naist-nlp/zeshel huggingface dataset:
Buffout ( Fallout : New Vegas ) Buffout is a in " " . Background . Buffout is a highly advanced steroid that was popularized before the Great War by professional athletes and their clandestine use of the drug . Characteristics . Buffout is a performance enhancing drug that boosts both Strength and Endurance , in addition to a health increase of 60 HP . After about ten minutes the chem wears off and you will lose 60 HP from your current total ; if you have less than 60 health when it wears off your total health will be reduced to 1 . Addiction can occur and can only be removed by a visit to a doctor , temporarily by taking more Buffout , or by taking Fixer . It carries a 10 % addiction rate . Notes . If you look carefully at bottles of Buffout , you ' ll see that the icon for Buffout in " Fallout " and " Fallout 2 " is integrated into the labeling of the item . Printed on the bottles are lengthy usage instructions and an expiration date of 10 / 13 .
Discover why Alaya will not marry Eldron Discover why Alaya will not marry Eldron was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Walkthrough . Eldron is in love with Alaya and would like to wed her . However , she has refused his proposal . He is quite confused by this and would like to know why . Alaya will not speak of the matter . Eldron would offer the player this quest . When asking Helea , she says that they share a defect that makes them nearly sterile . She is afraid that , if they were to have children , this defect could be passed on and endanger the tribe . The Prisoner can try to convince Helea to bless Alaya ' s marriage to Eldron . She can refuse or give her blessing , outcome probably depending on Speech skill .
Andy Scabb Andy Scabb is a gang leader living in The Gray , inside of North Vegas Square in 2281 . Background . Andy Scabb and his are a gang of robbers operating out of The Gray in North Vegas Square . They are plotting to rob the Crimson Caravan Company , having recruited Alice Hostetler , the daughter of a known employee ( Don Hostetler ) , to easily gain access to the . Interactions with the player character . Quests . Someone to Watch Over Me : Andy will walk in and confront the Courier once they obtain the note , Henchman message to Andy Scabb , and begin to leave . With a Speech check , Andy can be convinced that the Courier was just looking around . Notes . His room in The Gray contains a good deal of , and . Appearances . Andy Scabb appears only in " " .
Heating coil The heating coil is a weapon mod for the power fist and the super sledge in " Fallout 4 " . Effects . The heating coil adds energy damage . Production . The recipe for this weapon mod varies depending on the weapon for which it is made :
House Industries House Industries was an umbrella company owned by Robert House before the War that held majority shares in each of his related companies , such as RobCo Industries or REPCONN . Background . House Industries was a parent company overseeing contractors and innovators under Robert House . These companies included the H & H Tool Company , REPCONN Aerospace , and RobCo Industries .
Hopper ( character ) Hopper is a member of the Unity in 2161 . Background . This initiate can be found in Adytum , post mutant invasion . He wishes to be scholar and go forth preaching Unity . Interactions with the player character . Other interactions . This initiate floats comments that he is frightened by the nightkin , but is reassured by the Elders who say that the nightkin are their allies . Appearances . Hopper was cut from " Fallout " .
Railroad agent Railroad agents are characters appearing in the Commonwealth in 2287 . Background . Agents of the Railroad can be found in various locations across the Commonwealth . Their main objectives are gathering information about the Institute , helping runaway synth s , and fighting the Institute Gen 1 synths . Notes . If the player character is hostile towards the Railroad , one may encounter some agents when at pre - War military outposts . Appearances . Railroad agents appear only in " Fallout 4 " .
Vault 39 < section begin = " CXGamesSummary " / > Vault 39 ( also known as the Lone Star Vault or the old Abilene Vault ) is one of the Vault - Tec vault s , located in what was known as before the Great War and is now called Lone Star . The Vault ' s original purpose in the Vault experiment is unknown . Recently , due to Reese ' s experiments in the Vault , it has become a veritable jungle with huge mutated plants that thrive there and will provide more than minor obstacles to overcome . < section end = " CXGamesSummary " / > Layout . The Vault has three levels consisting of three medium to large maps . On the surface a broken - down shed sits next to the Vault , in which a functioning car can be found . Appearances . Vault 39 was going to appear in the canceled " " . Behind the scenes . The developers had hoped the car in the shed would be a ' 59 Volkswagen Bug .
Usonianhome02Int Template The Usonianhome02Int Template is a in the game files of " " . Layout . It contains templates for generic houses , similar to those found in Nipton . Appearances . Usonianhome02Int Template appears in the game files of " " but should not be considered canon because it is a test cell .
Joseph Adlam Joseph Adlam is a smuggler in Point Lookout in 2277 . Background . Joseph is the father of John Adlam . When John was caught stealing from the group ' s claim , Joseph gave consent for his execution in order to avenge the Adlam name . Appearances . Joseph Adlam is mentioned only in the " Fallout 3 " add - on , " Point Lookout " .
Bo Duffy Bo Duffy is one of the four main leaders who control the raiders in the region of Chicago in 2197 . Background . Bo was dropped on his head a few too many times when he was a baby . He isn ' t the brightest kid on the block , but he ' s beefy and he likes to kill stuff . That pretty much makes him good raider material . Interactions with the player character . Mission . He is eventually found and killed by the Warrior and his team . Appearances . Bo Duffy appears only in " " . Behind the scenes . His name is a reference to Bo Duke , one of the Duke family members from the early 80 - ties television series " " .
Marksman carbine The marksman carbine is a in " " . Characteristics . The marksman carbine is a semi - automatic , medium - power rifle with a 20 - round magazine . Mounted with an enhanced - zoom scope that shares the same mil - dot reticle as the anti - materiel rifle and , it is highly accurate and deadly at long range with a Guns of 100 . Additionally , it has a very low Action Point cost of 14 , lower than most pistols as well as being the lowest out of any rifle in the game . Durability . The marksman carbine can fire a total of about 1995 standard rounds , the equivalent of 100 reloads , from full before breaking . Behind the scenes . According to J . E . Sawyer , the marksman carbine is loosely based around " paratrooper - oriented marksman rifles " and are present due to New Vegas ' proximity to Nellis AFB .
Weapon forge The weapon forge is a constructible piece of manufacturing machinery added in the " Fallout 4 " " add - on " " Contraptions Workshop " . Characteristics . The weapon forge is used to produce various weapons from scrapped items and crafting components stored in the machine ' s inventory . The machine requires 12 power to operate . What the machine produces may be changed using a connected terminal . Conveyor belts and other machinery can be attached to the front and back of the machine .
Explosive Traps Explosive Traps is a " " ( skills in this game work like perk s do in other " Fallout " games ) . Requirement . To take the skill , the player must be Level 10 . Effects . With this skill , you ' ll be able to plant any you have as mines .
Enclave crate Enclave crates are used for storage of various items , including energy cell s , microfusion cell s , missile s , flamer fuel , plasma mine s , pulse mine s , and Stealth Boy s . Characteristics . The Enclave crates appear to be brand new or very close to new in construction , unlike other crates and bins encountered throughout the wasteland . These containers seem to be airtight , and have internal hydraulic arms to open and close the crate . The hydraulics system would be perfect for maintaining a tight seal , preventing dust and grit from contaminating their delicate plasma weapons and power armor . On top of the crate are four cleats , most likely to be used while in a vertibird ' s storage bay to secure crates while in flight . On the side a vent can be seen , which may be used to keep the contents cool or filter out dust . All Enclave crates are rectangular and have black strips of grip tape , the crates seemed to be made of some form of brushed aluminum or steel , though aluminum would be the more likely case due to its inherent light weight and heat resistance . Variants . The Enclave crates can be broken up into these types , though in some areas there may be semi - unique crates with other names pertaining to their specific contents . Others containers . These crates look identical to other crates but only exist in a few areas .
Combine Combines are world objects in " Fallout 4 " . Description . Combines are massive machines , only slightly smaller than locomotive s . They were used before the Great War to harvest crops . They have a somewhat odd design having the main harvester and cockpit fixed to a box frame and four long supports each with two large wheels on it . The combine has a total of eight wheels , and has a grain chute protruding from the side . An open bed truck would drive along side the combine collecting grain discarded from this chute . Notes . The combine is not a single object , but is made up of multiple objects , similar to buildings .
Just Add Saltwater Just Add Saltwater is an achievement / trophy in the " Fallout 4 " add - on " Far Harbor " . Requirements . Cook one of the new Far Harbor recipes . Notes . The fastest way to meet the goal is to cook either the grilled hermit crab or the poached angler , as they only require a single , particularly common ingredient .
Richard Moll Richard Moll ( born January 13 , 1943 ) is an American actor that voiced Cabbot in " Fallout " . He is perhaps best known for playing Bull Shannon , the tall shaven - headed bailiff on the NBC sitcom " Night Court " from 1984 to 1992 .
Virgil ' s Cure Virgil ' s Cure is a miscellaneous quest in " Fallout 4 " . Detailed walkthrough . Virgil ' s Cure automatically starts when talking to Brian Virgil in the main story quest The Glowing Sea . In the conversation the Sole Survivor first has with Virgil , he requests that they retrieve a serum in exchange for his information about the Institute . From this point , the quest cannot be advanced until the player character makes their way to the Institute later in the game . When in the Institute , find the FEV lab , an old locked area of Bioscience . There ' s a back entrance with a Master terminal in the main room of Bioscience . This leads directly to the room the serum is in and also the main entrance to the FEV lab , found at the end of some seemingly abandoned storage halls and rooms . Once in the FEV lab , travel through it to the end room , where the serum is located . The lab will be defended by several turrets and also an assaultron but is otherwise uninhabited . The serum is in the final room in a lab machine on top of a desk . Bring the serum back to Virgil . The player character has two options : After giving the serum to Virgil , wait three days and return to find he has transformed back into a human . Speak with him again and he ' ll offer the player character his lab for use , which will make all items therein available for looting .
Jesse ( Fallout : Brotherhood of Steel ) Jesse is a trader in the wasteland , who is stationed in the town of Carbon . Jesse only has one arm due to an unknown accident . Interactions with the player character . He gives the Initiate a discount when he kills all the in the Carbon Warehouse . He appears on the street first , but later moves into the warehouse to hide from raiders , like all the others . He had some trading agreements with the raiders , so he was able to move into their base , and he later helps the Initiate take down , the raider matron . Appearances . Jesse the seller appears only in " " .
Infernal Quickness Infernal Quickness is a Demonkin racial trait which appears in " Lionheart " . Characteristics . The player gains a 10 % movement speed bonus , but often overlook things in there haste , so Perception is reduced by 1 . This trait will also allow the player to pass as a human .
Plasma grenade ( Fallout : Brotherhood of Steel ) Plasma grenades are explosive , thrown weapons in " " . Characteristics . The second best grenade in the game , only surpassed by the mini nuke grenade . Once hit by the explosion , people affected will be electrocuted by it for about five seconds .
Jas Wilkins Jas Wilkins runs the mess hall in Sloan in 2281 . Background . Originally from California , Jas explains that her hometown was better than it ' s ever been , but then goes on to say it was " all very boring " thus leading her to leave and head east , towards New Vegas . Her great - aunt is Rose from " Fallout 2 " . This is revealed when she tells the Courier that her great - aunt used to keep a locked up for until a stranger came into town and shot it in the eye . Appearances . Jas Wilkins appears only in " " .
Bloomfield Space Center design document / Sid dialogue This is a draft of dialogue for the character Sid which was included in the Bloomfield Space Center design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . ' ere ' s probably the most - commonly - used check script : GetTotalSkill ( PCSpeaker ( ) , SKILL ) You might want to set up an autocorrect option in word so you don ' have to type out the whole thing ( I have mine set up so if I type gett it spits out the above check with an = = 1 at the end of it ) . Try using " Avellone - style " node numbering . That ' s w ' ere you give the node a " number " that ' s actually a unique word , such as TELLABOUTSELF : for a node w ' ere the PC has asked an NPC to tell about himself . Just refer to that word with your Goto statements ( like Goto TELLABOUTSELF : ) an ' when you ' re all done with the dialogue you can do a global replace for that word with a real number . Doing this means that you can group nodes by topic in the dialogue file an ' not have to worry about renumbering if you have to insert another node later . If you use this method , be sure to make the word something that is unique an ' won ' t accidentally be used in other parts of the dialogue ; ASSHOLEINSULT is a good word , just ASSHOLE isn ' t because if a node has a character actually saying " asshole " the global search would catch that , too . You can also use a colon character at the end of the unique word like I did in the TELLABOUTSELF : example , above . Whatever you do , don ' use a number all by itself as a placeholder like this … I learned the hard way that some numbers pop up everyw ' ere an ' doing a global replace on them totally screws up your dialogue ! For an example of this method , check out the Avellone _ Dialogue _ Example _ Ordor . doc file in Tools / Design / Documents on sourcesafe ( the same place you find this dialogue template file ) .
Hunting revolver The hunting revolver is a in " " . Characteristics . The hunting revolver is a large , double - action revolver that fires . 45 - 70 Gov ' t . It does a significant amount of damage and comes with a scope as standard , versus requiring a modification . The hunting revolver scope has decent magnification at 2 . 46x . Its high base damage is the second highest of the single - handed . The weapon has few drawbacks from a combat standpoint such as the low durability compared to other revolvers , however from a tactical standpoint , . 45 - 70 Gov ' t rounds are quite scarce with weapon vendors selling very small quantities of said rounds at very high prices . Despite being a one - handed revolver , the hunting revolver is not a holdout weapon , meaning that , even at a Sneak of 100 , it will not pass a search when entering a weapon - free location , such as a casino . Durability . The hunting revolver can fire a total of about 545 standard rounds , the equivalent of 109 reloads , from full before breaking . Notes . On the base on the hand grip , a generic serial number " 05709234 " is stamped into the metal . Behind the scenes . The Hunting revolver is based on the with elements taken from the Bison Bull as well . Bugs . If loading a saved game from the main menu in which you have a hunting revolver equipped and drawn , the reload animation takes twice as long as normal . This can be solved by simply switching to another gun and then back again .
O ' Malley Senior Airman O ' Malley is a character mentioned in " Fallout 4 " . Background . Senior Airman O ' Malley was an officer of the U . S . Army posted at USAF Satellite Station Olivia in 2077 . Appearances . O ' Malley is mentioned only in " Fallout 4 " .
Todd Gates Todd Gates is a character mentioned in " Fallout 4 " . Background . Todd Gates was a man who lived before the Great War . He was scheduled to reside in Vault 114 . Appearances . Todd Gates is mentioned only in " Fallout 4 " .
George Ziets George Ziets is a developer who worked at Obsidian Entertainment on " " as an Additional Writer . He wrote a number of NCR characters , including the members of 1st Recon and others at Camp McCarran . Ziets is best known as the Lead Creative Designer for NWN2 : Mask of the Betrayer . He has been credited on two other Obsidian titles : Neverwinter Nights 2 ( mainly Act 2 ) and Dungeon Siege 3 . Early life and education . George Ziets earned a degree in Psychology from Georgetown University and spent the late 1990s in graduate school . He studied psychology and film , earning an MA from the University of Maryland . In 2001 , he secured his first games industry job at Westwood Studios , working as a writer on the short - lived science fiction MMORPG , Earth & Beyond . Career . In 2004 , Ziets was hired at Turbine , Inc . and was credited as a designer on " Lord of the Rings Online : Shadows of Angmar " and " Dungeons & Dragons Online " . Ziets relocated to southern California in 2006 to become a designer at Obsidian Entertainment . He was recruited during development of " Neverwinter Nights 2 " , and after the game shipped he was promoted to Creative Lead on the first " Neverwinter Nights 2 " expansion , " Mask of the Betrayer " . Ziets was responsible for MotB ’ s overall creative vision , including characters and story . It shipped in 2007 and received mostly positive reviews , winning praise for its story and narrative elements . Ziets left Obsidian in 2008 and spent a year at ZeniMax Online Studios , but he returned to Obsidian in 2009 to serve as Creative Lead on " Dungeon Siege 3 " . He left Obsidian after a project got cancelled in 2012 but returned soon after as a writer on " Project Eternity " . In March 2013 it was announced that Ziets would join the writing team at inXile on the " Torment : Tides of Numenera " RPG .
The Mechanist ' s lair The Mechanist ' s lair , formerly Robotics Technology Facility RB - 2851 , is a location and settlement that appears in the " Fallout 4 " add - on " Automatron . " Background . The Mechanist ' s lair was hidden underneath a RobCo sales and service center which primarily sold and maintained terminal s . Employees of the service center were told specifically not to interact with any abnormal crates , or else they would be " taken to see our friends below . " In a storage room for the center , a large door which requires an M - SAT to enter leads into a large underground pre - War facility that was used for the development & construction of robobrains ( jointly run with General Atomics and the United States Army Robotics Division ) . Part of it functioned as a pseudo - prison which housed prisoners , who were later operated upon to remove their brains . After wiping their brain of memories and passing assorted tests , the brains would then be housed in a robobrain head and mounted to any of a number of devices , including the bodies of a normal robobrain , controlling stretchers or even controlling operations inside the control center . Sometime before the events of " Automatron " , Isabel Cruz discovered the facility while scavenging and took it upon herself to use it to create an army of robots to save the Commonwealth from anything which may hazard humans . Layout . The lair is located on the map slightly north of the East Boston Preparatory School . It is behind an unmarked building , and near a warehouse by a bridge and a small wharf . A freight elevator inside the building ( enter the door named " garage " ) will take the Sole Survivor directly to the underground location . Upon completion of the add - on , the location becomes a new settlement . Appearances . The Mechanist ' s lair only appears in the " Fallout 4 " add - on " Automatron " . Behind the scenes . The doors in the lair open in a similar pattern to the ones from the Robot repair center from " Fallout 3 " . Although , unlike Fallout 3 , the doors cannot be closed .
Playing on the Old Joana Playing on the Old Joana is an in " " . Walkthrough . Make your way through the playing halls of the Gomorrah and enter the courtyard . Here you will meet some prostitutes , one of them being Joana . Sweet - talk her and she will agree to party with you for free . Once in her room , you can talk to her some more and start the quest Bye Bye Love . Notes . Once you tell Joana about Carlitos ' intentions to escape with her , she will refuse to sleep with the Courier . Behind the scenes . " The old Joana " is Cockney rhyming slang for a piano .
Fallout 3 character creation " To browse specific character builds or to contribute one of your own , please visit the page . " In " Fallout 3 " , the creation and development of a character is under a player ' s control . The decisions made at character creation and at level - ups , as well as the gameplay choices made during the game , contribute to the specific character build . Considerations for building a character . SPECIAL . During the quest Baby Steps , you will choose your initial primary statistics , which have a direct effect on : SPECIAL stats can be raised during the game by : The maximum value for a SPECIAL stat is 10 . Skills . Initial skill levels are determined by one ' s primary stats . During the quest Future Imperfect , three skills are chosen to receive a one - time boost of 15 points . Skills can be raised during the game by : Each skill book , when read , raises the corresponding skill by one point ( two points with the Comprehension perk ) . There are 25 skill books for each skill . The maximum value for a skill is 100 . Perks . Some perks directly affect a character ' s primary stats and skills . Others have a variety of gameplay effects . Which perks become available depends on : Only one perk can be taken at every level - up . Bobbleheads . There are 20 bobbleheads to be found in - game - one for each of the 7 SPECIAL stats and one for each of the 13 skills . Once picked up , each bobblehead permanently raises a SPECIAL stat by one point or a skill by 10 points . Equipment . Clothing and armor can have a direct effect on the SPECIAL stats and skills .
Giles Mainsgrove Giles Mainsgrove was a employee working for Vault - Tec Corporation before the Great War . Background . He was responsible for installing the personal Vault of John - Caleb Bradberton , after which he was personally thanked and paid by Bradberton . Appearances . Giles Mainsgrove is mentioned only in the " Fallout 4 " add - on " Nuka - World " .