naist-nlp/zeshel huggingface dataset:
Fallout 3 crafting Basics . Schematics allow you to create homemade weapons at a workbench if you have the proper components . Acquiring multiple copies of the same schematic allows you to make multiple copies of a weapon from one set of components ( bottlecap mine , Nuka - grenade ) or weapons with higher initial condition at the time of construction ( all other weapons ) . Multiple copies of a schematic . Obtaining more than one copy of a schematic upgrades the plans . Additional schematics cease to yield benefits after three of each kind have been located ; they will simply appear as items in your inventory . For non - explosives , two plans increase the initial condition of the weapon at construction to 100 % of your repair skill ( from 75 % of your repair skill with just one blueprint ) . Three plans net a condition of 125 % of your repair skill at construction ; however , you cannot build a weapon with a higher starting condition than 100 % . For the bottlecap mine and Nuka - grenade , additional schematics allow you to make more items from a single set of components instead . With one schematic - you make one . With two - you make two . With three - you make three . Additional schematics do not increase the base damage of a weapon . As the base item is the same , the base statistics are as well . The change is in its starting condition ( or number , for the bottlecap mine and Nuka - grenade ) , which does increase the effective damage of the weapon . Repair skill . Higher repair allows you to make homemade weapons that have higher starting condition and damage . As you make multiple copies of the same weapon you can combine them with the repair skill for higher condition and damage . Alternatively you can have a non - player character repair them . The bottlecap mine and Nuka - grenade are always at maximum condition .
Early Bird Early Bird is a in the " " " Old World Blues " . Effect . From 6AM to 12PM , you gain + 2 to all stats but from 6PM to 6AM , you suffer - 1 to all SPECIAL stats . It is somewhat mitigated by the Night Person perk ( resulting in a + 1 INT and PER at night ) , and synergizes extremely well with Solar Powered ( + 2 Strength while in sunlight ) . Notes . Combined with Claustrophobia , being outside from 6AM to 12PM increase each SPECIAL stat by + 3 , while being inside from 6PM to 6AM reduces each SPECIAL stat by - 2 . Behind the scenes . This trait is a modification of Night Person , which appears in " Fallout " and " " , and became a perk in " Fallout 3 " and " " .
Disable Trigger of Bear ' s C4 Heart Bomb Disable Trigger of Bear ' s C4 Heart Bomb was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in the Bloomfield Space Center . Walkthrough . Instead of actually stealing the trigger watch from Kyle , the player character could devise a way of disabling the trigger . One way is to sneak up on Kyle when he ' s sleeping and use the mechanic skill on the trigger to disable it , thus not risking waking Kyle while trying to remove the watch . Another way is to use the science skill to devise a way of rendering the signal in the trigger watch useless – some kind of frequency jammer made from the parts found in the Rocket Assembly Building . Either solution would allow them to grant the Bear freedom , clear the path for either Bear or the PC to become leader , and / or make Bear a CNPC .
Hangar The hangar is a location on board Mothership " Zeta " . Layout . The hangar is the part of the ship where smaller spacecraft enter and exit Mothership " Zeta " . Upon entering , you will notice a pylon energy field holding the remains of Recon craft " Theta " . Within the hangar is one of the generators that must be destroyed as part of the Among the Stars quest . If you requested his help , Paulson will follow you into this area . Once you get to the control center and activate a button , an alarm will go off alerting the aliens to your presence . Thus begins a battle using the gravity beams that hold up Recon craft Theta . The upper level of the hangar includes a console with five buttons ; each button causes a pair of the beams to emit bursts of energy that send the aliens and their drones flying . Appearances . This hangar appears only in the " Fallout 3 " add - on " Mothership Zeta " . Bugs . In the generator room at the ' end ' of the area there is an inactive teleporter , if you look through this teleporter , you may actually get a ' Search alien ' prompt and be able to loot this seemingly nonexistent body . On some playthroughs , if you turn on your Pip - Boy light you will see gore of an alien body .
Wiggum Wiggum is one of the four psyker s , along with Gideon , Lucy , and Moore , that are being kept behind a forcefield in the Master ' s Lair beneath the Cathedral in 2161 . Background . He is one of the Master ' s failed experiments in trying to awaken psychic powers in human s . Wiggum , while seemingly not as insane as other psykers , is quite clearly depressive . Described as a complete loser , he is wearing a psychic nullifier . Wiggum is an electrokinetic - dominant psyker . These powers are suppressed when Wiggum is fitted with a psychic nullifier . Appearances . Wiggum appears only in " Fallout " and is mentioned in the " Fallout Bible " .
AntAgonizer ( Grognak the Barbarian ) The AntAgonizer is a comic - book character mentioned in " Fallout 3 " . Background . The AntAgonizer was a villain in the Grognak the Barbarian comic - book series , appearing in the issue " Grognak and the Ants of Agony " . She was orphaned as a girl and raised by ants , being instilled with a bitter hatred of human ity . After the Great War , there was an unusual occurrence where a woman named Tanya Christoff suffered a similar story , and ended up just like the character . Appearances . The AntAgonizer is mentioned only in " Fallout 3 " .
Main Computer Upgrade : LAER Mod " Auxiliary Recharger Chip " Main Computer Upgrade : LAER Mod " Auxiliary Recharger Chip " is a holodisk in the " " " Old World Blues " . Characteristics . This holotape can be given to the Sink Central Intelligence Unit and enables modification for Elijah ' s advanced LAER as well as the LAER , recharging some ammunition over time . Location . It can be found in the Big MT west tunnel . Heading down along the entrance , take a right at the first opportunity this room has several and the The Custodian , then go straight through the hallway ahead with the red light . The upgrade is on a shelf on the left wedged between a duffle bag and the side of the shelf .
Machete ( Fallout Tactics ) The machete is a melee weapon in " " . Characteristics . The machete is a moderately powerful melee weapon . It does more damage than the starting knife , the slugger , the iron pipe , and the axe handle , and deals exactly the same amount of damage as the crowbar while weighing significantly less . It ' s weaker on average than the cleaver found in the first mission , and is just outright weaker when compared to the combat knife or the club . The rusty old monkey wrench does more damage as well , but also has a higher AP cost .
April Martimer April Martimer is a scientist living at the Old Mormon Fort in Freeside in 2281 . Background . April Martimer is a scientist , and a member of the Followers of the Apocalypse . She will express her interest in examining ED - E , a prototype duraframe eyebot carrying Poseidon Energy research data , so that she can extract the data and put it to good use in the future . She resents the Brotherhood of Steel , who also has interest in the eyebot , since they will be using the data to their own benefit . She will contact the Courier through ED - E once its audio logs are unlocked . Once ED - E is upgraded either by her or the Brotherhood , she will vanish from the fort . Appearances . April Martimer appears only in " " .
Camp Kendall Camp Kendall is an unmarked location in the Commonwealth in 2287 . It is an open - air raider camp located in Kendall Square , the quadrangle surrounded by Greenetech Genetics , Ticonderoga , Monsignor Plaza and the Cambridge crater . Layout . The raider camp rises up through the surrounding damaged buildings until a gondola can be reached that transverses to a nearby building ; the destination of one of the Weathervane missions . Other than the reward chest for this mission , nothing else is notable . Appearances . Camp Kendall only appears in " Fallout 4 " .
Crimson River Trail The Crimson River Trail is a in the Utah in 2281 . Background . According to Ulysses , during his time in the Legion , soldiers went on forced marches across Utah throughout the expanse of the Crimson River Trail . Throughout the trail , and were common , and so bitter drink was used to keep the soldiers going . Since the trail was flooded with cazadores , the bitter drink was vital for healing wounded legionaries . Appearances . The Crimson River Trail is mentioned only in the " " " Lonesome Road " .
Pump control Pump control is an unmarked location on the Island in 2287 . Layout . Follow the road southwest from Echo Lake Lumber , the pipe is next to the wrecked truck with its rear wheels stuck in the pond . Enter the pipe to find a sleeping feral ghoul and the entrance to the pump control . ( Requires worn key . ) The pump control is a small , mildly radioactive room containing a bed and a shrine . It is the hideout location for Confessor Martin . Appearances . The pump control appears only in the " Fallout 4 " add - on " Far Harbor " .
Noelene Campbell Noelene Campbell is one of the inhabitants of Great Bend in 2197 . Background . Noelene is the last survivor of her family after an attack on her hometown by the Calculator ' s robots . She was once a happy home - maker and scorpion - killer , now she is one of the destitute masses . Interactions with the player character . Mission . Noelene ' s role in the mission is to provide the Warrior with a clue to the robot that was immobilized and broken by a steel yard cart that had fallen on it . Appearances . Noelene Campbell appears only in " " .
Combat leather jacket The combat leather jacket is a piece of armor in " Fallout 2 " . It is a superior version of the regular leather jacket . Despite it having two sleeves , sprites wearing it will still have one sleeve on . It has an AC of 18 , double that of the usual leather jacket and three more than standard leather armor . It also prevails over both in damage resistance , but leather armor Mk II would later be a preferable option for mid - game areas . Behind the scenes . Sharing a model with the standard leather jacket means that it will visibly have one sleeve , despite the description .
Andy ( Fallout 3 ) Andy is a Type I Mister Handy robot inside Vault 101 in 2277 . Background . Under constant supervision from Stanley Armstrong , Andy is a Mister Handy robot . Due to a lack of fine motor skills , Andy is prone to accidents with his circular saw ; during the the Lone Wanderer ' s 10th birthday party , he destroyed the cake , for example . After James ' escape from the vault , Andy is assigned to be the vault ' s new doctor . In one notable surgical operation , Andy decides to treat Beatrice ' s sprained big toe by amputating the whole leg . In performing the operation , Andy removes the wrong leg and inadvertently kills Beatrice . Andy is then reassigned as a cleaner and his first job involves cleaning up the bloody mess he made of Beatrice . When accessing the Overseer ' s terminal it is revealed Andy was made the doctor with the Overseer knowing he would likely do a bad job in order to demoralize the Rebels . Interactions with the player character . Effects of player ' s actions . If the Lone Wanderer sabotages Vault 101 , Andy will stay there next to Beatrice ' s corpse in the Vault 101 clinic . He never reacts to the vault evacuation nor has any unique dialogue . Appearances . Andy appears only in " Fallout 3 " .
Safe Passage Safe Passage is a quest in the " Fallout 4 " add - on " Far Harbor " . Detailed walkthrough . Talking to Captain Avery in Far Harbor , once arriving at Acadia , she tells you she sent out a man , Howard Dunbar , to fix the fog condenser s en route to their water supply , but he hasn ' t returned and they ' re running out of water . She tasks the Sole Survivor for finding Howard and , if one finds him dead , repairing the condensers . Venturing out of the town a ways and into the ruined buildings , near Beaver Creek Lanes , the player character finds Howard ' s corpse surrounded by 2 mirelurks . Kill them and loot Howard ' s corpse , then pick up the 3 power modules . From here , the player character is given 3 waypoints , gradually further down the nearby road and up the hill . Each waypoint points to a fog condenser . Approach each one and activate it to repair it and remove the nearby fog . At the top of the hill , upon repairing the third condenser , 2 more mirelurks will spawn . Return to Captain Avery , where one can pass 3 increasingly harder speech checks to increase caps reward .
Straus Calls Straus Calls is an in " " . Detailed walkthrough . When heavily wounded or irradiated , it is always a good idea to visit a doctor for quick recovery . If you ' re short on caps , find doctor Ada Straus at Novac . She has cheaper rates than the average doctor : 50 to remove addiction , flush radiation , or recuperate from injury . If you go through all services in one conversation , the price can come down to 40 caps . She also sells numerous items : average medical supplies , addictive chems ( most doctors don ' t carry these ) , s , and . She also carries a few components for mass purified water , such as and glass pitcher s . This may prove useful , as Novac doesn ' t have a clean water source . Behind the scenes . The name of the quest is a play on the phrase " house calls , " which are visits a doctor makes to a patient ' s home in order to treat them .
Ed ( Fallout 2 ) In 2241 Ed is a non - citizen of Vault City and resident in the courtyard entrance . Background . Ed is a gap - toothed man in a dirty blue shirt who smells of brahmin . He is brahmin dealer , who can be found day and night , in a shanty shack near a pen of brahmin . Interactions with the player character . Quests . Retrieve the GECK for Arroyo : the Chosen One can be lead to Ed by asking Vic where he found the " Vic ' s water flask " . When near the shack , Vic will say " This looks like Ed ' s place " or something of the nature . The Chosen One can ask him about the origins of the flask . Then he will give the locations of some towns , like Redding , New Reno or Broken Hills . Appearances . Ed appears only in " Fallout 2 " .
Bergman ' s password Bergman ' s password is a paper note in " Fallout 4 " . Desdemona instructs the Sole Survivor to retrieve it during Underground Undercover . Location . It can be found in the Cambridge Polymer Labs , on Bergman ' s terminal ( Password request [ Archive ] ) in the laboratory section of the building on the second floor . In order to access it however , the quest Cambridge Polymer Labs must be completed before escape from the building is possible .
Marks Mrs . Marks was the mother of the murderer Allen Marks . From her son ' s holotape , we learn that she had always said " people who murder and steal die bad in the end . " Appearances . Mrs . Marks is mentioned only in " " .
Minuteman Metro station Minuteman Metro station ( Flooded Metro on the local map ) is a metro station on the Blue Line in the Capital Wasteland . Layout . The entrance to the station is near the southern border of the map , west of Arlington Library ( can be reached from Nuka - Cola plant ) and across the street ( north ) from a raider camp . This metro is mainly caved in , and is a maze of utility tunnels and shafts filled with mirelurks of all types . Heavy firepower may be necessary . It also has a very high complex of stairs leading downwards , breaking into small rooms near the beginning . Be warned that there is a shaft in the middle of this complex ; resist the temptation to jump the railing , it ' s a long fall . Notes . As with any Metro station , look at a status board , and the Lone Wanderer will see all the stations in DC . The status board says this station is inactive . Appearances . The Minuteman Metro station appears only in " Fallout 3 " .
Garbage can A garbage can is a pre - War object that is still used even after the great war in various stores ( ex : Rivet City ) . They are basically trash cans and are used as containers to put junk in . They mostly contain various junk items such as clipboards , bottles , and shot glasses . They often contain around 4 - 9 caps , and can even rarely contain Nuka - Colas , cartons of cigarettes , and sometimes various ammunition types .
Whitfield ( male ) Mr . Whitfield is a pre - War resident of Sanctuary Hills in 2077 that got to Vault 111 in time . Background . Mr . Whitfield , along with his wife , was one of the citizens of Sanctuary Hills to be elected as Vault 111 ' s resident . He made it in time to enter the vault before the nuclear bomb exploded . He died of asphyxiation within the cryo - chamber , pod B5 ( C11 floor paint ) . Appearances . Mr . Whitfield appears only in " Fallout 4 " .
Vault 81 room The Vault 81 room is a part of Vault 81 in " Fallout 4 " . It is located directly across from the depot inside of the atrium . The suite becomes available to the Sole Survivor if they assist Dr . Penske for the quest Hole in the Wall . Layout . It ' s a small comfortable rectangular shaped room . The room contains a queen size bed , an office desk and chair , bobblehead stand , small bed side table , dresser , two shelves , two lockers ( one usable ) , and finally a wooden table and folding chair . Appearances . The Vault 81 room appears only in " Fallout 4 " .
Ant nectar ( Fallout : New Vegas ) Ant nectar is an in " " . Characteristics . Ant nectar is a naturally occurring substance secreted by giant ant s . When consumed the nectar grants + 4 Strength , but inflicts a penalty of - 2 to Charisma and Intelligence . If taken in excess , you can get addicted to it , though the chance of addiction is very small . Taking 7 doses in a short amount of time is relatively safe , however the eighth dose will have a 100 % addiction chance due to the usage monitor effect . Notes . With Chem Resistant , Old World Gourmet and Big Brained , the chance of addiction is only 1 % , while employing a 33 % longer duration if the player possesses Day Tripper as well . Bugs . Ant nectar addiction used to be incurable due to a bug , but this was fixed in . The console command will immediately remove the addiction on the player version .
Fungus Deal Fungus Deal is an unmarked and repeatable quest in " Fallout 3 " . Talking with either Lucy or Eclair begins this quest . Detailed walkthrough . Lucy states she needs Buffout , from which she can derive a useful treatment for . Little Lamplighters are subject to malnutrition due to lack of exposure to the sun . Eclair , Little Lamplight ' s cook , reveals that he is in need of strange meat , which is actually human flesh . Eclair explains that there is a fungus that grows in the cavern ' s pools , and it makes up an important part of the children ' s food supply . This fungus seems to thrive on meat , especially strange meat , a discovery the first children of Little Lamplight made when they threw the bodies of the dead adults into the pools . The Lone Wanderer must get Mayor MacCready to agree to the exchange deal . It appears the Lone Wanderer requires about 50 Barter or the Child at Heart perk to make him agree . A speech check is available ( and still so , after doing the Barter check ) and if passed , the Lone Wanderer threatens MacCready into handing over 10 cave fungi . However , Eclair will no longer trade cave fungus , or any of his other goods ( he will instead say " Well , you ' re cut off . Go scrounge your own food . " ) , and Lucy will act as if MacCready was never negotiated with . Doing the speech challenge is ill - advised . With MacCready ' s approval , Eclair and Lucy will both trade one unit of cave fungus for three pieces of strange meat or three Buffout .
Vault 77 jumpsuit The Vault 77 jumpsuit was the standard Vault - Tec jumpsuit originally worn by the Puppet Man , the only inhabitant of Vault 77 . Characteristics . The Vault 77 jumpsuit gives + 5 to Melee Weapons and Unarmed skills , as it is said that these were the Puppet Man ' s favorite methods of murder . As there was only one inhabitant of Vault 77 , and as Vault 77 isn ' t in the game , the suit is unique , like the modified utility jumpsuit . Appearances . The Vault 77 jumpsuit appears in the " One Man , and a Crate of Puppets " comic by Penny Arcade and " Fallout 3 " .
Art ( human ) Art is a wastelander living in the Commonwealth in 2287 . Background . Not much is known about his life , except for the fact he has kids . It is also around this time that a synth version of Art is seeking to replace the human Art . He is part of a random encounter , where he will be found holding his synth counterpart at gunpoint . If he survives the encounter , he will only repeat one of several lines of dialogue . Even if you do kill his synth version , a new version of it may be spotted later in the game . If one chooses to let human Art kill his synth counterpart , he will travel to Bunker Hill and remain there . Appearances . Art appears only in " Fallout 4 " .
Gargantua Gargantua is a leader of a large group of raiders who opposed the Brotherhood of Steel in 2197 . Background . Gargantua is an African - American man with quite a hot temper and a sense of power . He commanded his fellow raiders to attack a village called Dirt Haven , which was under protection of the Brotherhood . This led to an assault on his main base in Devil ' s Graveyard . Interactions with the player character . Other interactions . He was confronted by the Brotherhood ' s initiates when nearly all his men were killed , including Psycho and the ones led by his lieutenant , an unnamed raider leader , in Dirt Haven . Gargantua was angered by the fact that his enemies were only initiates , and not the paladins whom he expected to see . Appearances . Gargantua appears only in the " Fallout Tactics " demo . He also is mentioned in " " .
Detective Case Files Detective Case Files is a miscellaneous quest in " Fallout 4 " . Detailed walkthrough . The Disappearing Act . You begin the quest by reading the case file on the table . You can optionally ask about Earl Sterling but it ' s not necessary . When you ask Vadim Bobrov about Earl Sterling , he will give you the keys to his house , letting you look around . You can find a surgery receipt on the floor , next to the sofa - alternatively , Yefim can be persuaded to tell the Sole Survivor that Sterling told him about getting the surgery . This will lead you to the Mega surgery center in Diamond City . Interrogating Dr . Sun , you can ask about the bloodstains on the floor leading to the cellar . If the interrogation is successful he will give you the keys to the cellar . Entering the cellar you can see Dr . Crocker speaking with the corpse of Earl Sterling , talking about how he shouldn ' t bleed during the surgery . Noticing you , Dr . Crocker tells you that the surgery went bad and that he is high on Jet . You can either choose to kill him , arrest him , or let him go , but he will kill himself no matter what , injecting his body with a lethal dose of Psycho . A few seconds after that , Dr . Sun enters the cellar to discover what really happened . You explain to him that the operation went badly and Dr . Crocker wanted to hide the body in the cellar . The Gilded Grasshopper . You begin the quest by listening to a holotape lying on one of the desks , informing you of the possibility of a note located in a gold grasshopper statue . You are then directed to Faneuil Hall , where the statue is located . After acquiring the statue , which is a unique Junk Item , and reading the note that accompanies you are then directed to North End graveyard where you are then required to dig open the grave of Shem Drowne . After you open Shem Drowne ' s you will complete the quest and be awarded with some XP and the Shem Drowne sword , a unique revolutionary sword with additional radiation damage .