naist-nlp/zeshel huggingface dataset:
Hex Hexes are the standard unit of measurement in " Fallout " , " Fallout 2 " , and J . E . Sawyer ' s " Fallout " Role - Playing Game . " " and " Van Buren " also technically used the hex , though the maps were not divided into hexes , and hex distance changed based on stance and Agility score . The hex . The entire game map is made up of hexes . When not in combat , there is free movement across a hex . During combat , though , each hex costs one Action Point to move across . With a Crippled Leg , each hex costs 4 AP to move across , having both legs crippled prevents movement in combat . Range . A weapon ' s maximum range is measured out in hexes . A melee weapon or an unarmed weapon usually have a range of one hex , so the attacker need to be right next to something to hit it . A spear or a sledgehammer , though , have a range of two , and can hit the target from a little bit farther distance . Some critters like spore plants have a special flag that allows attacking from two hexes away . A gun has a range that is somewhat determined by the ammo type and power of the gun . A pipe rifle , for instance , has a range of 20 hexes , while a Colt 6520 has a longer range at 25 . The longest range for weapons is 50 hexes , possessed by the DKS - 501 , the PPK12 , and the M72 . " Fallout Tactics " . In " Fallout Tactics " , the hex still appears , though not in a literal sense . Moving costs a number of action points based on the distance , and what stance the person is at . Some characters , like deathclaws , will move faster in CTB than in ITB or STB , as well . Bugs . In " Fallout " and " Fallout 2 " , it is not actually possible to scroll the screen far enough to make use of the 50 hex range on the weapons without increasing the screen resolution externally .
Thick Skinned Thick Skinned is a general all race trait which appears in " Lionheart " . Characteristics . Your skin is unnaturally calloused , more so than that of your peers . Add 5 % to all damage resistances and 4 to your AC , but you have a thick head as well and suffer a - 1 penalty to Intelligence and - 10 penalty to your Lockpick skill .
Benny Benny is the head of the Chairmen of New Vegas in 2281 . He is the brains behind a complex scheme to usurp control of New Vegas from Mr . House and serves as a secondary antagonist in " " . Background . Benny was a member of the tribal gang called the Boot Riders before Mr . House took over Vegas . As one of the three tribes who agreed to House ' s new rule , the Boot Riders were assigned to renovate The Tops casino . They were given suits and ties and renamed " The Chairmen . " Benny saw the potential of New Vegas , but the tribe ' s chief at the time , , wanted to stay nomadic . To determine the direction of the tribe , Bingo challenged Benny to a knife fight , and the winner would be the leader of the tribe . Benny stabbed Bingo in the throat , killing him and winning the fight . Benny is quick to stamp out dissent among those Chairmen who support the old ways , even killing an old friend , an unnamed singer with a overdose . Benny ' s long - term goal is simple : to control New Vegas . The chances of such a thing happening seem very slim , but as Benny himself would say , he ' s not done rigging the odds yet . After attacking one of Mr . House ' s PDQ - 88b Securitron s with a , Benny brought it in for examination . Unable to fix it himself , he allowed Emily Ortal to inspect it in exchange for her reprogramming it . After finishing the reprogramming , the Securitron became known as Yes Man , an AI designed to obey " every " command given to him . Benny used Yes Man ' s compliant nature to interrogate him on the details of House ' s machinations . He learned Mr . House had something buried underneath The Fort and of the platinum chip — the key to all of House ' s plans . He also learned of the seven couriers hired by — six decoys and one carrying the chip . Using Yes Man , Benny was able to discover the route the Courier would take , and hired Jessup , McMurphy and Chance to help him finish the job . The Courier was bound , gagged , shot in the head , buried in an unmarked grave at Goodsprings Cemetery and left for dead . After betraying his Great Khan accomplices , Benny made his way to The Tops and stays in the casino area with four loyal bodyguards . However , unbeknown to Benny , the Courier was not dead . . . and his actions had not gone unnoticed by Mr . House , either . Interactions with the player character . Other interactions . If the Courier is a female with the Black Widow perk , you can convince Benny to take you to his room , where you can either attack him or sleep with him . After some humorous dialogue , you are given the option to kill him quietly in his sleep or leave him be . If you choose the second option he will instantly teleport to Caesar ' s tent , disallowing you to kill him on the Strip . Appearances . Benny appears only in " " and " All Roads " .
Pistol Packing Pistol Packing ( or Missing Laser Pistol ) is an in " " . Detailed walkthrough . Knight Torres , the quartermaster for the Brotherhood of Steel in the Hidden Valley bunker , will mention that she is missing one laser pistol from her inventory , which the Courier can volunteer to help find . After speaking to her , head next door to the firing range and speak to the sitting at the desk there ( if the paladin range master isn ' t at the firing range desk , try going down to the deck below and stepping into the large bedroom where he should be sleeping and speak to him ) . Mention the pistol , and the paladin will mention that Initiate Stanton was the last one to check it out , but signed it back in afterwards . It is necessary to do this before talking to Stanton , or else he will claim that he doesn ' t know anything about it . Initiate Stanton . Stanton can be found wandering around the first floor of the bunker or at the classroom during day time . At night , Stanton will be inside the initiate barracks , which is opposite of the long , oval - shaped hallway from the firing range . When speaking to him , mention the pistol he checked out . He will admit about how he and Apprentice Watkins went out to the scorpion gulch for a " training exercise . " Once he and Watkins realized the scorpions were more than they could handle , they ran away and he dropped the pistol in the confusion . If mentioning that the pistol has been checked back in , he tells the Courier that he falsified the records . From here , the Courier may volunteer to retrieve the pistol ( i . e . the pistol will not spawn in the gulch until the Courier speaks with the paladin at the Range and then Stanton ) . Scorpion gulch . Scorpion gulch is just southeast through a broken fencing line from the bunker . After going through the gulch , the missing laser pistol will be on top of a rock , in the middle of the lowest part of the gulch . The gulch will usually have various scorpions roaming around the area . ( NOTE : If you enter the narrow canyon , you ' ve gone too far . It blends in well . It ' s right near the dead wastelander . ) Conclusion . Once the pistol has been obtained , return to Torres . She will have a , and will give it to the Courier as a reward for services rendered . The Courier will also receive positive reputation among the Brotherhood of Steel .
Celsius Celsius is the chief medical officer of the Brotherhood of Steel in 2197 . Background . Celsius is dressed in robes , and he is considered one of the Elders . He is a master surgeon and a scholar . Celsius has a deep voice and a confident air about him . He never betrays any hint that he is uncertain of his skills . All medical goods can be purchased from Celsius . He resided in Bunker Alpha , but later moved to Bunker Beta , leaving Timothy , his assistant , to continue his work . He reprises his services in Bunker Gamma as well , being replaced in Beta by another medic , Jeffrey . Interactions with the player character . Other interactions . Celsius will congratulate Rex at the end of the tutorial . Appearances . Celsius appears only in " " .
Citadel B ring The Citadel B ring is a section inside the Citadel . Layout . The A ring continues to the B ring . Here are the barracks , the hospital , and " the Solar . " Knights and paladins rest in the barracks . Here they keep their belongings in the footlockers , and sleep on the beds ( which seem in pristine condition , unlike the ones found in the courtyard ) . The hospital is a small room with a Mister Gutsy robot named Sawbones . However , it is malfunctioning , so that it now harms instead of heals people . The Solar is Elder Owyn Lyons ' personal quarters . It consists of a living room and a bedroom . Appearances . The Citadel B ring appears only in " Fallout 3 " .
Useless Baubles or Fancy Trinkets ? Useless Baubles or Fancy Trinkets ? is an in " " . Quick walkthrough . First , visit Mr . House and after complimenting his snow globe collection , you will be able to sell your snow globes to Jane for 2 , 000 caps apiece . They will then be displayed in the Lucky 38 presidential suite on a stand . When the player finds a snow globe in one of the , it will automatically be transferred to a shelf in the presidential suite and the player will automatically receive the 2 , 000 caps . Detailed walkthrough . When you first visit Mr . House in the Lucky 38 penthouse , you will be greeted by Jane , the Securitron immediately in front of you as you exit the elevator . She is also the only Securitron with a woman ' s face . To give her the snow globes you must exhaust the dialogue option " What ' s with the snow globe collection ? " and then state , " I have some snow globes for Mr . House ' s collection . " Note that if you kill or disable Mr . House , she disappears . There are seven snow globes in all , excluding the add - ons . Jane will give you 2 , 000 caps for each snow globe and , after selling them , each one will be added to a display stand in the presidential suite . Locations . The snow globes found in add - ons are not part of this quest , but still pay the 2 , 000 cap ( or Sierra Madre chip , in the case of " Dead Money " ) finder ' s fee . Their locations can be found on the snow globe page .
Sewer entrance The sewer entrance is a small unmarked sewer location in Vernon Square . It is found at the end of a dead - end alley near the cinema in the northward side of the square , accessible via a manhole cover . Layout . Upon first entry , the most notable feature is that access eastward to the actual sewer system tunnels is blocked by impassible bars . The passage north is trapped with a tripwire releasing a grenade bouquet . The area beyond contains four rooms connected by a center junction creating a cross layout . It would appear that these chambers were recently used as domicile or barracks . The southern and eastern rooms contain beds suitable for sleeping . The western entry room would seem to be a kitchen area and the northern locked room containing a " Dean ' s Electronics " seems to be for storage . The location is completely vacant and there are no signs of who the inhabitants may have been , but the dwelling spaces show no indications of raider , ghoul , or super mutant activity . Notable loot . There is a " Dean ' s Electronics " in the locked northern room . Appearances . This sewer entrance appears only in " Fallout 3 " .
Hoss ( Fallout 2 ) Hoss is a large , muscled man spending his days in Dusty ' s Cantina in 2241 . Background . Hoss , described as a big , dumb - looking and over - muscled lunk , is the son of President Tandi and is a real pain for the local bartender Dusty . Interactions with the player character . Effects of player ' s actions . If the Chosen One gets Hoss to back down , Dusty will provide them with drinks on the house . Tandi will also be impressed and state that someone who can put her son in his place may be just the right person for a job she needs help with . Other interactions . The Chosen One can either ignore him ( - 5 Karma ) or accept his challenge , where , upon landing the first successful hit , Hoss ' spirit breaks and he yields faster than one could think . Pulling a gun on him also freak him out , and will not draw attention from the police . Notes . Hoss can be spoken to outside of his proximity , where he will not initiate combat and attack . However , should he be approached doing this , he will be hostile . Appearances . Hoss appears only in " Fallout 2 " .
Trapping grounds The trapping grounds are to the south of Klamath , where geckos and golden geckos reside . Layout . The entrance from Klamath Downtown is located at the northern edge of this district , which is primarily a sparsely - forested area of wilderness . The only structure is a small shack at the southern end , where Whiskey Bob keeps his still . In the shack , the Chosen One can find firewood and some booze . Appearances . The trapping grounds appears only in " Fallout 2 " .
Wolfgang Wolfgang is a character appearing in 2287 doing a stand off at Drumlin Diner . Background . At some point in his life , Wolfgang began to become involved with chems , and started selling them to various people around the Commonwealth with his friend Simone protecting him during his travels . Sometime during 2287 , Wolfgang met Patrick , who soon became addicted to the drugs he bought off the dealer . However , Patrick didn ' t have the money - and upon collection at his home , Patrick ' s mother Trudy refused to hand over the money to him - upon the Sole Survivor ' s arrival , the two are at a stand off with Wolfgang demanding his money . Appearances . Wolfgang appears only in " Fallout 4 " . Bugs . After being killed , the corpses of Wolfgang and Simone will not be removed and all items on their person will respawn . However , after looting the first time , the clothing will not be equipped .
Rochelle Rochelle was a member of a small commune who lived at the Hilltop Farm ruins . She helped Miles with setting up an irrigation system and operated some distillers with Vu . In addition , she either liked to make fun of Tyler or considered him to be unintelligent . Appearances . Rochelle is mentioned only in " Fallout 3 " .
Hunting rev . 6 - shot cylinder The hunting rev . 6 - shot cylinder is a for the GRA hunting revolver in the " " " Gun Runners ' Arsenal " . Effects . This mod increases the weapons ammunition capacity by 1 round , from 5 to 6 . Locations . Sold by :
Quincy ( Fallout Tactics ) Quincy is a location in " " , which can be reached from Bunker Beta . Background . Quincy is what remains of the pre - War , Illinois , known as the Gem City . It had a population of 38 in 2077 . The town is home to both human s and ghoul s , which sometimes leads to racial tensions . The ghoul population of Quincy live in a district called Shanty Town which lies on the western side of the tracks that run the length of the town . They have made the abandoned rail facilities their home . Around 2197 , the township of Quincy asked the Brotherhood of Steel for protection from a large group of tribal s called the Beastlords . This threat was unique , because their raiding parties include various monsters from the Wasteland ; most notably , the deadly deathclaw s . The Beastlords , under the leadership of Duff the beast master and another unnamed Beastlord commander , took over certain parts of Quincy and were using hostages to ensure they have control over the rest of the town . Among those captured was Hillary Eastwood , the mayor . A Brotherhood squad was sent to rescue the mayor and assist in dealing with the Beastlords . Other prominent citizens of Quincy at that time included Felix Stiles , the town ' s " war hero " , Evita Eastwood , the mayor ' s daughter , Arlene , a woman who is in close relationship with the Eastwood family , Elliot Nesting , the self - appointed leader of the ghouls , and his brother Gorgi . There is also a brothel where all the prostitutes are ghouls , except one , who turns out to be a super mutant . Some time later , the Brotherhood was betrayed by a group of criminals from Quincy . The group of rogues poisoned a group of Brotherhood paladins as they stood vigil over the town . In their weakened state , the guards could barely defend themselves and the thieves looted ( taking even their precious power armor ) . They stole a Brotherhood vehicle and left for the town of Cold Water , where they easily took control . After a Brotherhood squad defeated the bandits , their bodies were displayed in crucifixion outside the town of Quincy , along with the guards that were on watch . The Brotherhood Inquisitors also rounded up known friends and family of the criminals to an internment camp . Mission . The mission in Quincy involves rescuing hostages throughout the town taken by the Beastlords and their pets . Notes . If the Warrior doesn ' t show much success in fighting beastlords , some of the citizens start to consider Marks Brothers as a potential ally instead of the Brotherhood . Appearances . Quincy appears only in " " .
T . Sanchez T . Sanchez is a character mentioned in the " Fallout 4 " add - on " Automatron " . Background . T . Sanchez was an employee of RobCo Industries , working at the RobCo sales & service center . Appearances . T . Sanchez is mentioned only in the " Fallout 4 " add - on " Automatron " .
Wastelander campsite The wastelander campsite is an unmarked location in " Fallout 3 " , located on the very edge of the map , southwest of the yao guai tunnels and west of Rockopolis . Layout . The location is difficult to spot , due to being surrounded by cliffs on three sides . The tent can also be difficult to see , as it is camouflaged against the rocks . Here you will find two wastelanders around a campfire listening to a radio . On top of the nearby rock spire , there ' s an elevated platform providing an ideal observation perch for a sniper , therefore suitably , a sniper rifle and ammunition box can be found near a chair . The tent itself contains a Ham radio , a usable bed , 2 first aid box es , and other minor loot - a plasma grenade may be found in one of the pots . Behind the tent is another ammunition box and a mine box . Appearances . The wastelander campsite appears only in " Fallout 3 " .
Katrina Katrina is a resident of Shady Sands in 2161 . She serves as the town informant and greeter . Background . Katrina has the job of greeting and helping strangers understand the community . She was raised in Vault 15 , in which she had a very boring life . Over time the vault that Katrina lived in became overcrowded , forcing the residents to leave . Many of them gathered their supplies and ventured out into the wastes with no knowledge of the outside world . Apparently , a new life would begin for everyone . However , some stayed behind in the vault which was later attacked by raiders . She escaped the vault and was wounded , but was found by residents of Shady Sands . She has stayed there ever since . The intention of the developers of " Fallout " was likely to include her as a tutorial character considering her dialogue is focused around explaining a few fundamental game - play systems , including barter ing , healing and the First Aid and Doctor skills . Appearances . Katrina appears only in " Fallout " . Bugs . Katrina will give the dialogue concerning abduction of Tandi during the Radscoprion quest . Similarly , during the quest to rescue Tandi , she will instead have the dialogue concerning dealing with radscorpion s .
Courser chip The Courser chip is a quest item in " Fallout 4 " . Characteristics . The Courser chip is a component embedded into a Courser ' s brain , allowing them to teleport from anywhere in the Commonwealth to the Institute . To be delivered to Tinker Tom in Railroad HQ during part of the main questline but has to be handed over in return for him to decode it , because Doctor Amari from the Memory Den does not possess sufficient enough information to decode it . Location . This item is found on Z2 - 47 after killing him in the Hunter / Hunted quest .
Minigun ( Fallout ) The Rockwell CZ53 personal minigun is a big gun in " Fallout " and " Fallout 2 " . Characteristics . The CZ53 is an excellent big gun , especially since it is one of only 3 big guns in " Fallout " , and one of the more common big guns in " Fallout 2 " . It does well at mid - to close - range shooting , where its 40 - round bursts can tear apart small groups of enemies . At longer ranges , fewer bullets hit , resulting in a lower damage due to the small bullets it shoots . The hollow - point round multipliers create ridiculous amounts of damage , while AP ammo is mostly useless due to engine glitches and miscalculations . All in all , it is a fine weapon for " Fallout " , while the Avenger minigun one - ups it for " Fallout 2 " . Paired with a Rockwell BigBazooka for long range , it lets big - gun characters overpower almost any opposition .
Viper gunslinger Viper gunslingers are members of the Vipers gang living in the Mojave Wasteland in 2281 . Background . Along with the Jackals and Khans , the Vipers were one of three legendary raider tribes that emerged from Vault 15 in the years following the Great War . Although once a great scourge on the Wasteland , the Vipers have since been reduced to a very weak group of raiders by the lawbringing forces of the emerging NCR . Viper gunslingers in the Mojave Wasteland are very similar to their Jackal gang member counterparts ; low - level raiders equipped with poor weapons and armor . Most wear s or less commonly , while a few wear . About half of them carry weak melee weapons such as knives or tire irons , while the rest carry firearms such as 10mm pistols or 10mm submachine guns . After the , Vipers will occasionally be equipped with a grenade rifle . While generally weak , Vipers armed with grenade launchers can deal heavy damage , and those wearing metal armor can resist weak firearms and pose a threat to low - level player characters . The greatest difference between Viper gunslingers and Jackal gang members is that Jackals mostly wear s while Vipers mostly wear s . Vipers are also slightly better equipped than Jackals , being more likely to carry firearms , although their armament is still fairly poor and many of them still only have melee weapons . Viper gunslingers are sometimes lead by a Viper leader , who is significantly tougher and better equipped than his / her minions . Viper gunslingers are hostile towards the majority of the Mojave Wasteland ' s other inhabitants , including traveling merchant s and , both the NCR and Caesar ' s Legion , and even other raider groups such as the Jackals and the Fiends . They are allied with the Wasteland ' s , with whom they share some overlapping territory . Locations . Viper gunslingers primarily control the stretch of Highway 95 between Nipton and Novac , and are typically first encountered ambushing the player in the highway canyon area east of Nipton . Viper camps can be found at the Hidden supply cave , the train tunnels southwest of Ranger station Charlie , the Highway 95 Viper ' s encampment , inside the Searchlight East gold mine , on the highway near the El Dorado Gas & Service north of Novac , and at the Horowitz farmstead north of New Vegas . A large ambush of several Viper gunslingers will appear at the raided farmstead once the player enters the home / trailer there . Appearances . Viper gunslingers only appear in " " .