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Because of this, player–companion relationships can be viewed as mutual and non-directional (i.e. Technically speaking, the player does not keep a relationship with companions at all - only from the companion to the player (otherwise this would be a contradiction to the Featureless Protagonist model). Inversely, links shown on a companion's character sheet are considered to be how they view other companions (the player is not shown here). In the player's character sheet, relationship links between the player and other companions are considered to be how the companions view the player. A relationship is not represented as mutual "link", but rather an "arrow". This means that while a companion might have positive feelings towards another, those feelings may not be shared, and the other companion may have negative feelings towards them. Every companion has their own individual opinion towards others. On the other hand, companions with a negative relationship will be closed off, and tensions within the party may come to a boil, which can force companions to leave the party.Ĭompanion relationships are managed on a directional, per-target basis. Companions with a positive relationship towards other companions will often engage in unique dialogue, and in some situations may even romance each other. Companions with a positive relationship towards the player will be more open to discuss topics, will give unique gifts to the player, and may even be romanced.
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Maintaining a healthy relationship with your companions, as well as between them is important. The things that companions say or do cannot always be foreseen, so inter-party relationships can be somewhat unpredictable.
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Composing your party in a way that minimizes exposure of opposing traits and topics, and maximizes exposure to common traits, is key to ensuring that fellow party members get along.
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Each event such as this has the option to apply only if the companion is active in the party, with some taking effect even if they are not.īecause of this, companion relationships are extremely situational and are greatly influenced by what each party member witnesses and the dialogue options they are exposed to. However, this only ever happens if she is in the party and is there to witness it. Choosing to side with the druids will always give a set negative change in relationship with Maia Rua, skipping any topic-related checks. For example in the quest Hunting Season, the player has to choose between siding with a group of godlike druids, or the RDC who have invaded their island. In addition to topic-triggered changes, some companions have fixed changes that are associated with making certain decisions during the game. When these topics are brought up, by either yourself - but more often when other companions interject in conversation, it "triggers" a change in relationship towards the other party, either increasing or decreasing their current relationship score with that character depending on their approval or disapproval of the topic in question. A relationship between two characters is influenced by the actions and dialogue expressed between both parties.Īll companions (but not sidekicks) have pre-defined conversational topics that resonate with their core beliefs.
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