Reputation:-----The follower system is different in Fallout 1 then in the newer versions. It's tough.