naist-nlp/zeshel huggingface dataset:
Good Natured Good Natured is a " Fallout " , " Fallout 2 " , " " , " " and " Lionheart " trait . Effects . " Fallout " , " Fallout 2 " , " Fallout Tactics " . First Aid , Doctor , Speech , and Barter get a + 15 % bonus . You get a - 10 % modifier to starting combat skills ( Small Guns , Big Guns , Energy Weapons , Unarmed , Melee Weapons , and Throwing ) . This is a one - time bonus only . This trait is useful , as it is unlikely for even a combat - oriented character to use more than 3 of these skills , and in all likelihood only 2 . As such , 20 % is " lost " while at least 45 % ( speech , barter , and doctor ) is gained . In " Fallout 2 " , first aid is mostly useless as one can wait indefinitely . This is not the case in " Fallout " , as all 60 % of this is useful . One may also tag their most used combat skills , negating the initial loss and increasing by 5 % . " Fallout : New Vegas " . This trait will boost your social skills , while lowering your weapons skills . Although this trait seems like it would only be preferred for a pacifist style play , it is not a bad choice for aggressive players either . Most players will usually only use one or two types of weapons , allowing the trait to enable them to use all of the boosted skills eventually . This trait gives twenty five extra points to skills most characters make general use of , while only taking away five or ten from the main combat skill you use . This equates to more or less a level and a half worth of skill points added to your characters maximum skill point potential . " Lionheart " . Your combat skills start at a lower level , but barter and healing rates are substantially improved . Barter gets a 25 point bonus . You also get a negative 5 point modifier to starting melee combat skills ( one - handed , two - handed , and unarmed ) . " J . E . Sawyer ' s Fallout RPG " . You ' re a friendly person and are hesitant to employ violence to solve problems . You have + 2 to medic , persuasion , and science . However , your combat sequence is - 4 .
Armor piercing 10mm pistol The armor piercing 10mm pistol is a weapon that appears in " Fallout Shelter " . Characteristics . The armor piercing 10mm pistol is featured in " Fallout Shelter " , and is a semi - automatic magazine loading handgun equipped with armor piercing rounds . Dealing a minimum of 2 damage per attack , it has the second lowest minimum damage output for handguns in the game , just above the . 32 pistol and its variants . It deals up to 3 more points of damage than the 10mm pistol . Crafting . A high Agility statistic is needed to effectively create the armor piercing 10mm pistol .
Sawed - off shotgun ( Fallout : New Vegas ) The sawed - off shotgun is a in " " . Characteristics . The sawed - off shotgun is a break action , shotgun with most of the original barrel and stock removed to make it smaller and more easily concealed at the expense of range . Pulling the trigger fires both barrels at once , unleashing 14 pellets instead of the typical 7 . While its damage - per - second is low , it inflicts incredible burst damage at close range . The shotgun ' s base damage in " Fallout : New Vegas " is double that of its counterpart in " Fallout 3 " - in fact , it inflicts more damage per shot than any other non - unique shotgun ( Big Boomer inflicts an extra 20 points ) , and is second only to the anti - materiel rifle as the most powerful non - unique conventional firearm in the game . However , its incredible damage is offset by the fact that it has an extremely wide spread , the highest in the game . In addition , because it fires both barrels at once it wears out fast , eats up more ammo than other shotguns , and must be reloaded after each shot , leaving the player vulnerable between shootings ( even with its fast reload speed ) . Thus , the shotgun is best utilized as an unconventional melee weapon rather than a gun : used either in cramped quarters such as tunnels and caves , or taken out to finish off a charging enemy before they get too close . Furthermore , it is also considered an improved holdout weapon , and can be concealed and carried into weapon - free locations , so long as your Sneak skill is 50 or greater . Durability . The sawed - off shotgun can fire a total of about 395 times , or 790 standard rounds , the equivalent of 395 reloads , from full before breaking . This amount is exactly the same as its unique variant . Bugs . When in first person the weapon looks fine , but in third person , the barrels can be dettached from the grip .
Gatorclaw The gatorclaw is a creature found in the Nuka - World amusement park in 2287 . Background . Gatorclaws inhabit the Safari Adventure area of Nuka - World . They were created by Dr . McDermot for security purposes , using a combination of alligator and Jackson ' s chameleon genetic material , along with brain cells from a super mutant . The gatorclaw is close in name and appearance to the deathclaw . Characteristics . Biology . Identical in posture and general anatomy to a deathclaw , gatorclaws have minor external traits that reflect their alligator genetics . They have an elongated , sock - like head and no horns . Their back and tail are protected by heavy platelike scutes , lined on either side by dull spikes . Their claws are very short and more robust than their untampered counterparts . Their skin is a dull forest green , contrasting sharply with their pale greyish underbellies . They can sometimes be seen lying flat in the same manner that alligators do . Strangely enough , they have no tongue . They have the same animation as deathclaws when they ' taste ' the air with their tongue , but the Gatorclaw appears to just sniff the air . It has a glottis like a deathclaw , but the tongue model appears to have been excluded . Gameplay attributes . Their overall behavior is the same as that of the deathclaw , including walk cycles , attack animations , and idle animations . They still use their claws to attack , despite having an ideal jaw structure for biting attacks . They also do not appear to have any grabbing attacks seen in deathclaws , likely due to the decreased motor skills their stubby claws and heavier hands afford them . Once their related quest is fulfilled , it ' s no longer possible to spawn any more , as the cloning machine will endlessly spawn Gazelle with no chance to end the process . Variants . Gatorclaw . The most common and weakest variety of the gatorclaw , many can be found inside Safari Adventure and outside of Safari Adventure . The gatorclaw shares strong resemblance to the deathclaw in the base game of " Fallout 4 " . Albino gatorclaw . The albino variant is much more rare and stronger than the basic gatorclaw . One can be encountered in the Safari Adventure cloning facility ' s lower level . Appearances . Gatorclaws appear only in the " Fallout 4 " add - on " Nuka - World " .
Golgotha Golgotha is the graveyard outside of New Reno , where people are sent to die . It is also the burial grounds of those who are killed when they fall out of favor with one of the mob families in New Reno . Graves lie to all four sides of paved crossroads , and staked bodies rot in the sun . A sign points northwest to New Reno and down , conveniently indicating the direction of Hell . Accessing . Golgotha cannot be naturally revealed on the map , and there are only 3 ways to get its location : Grid for graves . Imagine the crossed street of Golgotha as a grid read like a book , left to right top to bottom . Northwest will be grid ' A , ' northeast will be grid ' B , ' southwest is ' C ' and southeast is ' D . ' Appearances . Golgotha appears only in " Fallout 2 " , but it ' s mentioned by Stella in the " " " Honest Hearts " . Behind the scenes . In Christianity , the mountain where Jesus was crucified is also named Golgotha , a Greek word meaning " place of the skull , " and the rest of the road in Golgotha strangely forms a cross .
Weatherby Investment Trust The Weatherby Investment Trust is an unmarked location in the Commonwealth in 2287 . It is just northeast of Faneuil Hall and south of Old North Church . Layout . The entrance is through a Slocum ' s Joe which is partially blocked by a crashed bus . The interior is reached via an elevator and is completely ruined aside from a few containers with random loot . All doors are inaccessible . There is another elevator inside leading to the roof of the building , which leads to the USS Constitution after the quest Last Voyage of the U . S . S . Constitution . Appearances . The Weatherby Investment Trust only appears in " Fallout 4 " .
Megaton clinic The Megaton clinic is a medical clinic in Megaton run by Doc Church . Layout . Doc Church is the physician in charge , and the Lone Wanderer can purchase medical supplies , have their wounds healed or even have radiation contamination removed . There is a holotape about the Replicated Man on the desk in the back ( which one can talk to the doc about ) and the clinic medical supplies ( only accessible if the player character kills Doc and steals the key ) . There is a room opposite the entrance which may be empty or housing up to three unconscious patients . Notes . The doc can give the Lone Wanderer some valuable information about Leo with sufficient Speech or Medicine checks . Appearances . Megaton clinic appears only in " Fallout 3 " . Behind the scenes . The broken terminal on Doc Church ' s desk displays the hex code 0x41A1A013 . When translated into text , it is a reference to " " . The translation for 41 A1 A0 13 is " ñ ¡ " aka Ni !
Pillars of the Community The Pillars of the Community is a small cult based in the Charles View Amphitheater , operating in the Commonwealth in 2287 . Background . The Pillars of the Community is a cult claiming to be a new and growing religious movement in the Commonwealth . Led by Brother Thomas , the members of this small - time cult are mostly local residents and drifters seeking hope for a better life , thus they have turned to the cult to find salvation from the horrors of the treacherous wasteland . All new members are required to give up their " worldly possessions " in order to join the organization . Unbeknownst to the cult ' s many missionaries and initiates , the religious movement is a scam operation , which many denizens of the Commonwealth unfortunately have fallen for . Behind closed doors , the leader of the cult , Brother Thomas , is actually a conman and thief who steals belongings from people who join his cult , holding them hostage until they agree to be relieved of their possessions . In private , Brother Thomas will openly admit this fact . Interactions with the player character . Upon approach , Brother Thomas , under the name of Brother Andrew , Brother Simon , Brother James or Brother Matthew , will initiate the Sole Survivor in dialogue . Whether the player character accepts to join or not , at the end of his dialogue he will ask the player character to follow him to his office . In his office , Brother Thomas will tell the Sole Survivor to give him all of their belongings , to which they can either give them to him or opt not to . On non - compliance , Brother Thomas will drop the act and inform the player character that their belongings can either be given voluntarily or be taken by force . Choosing not to will result in being attacked by the group , but threatening him through a hard difficulty speech check will allow the Sole Survivor to leave peacefully . If one agrees to hand over all their possessions , Brother Thomas will take every item from their inventory ( excluding companions ) and store them indefinitely in his . At this point , the player character is free to go , but the only way to retrieve their items is to pickpocket or kill him . Emogene Takes a Lover . The Pillars of the Community are part of the quest Emogene Takes a Lover . Magnolia at The Third Rail tells the Sole Survivor that Emogene Cabot has gone to join the Pillars . If Brother James has already been killed , there will be a chance to threaten Brother Thomas by mentioning that the Sole Survivor killed the last leader . One can completely avoid this confrontation by picking the lock to Emogene ' s room . This quest can also be completed by simply having a high Charisma and convincing Brother Thomas to avoid any violence . Alternatively , if one killed the previous leader before taking the quest , he can be threatened by passing a speech check . Appearances . The Pillars of the Community appear only in " Fallout 4 " .
Revelation 21 : 6 Revelation 21 : 6 is a framed quote in Vault 101 ' s clinic as well as a paper note in " Fallout 3 " that is added to the Lone Wanderer ' s Pip - Boy when talking to their father James when first entering the Jefferson Memorial Rotunda – Project Purity – during the quest The Waters of Life . Background . Revelation 21 : 6 is a passage in the New Testament of the Christian Bible . It is mentioned several times during the course of " Fallout 3 " by James , the Lone Wanderer ' s father , who says it was the favorite verse of Catherine , his deceased wife and mother of the Lone Wanderer . The Greek letters alpha ( A ) and omega ( Ω ) are essentially the Greek counterparts of the Latin letters A and Z , meaning that God is the first and last of all things . They are also a recurring motif in Christian imagery and iconography . As applied to the post - apocalyptic setting of " Fallout " , the introduction of 21 : 6 in the first tutorial quest can be seen as a foreshadowing of Project Purity , an attempt to purify all the irradiated water in the Tidal Basin by the Jefferson Memorial . After being reunited with James , the player learns that this passage was the inspiration for the project . In the game ' s climax , the code " 216 " is used to activate the water purifier . It might also , depending on what path of Karma the player takes , be a prophecy of the Lone Wanderer ' s transformation into the new Wasteland Savior by his or her final act of self - sacrifice . The " Better Days " holotape carries the implication that the Lone Wanderer was conceived during work on Project Purity , in the small clinic located in the Memorial ' s sub - basement . With the Lone Wanderer ' s sacrifice ( if " Broken Steel " is not installed ) to activate Project Purity , they were conceived , born and have died in the same location - - Alpha and Omega , the beginning and the end . Framed quote in Vault 101 . The framed quote in James ' Vault 101 office can be lockpick ed during the " Trouble on the Homefront " quest ( while accessible , the necessary 50 skill points are impossible to attain before escaping the vault ) . Among other things , it contains a Rock - It Launcher schematic , 300 caps , and an audio recording made by James around the time of the " Baby Steps " quest contemplating life in Vault 101 as a widower and new father .
Mattress A mattress is a constructible settlement object and world object in " Fallout 4 " . Characteristics . Mattresses are dark brown mattresses , which were originally intended to be used on a bed . They can be found in settlements , pre - War buildings and in makeshift shelters throughout the Commonwealth . They can be used to rest in order to wait for time to pass and / or recover health . Survival mode . In survival mode , the mattress can not be slept on for more than five hours at a time , nor does it alleviate tiredness . Any attempt to sleep beyond the five hour limit may result in the contraction of an illness . Crafting . The mattress is located under " Furniture → Beds " in the workshop . Locations . < section begin = " locations " / >
Eric ( special encounter ) Eric is a human surrogate horse for Sir Robin in 2241 . Background . Appearing in the King Arthur ' s Knights special encounter , he is banging coconut shells together , imitating a horse ' s stride . Appearances . Eric appears only in " Fallout 2 " . Behind the scenes . Eric is a reference to the Monty Python " Holy Grail " sketch , in which the knights originally were going to ride real horses , but because of the film ' s miniscule budget , the Pythons decided that their characters would mime horse - riding while their porters trotted behind them banging coconut shells together .
Watershed The Watershed is a location in Necropolis inhabited by a group of super mutants . The area itself has a large water pump that provides water for the entire city , as well as two prison cells , and a tunnel that leads to Vault 12 . Background . The Watershed was once inhabited by ghoul s , though a group of super mutants led by Harry had taken over before the Vault Dweller visited . As a result , maintenance of the water pump became impossible , leading to it breaking . Instead , the city was forced to use the Vault 12 water chip for sustenance . If the Vault Dweller attempts to enter ( or gets caught trying to sneak in ) the watershed , Harry will stop them . Due to his lack of intelligence , he can easily be tricked into letting them pass , or else he will send them to Lou , his boss . Barry , Gary and Sally are the three super mutants along the hallway . Larry is the supposed guard outside and Terry protects the water rations . Layout . The Watershed is composed of five buildings , from which the northern one is the most important , as the super mutants reside there . Inside the building , the mutant Harry stands guard , with some of his fellow mutants nearby . Also , in the eastern part are the water pump , the prison cells and the entrance to Vault 12 . In the western building , some members of the Children of the Cathedral reside there , who might aid the Vault Dweller for a small sum of money . The southern buildings are homes for some of the ghouls of Necropolis . Notes . If Harry ' s team is killed and after 30 days the Dweller returns to Necropolis , three invasion mutants will be waiting outside the Watershed . Appearances . The Watershed appears only in the original " Fallout " .
Find the missing people for Marcus Find the missing people for Marcus is a side quest in " Fallout 2 " . Detailed walkthrough . To start this quest , talk to Marcus , the mutant town sheriff of Broken Hills . Ask him about things in town and offer your help on finding the missing people . You can refuse to take $ as a reward . OPTIONAL : Next , locate a man named Dan in a house in the north - east corner of the Broken Hills residential area . He will tell you that his wife is missing ; assure him that you will be able to find her . Once you are in this side of town , find one of the manholes ( there ' s one in an outhouse ) and climb down in to the tunnels . Once underground , you will have to face a few giant ants . Eventually , you will come across multiple dead bodies in the north east of this tunnel system . Find the body of a woman ( more precisely , Dan ' s wife ) . There will be a note on her body . The note implies that the mutant Francis is the killer of these missing people . The note also implicates Zaius . OPTIONAL : Go back to Dan , and tell him you found his missing wife , dead in the tunnels below . You can also convince him to leave town , as he might as well be the next target of the killer . OPTIONAL : While in this part of town , have a chat with Zaius in the mine foreman ' s hut . He will prompt you to talk to Francis . OPTIONAL : Confront Francis with the note you found . You can either kill him or persuade him to leave the town , to atone for his sins . After solving this mystery , go to Marcus to claim your reward . If you refused to take money earlier , he will give you a scoped hunting rifle .
Ken Ewers Ken Ewers is a resident of Arefu in 2277 . Background . Ken was born in 2237 . This 40 - year - old man is a bag of nerves who is terrified of the current attacks that have been plaguing the settlement . He masks this by being incredibly short and gruff with strangers and will impart only the smallest tidbits of useless information to the Lone Wanderer . He is fiercely protective of his wife and will interpose himself if anyone even tries speaking with her . He is the picture of paranoia and can ' t fight worth a damn . Daily schedule . Ken stays in his home all day . Upon completion of Blood Ties , he will come outside and roam around along with the other residents . Interactions with the player character . Interactions overview . < nowiki > * < / nowiki > Only after completing Blood Ties Appearances . Ken Ewers appears only in " Fallout 3 " .
Northwest Seneca station ( CW ) The Northwest Seneca station is an entrance to the Northwest Seneca station . Background . It is mentioned by Evan King in Arefu as a possible location of The Family as part of the Blood Ties quest . It contains the entrance to the Northwest Seneca metro station that has a passage to Meresti Metro station . Location . Northwest Seneca Station is directly north of Arefu , northwest of Big Town . Cornucopia Fresh Groceries . Nearby is accessible building Cornucopia Fresh Groceries infested with a couple of radroach es . Some Sugar Bombs , food and liquor can be found inside along with some other minor loot and a first aid box . The average - locked safe next to the counter contains some caps , pre - War money , a pack of cigarettes , and the occasional Stealth Boy . The safe can also be unlocked by hacking the nearby terminal . Enclave camp . After the The Waters of Life quest , an Enclave camp will appear on the highway overpass just west of the entrance . The camp is populated by an Enclave officer and two Enclave soldiers , one of whom is equipped with Tesla armor and a missile launcher . Curiously , the soldier with the missile launcher is friendly until you approach the camp and alert the two hostile soldiers . If you manage to stealth kill the two hostiles , the friendly soldier will remain friendly . Appearances . Northwest Seneca Station appears only in " Fallout 3 " .
Standard launcher The standard launcher is a launcher weapon mod for the Fat Man in " Fallout 4 " . Effects . A Fat Man with the standard launcher mod fires one mini nuke . Locations . Found on every Fat Man , though not on the Nuka - nuke launcher and The Striker .
Improve Shady Sands ' Agriculture Improve Shady Sands ' Agriculture is an unmarked quest in " Fallout " . Detailed walkthrough . Talk to Curtis , a farmer in the garden on the eastern edge of Shady Sands , and ask what he does . If the Vault Dweller ' s Science skill is greater than or equal to 40 % , they can inform Curtis that crop rotation is a better alternative to his current farming style . Curtis will then accept this idea as a sensible way to improve his agricultural method , and the Vault Dweller will receive 500 XP . If the Vault Dweller uses the Tell me about option , the Vault Dweller can bypass the skill check by asking about crop rotation ( typing anything appears to work ; however there is no reputation bonus for completing the quest this way ) . However , if the Vault Dweller ' s Science skill is less than 40 % , the special dialogue option will not appear . If he does not meet the skill requirement the first time , he cannot complete this quest , as he gets only one opportunity to ask Curtis about farming .
Nellis Scrap Metal Nellis Scrap Metal is a in " " . Location . It is added to the player ' s Pip - Boy after accepting Jack ' s request to find some scrap metal . This is a good way for improving Boomers and starting the quest Volare !