naist-nlp/zeshel huggingface dataset:
Decker Decker is the most powerful crime boss in the Hub and the head of the Underground and the Friendly Lending Company in 2161 . Background . Decker is the true power in the Hub , and little happens thereof that he is not aware . He is outwardly calm , even placid , and quite patient ; he is also quite ruthless . He possesses great intelligence and speaks in an eloquent way , contrasting with his brutish appearance . He seeks to control the entire water distribution business , which would establish him as the de facto ruler of New California , via the Far Go Traders , a merchant company he controls from behind the scenes . He is wary of threats to his position , including the Children of the Cathedral , whose attractive preaching and aggressive expansion endangers his operations . Likewise , he also looks for a way to control the Hub police , whose head , Justin Greene , is less corruptible than his father . He also presides over the Friendly Lending Company , a loanshark operation managed by Lorenzo Giovanni , which was accused by the Hub police of extortion . Some time before 2161 , Decker captured an initiate of the Brotherhood of Steel who was visiting the Hub and held him prisoner in Old Town , torturing him to get information on the Brotherhood of Steel . The player can rescue the initiate as part of the " Rescue Initiate from the Hub " quest given by the Brotherhood . Notes . With an Intelligence of one , talking to Decker becomes nigh impossible . An Intelligence of at least two requires the use of Mentats . Appearances . Decker appears only in " Fallout " as a talking head . He is voiced by Keith David .
Bradley Ramone Bradley Ramone is a feral ghoul found in the Commonwealth in 2287 . Background . Bradley Ramone was the Station 3 project manager for Dunwich Borers quarry operations prior to the Great War . He was in charge of the section dubbed " The Pit " by workers because of the long descent downwards , requiring catwalks to traverse the area . He was concerned about the safety of the railings installed as a number of workers had fallen to their deaths in this area , one of which was during a Happy Hour drinking event hosted by the company . He also complained of lack of equipment necessary to keep production in his area up , somewhat due to pressure from the Station 2 manager , John Hatfield . At some point he was lured into a trap in a chamber near Station 4 by Tim Shoots and the ' Management ' . After this event , he guards the chamber above the enshrined Kremvh ' s Tooth as a feral ghoul . Notes . In the game files , the other three ghouls found with Bradley are classified as normal ghouls , but Bradley is the " Boss " ( editor ID " " LvlFeralGhoulBoss " " ) of the dungeon . Appearances . Bradley Ramone appears only in " Fallout 4 " .
Election Day Election Day is an unmarked quest in " Fallout 3 " . Overview . Dave is running for President of The Republic of Dave again and needs your help . Detailed walkthrough . Dave asks you to talk to the other four adults of his land ( Jessica , Shawna , Rosie , and Bob ) to get them to vote . Once you have talked to them , go back to Dave and receive your reward . After you have told Dave all the votes are in , he will go to the ballot box .
Midea ' s quarters Midea ' s quarters is a location which is added by the " Fallout 3 " add - on " The Pitt " . It is the small home of Midea , and will also be inhabited by Marie if she ' s kidnapped . Layout . Exterior . Midea ' s quarters are off of a small open square at the end of an alley . They are across from the area where Kai serves slop . Directly outside Midea ' s door is a table with a Nuka - Cola on it . To the left is a small area with a usable bed . There are two more usable beds across the square , in the room next to Kai . Interior . It has everything that Midea would need to live . The bed is unowned and may be used by the Lone Wanderer . Notably , there are various food items in her home . Her house also has a filing cabinet with nothing in it that may be used for safe storage during your time at The Pitt . Notes . Marie can be found here after the completion of the quest , Free Labor should the Lone Wanderer choose to side with Wernher . Appearances . Midea ' s quarters only appear in the " Fallout 3 " add - on " The Pitt " .
Jason ( Fallout Tactics ) Jason is a multiplayer character in " " and can be recruited for 10 , 946 game points in " Fallout Tactics " multiplayer . Background . Extremely good with energy weapons , Jason is also a bit tasty in a fist fight . He ' s a good wheel man too . Notes . Jason shares his character portrait with Doc and Shaky . Appearances . Jason appears only in " " .
Agricola mining robot Agricola mining robot are robots found in the Midwest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Characteristics . They are extremely well - armored and , more importantly , use vacuum tubes instead of integrated microcircuits like most technology in the " Fallout " universe . This technology also makes them almost impervious to the electromagnetic pulse weapons that are deadly to other robots . Agricola robots are most often equipped with drills and lasers for cutting rock , that are quite effective when used against human beings . Locations . Built for a pre - Great War uranium mining waste disposal concern , they can often be found in abandoned mines and nuclear waste facilities across the American wastelands . Appearances . Agricola mining robots were to appear in " Van Buren " .
Maloney Maloney is a character mentioned in " Fallout 4 " . Background . Ms . Maloney was a criminal before the Great War . Her case is recorded at the terminal located at the Coast Guard Pier . Appearances . Maloney is mentioned only in " Fallout 4 " .
Fallout : New Vegas patch 1 . 3 . 0 . 452 The " Fallout : New Vegas " patch 1 . 3 . 0 . 452 ( PC ) or 1 . 5 ( PlayStation 3 ) was released on April 25 , 2011 for the PC and PS3 versions of the game . An Xbox 360 version , 1 . 3 . 0 . 444 , became available as of April 28 . On April 30 , a second patch was released for the Xbox 360 to resolve a loading issue that was experienced with the April 28th patch release . The patch is still considered 1 . 3 . 0 . 444 . Form ID changes . For unknown reasons , numerous items have had their Form ID s changed , primarily — but " not " limited to — " behind the scenes " items like scripts and leveled item lists . These changes have been correctly implemented , in that other items which reference , incorporate , or otherwise refer to these changed items now point to the updated Form ID . Importantly , these updates can cause problems for any mods which altered the updated items prior to the patch , causing them to behave erratically , incorrectly , or even prevent the game from loading at all . A partial list as follows :
Ramirez Ramirez is a thug in charge of security at the Mordino family drug testing compound , the Stables , in 2241 . Background . Ramirez is a heavily sunburned man with a relatively simple job : keep the Stables secure , thereby keeping the Jet flowing . To that end , Ramirez ' s entire purpose is to hold a gun , look tough , and keep everything on its proper side of the fence . While this means keeping inquisitive folk out , it also means that he is tasked with keeping the Stables ' test subjects inside the compound . Shortly before the arrival of the Chosen One , a slave breakout occurred , and the Stables lost several test subjects into the wasteland . Most employees of the Stables are clean , and do not use recreational drugs , especially Jet . Ramirez , however , is an exception . Persons with even moderate perceptive abilities note that Ramirez is constantly exhibiting the side - effects of Jet usage - reddened eyes , running nose , and a persistent cough . Whether Ramirez took up Jet on his own accord or was coerced into it is unclear , but the Mordino family has bent the man ' s habit to its own will . Although he is blissfully unaware of the fact , like the slaves he guards , Ramirez is also being used to test Jet . As Big Jesus Mordino put it , " Not everyone at the Stables knows they are a test subject . " Appearances . Ramirez appears only in " Fallout 2 " .
The Armageddon Rag , Vol . 1 The Armageddon Rag , Vol . 1 is the first installment of the " The Armageddon Rag " , a " Project V13 " newsletter written by Mark O ' Green and Chris Taylor ( which is also an in - universe magazine ) . This installment was released on July 3 , 2010 . The first part consists of a short story about a character called " Fast Eddie " and concept art .
Fallout 2 companions Permanent companions . Permanent companions usually have prerequisites and may not join your party unless certain conditions are met ; these vary between potential companion NPCs and often there are multiple possible ways to obtain them as a party member . The game will not allow having more than a certain number of active party members ; this limit is half the player character ' s Charisma , rounded down . For example , a Charisma level of 4 allows taking 2 companions . With the perk Magnetic Personality the Chosen One is allowed one additional companion over the current limit . Companion controls . Once a non - player character is recruited , their dialogue menu changes to a list of tactical and combat - oriented options . New from " Fallout " is a " Combat Control " button in dialogue , which allows manual change of an non - player character ' s armor , weapon , distance , and tactics . The picture to the right is the in - game dialogue box for controlling companions . For permanent companions , the options are shown as follows : Use Best Weapon Use Best Armor Disposition Temporary companions . Like permanent companions , there are a few conditions that must be met to have temporary companions join the Chosen One ' s party . Companion controls . Temporary companions cannot be controlled in any way . Notes . At numerous occasions throughout the game , the Chosen One may find their companions blocking the exit to a room . This problem can be solved by entering the companions combat controls and changing their distance to the player character , followed by entering combat , thus having them move away from the exit . More easily they can be right - clicked on and pushed away through the corresponding action .
Constitution of the United States The Constitution of the United States is a miscellaneous item which was cut from the final version of the " Fallout 3 " add - on , " Point Lookout " . It is one of the items displayed at the Capitol Preservation Society in Rivet City . According to the error - ridden description in the Society ' s computer , the Constitution of the United States was drafted in 1786 and adopted a year later by the Constitutional Convention of Philly . This document defines the organization of the U . S . government and sets forth the rules and regulations , known as articles . In addition , there are modifications made the to the articles by ruling Presidents during their reigns known as amendments . Characteristics . It appears in the Pip - Boy as a scroll , similar to the Declaration of Independence . Notes . The society owned the only known copy of the document to exist which was retrieved from the ruins of the National Archives in 2256 .
Northern shack raider The northern shack raider is a unique raider living in Evergreen Mills in 2277 . Daily schedule . He spends his time inside of the northern shack in Evergreen Mills with a female raider . The two will sleep in the same bed every evening and wander around the shack each day . Interactions with the player character . Other interactions . He is always hostile to the Lone Wanderer and attacks on sight . Inventory . < nowiki > * < / nowiki > 20 % chance of spawning . < nowiki > * * < / nowiki > 15 % chance of spawning . < nowiki > * * * < / nowiki > 50 % chance of spawning . < nowiki > * * * * < / nowiki > 25 % chance of spawning . Notes . Despite being referred to as " Raider " in - game , he has a unique model , unused by any other character in the game , and a unique editor ID . Appearances . The northern shack raider only appears in " Fallout 3 " .
Plasma rifle ( Fallout 3 ) The urban plasma rifle is an energy weapon found in " Fallout 3 " . Characteristics . The plasma rifle uses microfusion cells , the same type of ammunition used by the laser rifle , and can discharge up to twelve green , self - illuminated plasma bolts before requiring a reload . The plasma rifle fires projectiles that inflict potentially heavy damage at a fairly quick semi - automatic rate of fire . The plasma bolt moves at sub - sonic speeds , giving enemies the chance to dodge the plasma bolts . Because of this , the plasma rifle is most effective in close to medium range combat , as opposed to the laser rifle , which is better suited to long range . Due to its fast semi - automatic rate of fire , it empties its 12 - shot magazine rather quickly , and its reload time is somewhat longer than most other small guns / energy weapons . Maintenance is a combination of perks and drawbacks : Like other energy weapons , it has a high maximum condition compared to small guns , but is expensive and / or difficult to repair . A plasma rifle in poor condition ( under 10 % ) can cost over 1 , 000 bottle caps to repair , also in normal circumstances the plasma rifle can be hard to come by . The plasma rifle has twice the chance of inflicting a critical hit than most other weapons , and can turn enemies into piles of green goo if the killing blow is a critical hit . Like all energy weapons , the plasma rifle ' s plasma bolt can ignite gas leaks . Durability . The plasma rifle can fire a total of about 500 shots , the equivalent of 42 reloads , from full before breaking . Notes . According to Owyn Lyons ' dialogue , the official designation is the P94 Plasma Rifle in this quote " but the plans for the P94 Plasma Rifle are all but lost . "
Whiplash Whiplash is a raider appearing in the Commonwealth in 2287 . Background . Whiplash is a member of a group of raiders occupying Walden Pond . This group occasionally strong arms food away from Abernathy farm and the Sole Survivor may be sent to deal with them in a Raider Troubles quest . Appearances . Whiplash appears only in " Fallout 4 " .
Sappers Sappers are a set of unarmed weapons in " " . Characteristics . Sappers are lead filled gloves which are ideal for beating the crap out of opponents . Locations . One can be found in Peoria . Behind the scenes . Sappers are based on real - life .
Thomas Hildern Thomas Hildern is the Director of Operations of the Office of Science and Industry ( OSI ) East , living in the Camp McCarran in 2281 . Background . Director of the Eastern division , Hildern controls the Dam ' s power from Camp McCarran . If you are in front of the two vending machines you missed the OSI lab on the right that leads to the office of Hildern . He only cares for his research which also includes trying to prevent a shortage of food in the NCR . He is constantly outmatched by Keely ( who he has a very low opinion of ) , and often takes credit for the work of his assistants ( putting his actual competence for his position into question ) . He was trained by the Followers of the Apocalypse and left to help found the OSI . He believes in advancing himself through his research and eventually hopes to get to OSI Central . Dr . Hildern can be found in his office located inside the Camp McCarran terminal building in the southeastern area on the ground floor of the terminal . Enter through the leftmost entrance of the terminal building . Appearances . Thomas Hildern appears only in " " . Bugs . Hildern may exhibit a dialogue bug preventing him from any new dialogue choices once the quest There Stands the Grass has been completed . As a result , it is highly recommended that the player complete all other related quests to Hildern prior to completion of There Stands the Grass . This includes You Can Depend on Me which leads to the completion of Heartache by the Number affecting the player ' s ability to recruit Rose of Sharon Cassidy as a companion .
Colonial duster The colonial duster is a piece of clothing in " Fallout 4 " . Characteristics . The colonial duster is a lightweight , loose fitting and lightly armored , militia - styled coat . There is a purple vest and heavy scarf underneath it . It has a leather bullet pouch around the shoulder , a small pouch on the belt but these do not increase carry weight or provide any buffs . The colonial duster provides a Damage Resistance of 5 when worn and cannot have armor pieces worn over it . It also cannot be improved with ballistic weave .
Green ( Van Buren ) Colonel Green is a ghoul military commander at the Reservation in 2253 . Background . Colonel Green was a career soldier and the head of security and operations at the Los Alamos Research Laboratory before the war . He was a hard man who expected things to be done properly the first time and would not tolerate people complaining . Not much has changed in the two - hundred years that followed his ghoulification . Colonel Green was not one of the original twelve volunteers to traverse the wasteland in search of survivors . He thought it was a futile cause and wanted to stay back and build up a community at the Reservation , of which he would be the leader . His dream to rule over a tiny empire was shattered when Willem Clark returned from his year long journey with nearly three dozen ghouls . It was like the returning from a holy pilgrimage . Colonel Green knew he could not compete with Willem after that . Instead , he offered his military leadership skills to Willem and formed an elite group of ghoul guards . Under his strict command , he and his ghoul guards became every bit as efficient of warriors as any Enclave or BoS soldier . With the added bonus of high powered rifles , caravans and raiders who know about the Reservation , knew not to mess with Colonel Green and his crew . The one snag about Colonel Green is that he is extremely envious , not to mention jealous , of Dr . Willem Clark ' s commanding power over his fellow ghouls . In addition , Colonel Green does not agree that taking the fight outward to potential enemies is a very good idea ( the whole dirty bomb scenario ) . Green would prefer to build up the ghouls ' arsenal and take a defensive posture – bring the fight to us , if you dare - type of thinking . If he could figure out a way to undermine Willem and seize control , he would be a very happy ghoul . Appearances . Colonel Green has not appeared nor is he mentioned in any published game . He was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if he will appear in any future " Fallout " game .
Movies Movies , or films , are motion pictures mentioned and advertised in a Fallout universe . In Fallout 3 , New Vegas and 4 they are made in 1950 - style and reflect the moods reigning in the United States before atomic warfare . In Fallout 1 and 2 mentioned films are parodied modern each others . Some films are still produced after the Great War by rare studios such as the Golden Globes .
Breanna Ramsey Breanna Ramsey is a character mentioned in " Fallout 3 " . Background . Breanna Ramsey was one of the original residents of Vault 87 , who died during the FEV experiments conducted in the Vault . Appearances . Breanna Ramsey is mentioned only in " Fallout 3 " .
The Surgeon The Surgeon is a hostile mad scientist whose headquarters is located in the CEO Offices of the Red Racer factory in 2277 . Background . A scientist that is hostile to most all who interrupt the experiments they are engaged in . The Surgeon ' s mind - controlling experiments seem to seek an understanding of the brain patterns of ghoul s and super mutants . Fiddling with brains is a mission for the Surgeon , and the good doctor ' s main test - subject is one of the glowing one s now known only as " Stefan . " Stefan is evidence of the Surgeon ' s trepanning prowess . The Surgeon has been experimenting with mind control by implanting chips into multiple ghouls and super mutants inside the factory . Appearances . The Surgeon appears only in " Fallout 3 " .
The Cause The Cause is a paramilitary philanthropic group operating in the Northwest Commonwealth of the United States , against such groups as the Brotherhood of Steel and Imperial China . The player characters of " Fallout Extreme " were all members of the Cause . Appearances . The Cause was to appear in the canceled " Fallout Extreme " .
DCTA Metro map The DCTA Metro map is an image note in " Fallout 3 " . Location . This note is added to the Lone Wanderer ' s Pip - Boy after downloading the Fallout 3 Metro map from the terminal next to a protectron pod at Metro Central , Foggy Bottom station or Anacostia Crossing station .
Securitron vault terminal entries The securitron vault terminal entries are a series of found on terminals in the securitron vault in " . " Vault status terminal . This terminal is located near the weather monitoring station entrance , near Mr . House ' s console screen . Protectron Operations terminal . This Hard locked terminal is located in the Security room , East area of the vault . Turret Operations terminal . This Average locked terminal is located in the Security room , East area of the vault . Sentrybot Operations terminal . This terminal is located in the Security room , East area of the vault .
Fallout : New Vegas patch 1 . 4 Fallout : New Vegas patch 1 . 4 was released on February 18 , 2011 for the PlayStation 3 . It fixes some compatibility bugs . It mainly patched the bug that allowed players to go over the level cap of 30 without DLC ' s .
HERMES armor HERMES armor , developed by a division of Poseidon Energy working in conjunction with the Department of Defense , was intended to be the next generation of combat armor used by elite light infantry troops . In theory , it was to offer all of the protection of power armor without the cumbersome weight or Strength enhancements . Hermes in the Greek mythology is the messenger of the Gods of Olympus who always traveled fast and light , hence the reference on the armor ' s name . Background . HERMES Armor never moved out of the prototype phase because members of the Enclave , tried to keep its development secret .
Officer uniform The Officer uniform is rare outfit in " Fallout Shelter " . Characteristics . The outfit has long sleeves and buttons up the front . It has a high collar , a pair of breast pockets , a brown belt , and black boots . It provides dwellers who wear it + 2 Charisma and + 3 Intelligence . Crafting . A high Intelligence statistic is needed to effectively create the officer uniform .
Mentats Test Level The Mentats Test Level is a in the game files of " " . Layout . A vault - like room similar to most vault common areas , with two s , two es ( one regular , one ) , three different Powder Ganger s , and eight uniquely named as " Brahmin WaterSkins " . The Powder Gangers will not fight back when attacked , and instead will simply flee . The giant rats will likely begin combat with the giant mantises as soon as the Courier spawns in the room . There are several tables located in one corner of the room . On the tables , there are various weapons , and a lit , non - interactable piece of . Appearances . Mentats Test Level appears in the game files of " " but should not be considered canon .