naist-nlp/zeshel huggingface dataset:
Lockpick Lockpick is a " Fallout " , " Fallout 2 " , " Fallout 3 " , " " , " " and " Lionheart " skill . " Fallout " , " Fallout 2 " and " Fallout Tactics " . The use of lock picks or the expanded lock pick set for mechanical locks , the electronic lock pick or the electronic lock pick Mk II for electronic locks will significantly enhance this skill . In " Fallout 2 " , this skill can also be used to lock doors , allowing the lockpicker to trap enemies in or lock them out of rooms . The first time a lock is picked there is a chance it will jam if the skill is low . In this case , it will magically fix itself after midnight . " Fallout 3 " . Example : A starting Perception of 5 and Luck of 5 . In " Fallout 3 " , the Lockpick skill determines which locks the game will allow the lockpicker to attempt to pick . The skill must be at least the lock rating to try , and locks are rated at 25 % increments : Very Easy - 0 % , Easy - 25 % , Average - 50 % , Hard - 75 % and Very Hard - 100 % . With the prerequisite skill , picking a lock takes the form of a mini game ( see Lock for details ) . Because lock picking is based on the above thresholds , many see little reason to invest more points in this skill beyond the level of lock they want to have access to . However , increasing the skill also increases the probability of successfully forcing the lock open , which , combined with the Infiltrator perk , can be a somewhat effective ( if potentially wasteful ) convenience mechanism . The chance of forcing the lock can be found by taking their skill , subtracting the requirement for the lock and adding 10 % . " Fallout : New Vegas " . Example : A starting Perception of 5 and Luck of 5 . Lockpick in " " operates in much the same way as " Fallout 3 " , with the Lockpick skill determining which locks the game will allow the lockpicker to attempt picking . Their skill must , again , be at least the lock rating to try , and locks are rated at 25 % increments : Very Easy - 0 % , Easy - 25 % , Average - 50 % , Hard - 75 % and Very Hard - 100 % . With the prerequisite skill , picking a lock takes the form of a mini game ( see Lock for details ) . Lionheart . Lockpick determines how skilled the character is at picking locks on chests and doors .
Snow globe - Zion National Park Snow globe - Zion National Park is a snow globe found in the game files of " Dead Money " and appears in " Honest Hearts " . Characteristics . These rare , pre - War artifacts are widely considered to be useless trinkets , but rumor has it that some collectors will pay handsomely for them . It features the classic picture of a hiker , with the vault boy playing the role of the hiker . As soon as you pick it up , you will receive 2000 and it will be added to the snow globe collection in the Lucky 38 presidential suite . Location . The Zion National Park snow globe can be found in the Zion General Store in the northwestern section of Zion National Park in the cabinet behind the counter with the cash register on it , on the bottom shelf . Notes . The Zion National Park snow globe is the only snow globe in an that contains snow . It is also the only one to not have an icon . Bugs . Sometimes it will not appear on the shelf at the Lucky 38 .
Hat ' s Entertainment Hat ' s Entertainment is an in " " . Quick walkthrough . When previously having obtained the after successfully completing the quest Debt Collector , you can have a go at getting another copy of it . Locate Caleb McCaffery and take possession of his hat . This can be achieved by either killing him or with a high enough speech skill , he can be convinced to give it to you . Return to the casino and as a reward for the hat you get another key , the Garret ' s gratitude and some good room company . Detailed walkthrough . After the quest Debt Collector , talk to Francine Garret she will tell you a man by the name of Caleb McCaffery has stolen and has fled to the Strip . So she asks you to go and kill him and to retrieve his hat as proof . Go to the strip to find Caleb near the outside of Gomorrah and initiate conversation with him . You have 3 choices , one involving no dialogue . Peaceful method . With a high enough speech skill , you can simply ask for his hat , and he will give it up . Turn in the hat to Francine to complete the quest and gain his room key as a reward . Taking the peaceful solution leaves Caleb alive , but reveals that he is bald . It ' s unknown whether he will stay indefinitely . Violent method . Tell him that you are a collector for the Garrets and ask him to hand over the hat . He ' ll respond negatively and start combat . He carries nothing but a shotgun for a weapon and a duster for armor , so killing him should be relatively easy once you ' ve earned a few levels . Take his hat off his body and return to Francine to claim your reward . Sneaky method . Alternatively , you can simply sneak attack him without initiating dialogue . If your attack is strong enough , you can potentially kill him instantly and avoid a fight . Loot the hat from his corpse afterward . Rewards . Atomic Wrangler corner room key , free rent , ability to have sex with Fisto or Beatrix Russell if you ' ve also completed Wang Dang Atomic Tango . Notes . The title of the quest is a reference to the television program That ' s Entertainment .
Mountain Shadows campground The Mountain Shadows campground is a in the Mojave Wasteland . It is located south - east of Lake Las Vegas and north - west of Ranger station Alpha . Layout . This is a small campsite with a campfire on the eastern side with various minor loot scattered around . A car is present , and brushing against its trunk causes its height adjustable suspension to fire one last time , knocking it into the air . A copy of " Today ' s Physician " is on one of the tables at the upper campsite . Appearances . Mountain Shadows campground appears only in " " . Behind the scenes . A script which manages the cazador presence at Bonnie Springs ( ) reveals that the encounter was originally supposed to take place at Mountain Shadows campground , but was moved and reduced in scope due to performance issues encountered on the Xbox 360 and PS3 . The script comments say in part : The script also includes commented - out references to greater numbers of both cazadores and Vipers gang members .
Sean Smith Sean Smith is a character mentioned in " Fallout 4 " . Background . Sean Smith was a man who lived before the Great War . Him and his family were scheduled to reside in Vault 114 . Appearances . Sean Smith is mentioned only in " Fallout 4 " .
Red leather trench coat The red leather trench coat is an outfit in " Fallout 4 " . Characteristics . The red leather trench coat provides an Energy Resistance of 5 as well as a bonus of 1 to Charisma . It can also be strengthened with the ballistic weave mod . However , it cannot be worn with armor pieces . The ensemble consists of a filthy red overcoat that is slightly tattered at the bottom and a green scarf hanging loosely around the neck . The sleeves of the coat are rolled up and the arms are covered with elbow length , fingerless leather gloves . The bottom consists of a pair of worn black pants and dark brown boots . Locations . Found on Piper , either as a companion or after death . You can make her equip another set of clothing or armor and the trenchcoat appears in her inventory .
Penn . Ave / Seward Sq . Metro Pennsylvania Avenue / Seward Square Metro station ( or , Penn . Ave / Seward Sq . Metro ) is a fallen - in metro station . It can , however , be used by the player to quickly go between Pennsylvania Avenue and Seward Square . Layout . Exterior . Like just about any other metro station in " Fallout 3 " , the outside of the metro is a few escalators going up / down to / from the doors to the metro . The outside of the metro is rather pristine compared to the inside . Interior . The inside of the metro is significantly damaged and almost completely caved in . The Lone Wanderer can use the doors ( and the holes in the walls ) to pass from " section " to " section " , but there is really only one way through . Inside , the player character passes through an office at first , and then what seems to be a waiting area or an engineer ' s locker room , as well as a couple of bathrooms . There are a few lockers spread throughout that hold some ammunition and supplies . The desks that you run into at first also contain some ammunition . Inhabitants . A few feral ghoul s and dead raiders . Appearances . Penn . Ave / Seward Sq . Metro appears only in " Fallout 3 " .
Redding mining camp Redding mining camp is the downtown of Redding . Layout . The mining camp is divided into several parts , like the Morningstar Mine / Kokoweef Mine HQ , the caravan tents , the Last Gasp Saloon and the Mole Rat Mambo fighting contest . Anyone can bet at the Mole Rat Mambo fighting contest - a person needs to place a bet onto the mole rat and hopes that it wins the match . The Kokoweef and Morningstar Mines need the excavator chip so that they eventually can beat the other mine . Appearances . The Redding mining camp appears only in " Fallout 2 " .
Analyze Their Drug Stockpile Analyze Their Drug Stockpile was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is located at Denver . Background . They have a lot of stuff stashed , but some of it is unlabeled , and they don ' t know what most of the labeled stuff does . Jimmy T asks for assistance with this . Character type completion breakdown . Science Boy - Is best , but any character can do some of them .
Bill of sale Bill of sale is a in " " . Location . It can be found inside the owned , Easy locked safe at Dino Dee - lite front desk in Novac . It contains evidence that Jeannie May Crawford sold Carla Boone to Caesar ' s Legion .
William Lee William Lee was a civilian before the Great War . He was the founder of Packed Full Of Joe , a coffee brand . His company and the coffee brand were bought by John - Caleb Bradberton and eventually became part of the experimental Nuka - Boost . Appearances . William Lee is mentioned only in the " Fallout 4 " add - on " Nuka - World .
Kaelyn ' s Bed & Breakfast Kaelyn ' s Bed & Breakfast is a location in the Capital Wasteland . It has been badly damaged by fire and is used as a hangout by raiders in 2277 . Layout . The building is located on a hillside with a destroyed bridge in front of it to the north . It is southeast of the town of Arefu , north of the entrance to Vault 106 , and southwest of Fordham Flash Memorial Field . Most of the floors and walls are damaged but are still relatively intact . There are two levels , with a ramp at the rear leading to the second floor due to the lack of stairs . The center of the bridge has completely collapsed , requiring any traveler using the road to detour off road and go around the ramps . Inhabitants . Six raiders and a raider guard dog inhabit the location . Two of the raiders move about the building interior and another armed with a heavy weapon accompanied by a raider guard dog patrol its immediate vicinity . One raider guards the west end of the broken bridge north - east of the inn while the two others loiter below , in the wreckage of the broken section of the bridge . These inhabitants respawn every 72 hours . In addition , the number of hostile inhabitants may be augmented by a ' Type B ' random encounter , the patrol route of which is centered on the east side of the bridge . Appearances . Kaelyn ' s Bed & Breakfast appears only in " Fallout 3 " .
Viable blood sample The viable blood sample is a quest item in " Fallout 4 " . Viable blood samples are used during the miscellaneous quest Blood Bank in which the Sole Survivor is tasked with bringing these samples back to Senior Scribe Neriah . Characteristics . Viable blood samples serve no other purpose than to be sold for 50 caps to Senior Scribe Neriah . It appears to be a small test tube , filled with ' viable ' blood and sealed by a bung at the top of the test tube . It is worth 10 caps if sold to a vendor , and worth 50 caps if sold to Scribe Neriah . Locations . Viable blood samples can be found on the bodies of certain enemies . They seem to appear on any enemies that could be exposed to radiation , namely : There is , however , no guarantee that a viable blood sample will appear on a corpse , and they do not appear in the game until the related quest is started .
Alphonse Almodovar Alphonse Almodovar is the overseer of Vault 101 in 2277 . Background . Growing up in Vault 101 during a time when the vault dwellers ventured freely into the outside world , Alphonse ' s parents believed the vault should have no contact with the dangers out there . As he got older , Alphonse knew he had to correct the gross lapses in security . He got his chance when the preceding overseer - a strong proponent of outside contact - disappeared one day while out in the wasteland . Many suspected foul play , but Alphonse Almodovar offered the vault dwellers new leadership , and they had little choice but to accept . In late 2258 or early 2259 , Overseer Almodovar accepts James and his child into the vault , and James is assigned to be the new vault physician . In 2260 , Alphonse is widowed and left a single father when his wife dies from an unknown disease . Unlike his predecessor , Alphonse adopts a policy of isolationism for Vault 101 : " No one ever enters . No one ever leaves , " and " Everyone was born here and everyone will die here . " Relationships . Almodovar has one child named Amata . He is very heartless to almost all of the vault residents , including the Lone Wanderer and their father James . The dossier on Amata , located in the overseer ' s terminal , reveals that he feels conflicted between his role as father and as overseer , attempting to find a balance between the duties that come with both . Despite his harsh and heartless interaction with all those who live in the vault , including Amata at times , it appears he desperately wants to connect with his daughter . He states that no matter what he tries , Amata just seems to see him as " The Overseer " . Inventory . < nowiki > * < / nowiki > Only during Trouble on the Homefront . Appearances . Alphonse Almodovar appears only in " Fallout 3 " .
Yesterday Mr . Yesterday is a character mentioned in " Dead Money " . Background . He was head of the construction of the Sierra Madre villa . Mr . Yesterday made sure that the villa was built poorly so he could collect more money from Sinclair . The builders he worked with knew about his actions , so Dean Domino came in and gave the builders chems and alcohol so they wouldn ' t talk , in exchange Dean received some of Mr . Yesterday ' s cut for the villa . Appearances . Mr . Yesterday is mentioned only in the " " " Dead Money " .
Manson Manson is one of the inhabitants of Broken Hills who in 2241 is held in the town ' s jail . Background . Manson claims to have been named by his parents after Charles Manson , a pre - war cult leader and criminal , and is every bit as insane as his namesake . He is one of the members of the anti - mutant conspiracy and thus is held in the local jail together with his friend Franc . Interactions with the player character . Other interactions . When talking to Manson and asking about Broken Hills there may be an long dialogue option in where he responds with " Wha ' ? " , this gives 300 XP . The dialogue requires high Intelligence , at least 7 , to be available . Quests . Break Manson and Franc out of prison : Jacob the Chemist wants the Chosen One to rescue Manson and Franc out of prison . Appearances . Manson appears only in " Fallout 2 " .
Elijah ' s advanced LAER Elijah ' s advanced LAER is a in the " " " Old World Blues " . Characteristics . This weapon is identical to the LAER in appearance , but differs in ammunition capacity by having five fewer shots per magazine and a slightly increased rate of fire . This gives it a higher damage - per - second ( DPS ) , but also makes it much less durable . Given the original variant ' s fragility , its condition is a major concern , especially when using over - charged , , or max charge ammunition . Durability . Elijah ' s advanced LAER can fire a total of about 245 times using standard cells , the equivalent of 17 reloads , or 13 reloads when modified with the auxiliary recharger chip , from full before breaking . Modifications . Both of the mods for the standard LAER can be applied to this weapon : Behind the scenes . Elijah ' s advanced LAER uses the same electric beam weapons technology also developed in the Secret Vault in " " .
Exemplar ' s T - 60c The Exemplar ' s T - 60c is a special piece of T - 60 power armor in " Fallout 4 " . Characteristics . Unique T - 60 chest piece . Comes with 10 % reduction in Action Point costs in V . A . T . S . and upgraded to C rank . It also has an additional 2 points to both Damage and Energy Resistance . Location . Complete Duty or Dishonor by persuading Clarke to turn himself in . Notes . The name will not change to reflect any alterations made to the armor . It will contain T - 60c even if the model is upgraded for a higher ( or lower ) version .
Getting Ready for Prime Time Getting Ready for Prime Time is an unmarked and repeatable quest in the " Fallout 3 " add - on " Broken Steel " . Ask Scribe Rothchild how you can further help the Brotherhood of Steel , he requests that you bring him sensor modules and old camera s to help repair Liberty Prime . Walkthrough . Once you have completed the quest Who Dares Wins , you can accept the quest by talking to Scribe Rothchild in the Citadel Laboratory . You can get started by finding some cameras and sensor modules . These items can be found in most toolbox es and near workbench es . Once you have obtained at least one and preferably as many as your carry weight allows ( for efficiency ' s sake ) , you can return to Rothchild for a reward of 100 caps and 25 XP for every camera . For every sensor module you turn in , you receive 75 caps and 10 XP . These are not awarded until after exiting dialogue with Rothchild . Notes . No matter how many cameras or sensor modules you turn in , Liberty Prime will never be repaired . Behind the scenes . The phrase " prime time " was first coined in the 1950s , typically it refers to the point at which an audience is at its greatest . In this situation it takes on a double meaning ; the build up to Liberty Prime ' s return ( which occurs in Fallout 4 ) , as well as an indirect reference to Liberty Prime itself .
Vault - Tec control board The Vault - Tec control board is a miscellaneous item in the " Fallout 4 " add - on " Vault - Tec Workshop " . Characteristics . Identical in appearance to a military - grade circuit board , the Vault - Tec control board is required to repair the workshops in Vault 88 so they can be restored to functionality again . There is one for each of the workshops in the vault ' s different sections , and each workshop must be restored to functionality before it can be used for its particular section . Once each section of the vault has been reclaimed , it becomes a seamless and expansive working space that ends only at the vault ' s door . The four variants are : Locations . All four variants are in Vault 88 .
Hub City Auto Wreckers The Hub City Auto Wreckers is a location in the Commonwealth in 2287 . Background . Before the Great War , Hub City Auto was an automobile junkyard that received several citations for improper storage and disposal of radioactive waste . By 2287 , the remains of the junkyard and the adjacent elevated freeway have been turned into a Gunners outpost . Layout . Hub City Auto Wreckers is a small fortified area controlled by the Gunners . In the back there is a crane that can be lowered to access the upper overpass via a terminal in the central elevated shack . There is a power armor station in the shed next to the crane , although the entrance is boobytrapped . There are two beds in the central shack and there is a sleeping bag in the bus on the northeastern side of the makeshift fortification . On the southern end of the highway , there is a shack with a weapons workbench and a mattress . On the northern end of the broken highway , Captain Bridget guards a shed containing a terminal , a bed and a trunk . Appearances . The Hub City Auto Wreckers only appears in " Fallout 4 " . Behind the scenes . One of the terminals makes mention of a " Lone Wanderer " . A billboard advertisement in the scrapyard describes a motorcycle with the brand name Lone Wanderer , and multiple motorcycles found throughout the Commonwealth bear the brand name on their sides . No other details are given to indicate if this is in reference to the protagonist of " Fallout 3 " . However , given that the protagonists of each Fallout title are typically referred to as Lone Wanderers , it is possible that this is an homage or reference to them all . Bugs . In the barn , one of the Nuka - Colas in the Nuka - Cola vending machine is unobtainable .
Ronald Curtis Captain Ronald Curtis ( aka Frumentarius Picus ) is a Frumentarius spy for Caesar ' s Legion stationed in Camp McCarran in 2281 . Background . Sent to New Vegas four years before the start of the NCR - Legion War , Curtis joined the New California Republic Army and rose to the rank of captain in three and a half years . He mentions that the process normally takes four years , though he sped it along by arranging an " accident " for an existing captain , creating an " early vacancy " that Curtis proceeded to fill . A member of Colonel James Hsu ' s staff at Camp McCarran in 2281 , Curtis serves Caesar ' s Legion as one of its most valuable spies in the Mojave . Given considerable trust by the NCR , Curtis has used his post to sabotage NCR operations and increase NCR casualties by reporting plans and troop movements to the Legion over radio . Interactions with the player character . Quests . I Put a Spell on You : It is revealed that Curtis is a Legion spy and is planning to sabotage the New California Republic monorail to the Strip from Camp McCarran . Appearances . Captain Ronald Curtis appears only in " " .
Apocalypse Ain ' t Got Nothin ' On Me Apocalypse Ain ' t Got Nothin ' On Me is a in " " . Challenge requirements . The player must kill 1000 enemies . Effects . Grants 50 XP and the third rank of the Lord Death perk upon completion .
The Boogeyman banished ? The Boogeyman banished ? is a paper note in " Fallout 4 " . It is one of the several articles published by Publick Occurrences . Location . If the player ends the main quest by siding with the Railroad , the Commonwealth Minutemen or the Brotherhood and talks to Piper afterwards , she will express relief that the Institute is gone , and write this article .