naist-nlp/zeshel huggingface dataset:
Legion vexillarius Legion vexillarii are Caesar ' s Legion members living in the Mojave Wasteland in 2281 . Background . Vexilliarii are the standard bearers of the Legion . They are the modern counterparts of their Roman predecessors . They are described as being rarely seen in battle , but that their presence inspires the men to fight harder in battle . The vexilliarii carry a banner depicting the Legion Bull on their shoulders , similar to how their Roman equivalents ( Signifer ) carried the standards of the Legion ' s Centuries / Cohorts and the Legion ' s Eagle . In Ancient Rome , the Eagle represented the Soul of a Legion ; its loss in battle was a catastrophic blow to both the morale of the Legion and the Army as a whole . There is believed to be some evidence of Legions being disbanded and the soldiers being assigned to other Legions at the loss of an Eagle . The presence of the Eagle would inspire the Legionaries to fight to the death rather than suffer the disgrace of losing an Eagle . Julius Caesar ' s Invasion of Britain was supposedly begun when the Standard Bearer of one of the 10th Legion jumped over the railing of one of the Invasion Craft and advanced towards the Defending Britons , after the Legionaries failed to advance due to the Briton ' s attacks from the shallows and the distance to shore . The Roman vexillarius was a special Signifier that carried the standard of the cavalry instead of the standard of the foot soldiers . Carrying the Vexillum ; the battle standard that carried the Legion ' s Number and Emblem . Another way that the Vexillum was used by the original Caesar , besides as the standard of the cavalry , was as a way to signify to the legion to attack the enemy ; any red Vexillum on the tent of the Imperator , " important general " namely Caesar at that time , was a signal that the battle was to begin . In - game , the vexillarii are described as having the same effect . However , they seem rarer than their ancient couterparts ; possibly they represent the Eagle Bearers ( Aquilifer ) rather than the standard bearers . Like Praetorian guard s and Legionary assassin s , the vexillarii are elite units with very high health and combat skill . Like Praetorians , they have 10 % Damage Resistance . Appearances . Legion vexillarii appear only in " " . Behind the scenes . Vexillarius is the Latin word for " standard bearer " .
Anders ( Fallout 4 ) Ms . Anders is a character mentioned in " Fallout 4 " . Background . Ms . Anders was a young customer of a chems dealer who was established in the Sanctuary Hills at one point . Appearances . Anders is mentioned only in " Fallout 4 " .
Lawyer brain Lawyer brain is one of the brains that the Calculator uses in Vault 0 . Background . This is one of eight brains that are wired to the Calculator . This particular one is from a lawyer , who longs for taking care of problems a diplomatic way . Interactions with the player character . Effects of player ' s actions . If the Warrior kills the brain , their reputation is lowered . Other interactions . Since the Calculator needs to be dealt with , the Warrior needs to crush this brain to continue with the mission . Appearances . Lawyer brain appears only in " " .
Year : 2084 Year : 2084 is a holodisk in the " " " Honest Hearts " . Location . The holodisk is added to the player ' s Pip - Boy after reading the Year 2084 . entry on Randall Clark ' s terminal in the Two Skies cave .
Justice Justice is a unique combat shotgun in " Fallout 4 " . Characteristics . The weapon bears the Staggering effect , which has a chance to stagger on hit . Locations . Sold only by Penny in Covenant . Should she die for any reason , the weapon becomes unavailable .
West Roxbury station terminal entries The West Roxbury station terminal entries are a series of entries found on one terminal at West Roxbury station in " Fallout 4 " . West Roxbury station terminal . Terminal ( [ Novice ] locked ) is located to the east , inside a watch tower , near train tracks .
Weapons workbench The weapons workbench is a crafting station in " Fallout 4 " . Weapons workbenches can be found all over the Commonwealth , including one outside a house nearby the workshop in Sanctuary Hills , along with an armor workbench and a power armor station . The Sole Survivor can use the workshop to attach and detach weapon mods . The name of weapons can change depending on which mods are added to them . When applying a weapon mod , the player can rename the weapon , as long as it is not a unique weapon ( legendary weapons with special names ) . Specific perks are required in order to create most mods ; Gun Nut is used for ballistic gun mods , Blacksmith for melee weapon mods , and Science ! for energy weapon mods . Some mods even require two different perks . There are multiple weapons workbenches with different appearances throughout the game ; however , they all function identically . Locations . Within settlements . These are associated with the workbench for the settlement . The player character will not be able to access these until they are aligned with the corresponding settlement . With the second rank of the Local Leader perk , the player character can craft weapons workbenches in other settlements . Other locations . These can be used at any time by the player character . Item & world manipulation . There are two different looking versions of the weapons workbench available .
Trip to the Stars Trip to the Stars is a side quest in the " Fallout 4 " add - on " Nuka - World " . Detailed walkthrough . Gather 5 spacesuit costume s from the area of the Galactic Zone and bring them to Dara Hubbell . Follow the Hubologists to the Nuka - World junkyard to clear it from robots ( either alone or with their help ) or tell them the player character has cleared it already . For this Dara will reward them with the Hub ' s Alien Blaster . Once cleared , collect the power distributor and some fusion core s from the junkyard and go to the spaceship ride . Adding three cores , as Dara suggests , will result in a good end to the quest . However , adding the fourth core will result in the death of the Hubologists . Once at least 3 cores and the distributor are placed , the Hubologists will enter the spacecraft . Follow them inside and activate the ride to finish the quest . If one chooses to not kill them , Dara gives them 100 ammo for the alien blaster and all of the Hubologists relocate to the large barn northeast of the spaceship . 5 - 7 fusion cores can be found in the area : If one inserts 4 fusion cores instead of 3 , Dara and the rest of the Hubologists will explode on the spaceship ride . Either way , the quest will be completed .
Service route The service route is a in Puesta del Sol in the Sierra Madre in 2281 . Layout . The service route has three entrances which require the foreman ' s key to unlock . One entrance is behind a locked gate ( very hard ) surrounded by the Cloud . Another one is in a southern courtyard . The key is located at the back of Puesta del Sol . West of the entrance to the Puesta del Sol switching station is a room with terminals and a bear trap . Up the stairs is a desk between a broken terminal and a coffee pot , where the key will be located . The route itself consists mainly of tiled stone archways , with a collapsed area in the eastern part . If one does not unlock the service route , but completes the " Dead Money " main storyline quests , the service route will automatically be unlocked and can be used to access two of the entrances without the foreman ' s key . However , the third entrance , behind the locked gate ( very hard ) , will still be locked . The foreman ' s key will still be needed to unlock it . Appearances . The service route appears only in " " " Dead Money " .
Grazing grounds The grazing grounds is a place just outside Klamath . Layout . This field is where Torr Buckner ' s brahmin usually graze . There is a small shack on the path back into town , which contains a pair of radscorpion limbs . During the Guard the brahmin quest , there will be a large group of radscorpions in the southeast corner of the map for the Chosen One to vanquish . Appearances . The grazing grounds appear only in " Fallout 2 " .
Turret override . exe Turret _ override . exe is a cut holodisk in " Fallout 4 " . It serves as a tape to override turret programming . Location . The holodisk can only be found in the test cell location Terminals & holotapes , o my ! .
Mordinos Headed by Señor " Big Jesus " Mordino , the Mordinos are the most powerful family in New Reno around 2241 , inhabiting the Desperado casino . Background . More than any other family , the Mordinos represent New Reno ' s status quo . Their vision for New Reno ' s future is the same as its present , but more so : an expansion of the trade , spreading the addiction all across the wastes , with the Mordinos rising to prominence as the mightiest of the families without ever formalizing their rule or using violence to conquer other areas . Ironically , Big Jesus Mordino has a vulnerable heart , which means that he cannot partake in the using of jet which his own family developed without suffering serious drawbacks . Lil ' Jesus Mordino is the son of Big Jesus Mordino : he is a jet dealer and expert knife fighter . The Mordinos employ the irritating boy - genius Myron in the Stables . As the developers of jet , they continually attempt to refine their product , testing it on hapless slave s . They also have the Corsican brothers of the Golden Globes under their tributary protection . Appearances . The Mordinos appear only in " Fallout 2 " . They are briefly mentioned by Clayton Etienne in " " .
Vertibird wreckage The Vertibird wreckage is a location in the Commonwealth in 2287 . It is unknown as to how the Vertibird crashed or when . Layout . This location consists of a crashed Vertibird . The force of the impact has separated the main cockpit from the wings , and numerous pieces of partially buried debris are scattered throughout the location . Despite the ample wreckage , there are absolutely no interactive objects , items , containers , or enemies in this area . Appearances . The Vertibird wreckage appears only in " Fallout 4 " .
Gourd ( character ) Gourd was a beer bootlegger who lived at Brewer ' s beer bootlegging in 2281 . Background . Gourd ran Brewer ' s beer bootlegging , which has the unfortunate problem of a cazador nest built right on top of it . Appearances . Gourd appears only in " " .
Vault Girl Vault Girl is the female counterpart of Vault Boy , the Vault - Tec mascot , who sometimes appeared for female only perks or accompanies him in various images . Appearances . Vault Girl appears rarely compared to Vault Boy , and only for some representation of perks , reputations , traits and equipment . She can also be seen in the " " Wild Wasteland encounter Dogs Playing Poker in " Old World Blues " ' s X - 8 research center .
Megaton refugee Megaton refugees are hostile survivors of Megaton ' s destruction , found in the Capital Wasteland in 2277 . Background . The refugees are former residents of Megaton who were able to escape the detonation of the atomic bomb , should it be triggered by the Lone Wanderer in the quest The Power of the Atom . Interactions with the player character . Other interactions . Megaton refugees will always be hostile to the Lone Wanderer with no exceptions . Appearances . Megaton refugees appear only in " Fallout 3 " .
Becky ' s guard Becky ' s guards are two guards in Becky ' s in the Den West Side in 2241 . Background . These are Becky ' s guards , they mainly seem to be eyeing the bar crowd for thieves . They have an interest in blackjack , and will occasionally move from their positions to talk to the card dealer . Appearances . Becky ' s guards appear only in " Fallout 2 " .
Green Room ( test cell ) The Green Room is a in the game files of " " . Layout . It is a large , rectangular room with dark tile floors , and white , peeling walls and ceiling . It contains a noticeable thick fog , and a single NPC named " Recruit Legionary " . Notes . This NPC is the " voice activator " for Lupa ' s lines during his radio communication with Ronald Curtis , during the quest I Put a Spell on You . If you save while in this room , your saved game will become corrupt . Appearances . Green Room appears only in the game files of " " , but should not be considered canon because it is a test cell .
I ' m So Blue " I ' m So Blue " is a song broadcast on Mojave Music Radio and Black Mountain Radio in " " . It is sung by Katie Thompson , and written by Katie Thompson and Martyn Laight . It is from the Carlin CD " Country Music 4 " ( Carlin 319 ) , which is only available for movie / TV / game licensing from Warner / Chappell Production Music ( formerly available from APM music ) . Lyrics . < poem > I ' m so blue without you Thought our love was true Then you found someone new You love me so but let me go Now I ' ll never know How our love would go Waiting , watching the stars up above Hoping that I could win back your love I ' m so blue without you Thought our love was true Then you found someone new Waiting , watching the stars up above Hoping that I could win back your love I ' m so blue without you Thought our love was true Then you found someone new Thought our love was true Then you found someone new < / poem > Video . " I ' m So Blue "
Disable outside security bots via computer Disable outside security bots via computer was going to be a quest in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It was located in B . O . M . B . - 001 . Background . Using the central computer in the Living Quarters , the player may choose to disable the outdoor security bots on the central hub . A Science skill > 80 would be necessary .
The House Has Gone Bust ! The House Has Gone Bust ! is a that is automatically failed after killing Mr . House because you cannot leave to complete it . Walkthrough . This quest appears after killing or disconnecting Mr . House in the control room . Before this quest is completed ( or failed ) you will not be able to take the elevator to another floor from the penthouse . This is due to being hostile towards you . Since he controls the elevator until this point and you will be unable to speak with him while hostile , this seems to be a fix by Obsidian to turn control of the elevator back to the player . The other side effect is that you are locked into the penthouse and control room until you complete ( or fail ) this quest . After starting this quest it will usually be immediately marked as failed . In rare cases , the quest will be mark as completed , granting 505 XP , or even 755 . However , it is currently unknown if Mr . House himself causes this XP boost or if the quest itself does .
DLC05TestPoo DLC05TestPoo is a test cell in " Mothership Zeta " that can only be accessed by using console commands . The console commands to enter these rooms are , as it can only be accessed by console commands it must also be exited this way ( i . e . ) . Layout . DLC05TestPoo features several small sections with the main area having two teleportation matrices with several stationary hostile aliens . One of them , near a matrix ( not in it ) , seems to transport and reappear at the same location . Appearances . DLC05TestPoo appears in the game files of " Mothership Zeta ( add - on ) " but should not be considered canon because it is a test cell .
Outdoorsman Outdoorsman is a " Fallout " , " Fallout 2 " , " Van Buren " , " J . E . Sawyer ' s Fallout Role - Playing Game " and " " skill . " " adds a skill called Survival which is very similar . " Fallout " . formula _ 1 formula _ 2 Example : A starting Endurance of 5 and Intelligence of 5 . formula _ 3 " Fallout 2 " . formula _ 1 formula _ 5 Example : A starting Endurance of 5 and Intelligence of 5 . formula _ 6 Description . In " Fallout 2 " , the Outdoorsman skill ' s job is to decrease the effects of bad random encounters with the possibility of increasing the odds of special encounter s . A successful Outdoorsman check will give the choice of whether or not to have an encounter at all . This does not apply for special encounters however , as they force entering the scene . In " Fallout " , Outdoorsman is used in random encounters that involve dehydration and rockfalls , to see how many hours it takes ( dehydration only ) and how much damage is given , if any ( dehydration and rockfalls ) . Though it is possible to raise Outdoorsman to 200 % , or 300 % for " Fallout 2 " , the real cap would be around 100 % . Raising it to ridiculous levels has limited effect . Behind the scenes . The icon is most probably a reference to the , as the Vault Boy is dressed as Elmer Fudd and is hunting a mutated version of Bugs Bunny . Cut content . The " Fallout " scripts contain two other uses for Outdoorsman , however neither are used in the game . The first is a message displayed when discovering a mutated fruit . The other is for generating messages about where the Radscorpions came from in random encounters . ( Assumedly related to being able to find the Radscorpion cave for the Stop the Radscorpions quest . )
Bobblehead stand The bobblehead stand is a constructible settlement object in " Fallout 4 " . Characteristics . The bobblehead stand is a three - tiered stand with seven placeholders on both the bottom and center tiers and six on the top tier , for a total of twenty placeholders . It is light blue in color and the front is decorated with Vault - Tec livery . The placeholders are not preset and will be filled from left to right , starting from the bottom tier and working upwards . Crafting . The bobblehead stand is located under " Furniture → Miscellaneous " in the workshop .
Vodka ( Fallout : New Vegas ) Vodka is an alcohol ic in " " . Characteristics . Vodka , as well as other hard liquor , provides a boost of + 1 to Strength and Charisma but also gives a penalty of - 1 to Intelligence . It has a higher chance of becoming addicted , compared to similar drugs . Locations . Found in many different locations . Examples being : The Tops , Atomic Wrangler , and many other locations , most often bars .
Stanley Carrington Doctor Stanley Carrington is a medic and a high - ranking official of the Railroad in 2287 . Background . Doctor Carrington provides health and medical services to the agents of the intelligence organization known as the Railroad . He is also Desdemona ' s right - hand man . Following the Switchboard incident , the doctor holds the second highest leadership position in the organization , though he relates that this has not much impact . He is easily exasperated and irritated , though he claims this to be because of the Railroad ' s numerous setbacks and losses . The doctor also expresses displeasure about Desdemona ' s tendency to send agents on dangerous missions to gather intelligence when said intel is already more or less known , but he usually keeps these thoughts to himself . The doctor was stationed at the organization ' s former headquarters , The Switchboard , located in Lexington , when it was stormed by Institute synth s . He had managed to escape in time , but not without abandoning a prototype of an unknown device which one of the Railroad ' s top men , Deacon was assigned to lead to a mission to recover . Appearances . Stanley Carrington appears only in " Fallout 4 " .
Calibrated receiver A calibrated receiver is a weapon mod for the 10mm pistol , the assault rifle , the combat rifle , the combat shotgun , the Deliverer , the double - barrel shotgun , the hunting rifle , the pipe bolt - action pistol , the pipe gun and the pipe revolver in " Fallout 4 " . It does not require any perks to craft . Effects . A calibrated receiver improves the critical shot damage of the modded weapon . Production . The recipe for this weapon mod varies depending on the weapon for which it is made :
Doctor Lesko ' s notes Doctor Lesko ' s notes is a holodisk in " Fallout 3 " . Location . This holodisk is added to the Lone Wanderer ' s Pip - Boy after reading the " Sample Location Discovered ! " entry on either Lesko ' s terminal in the recently built shack or Marigold station lab .
Caravan ( vehicle ) Caravans are smaller travel trailers used as mobile homes before the Great War . Background . Many caravans can be found dotted around the Capital and Mojave wasteland s . They commonly contain loot , such as suitcase s with clothing , food , and a mattress . There are a few caravans that are random encounters in the Capital Wasteland . Appearances . Caravans appear in " Fallout 3 " and " " .
Giant mantis ( Fallout : New Vegas ) Giant mantises are found in the Mojave Wasteland in 2281 . Characteristics . Biology . Giant mantises are mutated created by the horticultural experiments that took place in Vault 22 . They have since escaped from the vault and have spread into the Mojave Wasteland . Compared to other mutant creatures , they are genetically more similar to the original specimen , albeit much larger . Mantises are significantly smaller than human s , but have an incredibly powerful attack and almost always attack in swarms . Mantis egg s and mantis foreleg s may be taken from their dead bodies . Gameplay attributes . Because of the height difference , giant mantises ' attacks consists mainly of jumping and slicing its target in mid - air with their forelegs . If a mantis antenna becomes crippled , it will become frenzied and the mantis will begin to attack anything within reach . There are quite a few mantises on the way to Jacobstown and around Spring Mt . Ranch State Park . Variants . Giant mantis . This variant is the standard giant mantis encountered later in the game around Spring Mt . Ranch State Park or on the way to Jacobstown . They can be found in groups or scattered around these areas when encountered . This variant also comprises the majority of mantises encountered in Vault 22 . Giant mantis female . The giant mantis female is larger and more powerful than the normal giant mantis . They may have mantis eggs in their inventory . One can be found in the caves of Vault 22 . Giant mantis nymph . Young giant mantis . They are much smaller and weaker than adult mantis . With a high enough Strength , they can be killed simply by walking over them . They are usually found early in the game at the Goodsprings schoolhouse and the Nevada Highway Patrol station but they can also be found in Vault 11 , Vault 22 and other areas . Zion mantis ( Honest Hearts ) . The Zion mantis is a variety of giant mantis found in Zion Canyon . They are much larger and more dangerous than the other varieties of giant mantis that are found in the Mojave Wasteland . Zion mantis nymph ( Honest Hearts ) . The younger , smaller , and weaker version of the Zion mantis found in Zion Canyon . Significantly stronger than the Mojave mantis nymphs . Giant Zion mantis ( Honest Hearts ) . This variation of the giant mantis can be found in Zion Canyon . They are by far the strongest mantis in the game . Appearances . Giant mantises appear in " " and its " Honest Hearts " and " Old World Blues " . Bugs . The mantis XP glitch still remains with Zion mantises . A transfer of legs could lead to 200 XP gained at a time , dependent on level .
Lenny ( NCR ) Lenny is a super mutant thug who spends most of his time drinking at the Rawhide Saloon in the bazaar just north of NCR town . Background . There is little to be said about him , besides the fact that he is an obnoxious jerk and that the Chosen One can earn Merk ' s respect by beating him in a fight . Killing him using the mutagenic serum , even if during the fight , will turn Merk hostile . The fight is fairly difficult as Lenny is armed with a power fist . Appearances . Lenny appears only in " Fallout 2 " .
Wazer Wifle ( Fallout 4 ) The Wazer Wifle is a unique laser rifle in " Fallout 4 " . Characteristics . The Wazer Wifle is a unique laser rifle similar to the UP77 Prototype . It possesses the Never Ending effect , which grants an unlimited magazine capacity and never needs to be reloaded , but still requires ammunition to fire . Weapon modifications . The Wazer Wifle comes with these mods already applied : Locations . The weapon is acquired after doing three unmarked quests for Shaun after ending the main quest with any faction .