naist-nlp/zeshel huggingface dataset:
Denver design document The Denver design document for the " Van Buren " project ( Black Isle ' s canceled " Fallout 3 " ) was leaked from a top secret source on June 16 , 2005 at No Mutants Allowed . It was written by Chris Avellone and Sean K . Reynolds and is a complete description of all places , characters and quests in the location " Denver " . Contents . The original document has been split into 5 parts for reading at the wiki .
Andrew station Andrew station is a location in the Commonwealth in 2287 . Layout . The main entrance of Andrew station is inside a half - collapsed building . The roof of the building can be accessed using makeshift stairs on the side . The station is inhabited by raiders which are led by Chancer . On the ground floor of the station is an automated turret . Underground the station consists of a long network of tunnels , though most of these have become inaccessible . The tunnels lead both to Eddie Winter ' s hideout , which can only be accessed at the end of the Long Time Coming quest and to Chancer ' s quarters . There is another exit in Chancer ' s quarters that may be opened using the key in Eddie Winter ' s room . Andrew Station can be accessed from a master locked trapdoor behind the counter of Joe ' s Spuckies sandwich shop , just north of the South Boston Police Department and south of Mass Bay Medical Center . A key to the trapdoor can be found in the small theater room under the trapdoor . Multiple crafting stations can be used at this location : Appearances . Andrew station only appears in " Fallout 4 " . Behind the scenes . The station is based on the real - world , located in approximately the same area in Boston , Massachusetts .
Magician ' s tuxedo The magician ' s tuxedo is a type of suit in the " Fallout 4 " add - on " Nuka - World " . Characteristics . Magician ' s tuxedo provides 17 Energy Resistance and 12 Damage Resistance , whilst also boosting an extra point towards Endurance and Charisma . Locations . The magician ' s tuxedo is a suit worn by Oswald the Outrageous in Kiddie Kingdom . Only obtainable by killing Oswald during the final confrontation .
Saint James Saint James is a slaver living in Westside in 2281 . Background . In sharp contrast to his name , James is anything but a saint . He is a turned slaver , selling refugees , mostly young girls as slaves for the Fiends . Possessing a rude attitude , he often rents a room in the Casa Madrid and favors sleeping with the hooker Sweetie . Recently , James has been propping a teddy bear near him on a table during his sexual sessions with her , as if it is watching them . Sweetie describes this behavior as " creepy and perverted " but not the worst she ' s dealt with . Captain Parker suspects that the bear originally belonged to a little girl that went missing from Aerotech Office Park . According to notes in his ledger , James ' partner - in - crime Dermot stole the bear from the girl he abducted and gave it to the former as a bribe to keep him from touching the girls for sale , as the raiders disapprove of that . Appearances . Saint James appears only in " " .
Professor outfit The professor outfit is a rare outfit in " Fallout Shelter " . Characteristics . This outfit consists of a blue patterned sweater on top of a beige shirt with a blue tie . A blue professor ' s hat is provided with the outfit . This outfit provides dwellers with + 4 Intelligence and + 1 Luck to any male dweller . Crafting . A high Intelligence statistic is needed to effectively create the professor outfit .
Insane survivor Insane survivors are the hostile inhabitants of Vault 106 in 2277 . Background . As part of the Vault Experiment , experimental psychoactive drugs were released into the air filtration system of Vault 106 ten days after the door was sealed . The drugs affected some , but not all residents . This is evidenced by the note " To anyone who gets this " , which was apparently written by someone who was not affected . It seems as though the drugs sparked violence in those they affected , resulting in the " insane " killing everybody else in the vault , leaving only a few survivors . The insane survivors present seem to be unlucky wastelander s and raiders who wandered into the Vault ( see note below ) , and were overpowered by the still - potent drugs into thinking they were dwellers . Appearances . Insane survivors appear only in " Fallout 3 " .
Mutant hound Mutant hounds or FEV hounds are creatures found in the Commonwealth and are present on the Island in 2287 . Background . These are dogs that have undergone major mutation from being exposed to the Forced Evolutionary Virus . Usually they are accompanying super mutants . They may have been created in the FEV lab of the Institute , along with the rest of the super mutants that are seen throughout the Commonwealth . Characteristics . Biology . Mutant hounds are usually several times bigger than normal stray dogs and mongrel s . The modification imposed on their bodies by the Forced Evolutionary Virus is similar to the one the super mutants went through : increase of muscle mass , depigmentation of the skin to a greenish color and complete loss of body hair . They are approximately 3 feet tall at the shoulder , and 5 feet long . Their intelligence seems to be affected too in the same way that a super mutant ' s is from the FEV . They appear not to be linked to the Master in any way , as he was evolving only humans for his army . Super mutants seem to understand mutant hounds like no other in the Commonwealth . Their vocal cords have evolved to create a very deep and low howl that they use to alert their nearby brethren . Gameplay attributes . Mutant hounds will alert nearby mutants using a very loud howl . Their bite inflicts radiation damage upon impact . They normally come in packs of 1 - 3 . They can also be tamed if one has the Animal Friend perk and be captured with " Wasteland Workshop " installed . Variants . Mutant hound . Mutant hounds are dogs that have been infected by FEV . They will not attack super mutants of any type , and will make a loud howl to alert other super mutants in the area . They are usually in packs of other super mutants . Glowing mutant hound . Glowing mutant hounds share the same appearance as the basic variant but they have more hit points than usual , and can deal a decent amount of RADs with a bite . As such , they still emit a loud howl to alert other super mutants of a threat . Appearances . Mutant hounds appear in " Fallout 4 " and its add - on " Far Harbor " .
Red Rocket truck stop The Red Rocket truck stop is a location and settlement in the Commonwealth in 2287 . Background . This was once Concord ' s nuclear coolant replenishment and service station . Before the Great War , employees there won the Trashbusters Award " " for the greatest year - to - year waste reduction by a single store . " " However , the company was unaware of the method of the dumping of hazardous materials , that resulted from their repairs in a cave located beneath the station instead of following proper disposal practices . After the war , it sits abandoned and uninhabited , with the exception of a lone dog and a few mole rats . Layout . Inside of the garage , there is both a workshop and a power armor station . An armor workbench , a weapons workbench , a cooking station and a chemistry station can also be found around the garage . Appearances . The Red Rocket truck stop appears only in " Fallout 4 " . Bugs . If the player leaves a suit of power armor too close to an existing suit that is parked at a power armor station , the original suit will disappear . Then reappear the next time you fast travel to the Red Rocket truck stop .
Gatling laser ( Fallout : New Vegas ) The Gatling laser is an in " " . Characteristics . This weapon has a Strength requirement of 8 to use effectively and uses as ammunition . It deals very high damage per second ( DPS ) , particularly when used with a high Energy Weapons skill , focus optics mod and max - charged or over - charged ammunition . The Gatling laser achieves a high DPS by firing multiple low powered lasers at an incredibly fast rate , about 1800 rpm . It consumes ammunition at an equally incredible rate , depleting a full battery of 240 electron charge packs in just 8 seconds . Like any Energy Weapon , the Gatling laser automatically ignores 2 DT while using regular electron charge packs ; this value raises to 5 with electron charge pack , over charge and even to 10 with electron charge pack , max charge . The Gatling laser is incredibly effective against un - armored foes such as Cazador es , night stalker s and s . When used with max charge ammunition , even s can easily be killed with this weapon . Its damage can be raised to 23 with focus optics and the Laser Commander perk while using max charge ammunition . It can be raised further to 28 with ED - Ecated upgrades from the Divide . Considering - 10 DT effect from max charge ammunition , the Gatling laser is highly effective against medium armored enemies as well . Compared to the Gatling laser of " Fallout 3 " , it has significantly higher DPS and ammunition consumption rates . With the carbon fiber frame mod the weapon becomes remarkably lightweight at 9 pounds , which is the same weight as the . The Gatling laser ' s model includes a large metal pack that appears on the back of anyone using it . Durability . The Gatling laser can fire a total of about 7495 times using standard packs , the equivalent of 32 reloads , from full before breaking .
Stuart Little Stuart Little is the diminuitive boss of the Jungle Gym in 2241 . Background . A dwarf in children ' s clothes , the red - haired Stuart is usually chewing on a toothpick and studying promising young boxer s . He has a knack for spotting fledgling talent and coercing people into fighting for him . While he wishes he was just a little taller to fight in the ring , he is , nonetheless , accepting of his body and does not take too kindly to people relying on stereotypes and making assumptions based solely on their looks ( i . e . assuming that a dwarf can ' t possibly make a career in boxing ) . Stuart is one of the more suave and outspoken characters in the whole of New Reno and possesses several interesting lines , including a fourth - wall - breaking dialogue about stereotypes connected to character models . Notes . Insulting Stuart about his height will prompt some hilarious fourth - wall - breaking dialogue with him mocking the Chosen One ' s looks , pointing out the over - muscled chest of males and the relatively large breasts of females . He goes on to conclude that the player is a stupid mini - maxing munchkin and their character is either a Mad Maxx wannabe or a Laura Kroft impersonator . Appearances . Stuart Little appears only in " Fallout 2 " .
Johnny Montrano , Jr . Johnny Montrano , Jr . was a pre - War criminal who is mentioned in " Fallout 4 " . Background . Johnny Montrano , Jr . was a member of Sal Barsconi ' s crew in Boston before the Great War . He lived on Prince Street , where he had a wife and daughter . Montrano worked against Eddie Winter until the former suggested that the North and South Sides team up to fight a common enemy . In the interest of Irish / Italian relations , Winter hired Montrano to watch out for the police during a job . However , Montrano did nothing while the police came , and this infuriated Winter , who issued a veiled threat against Montrano on a holotape . After the failed job , Winter hired Robert Cooper to kill Montrano and dispose of the body . Furthermore , Winter wanted to make sure that Montrano ' s father , Johnny Sr . , didn ' t find out who was behind Montrano ' s murder . Appearances . Johnny Montrano , Jr . is mentioned only in " Fallout 4 " . Behind the scenes . Johnny Montrano , Jr . is most likely the Fallout universe ' s parallel to Johnny Martorano , Jr . , son of Johnny Martorano , Sr . , a hitman for Boston ' s infamous Winter Hill Gang .
Matthews Animal Husbandry Farm Matthews Animal Husbandry Farm is a in the Mojave Wasteland . Background . Four scattered diary pages detail the grisly end of the last human inhabitant of the farm , a lone child . According to the diary pages , the child ' s parents went to Camp Searchlight to procure supplies . Days passed and the parents did not return . The child went into the camp to search for them and found out that they had become feral ghouls due to the Legion ' s large radiation bomb event . The child ' s parents , now feral , attacked and tried to eat the child , so the child shot them and returned to the farm . Now , as the only human inhabitant , the child became increasingly paranoid and began accusing the farm animals of a violent conspiracy to overtake the farm . In a last , maniacal attempt to stop the animals , the child burned the farmhouse while still inside . The skeletal remains can be seen on the floor . Layout . There are two old barns next to each other , one containing malnourished bighorner s and the other , with both entrances facing east . Across from the barns is a burned down house . Inside is the skeleton of the previous owner , a child , and to the southeast are two graves which can be presumed to be mother and father ' s . Both of the graves are burial mounds which can be searched for loot ( one may be labeled as a grave and require a shovel to open ) . To the right of the barns are three animal pens containing malnourished brahmin , and malnourished bighorner calf . Appearances . Matthews Animal Husbandry Farm appears only in " " .
Pip - Boy ( Vault - Tec Workshop ) The Vault 88 Pip - Boy is a miscellaneous item in the " Fallout 4 " add - on " Vault - Tec Workshop " . Characteristics . Identical in appearance to a Pip - Boy 3000 Mark IV , the one used by the Sole Survivor . It is listed as a miscellaneous item , as it cannot be equipped by the Sole Survivor ( who would already wear a Pip - Boy of their own ) , but it can be equipped by some NPCs , such as Clem . Most settlers and humanoid companions , apart from Hancock and Nick Valentine , will also equip it if given to them . Instead of having to tell a settler to equip , it will automatically be equipped as soon as it ' s on their inventory . And when that happens , it disappears from their inventory , making it impossible to get it back even if the settler dies . Location . Usually 10 can be found on a Vault 88 themed steamer trunk by the main entrance , as well as in Pip - Boy crate s , with one each , in the same area . Those containers get refilled from time to time .
Marcus Scribonius Libo Drusus Marcus Scribonius Libo Drusus is an administrator of the Officiorum ab Famulatus in 2281 . Background . He was responsible for the sale of Carla Boone . Appearances . Marcus Scribonius Libo Drusus is mentioned only in " " . Behind the scenes . He is named after , a Roman who conspired against Emperor Tiberius and committed suicide in 16 AD .
Weapon repair kit The weapon repair kit is a in " " . Characteristics . The weapon repair kit is a consumable item that restores the condition of Courier ' s currently - equipped weapon , similar to the alien epoxy in the " Fallout 3 " add - on " Mothership Zeta " . It can be crafted at a workbench with a Repair skill of 50 . It repairs the condition of the player character ' s active weapon based on their Repair skill level : Crafting . This item can be by the player character . Creation requirements
Project V13 developers For Interplay Entertainment . Hervé Caen . " CEO of Interplay Entertainment ( and other project management roles ) " < br > Eric Caen . " Director , Interplay Entertainment ( and other project management roles ) " < br > Chris Taylor . " Lead Systems Designer " < br > Mark O ' Green . " Writer " < br > Serg Souleiman . " Creative Director " < br > Jason D . Anderson . " Art Director " < br > Jeff Clendenning . " Lead Concept Artist " < br > Natiq Aghayev . " Concept Artist " < br > Caleb Cleveland . " Concept Artist " < br > Alexandre Lainé . " Content validation and liason to Masthead Studios " < br > For Masthead Studios . Atanas Atanasov . " President - Masthead Studios ( and other project management roles ) " < br >
Amenities office The amenities office is a building located in the Vault City Downtown . Layout . Just east of the Maintenance Center , the amenities office is a small , two room building . Randal , the Chief Amenities Officer , can be found in the first room . A servant ( slave ) is working in the back room . None of the shelves in the storage room can be looted . The desk in the front room is locked , and attempting to loot either bookcase will make Randal reply to keep hands away . Continued attempts to loot either bookcase will turn Vault City hostile . Randal will barter with Vault City citizens only , although if the Chosen One has yet to achieve citizenship , they can bluff Randal with false citizenship papers that can be bought from Skeev . While attempting to repair Gecko ' s power plant , the Chosen One can obtain a hydroelectric magnetosphere regulator from Randal after speaking to McClure , who says to go to the amenities office to retrieve the part . Appearances . The amenities office appears only in " Fallout 2 " .
Creeper ( Fallout Tactics ) Creeper is a recruit in " " . Background . Creeper hated life in the raider camps . Creeper hates life in the Brotherhood . Creeper just hates his life , and he ' s happy to share this fact with everyone he meets , especially with people who are trying to kill him . At least the Brotherhood provides him with the opportunity to polish his sneaking and combat skills , but one of these days . . . Availability . Creeper becomes available after the Warrior reaches the rank of Senior Squire . Appearances . Creeper appears only in " " .
Dylan ' s note Dylan ' s note is a note in the " Fallout 4 " add - on " Far Harbor " . It is written by Dylan . Location . The note can be found northeast of Rayburn Point at the end of the road on the top floor of a barn next to some candles .
Banckom Banckom was a software and computers company in the USA . Background . They made the voice ID lock which was used in banks , such as the People ' s Bank of Point Lookout . Appearances . Banckom is mentioned only in the " Fallout 3 " add - on " Point Lookout " .
Fallout 4 character creation In " Fallout 4 " , the creation and development of player character is under the control . The decisions made at character creation and at level - ups , as well as the gameplay choices being made , contribute to player character ' s specific character build . Considerations for building a character . Building a character is largely a matter of mathematics , although given the lack of a level cap in " Fallout 4 " all characters will eventually trend toward max stats . As it would take an exorbitant amount of experience to max a character in " Fallout 4 " , it is still important to consider wanted SPECIAL and perks for a given save file . SPECIAL . During the quest War Never Changes , one will be able to choose the initial SPECIAL , which have a direct effect on : SPECIAL stats can be raised during the game by : The maximum value for a SPECIAL stat during character creation is 10 . Perks . Chosen perks have a variety of gameplay effects . Which perks become available to player character depends on The player character gets to choose one perk or improve a special stat one point at every even level - up . Equipment . Clothing and armor can have a direct effect on the SPECIAL stats but will not fulfill any SPECIAL requirements for perks .
Hunting rifle ( Fallout Extreme ) The hunting rifle is a precision firearm in " Fallout Extreme " . Characteristics . A rifle traditionally used for hunting wildlife at long range . Post - War however , a welcome addition to self defence . It was to appear in the game , and could be used by the player . Appearances . The hunting rifle was to appear in the canceled " Fallout Extreme " .
National Archives security password National Archives security password is a paper note in " Fallout 3 " . Location . It is given to the player after accepting Sydney ' s help in recovering the Declaration of Independence during the quest Stealing Independence . Behind the scenes . The password is equivalent to the real life US Constitution , where the first three words are " We the people " .
Herzog Herzog was the owner of the Herzog Mine . Background . Herzog owned the Herzog Mine . He treated the miners poorly , and as a result they eventually refused to work . Herzog became angry with the miners , and the conflict between them escalated to the point where Herzog killed the miners with dynamite . He then committed suicide by hanging himself . His body can still be found hanging from the ceiling of the mine . Notes . According to Kenny , his ghost still haunts Herzog Mine . Appearances . Herzog appears only in the " Fallout 3 " add - on " Point Lookout " .
J . P . Renkse Sergeant J . P . Renkse is a character mentioned in " Fallout 4 " . Background . Sergeant J . P . Renkse was a U . S . Army non - commissioned officer posted at Listening Post Bravo before the Great War . He was assigned to the long - range monitoring . Due to being isolated inside the bunker for a long period of time , he started to hear strange voices coming from recordings . Appearances . J . P . Renkse is mentioned only in " Fallout 4 " .
Yeast Yeast is a miscellaneous item in the " Fallout 3 " add - on " Point Lookout " and " " . Background . Yeast is a fungal micro - organism used in the baking of bread and distilling of alcohol . When yeast ferments , it produces carbon dioxide gas and alcohols , making it a staple in the production the two . Variants . Yeast . Yeast , in both games , is used in producing moonshine . In Point Lookout , it ' s commonplace to find it in houses , storefronts and on swampfolk . It ' s much more difficult to find in the Mojave .
Inventor Inventor is a perk from " Van Buren " , the canceled " Fallout 3 " project by Black Isle . Description . This perk gives Victor Presper + 25 % to all his Invention rolls . Sources . The B . O . M . B . - 001 design document .
Fort Constantine terminal entries The Fort Constantine terminal entries are a series of entries found on terminals throughout Fort Constantine in " Fallout 3 " . Turret control system . This terminal is located in the Personnel Offices building , in a small storage room on the second floor . Terminal . Two Very Hard locked terminals , located close to each other in the Bomb Storage . They unlock doors to rooms with ammunition and weapons , Armor R & D terminal . Terminal is located in the Bomb Storage and disables the stasis field surrounding the T - 51b power armor . Terminal . This Average locked wall terminal is located halfway through the Launch Control bunker , unlocking a storage room door . Fort Constantine Launch Control . This Average locked terminal in located in the Launch Control bunker .
Greasers The Greasers are a small band of raiders in the Mojave Wasteland in 2281 . Background . A small band of petty raiders that terrorize the citizens of North Vegas residing in the North sewers . They recently took up residence much to Crandon ' s dismay . There are four of them ; three generic gang members , usually carrying a bat or pool cue , and their leader Greasy Johnny , who is armed with a decent energy weapon or a caravan shotgun . Crandon hires the Courier to get rid of the Greasers , either non - violently or by killing them . Appearances . The Greasers appear in " " . Behind the scenes . were an American 1950s form of youth gang , though the greasers in this game have no relationship to the subculture .
After Burner gum After Burner gum is a " " and " Van Buren " consumable . Bugs . [ Fixed in v1 . 27 ] Activating After Burner gum ' s " use on " function and targeting the turrets in Peoria ( even if they ' re still inactive ) damages them . It usually takes four applications of gum to destroy each turret . During this activity the character ' s stats do not change though the addicted alert often appears above their head .