Companions

Overall,  were much too powerful at low levels, and had hardly any progression to level them up with you. Horizon goal is to make companions more upgradeable and scalable. So if you put some effort into them, they'll be effective. If you don't, they'll remain very weak. Unfortunately, most companion mods will not be compatible unless you make/get a patch for it.

General Changes

 * All Companions now use custom level scaling for resists and damage output
 * All have the proper sneak perks
 * All should have the proper "Live and Love" perks
 * Are immune to falling damage
 * Are immune to poison damage
 * Will not trigger tripwires (even though the player's perk removes it)
 * All use better appropriate AI behaviors
 * When Preston receives a gift from someone, it should always roll something now; also has more variety of items
 * Changes for DLC Companions are included in the DLC addons

Revival Overhaul
All companions and pets now use a new customized version of reviving them when they fall in combat
 * The vanilla "use stimpak" revive option is overridden by the new activator option
 * All humanoid companions and dog/animal pets require an Adrenaline Injector to revive them
 * All robot companions and engineering devices require an Engineer Repair Kit to revive them
 * When a companion/pet needs to be revived the activator text will say "Revive"
 * When a companion/pet was just revived, it will say "Recovering..." and using it will do nothing
 * When a companion/pet is Recovering, it will take roughly 5 seconds for them to recover and get up (in combat)
 * Companions/pets will still automatically get up on their own after combat ends
 * The new system uses animations for both 1st and 3rd person like the vanilla revival does
 * [Automatron]: Robot Repair Kits can be converted to Engineer Repair Kits in the Tech Lab
 * Please report any problems you have with this (and note that Horizon does NOT use the survival mode quest system)

Dogmeat
Dogmeat's damage has been rescaled to offer better ways to improve him if you choose to. If you want Dogmeat to actually do damage, you'll need to train him.
 * Dogmeat's base damage and level-based damage bonuses are completely designed to fixed values
 * Dogmeat still does very low damage at low levels, but his damage will naturally scale up better
 * Increase Dogmeat's damage with the Attack Dog perk
 * Increase Dogmeat's damage penetration with K9 Training Manuals
 * Increase Dogmeat's damage resistance with K9 Training Manuals
 * Has slightly increased health
 * Now has a small amount of starting base damage/energy resistance
 * Dog body armor no longer gives any DR*

DEVELOPER NOTE: I reverted this back to vanilla values, because I actually would prefer dog armor to be purely cosmetic. I know some players might like the idea of upgrading dogmeat's DR with armor, but you could easily argue he would lose the ability to dodge well in heavy armor, so you would gain no actual defense anyway.)

Danse

 * Danse's Power Armor actually has good defense now (this was an oversight before)
 * Danse's X-01 gives a significant amount of defense over his T60

Companion Signature Weapons
Companions now get their own signature weapons that you can trade for at Market Trading Terminal (Trevor) for them, which only work for companions. Each companion finds their own ammo for these weapons, so you don't need to keep feeding ammo to them. NOTE: All of these weapons come pre-modded, don't require ammo and cannot be modified or used by player.
 * Each companion weapon has a legendary property
 * The legendary properties do not display in the crafting window, but you can see them in your inventory.
 * Recipes will not appear in the Market Trading Terminal until the companion is recruitable.

List of Companion Weapons:
 * Justice (Nick): (.44 Revolver) +40% extra damage to Robots*
 * Victory (Danse): (Laser Rifle) +30% extra damage to Super Mutants. Fires an orange laser beam.
 * Freedom (Preston): (Laser Musket) +15% less damage while standing still. Fires a blue laser beam
 * Veracity (Piper): (Deliverer) +30% extra damage to Humans
 * Mutiny (Hancock): (Submachine Gun) 20% chance to cripple the target's leg
 * Tenacity (MacCready): (Hunting Rifle) Chance to stagger on hit
 * Deception (Deacon): (Combat Rifle) Ignores 30% of the target's damage/energy resistance
 * Vengeance (Cait): (Double-Barreled Shotgun) Chance to stagger on hit
 * Moxie (Curie): X-24 Laser Pistol Does +4 rad damage - requires that "Emergent Behavior" is completed. Fires a white laser beam.
 * Winter's Edge (Nick): (Submachine Gun) Does +2 cryo damage.
 * Brutality (Strong): A companion-only handmade axe.
 * Mercy (Strong) : A companion-only katana.

Companion Advancement System

 * All Companions can now gain XP while they are travelling with you
 * Each level grants them additional passive stats as they level up
 * The XP they gain is based on your own XP gains, so they learn as you do
 * You can view the current stats gained by using the Training Desk
 * You can view an overall status of all companions in the Training Desk
 * Only companions that have gained XP are shown in the Training Desk

Move/Teleport Companions
Sometimes Companions disappear. You can call your Companion via your Field Kit and/or use Console Commands to spawn them next to you. prid moveto player
 * Cait 00079305
 * Codsworth 0001ca7d
 * Curie 00102249
 * Danse 0005de4d
 * Deacon 00050976
 * Dogmeat 0001D162
 * Gravey 0001a4d7
 * Hancock 00022615
 * Piper 00002f1f
 * Strong 0003f2bb
 * Valenine 0002f25

Mercenaries

 * Companions not from base game level up as a Mercenaries group.