naist-nlp/zeshel huggingface dataset:
9mm ( Fallout ) 9mm is a type of ammunition in " Fallout " and " Fallout 2 " . Characteristics . 9mm ball is one of the rarest ammunition types in " Fallout " and " Fallout 2 " . Not to be confused with the standard 9mm rounds , which are an inferior alternative which do not appear in " Fallout " . Variants . There are two variants of 9mm ammunition : Locations . " Fallout 2 " . 9mm ball 9mm Bugs . In " Fallout " , ammunition modifiers are not applied properly which makes the 9mm equal to any other kind of ammunition .
Armor and clothing Armor and clothing are wearable items which increase chances of survival or add special attributes . There are many types of armor and clothing ranging from Vault jumpsuit s to power armor , with power armor being the most powerful , but not necessarily the most useful , as it requires fusion cores to operate . Effects . In " Fallout " , " Fallout 2 " and " " , armor helps the player character by increasing their Armor Class , Damage Threshold and Damage Resistance . Different kinds of armor are better against different types of Damage . In " Fallout 3 " and " " , there is only Damage Resistance and all kinds of armor are equally resistant to all types of damage , with the exception of a few such as the Enclave Hellfire armor which increases fire resistance . Most armor and clothing can affect abilities such as Science and repair , more advanced types of armor , like power armor , also increase Strength and other S . P . E . C . I . A . L abilities . Heavier armor weighs a lot more than normal clothes , so it is important to have plenty of spare room to accommodate its weight . Heavier armor will usually slow one down where lighter armor will not affect one ' s agility . Heavy armor will increase noise volume and decrease chances of successful sneaking . In " Fallout 4 " clothing is generally divided into : Certain exceptions to this general classification exist , such as the greaser jacket and jeans which is a clothing set over which leg armor and only leg armor may also be equipped .
Pack beanie and crow mask The Pack beanie and crow mask is a piece of headwear in the " Fallout 4 " add - on " Nuka - World " . Characteristics . The Pack beanie and crow mask is a pink and yellow colored beanie mainly worn by members of The Pack . It also features a crow mask consisting of a white hockey mask with makeshift eyes and a beak attached to it .
Bloomfield Space Center design document / Bear dialogue This is a draft of dialogue for the character Bear 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 ) .
Keep A Knockin Keep A Knockin is a song that plays on Diamond City Radio in " Fallout 4 " . It is performed by Louis Jordan . Lyrics . < poem > Keep a knockin ' but you can ' t come in Keep a knockin ' but you can ' t come in Keep a knockin ' but you can ' t come in Come back tomorrow night and try again . I hear you knockin ' but you can ' t come in I know you ' ve been drinkin ' gin You ' ve been cheatin ' round with other men I ' m busy and you can ' t come in . < / poem >
Roger Westin III Private First Class Roger Westin III was a soldier who fought , and died , during the First Battle of Hoover Dam . His name is displayed on the Boulder City Memorial . Appearances . Roger Westin III is mentioned only in " " . Behind the scenes . Roger Westin III is a reference to Roger Westin in " Fallout 2 " .
Overseer ( film ) Overseer is the leader of Vault 13 in the " Fallout film " . Background . The Overseer is described in the Fallout film treatment as the Head Elder of Vault 13 . He is cautious of letting the , what turns out to be fabricated , water - chip issue instil panic in the vault when we first encounter him . In the same scene he selects Hero to lead a physically demanding recon mission for a new water chip . He also selects Female Officer and Scholar to join the mission , as well as Hero ' s friend Techy . All the scouts had shown a desire to go above ground at one point or another , as is revealed just before they go above ground , but it does not become clear why exactly they had been chosen until they return with the water chip . It then becomes apparent that there was no water chip crisis , and they had been selected because they were disturbing the status quo . Overseer had selected them in order to purge is vault of discontent , but it soon becomes clear he was acting unilaterally . Ironically , due to this decision and the murder of Hero ' s Intended , the Elders arm the populace with the aim of overthrowing the Overseer . Finally , it transpires that the Overseer was responsible for the nuclear war that had destroyed the world as he had launched the first missile in order to fulfill his apocalyptic prophecy and business model . It was for this reason that the Master killed him in the end . Appearances . Overseer was to appear in the Fallout film by Interplay Films .
Pork n ' Beans ( Fallout 3 ) Pork n ' Beans is a consumable in " Fallout 3 " . Characteristics . It can restore some of your Hit Point s , but like almost all other food items in the games , also nets a small amount of Radiation upon ingestion . Notes . Pork n ' Beans are often difficult to spot , due to the large number of similar - looking tin can s that can be found lying around .
Raven Ravens are creature s found in the Mojave Wasteland in 2281 and in the Commonwealth in 2287 . Background . Ravens in the Mojave Wasteland have an almost identical appearance to ravens from before the Great War . They are one of the few creatures to be visually unaffected by radiation . In the Commonwealth , they seem to be less healthy and are missing a few patches of feathers . Characteristics . Biology . Ravens in both wastelands have distinctive black feathers , but the noticeable difference is that those in the Mojave Wasteland appear to have only two frontal talons on their feet and ravens in the Commonwealth have three . Ravens cannot be disintegrated with energy weapons in either game . " Fallout : New Vegas " . Gameplay attributes . They are not considered an enemy , and will fly away if the player character tries to get near it ( approximately 10 – 15 feet ) . They can be killed if detected early enough , but there is no associated challenge for this other than Lord Death , I Dismember You , and a few others which are tied to any enemy . They will explode when shot , similar to how normal characters will explode when killed when the player character has the Bloody Mess perk . Ravens are the weakest creatures in the game , and cannot be targeted by V . A . T . S . " Fallout 4 " . Gameplay attributes . Ravens do not register at all on the compass and cannot be targeted in V . A . T . S . Like radgull s , ravens do not always fly away from the player character when approached . When killed they explode in a manner similar to those affected by the Bloody Mess perk , regardless of whether it is active or not . Appearances . Ravens appear in " " and " Fallout 4 " .
Hardin ( Van Buren ) Hardin is one of the " traitor " salvagers in Denver in 2253 . Background . Not particularly smart . Big ego . Tends to act impulsively . The NCR branded and tortured Hardin into revealing where the other 308 salvagers were , only furthering his psychotic nature . Hardin also arranged the claims so that Bombay Jack would think Garcia and Davis were jumping his claim , before igniting the fuse by making comments about it causing Bomaby Jack flip out . Relationships . He is blackmailing D . C . Lowery to get him to put pressure on Porter to convince other salvagers to leave Denver . His minions are Slow Joe , Uncle Jim ( who helps spur him on ) , and Scoby ( and technically Bean , too ) . Interactions with the player character . Other interactions . Hardin doesn ' t want the Prisoner around as he assumes he is only here for loot . Appearances . Hardin was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios .
Quiet Reflection Quiet Reflection is a temporary perk in " Fallout 4 " . Effects . This perk grants the player + 5 % boost to experience earned after sitting on a pew in the All Faiths Chapel in Diamond City . Does not require waiting or anything else , simply choose to sit in the pew ( must be out of power armor ) . Notes . You will not receive this perk if you currently have another similar perk active ( such as Well Rested or Lover ' s Embrace ) .
The Divide ( quest ) The Divide is a in the " " " Lonesome Road " . Quick walkthrough . Detailed walkthrough . Once you have launched the rocket from the Ashton silo control station , you can travel through the Ashton missile silo . Enter the control station and activate the elevator . Be prepared for a rough ride , as once the elevator has been activated , tunneler s will climb into it and attack you . Once you have reached the bottom of the elevator shaft , continue into the missile silo , and make your way through it to get to the central room . An Auto - Doc and a commissary terminal , guarded by a , are on the same level as the bottom of the elevator . Then climb down into the pit at the bottom . Go through the opening , killing or avoiding the small number of tunnelers to get to Sunstone Tower . Climb up the staircases of the tower to get to its roof , being wary of the tunnelers which inhabit the building . Having reached the roof and conversed with Ulysses , you must then climb down the building using the fallen platforms . Once you get to the platform , follow your map marker through the array of ruined buildings , dispatching any marked men you meet . You will need to detonate a few warheads to pass , and there are a few optional warheads as well . Once you reach the Cave of the Abaddon , everything will go quite dark . Travel through the cave , killing all the tunnelers , or just run straight through . Enter the door , and you will emerge in the Boxwood Hotel . Climb up the railings and through the two rooms to get to its roof . Once you emerge , you will talk to Ulysses again , and he will override ED - E , and you will lose him as a companion . Then you must use some railings to climb down from the roof , and travel towards Ulysses ' Temple . Use extreme caution when traveling here , as a number of deathclaws patrol the area around the cave Rawr is in . Some marked men will be patrolling a collapsed building near a warhead , which you must detonate to continue . Travel under the collapsed building , and take out any marked men snipers who engage you . Take care when walking around here , as Blade , a unique marked man , hides here using a Stealth Boy , and can easily sneak up on you . When the area is safe , travel through the wastewater treatment plant to get to the roof of a collapsed building , being wary of marked men . Cross the top of the building and follow the stairs and walkways , then cross a bridge to get to the second floor of another collapsed building . Travel through the building to get to a marked men camp , and through the mass of mutilated body parts you will find Ulysses ' Temple . Enter the large door to complete the quest .
Slavers ( Fallout 3 ) The Paradise Falls slavers are a faction in the Capital Wasteland in 2277 . Background . The formation of the Paradise Falls slaver organization is a mystery , however the earliest known records date back to the early 23rd century . The earliest known record is the slavers ' extermination of the town of Ridgefield when a citizen named Arkansas was a young boy . The slave trading partnership between the Paradise Falls slavers and the slavers of the Pitt was already in place by the 2250s . Herbert Dashwood , born in 2207 , claims that back in his day , the slavers were a fairly disorganized group . According to Dashwood ' s recollection , him and his travelling partner Argyle had escaped from Paradise Falls . Shortly before their departure , they were approached by Penelope Chase , the slavers ' leader at the time , also known as the " Black Widow " , who was posing as a fellow slave escapee , and were tricked into taking her along with them into the secretive underground settlement of Rockopolis . Her plan worked , but it had also resulted in her death at the hands of Argyle . Nevertheless , a slaver team led by a man named Rollings stormed Rockopolis and began to capture and enslave its citizens , and sent them off on the long journey to the Pitt for handover . Around the year 2250 , Harmon Jurley became the new leader of the slavers . However , at an unknown date , Eulogy Jones murdered Jurley and took his position , and as of 2277 was the leader of the slavers . As of 2277 , a team of slavers led by Leroy Walker had occupied the Lincoln Memorial , in order to prevent escaped slaves from owning it for the purpose of boosting morale or inciting a revolt . For this reason , they began planning raids on the Museum of History to burn historical artifacts relating to Abraham Lincoln . In addition , a man named Ramsey led a small outpost at a train tunnel near Fort Constantine , its purpose being to scout the wilderness and capture and enslave travellers . Throughout the Capital Wasteland , small teams of slavers will roam the wilderness in search of slaves or running slaves back to Paradise Falls . Other operations by the slavers in 2277 include enslavements of Little Lamplighters , attempting to track down the A3 - 21 android , and harassing the citizens of Big Town for tribute . Eulogy Jones had also attempted to use Seagrave Holmes as an envoy for his efforts to sell slaves to Rivet City . Enemy organizations of the slavers are the Temple of the Union , made up escaped slaves , the Regulators , and the Railroad . Past members include Susan Lancaster , Seagrave Holmes , Flak and Doc Church . Appearances . The Paradise Falls slavers appear only in " Fallout 3 " .
Lincoln ' s Profit Margins Lincoln ' s Profit Margins is an unmarked " Fallout 3 " quest . Detailed walkthrough . The artifacts of Abraham Lincoln found in the Museum of History can be sold to various people in the Capital Wasteland . Besides selling them to " normal " traders for their item value , certain characters will pay increased prices because of the artifacts ' historical value or symbolic meaning . These characters are Hannibal Hamlin , leader of the ex - slaves at Temple of the Union ; Leroy Walker , leader of the slavers who occupy Lincoln Memorial ; or Abraham Washington , a historian and curator of Rivet City ' s Capitol Preservation Society . Item locations . All nine artifacts can be found in the Museum of History . The letters refer to locations on the map to the right . Value . A successful speech check almost always doubles the price paid for the artifacts . In Abraham ' s case , a high barter will double the offer . There is no way to get back any items sold to Abraham Washington or Leroy Walker , except for the Lincoln Memorial poster . One can , however , steal back the items one sells to Hannibal .
Mercenaries ' cave The mercenaries ' cave is a very small cave system halfway between Broken Hills and Vault City , which forms the base of operations for a group of raiders led by Angel - Eyes and currently hired out by the Bishop family . The cave is located north - northwest of Broken Hills , at a range of 3 . 75 grid squares . From Vault City , the cave is on a heading south - southwest , 7 grids south , one grid west . Background . The raiders here are a bit different from the usual lot typically found out in the wastes . Their tenacity and success - rate has found them hired on by the Bishop family to harass Vault City ' s trade routes in order to force them into becoming annexed by the NCR . Layout . One with a sufficiently high Outdoorsman and Perception , stats can locate at least one of the two entrances to the cave without the benefit of a map . The cave is broken into two principal sections , each with its own entrance . The main , natural entrance to the cave leads into an uninhabited section . This winding maze - like section of cave does not serve as home to any of the raiders , but multiple sinkholes can drop an unwary explorer into a level below - home to a small horde of small radscorpions . However , it is the deeper reaches of the cave that are of interest to an explorer with a talent for combat . Accessible either from the entrance cave or from a manhole disguised by a small ruined building on the surface , the rear section of the cave is the base of operations for three raiders : Blondie , Tuco and Angel - Eyes . Contents . Used to store sensitive documents , the raiders ' safe is both difficult to pick and booby - trapped with explosives . Only those with relatively high Traps and Lockpick skills - as well as the appropriate tools - should attempt to open the safe . The safe can also be cracked if one has a high Luck skill . Inside is evidence of the Bishop family ' s involvement with the raiders and their attacks on Vault City . Each of the three raider captains has a locker that contains their respective dog tags . Having all three creates a new option in the dialogue box for the safe that allows it to be opened without picking the lock . Appearances . The mercenaries ' cave appears only in " Fallout 2 " . Behind the scenes . Boilerplate left in the Tibbets design document reveals the lower area infested with radscorpions was originally to have had a boss , Spud , as a tribute to the " Fallout " team ' s mascot who died shortly after " Fallout " was completed . Bugs . It is possible if the Highwayman is brought to the ladder entrance location , that the front half of the car will disappear . This will render it useless , only leaving access to the car ' s trunk .
Morton residence Morton residence is a location in Nuka - World in 2287 . Layout . An old residence on the outskirts of Bradberton , long since abandoned , left to the elements and infested with radroaches . While the ground level is boarded up and the garage is locked from the inside , the house can be accessed through a drainage pipe to the west , at the base of the hill . Passing through an old fallout shelter that still holds the remains of Mr . Morton , the garage is just up two flights of stairs ; the rest of the house is filled up with rubble . Appearances . Morton residence appears only in the " Fallout 4 " add - on " Nuka - World " . Bugs . Due to the placement of the power armor station inside the garage , directly in front of a broken window , it ' s also possible to enter the garage by using the power armor station through the window , skipping the intended access route entirely .
Graffiti Graffiti are writing or drawings scribbled , scratched , or sprayed on a wall or other surface in a public place . Graffiti ranges from simple written words to elaborate wall paintings . The collapse of society and law allowed graffiti to enjoy a renaissance , becoming truly ubiquitous . In the " Fallout " series , graffiti can give clues to the locations of important items , be developer in - jokes , allusions to pop culture or be clues to future DLC content ; other times it may just be meaningless .
Jar , rifle powder Jar , rifle powder is a in " " . Characteristics . This item is a jar containing 200 units of rifle powder , which are added to the player character ‘ s inventory when this item is picked up , stolen , or purchased .
Rolling pin ( Fallout 3 ) The rolling pin is a weapon in " Fallout 3 " . Characteristics . A plain wooden rolling pin ordinarily used in baking to flatten dough . It is one of the weakest melee weapons in the game . Durability . The rolling pin can successfully strike about 667 times from full before breaking . Due to its much higher base damage of 20 , the simulation version can only successfully strike about 100 times before breaking . Variants . A special version exists in the simulation Tranquility Lane , with significantly higher damage . It is found on the kitchen table in the Rockwell residence . If accessed outside the simulation via console command , it cannot be unequipped without using , nor removed from one ' s inventory without resetting the quest flag by using .
Boomer ( female ) Boomer is a Brotherhood of Steel recruit in 2197 . Background . Boomer just loves to play catch with the enemy . She throws them a grenade and then catches the miscellaneous body parts that fly her way ! Over her short career she has already generated an impressive collection of other people ' s bits , which she keeps hidden in her footlocker . Availability . Boomer becomes available after the Warrior reaches the rank of Knight . Appearances . Boomer appears only in " " .
Stimpak ( Fallout ) Stimpak , or stimulation delivery package , is a type of hand - held medication used for healing the body in " Fallout " , " Fallout 2 " , " Fallout Tactics " and " Van Buren " . Superior versions are super stimpak and ultra stimpak . Characteristics . This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak ' s contents . When the medicine is injected , it provides immediate healing of the body ' s minor wounds . Stimpaks only restore Hit Points ; crippled limbs have to be restored with use of the Doctor skill . Locations . They are plentiful and easy to come by in more civilized areas , although on the outskirts of post nuclear civilization ( such as Klamath or the Den in " Fallout 2 " ) , they can be quite rare and fetch high prices . " Fallout Tactics " . Large quantities can be found throughout the Midwest , sold by merchants or found in searchable objects . Notes . In " " , stimpaks only restore Hit Points . Crippled limbs have to be restored with use of the Doctor skill . Bugs . Upon trying to use a stimpak without sufficient Action Points , they will be used up without doing anything .
Souvenir magnet cat The souvenir magnet cat is a junk item in the " Fallout 4 " add - on " Nuka - World " . Characteristics . The souvenir magnet cat looks like a small magnet put unto , for example , a fridge door . It has the shape of a cat ' s head . Crafting . The souvenir magnet cat can be broken down into its individual components for use in crafting :