naist-nlp/zeshel huggingface dataset:
Royez Colonel Royez is a member of the NCR Army stationed on Long 15 in 2281 . Access to this location will only be given if the Courier chooses to launch the nuclear weapons at NCR territory during the " " " Lonesome Road " . Background . Colonel Royez is in charge of the NCR camp on the Long 15 , managing supplies between California and the Mojave Outpost . Royez sports the unique Scorched Sierra power armor which is decorated with a taxidermized bear head and some ornamental pieces . The fact that he is the only one having a suit of functional power armor in the NCR Army and therefore possesses Power Armor Training speaks volumes of his status . Characteristics . He and his squad are encountered in the irradiated Long 15 , amidst the wreckage of 3 crashed Vertibird s . He has very high , " boss - like " health and high DT from his armor . He also has rapidly regenerating health . Appearances . Royez appears only in the " " " Lonesome Road " .
Super sledge ( Van Buren ) The super sledge is a weapon that was to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Locations . Used by one of the individuals who attack Beatrice in a bar fight at Hoover Dam .
Campfire A campfire is a in " " . Overview . < section begin = " overview " / > Campfires in the Mojave Wasteland are used to cook up raw meats and to create a wide variety of medicines , chems and poisons . Campfires are scattered around the wasteland and will usually be found surrounded by some form of benches or makeshift bedding , and in some cases , even making fine bedding itself . Around the campfire you may find pots , pans and other various cooking utensils as well as anything the implied previous visitor ( s ) may have left behind . Campfires may be found lit or unlit , but they still all function the same way . < section end = " overview " / > The electric hot plate , found in the Sierra Madre and the Big MT , serves the same purpose as the campfire . Notes . If you have the Home on the Range perk ( only available with " Honest Hearts " installed ) , you will have the option to sleep when you interact with a campfire , and it will still give you all the benefits of when you sleep on a normal bed . Bugs . It it possible that campfires will become impossible to interact with .
Kansas City Kansas City is a location in " " , which can be reached from Bunker Gamma . It was a Gammorin ' s Army base upon the remains of , Missouri / Kansas . It also composed of another ghoul town in its center , independent of the Gammorin ' s Army named Gravestone . Background . Before the Great War , Kansas City was a major nuclear launch site . Although the city was hit by the bombs , the silo staff survived , but were turned into ghouls and formed a town in the center of the ruined city called Gravestone . Before 2197 , the ghouls formed a peaceful community and a cult , worshiping the only nuclear bomb left intact in the silo , which they called Plutonius . T - Minus became the first leader and bishop of Gravestone , in charge of both religious and civil affairs . Around 2198 , Gammorin ' s Army established a base in Kansas City , and tried to assault Gravestone in order to get the atomic bomb worshiped by the ghouls . The ghouls hide in their cathedral , where " Plutonius " was held . A few weeks later , Defcon the actual leader and bishop of Gravestone asked the Midwestern Brotherhood of Steel to protect them against Gammorin ' s Army . The Midwestern Brotherhood eventually came to help , arming the ghouls and acolytes of the cathedral and killing most of the attacking mutants . This squad was commanded by the Warrior , who managed not only to protect the place , but also launch a retaliatory attack on the super mutant base in Kansas City , killing their three commanders ( one being Juggoknot ) in the process and securing the area . In exchange for their aid , the Midwestern Brotherhood of Steel demanded the ghouls give them Plutonius , which was later used to blast the vault door off Vault 0 . Mission . The mission in Kansas City involves defending a town of ghouls from an impending super mutant invasion while simultaneously finding and eliminating the super mutant commanders . Appearances . Kansas City appears only in " " .
Steve Blum Steve Blum is a voice actor who voices some of the minor characters in " " . His career is rich with voice roles , ranging from animated shows like " Cowboy Bebop " and other video games like " Psychonauts " , as well as " God of War " .
MDPL - 16 power station The MDPL - 16 power station is a location in " Fallout 3 " , found east of Chaste Acres Dairy Farm , south of the Republic of Dave . Layout . The MDPL - 16 power station consists of transformers that are secured by a gate and fences . The power substation is located just outside the fenced area . Appearances . The MDPL - 16 power station appears only in " Fallout 3 " .
Walter Scott Walter Scott is a character mentioned in " Fallout 4 " . Background . Walter Scott was the shipment manager of the Vault - Tec Regional HQ located in Boston before the Great War . Appearances . Walter Scott is mentioned only in " Fallout 4 " .
Sereine Sereine is an intelligent nightkin thinker in 2161 . Background . The nightkin thinkers shared a belief that there could be harmony with human s . Interactions with the player character . The Vault Dweller was supposed to be able join this group , and forge a better future for the wasteland . Appearances . Sereine was supposed to appear in the original " Fallout " .
Divine Favor Divine Favor is a " " perk . Effects . Some higher power has taken a liking to you . This perk gives you + 1 to your highest primary statistic and reduces your perk rate by 1 . Appearances . The Divine Favor perk appears only in " Fallout Tactics " .
Make it Through the Parking Structure Unscathed Make it Through the Parking Structure Unscathed was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios , but was cut . It was located in the Bloomfield Space Center . Walkthrough . If the player is a good Stealth Boy , he can try to get through the Parking Structure ' s myriad of traps without setting them off . This will be a combination of outdoorsmanship and traps skills . The player can opt to disable traps and discover where traps are , thus avoiding them . Getting through the Parking Structure without setting off a trap will result in bonus XP .
Plant spike The plant spike is a thrown weapon in " Fallout 2 " . Characteristics . These thorns are spat by spore plant s at foes , and can be collected off the ground . They are weak and worthless , best to be left be . However , unlike rocks , they are weightless , so the only reason not pick them up is to not have a cluttered inventory . Location . Thrown by spore plants .
T . S . Wallace T . S . Wallace is a human male living in the Commonwealth in 2287 . Gifted with an exceptional intellect , Wallace is being observed by the Institute for possible recruitment . Background . A self - taught engineer and scientist , Wallace has spent years studying whatever pre - War technology he could find , as well as the effects of radiation and chems on human biology . The exceptionally intelligent Wallace somehow came to the attention of the Institute and they began observing him as a possible asset . According to Enrico Thompson of the Advanced Systems division , they even began to surreptitiously provide Wallace with scientific information . Once it became clear that Wallace would make an excellent addition to the Institute , Dr . Thompson and two synths were dispatched to recruit Wallace . The situation became complicated however , when members of the Minutemen arrived to prevent Wallace ' s " abduction " by the Institute after seeing his signal flare . When siding with the Institute in the quest Pinned , the Sole Survivor is tasked with handling the Minutemen and convincing Wallace to join the Institute . If the Minutemen have not been reformed , Wallace will instead hire Gunners to protect him . Appearances . T . S . Wallace appears only in " Fallout 4 " .
Combat knife ( Van Buren ) The combat knife is a melee weapon that was to appear in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It also featured in the " Van Buren " tech demo . Background . The combat knife is a bladed weapon meant for survival and combat purposes . Unlike the knife , this weapon is made for fighting . Characteristics . It does a decent amount of damage early on , and is useful for slicing multiple times per attack .
Tommy Paine Tommy Paine is a character mentioned in " Fallout 4 " . Background . Tommy Paine was a civilian found at the Boston Police rationing site in 2077 . He was involved in a ration theft along with his partner Brad Franklin . Appearances . Tommy Paine is mentioned only in " Fallout 4 " .
Find the codes Find the codes was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Quick walkthrough . Devon Hill changed all of the codes on the bunker armory . Without access to weapons and armor , the Brotherhood is helpless to outside influences . The Prisoner will be asked to track down Isaac Gant , a former BoS member , who knows the reset codes to the armory .
Ratch Ratch is a junkyard hobo in the NCR Bazaar in 2241 . Background . Buried under a heap of rags and with an extremely strong smell , the owner of the junkyard in the NCR Bazaar is a skilled mechanic plagued by lice and various other illnesses . He has a tendency to name his junk , like he would his children . Interactions with the player character . Other interactions . For $ 5 apiece , Ratch can give the player some minor gossip . Otherwise , for $ 1000 , he can install a blower , which he has named Claudia , into the Highwayman . The process will take him six hours to complete . Appearances . Ratch appears only in " Fallout 2 " .
Uptown Drugs Prescriptions Uptown Drugs Prescriptions was a store in Westside . Background . Uptown Drugs Prescriptions was a store in the building where the Westside Co - op is now located . The store ordered signs with Zapp ' s Neon Signs . Neon sign locations . Next to the sign on the store , there are 3 lying in and around Zapp ' s Neon Signs . Appearances . Uptown Drugs Prescriptions appears only in " " .
Reporter ' s pen Reporter ' s pen is a junk item in " Fallout 4 " . Characteristics . It is identical in appearance to normal pens , apart from a slightly higher value and a unique name . Crafting . The reporter ' s pen can be broken down into its individual components for use in crafting :
Cabinet The cabinet is a set of five constructible settlement objects and containers in " Fallout 4 " . Characteristics . Garage cabinets . The garage cabinets are a set of steel garage cabinets which can be found in domestic and commercial premises . The standard and short long garage cabinets are built with the top to be at roughly waist height , the lower half of the garage cabinet is an open front shelf , just above ground level and the upper section contains a single drawer . The long garage cabinet has two wider lower drawers with four upper drawers , each one roughly half the width of the drawer below it . The tall garage cabinet has two wide drawers in its lower section , the bottom drawer of two is visibly deeper and three shelves that are widely spaced between each other . The wall garage cabinet has an outward opening , grilled door on either side , with a two open shelves in the center of the unit . There are three prongs below the unit for mounting purposes . The unit is approximately the same size as the standard floor garage cabinet . Wooden cabinets . The wooden cabinets are a set of two cabinets commonly found in residential premises . There are two versions of the wooden cabinet , one with and one without drawers . The cabinet consists of four legs that support the main body , that contains the drawers . Wooden cabinets are not used as storage , but rather as tables . Crafting . The metal cabinets are located under " Furniture → Containers " , while the wooden cabinets are located under " Furniture → Tables " in the workshop .
Zephyr Ridge Camp Zephyr Ridge Camp is a location on the Island in 2287 . Layout . A multi - story shack built into the frame of a makeshift wind turbine . The place is occupied by a fair number of levelled trappers whose leader wields a Fat Man and holds the high ground at the uppermost level . A weapons workbench can be found at the bottom of the tower . Notes . South of the tower on the road is a yao guai , which will be nuked by the trapper leader as you approach from that direction . Appearances . Zephyr Ridge Camp appears only in the " Fallout 4 " add - on " Far Harbor " . Bugs . If visited immediately after completing Visions in the Fog , no trappers will spawn .
Laser rifle ( Fallout Extreme ) The laser rifle is a firearm in " Fallout Extreme " . Characteristics . A type of energy weapon , it fires rays of bright pink lasers . It was to appear in the game , and could be used by the player . Appearances . The laser rifle was to appear in the canceled " Fallout Extreme " .
Canada Canada was one or more annexed territory / territories of the United States by 2067 . In our world , the country is an independent British Commonwealth , although " Fallout " media has never revealed whether or not this remained true after the Divergence . The presence of Canada ' s post - independence flag , however , suggests that the country achieved autonomy in a similar , if not identical , way as in the real world . Canada was eventually annexed by the United States , involving both the oil crisis and the war with China . Alaska and Canada served as a front line during the Sino - American War , because of the oil interests vested in the north by the United States . News images from Canada are shown in the intro of " Fallout " , where amongst the ruins of a Canadian city , two power armor - clad soldiers execute a Canadian wearing combat armor ( which may refer to a possible resistance group ) , while a happy message of reassurance flashes across the screen . Canada ' s timeline . Canada makes its first appearance in the history of the " Fallout " universe in 2059 , though only in the " Fallout Bible " timeline ( all following notes are from the " Fallout Bible " timeline unless mentioned otherwise ) . 2059 2066 2069 2072 2075 2076 2077 2077 - 2281 Political status after annexation . It is unknown whether there were any changes to the United States 13 - commonwealth system after the annexation of Canada . It is possible that Canada was under military rule until annexation was finalized ( 2075 or 2076 ) because its population was equal to the population of a very large U . S . Commonwealth . Borders corrections were also possible , e . g . concerning Alaska and the pipelines . The inscription on the Survivalist ' s rifle reveal that Canada was a territory of the United States during or after its annexation , suggesting that it may have had a status similar to that of Puerto Rico during that period . It is most likely an occupied territory judging by the significant military presence there in 2077 . It also could have just been temporarily classed as an . Strangely , however , Canada was shown as separate from the US and Alaska in the VDSG Plate depicting the newspaper cutting stating Alaska had been liberated . The date is 2077 , a full year after Canada was supposedly annexed . Despite this , the ruins in Canada shown in cinematic is evidence that Canada attempted to resist American occupation . The Uprising of Edmonton was one of these rebellions staged by the resistance . Appearances . Canada is shown briefly and mentioned in " Fallout " , and is mentioned in " Fallout 2 " , " Fallout 3 " and its add - ons " " and " Point Lookout " , " " and its " Honest Hearts " and " Lonesome Road " , " Fallout 4 " , " Fallout Tactics " , " " , " Project V13 " , and the " Fallout Bible " , and was going to appear in the canceled " Fallout Extreme " .
Lander Paladin Lander was a Brotherhood of Steel , now lying dead on the top floor of REPCONN headquarters , in 2281 . Background . Paladins Lander and Matiz were given the duty to survey the ruins of the REPCONN Headquarters . They were killed by a piece of roof that fell on them on the 3rd floor . Appearances . Paladin Lander appears only in " " .
We Will All Go Together We Will All Go Together is a in " " . Detailed walkthrough . First Sergeant : Last Man Standing . The irradiated town and NCR base known as Camp Searchlight has been transformed into a nuclear nightmare . s roam the irradiated town , attacking anyone unfortunate enough to cross their path . A small camp just to the west of the town ' s radiation signs is home to a squad of NCR soldiers , being led by First Sergeant Astor . One can ask about what has happened , which begins the Eye for an Eye quest . Continuing further into the dialogue , Astor then details that he was stationed at Camp Searchlight before the incident . Asking him if there were any survivors , he will mention that his comrades have been transformed into feral ghouls , and deserve a soldier ' s death . He is not willing to kill them himself , but wonders if the Courier would be willing to do it for him . Astor requests that they bring them their dogtag s to him in return for for each dogtag , and a service rifle in exchange for 10 . He then provides Rad - X and to counteract the cloud of radiation hanging over Searchlight . Although Astor mentions he wants " at least " ten dogtags found , there are only ten on the local ghouls in Camp Searchlight , and cannot be turned into Quartermaster Mayes like the usual NCR dogtag s because they ' re " irradiated . " One must move forward into Searchlight , and wipe out each and every one of the trooper ghoul s in the area . ( Pay special attention to those who don ' t have the feral ghoul model ) . There are 9 of these tags to be found in this manner . Several feral trooper ghouls can be found : Note Only nine dogtags can be found from these ghouls . To finish the quest , either search the dwellings in and around town ( which will be locked unless you have completed Wheel of Fortune ) , and locate any additional bodies in there , or deal with Private Edwards . Because the remaining segment of this quest is buggy and deals with many conditional dialogue options , it is highly recommended that you save prior to turning in any dogtags and prior to speaking with Private Kyle Edwards . Private Edwards . A final dogtag is around the neck of an NCR soldier inside a single story Searchlight home southeast of the Searchlight west church . Enter the house and confront the ghoulified trooper : Private Kyle Edwards . At this point , the courier may obtain the dogtag by : When Private Edward ' s situation has been resolved , return to First Sergeant Astor and cash in the dogtags . This may be done at any time . Behind the scenes . The quest title refers to the song " We Will All Go Together When We Go " by Tom Lehrer . The lyrics for the song talk about the inevitably total devastation of nuclear war in a darkly humorous manner with a light upbeat melody .
Lubbock < section begin = " CXGamesSummary " / > Lubbock was to be a location in the Texas Wasteland . Lubbock is broken into two parts , Ghoul Town by the airport , and the Square , run by the humans . Ghoul Town and the Square each consist of one medium map , while the airport consists of three medium maps . People have been going missing from both Ghoul Town and the Square with each settlement accusing the other . The ghouls have escalated tensions by staging an attack on the Square . The real cause is the Jackals , who have come from the north to gather slaves . < section end = " CXGamesSummary " / > Appearances . Lubbock was going to appear in the canceled " " .
Renolds Private Renolds is an NCR private on a road north of Techatticup Mine in 2281 . Background . Private Renolds and his squad of NCR soldiers were ambushed by a man named Alexus and his unit of Caesar ' s Legion soldiers . Appearances . Private Renolds appears only in " " .
Counterfeit passport The counterfeit passport is a in " " . Characteristics . It is a passport allowing the Courier to enter the New Vegas Strip freely . Location . It can be bought from at Mick & Ralph ' s shop in Freeside ( next to the east gate ) . It costs 500 , or 375 if a Barter check of 50 is passed . The passport can also be obtained as one of The King ' s favors at the end of the quest G . I . Blues .
Nahant Oceanological Society The Nahant Oceanological Society is a location in the Commonwealth in 2287 . Layout . This location consists of two buildings : a main building for the society with reception and offices and a separate laboratory to the south . The society building has two entrance doors , one to the front ( west ) and one to the rear . Inside the house there are two floors , with two Mr . Handies employed as oceanological instructor s that may list off random facts about marine life . A door on the second floor of the house can be unlocked with Casey ' s key ( which is found in a toolbox in the cabin of the wrecked boat just southeast of the house , along a small spit ) , behind which is a steamer trunk and an Advanced locked wall safe . To the rear exterior is a small shed on the decking with a Novice locked door , with some minor loot inside . The entrance door to the concrete constructed laboratory opens onto a catwalk level , which has a chemistry station , a locked ( Master ) steamer trunk and a ramp leading to the lower level . Downstairs is a power armor station , an Expert locked safe that can be unlocked by the terminal next to it and a locked first aid box ( Novice ) . Several ammo boxes can also be found around the laboratory . A steel stairway on the west side wraps around a circular pool ( empty ) and leads up to the flat roof which offers a good sniping position of the numerous mirelurks and nests on the coastal fringe . Beware of the larger barnacles on the external walls to the ocean side which spray a radioactive cloud if you pass too close . Appearances . The Nahant Oceanological Society only appears in " Fallout 4 " .
Fallout 4 weapon mods Overview . Weapon mods can be built from raw materials and attached to weapons at weapons workbench es . There are over 700 mods , generally including sights , barrels , stocks , receivers , magazines and more . The Gun Nut perk is required to create better modifications for guns . The Science ! perk is used to create better modifications for energy weapons and create advanced modifications for bullet based firearms . The Blacksmith perk is used to create better modifications for melee weapons . Perks and weapon mods . Most firearms , including energy weapons , offer the option to customize the grip / stock , receiver and sight , changing which perks affect the weapon . Grip mods create pistol weapons , while stock mods create rifle weapons . This allows for almost any ranged firearm to be customized to fit the player ' s character build . Action Points and weapon mods . Weapons and Mods utilize a " multiple step value system " when consuming action points per shot Combat rifle base value of 22 . 5 + ( reflex sight [ - 3 ] x Weapon Mod [ 1 . 25 ] ) = 18 . 75 AP cost per shot