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188GunrunnerGuard.txt
Topics ru:DialogueExport188GunrunnerGuardX.txt
188Merc.txt
Topics ru:DialogueExport188MercX.txt
188Michelle.txt
Topics ru:DialogueExport188Michelle.txt
188NCRMerchant.txt
Topics ru:DialogueExport188NCRMerchant.txt
188Samuel.txt
Topics ru:DialogueExport188Samuel.txt
188 Trading Post
"188 Trading Post" The 188 Trading Post is a location in the Mojave Wasteland . Background This trading post at the interchange of Highway 93 and Highway 95 was established around September 2281, when a pair of traders, Samuel Kerr and his daughter Michelle, arrived from Primm after the NCRCF prison break forced them to flee due to the wave of escaped convicts pillaging the town.The Courier: "Who are you?"Michelle Kerr: "Name's Michelle. My Dad and me run this store. His name's Samuel. I take the day shift and he takes nights. We came here about a month ago, when Primm went to hell on account of the prison break north of there. Found a bin to call home and set up shop."(Michelle Kerr's dialogue)The Courier: "Who are you?"Samuel Kerr: "Samuel Kerr at your service. Me and my daughter Michelle run this fine establishment. We came here from Primm about a month past. Doesn't look like much, but it's one hell of a location."(Samuel Kerr's dialogue) The pair chose the location after realizing just how much traffic would flow up Highway 95 towards New Vegas after the shutdown of Interstate 15 due to the prison break and an infestation of deathclaws at Quarry Junction, adding to the usual troop movements between Hoover Dam and Camp McCarran. Capitalizing on their experience in Primm, they established the 188 Slop & Shop, offering food, water, supplies, and repair services to travelers.The Courier: "Why'd you settle in this dump?"Michelle Kerr: "There's more to the 188 than meets the eye. Troops move back and forth on 93 all the time, and 95 is how NCR folks come and go from Vegas. No shortage of customers... so long as Legion raids south of here don't get worse, anyways."(Michelle Kerr's dialogue)The Courier: "Why's business so good here?"Samuel Kerr: "When 15 shut down, 95 became the route NCR citizens use to get to the Strip - or limp back home, after the Strip's drained 'em of caps. We get 'em coming and going. Coming, the suckers flush with caps they saved to gamble on the Strip... ...and going, the same folks, but now they're losers who'll trade you the shirt off their backs so they don't starve before they make it back home. Add in the troopers marching back and forth from McCarran and the Dam, and well, let's just say we don't miss Primm."(Samuel Kerr's dialogue) The 188 Trading Post, so named as the sum of the pre-War highway designation numbers of 93 and 95, has since become a hub of commerce frequented by soldiers, merchants, and NCR citizens either heading to New Vegas with pockets full of caps or returning with nothing but the shirts on their backs. Even the Gun Runners took notice with a merchant, Alexander, setting up at the trading post. An independent arms merchant has also set up nearby, selling wares out of the back of her truck, particularly to the oft-underequipped NCR soldiers.Fallout: New Vegas Official Game Guide Collector's Edition pp.396-397: "[5.02] 188 Trading PostFormed after the Powder Ganger break-out down at Primm [4.17] forced traders northward, the intersection of the 95 and 93 (hence "188") is now a bustling Trading spot, catering to the NCR from Boulder City [3.32] and Hoover Dam [3.33] as well as offering good connections down the 95. Start on the eastern side of the intersection.188 Slop & Shop“It’s Better Than Nothing.” Michelle (daytime) and Samuel Kerr (nighttime) run this store, and you can ask either of them for a little local flavor, as well as the Legion raids. They have a variety of items to trade, including a few weapons, and Doctor Bags - the selection changes depending on who is on duty; you can wake the other Kerr from the mattress under their blue metal shack. Don’t forget to check out their shack; there’s a small bar with a Star Cap on it, and a Reloading Bench around the back.Veronica, Who Lives in a Hole in the GroundThe hooded figure standing close to the Slop & Shop is Veronica, who you can engage in conversation. She lives in a bunker, and is here picking up supplies for her “family.” If you want her to join you, answer her question about the Brotherhood of Steel.Arms Merchant: Bravo Company’s Finest?Cross the bridge (there’s a long trailer with mattresses to sleep in) to the western side of the overpass, and check the tent for more mattresses. Close by is a parked military truck, with an Arms Merchant. She’s been discharged from the NCR for three years, since an “incident” during the first Legion attack on the dam. Ask her about that, as well as seeing what she has for sale (it’s usually cheaper than Michelle).Gun Runners: For the Discerning CustomerSpeak to Alexander under the bridge, who runs a satellite operation for the Gun Runners [2.14] and isn’t about to sell his wares to the likes of you. You can ask about the Gun Runners, or his attitude, but he won’t sell you anything.Ezekiel the ExplorerA member of the Followers of the Apocalypse is hanging around outside the northern edge of this Post. He doesn’t say much, unless you’re inquiring about Great Khan history, as part of Side Quest: Oh My Papa.Free Quest: Thought for the DaySitting on the concrete below the overpass is a child known as The Forecaster. He’s wearing some kind of head brace (which he believes is his “medicine”), and isn’t selling anything; not even the bric-a-brac surrounding him. He’s selling thoughts, at 100 Caps a pop. You can ignore him, or pay up. There are three “thoughts” to buy.(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)The Courier: "Why's this place called the 188?"Michelle Kerr: "You do know these old roads were numbered, right? We're standing where the 95 and 93 meet. And 95 plus 93 equals... 188."(Michelle Kerr's dialogue) Layout Situated directly north of El Dorado Dry Lake and west-northwest of Boulder City, the location consists of a small outpost made up of makeshift shacks and tents on a pre-War overpass at the intersection of Highways 93 and 95, containing derelict vehicles and barrel fires. Veronica Santangelo stands near the center by a picnic table. She initially mentions she came to the trading post to pick up supplies for her family living in an underground bunker. Samuel and Michelle typically stand around the scraped-together bar of the Slop & Shop. There are also a few NCR troopers wandering around a tent on the northern side of the overpass. Beds can be found here and used to sleep. Trading Shops and vendors here include: - 188 Slop & Shop: Samuel Kerr and his daughter Michelle run a small shop cooperatively, the bar area of which is created using scrap from City Liners. Samuel is the bartender and can make equipment repairs. The vendors will share the shop's motto, "It’s Better Than Nothing," and have a variety of items in stock, sold by Michelle in the daytime and Samuel at night. There is a reloading bench behind the shop.Samuel Kerr: "Welcome to the 188 Slop & Shop. Like our slogan says, "It's better than nothing.""(Samuel Kerr's dialogue) - Arms merchant: There is an arms merchant at the western side of the overpass, near the long trailer with useable beds. Near the military truck, the merchant can provide weapons and armor at a discount, and information about the NCR and Bravo Company. - Gun Runners: Underneath the overpass are Alexander and his bodyguard, who run a satellite location for the Gun Runners. Alexander will sell weapons, weapon mods, junk, and ammunition to the Courier, but only if a Guns skill check is passed. - Forecaster: A young boy named the Forecaster sits by the wall underneath the overpass and will sell three different "thoughts" to the Courier for 100 caps apiece. Inhabitants Notable loot - One Sunset Sarsaparilla star bottle cap - Lying on the Slop & Shop bar. Notes - At high levels, some of the regular troopers will be replaced with NCR heavy troopers equipped with various high-level weaponry such as heavy incinerators. - If one has a Vilified reputation with Caesar's Legion, legionary assassins can spawn near the trading post and attack both the player character and NPCs residing there. Appearances The 188 Trading Post appears only . Gallery FNV Forecaster home 1.png|Taking a snooze FNV Forecaster home 2.png|The Forecaster's collection FNV 131120 188 trading 1.png|Bar area created using scrap from City Liners FNV 131120 188 trading roadway 4.png|Looking northwest towards New Vegas FNV 131120 188 trading roadway 3.png|Looking south towards Searchlight FNV 131120 188 trading 2.png|Highway 95 onramp SS star bottle cap 188 Trading Post.jpg|Sunset Sarsaparilla star bottle cap Reloading bench 188 trading post.jpg|Reloading bench See also - Spare Us the Cutter: 188 Trading Post cut content References Non-game de:188-Handelsposten es:Puesto de comercio 188 fi:188 Trading Post it:Base commerciale 188 pl:Punkt handlowy 188 pt:188 trading post ru:188 — Торговый пост uk:188 — Торговий пост zh:188贸易站
188tradingpostbehavior
This script determines NPC behavior at 188 Trading Post.
1894 Empty Quarter expedition
The 1894 Empty Quarter expedition was a scientific expedition led by Lorenzo Cabot. The goal was the discovery and excavation of ancient civilizations hidden beneath the Rub' al Khali desert on the Arabian Peninsula. The expedition was successful in locating the Ubar civilization, but the discoveries unearthed would have a profound effect on Lorenzo Cabot's psyche, who would bury this discovery after experimenting with an ancient artifact, a headpiece, that he would wear. Background Long dismissed as a quack due to his seemingly wild theories about a progenitor civilization that predated humanity, Lorenzo Cabot decided to finance an expedition to the Empty Quarter on the Arabian Peninsula, to prove his theory by locating the ancient city beneath the sands. After securing the necessary paperwork, including Omani permits obtained through the Department of State, a reserve of local currency for bribes, and experts to aid him in his mission, the expedition set off from Cape Cod on February 8th, 1894, aboard SS Wakeful. Emogene and Wilhelmina saw him off, but Jack, his son, refused to. He would later come to regret that decision. Events The expedition launched and enjoyed fine weather while crossing the Atlantic to Lisbon, Portugal, in order to collect Metternich and his electrical sensing equipment at Lisbon, which would greatly reduce the amount of time spent on locating the ruins, by weeks or even months. By February 21st, the Wakeful entered the western Mediterranean, eventually arriving at Suez in the Khedivate of Egypt (an autonomous vassal of the Ottoman Empire). Lorenzo elected to hire an experienced Egyptian team to take with him into the Empty Quarter, completing preparations by March 5th, when the Wakeful departed Suez. On March 14th, the ship arrived in Salalah, Oman, unloading at a feverish pace to complete excavations before the summer heat. Everything was ready on March 16th, when Lorenzo's expedition set out into the interior of the peninsula. To Lorenzo, the impenetrable desert and the secrets it hid felt like a welcome change from the endless delays and paper-shuffling bureaucrats. The expedition arrived in the Empty Quarter on March 29th. Lorenzo interpreted superstitious grumbling from his local guide as a good omen and immediately began scanning the area with Metternich the following day. Despite problems caused by the ever-present dust, the two obtained a favorable reading and began excavations on March 31st. Intense excavation produced the first results on April 3rd. Late in the afternoon, diggers struck worked stone, on the edge of a large circular structure. The guide's anxiety flared, proving Lorenzo's wisdom in hiring Egyptian workers. Three days of intense work uncovered several fragmentary inscriptions, with runes that matched the ancient texts. The entire site was part of what appeared to be a monumental plaza, and Lorenzo became convinced that he found the legendary Ubar. They were forced to abandon the site twelve days later, when a massive sandstorm hit the area on April 18th. The entire expedition was forced to huddle in tents in the lee of one of the large outcroppings, amidst pitch-black darkness even during the morning hours. The storm lasted for four days, demoralizing the working crews (primarily on account of the guide's tales of curses and forbidden secrets). Even the phlegmatic Metternich began to show signs of cracking under the strain. By the end of the storm, the cleared area was buried under several feet of new sand. The guide disappeared in the night, unsettling the workers, but Lorenzo was determined to press on. Over the next two weeks, the expedition uncovered stone and rubble that Lorenzo believed belonged to the Great Temple. Although much of what they located was destroyed, Lorenzo continued his work against the worsening weather and workmen's attitudes. Even Metternich began to suggest putting work off until the winter, but Lorenzo would hear nothing of it. His determination paid off when they uncovered an intact tomb beneath the ruins of the Great Temple on May 13th. A week-long work to clear a shaft beneath the Great Temple culminated in the discovery of a mass of cyclopean stone blocks sealing a tunnel leading into a dark, secluded chamber. It took them three days to clear a passage using pickaxes, but ultimately they broke through into the darkness. It was seemingly a burial crypt, with a dusty sarcophagus at the end of the chamber. Lorenzo and Metternich ordered the workers to open the sarcophagus. Metternich nearly suffered a heart attack, Lorenzo collapsed to the ground, while the workers helping them fled outright. All of the artifacts inside the sarcophagus were older than human civilization itself and clearly not made by human hands. Lorenzo removed a single artifact, a crown, then ordered the tomb sealed up to prevent looting (greed frequently bests fear) and prepare its contents for cataloging the following day. As he sat in his tent, pondering the crown and what was to come, he made a fatal mistake. He put the crown on his head. The crown immediately fused with his nervous system and revealed that the city of Ubar was not called as such, the building they excavated was not a temple, and the sealed chamber not a crypt. Bent on harnessing the secrets provided by the crown and bringing his family into the fold, he ordered the entire site buried the following day, against Metternich's protests, ensuring the secrets of the city remained safe with him until he was ready.Lorenzo Cabot's journal Aftermath Lorenzo did not publish his findings and never made another expedition to Ubar despite his initial plans.The Sole Survivor: "You said your father found a lost city?"Jack Cabot: " "(Jack Cabot's dialogue) The experimentation with the crown was the primary reason. He inadvertently caused it to fuse with his nervous system by extended use. In return, he gained various seemingly paranormal powers and became increasingly irrational and violent, developing intense paranoia and a tendency for homicidal rage. After a crime streak that would have inevitably put him on death row, he was finally apprehended. Rather than face the death penalty, the Cabots used their influence to have him committed.The Sole Survivor: "What would he have done if he'd gotten free?"Jack Cabot: " "(Jack Cabot's dialogue) Lorenzo was confined indefinitely at the Parsons State Insane Asylum in 1898,The Sole Survivor: "How long have you been locked up in here?"Lorenzo Cabot: " "(Lorenzo Cabot's dialogue) to contain him while Jack began researching potential cures for his father's condition.The Sole Survivor: "You should know what we're going to be dealing with."Jack Cabot: " "(Jack Cabot's dialogue) In the process, he discovered that the artifact had introduced anomalies into his blood, which were responsible for Lorenzo's enhances strength, resistance to most kinds of physical damage, and combining with telekinesis abilities tied to the artifact itself. Lorenzo was not only insane, but also incredibly powerful. The dampening field kept Lorenzo isolated for nearly four centuries, as Jack tried to come up with a cure for his father's condition.The Sole Survivor: "So this serum does more than halt aging?"Jack Cabot: " Hold on. Weren't you off looking for Emogene? Did you find her?"(Jack Cabot's dialogue)The Sole Survivor: "Exactly what abilities does he have?"Jack Cabot: "Enhanced strength. Unusual resistance to most kinds of physical damage. Oh, and a kind of local telekinesis, which appears to be projected by the artifact itself. That's why I've built a dampening field into his cell. Which is why we really need to stop these intruders before they turn it off."(Jack Cabot's dialogue) The only benefit for the Cabots was that Lorenzo's anomalies became the basis of a longevity serum that prolonged all of their lives, allowing them to maintain their wealth and abilities through the Great War and beyond.The Sole Survivor: "Where do you get this serum from?"Wilhelmina Cabot: ""Jack Cabot: "In the course of my attempts to cure him, I discovered that the artifact had introduced... anomalies into his blood. So, the source of his insanity is also the basis of the treatments that have prolonged all our lives. The irony isn't lost on me. But if he were to escape from Parsons, I would lose my father forever. I will not allow that to happen. Not to mention that the artifact has made him paranoid, homicidally violent, and endowed with extraordinary abilities."(Wilhelmina and Jack Cabot's dialogue) Behind the scenes - The expedition shares its leitmotifs with the works of H.P. Lovecraft, especially The Nameless City, and develops story elements that lay at the foundation of the Dunwich Building and Dunwich Borers. References
1C Company
1C Company (Russian: Фирма "1С") is one of the largest independent Russian software developers and publishers, and the publisher of Fallout 3 and Fallout: New Vegas in Russia (localized by its subsidiary SoftClub), as well as in Poland and Czech Republic via its subsidiary Cenega. It also published Fallout, Fallout 2 and Fallout Tactics in Russia both separately and in a compilation similar to Fallout Trilogy named Антология Fallout (Fallout Anthology). Its headquarters are in Moscow, Russia. It is best known outside of the former Soviet Union as a video game developer; however, in the internal Russian market 1C is a leader in business software as well. 1C's comprehensive business software suite 1C:Предприятие (1C:Predpriyatiye, 1C:Enterprise) has held an overwhelming market share for over a decade. 1C is also a leader in localizing and publishing Russian-language versions of international software. For instance, more than half of popular Western video games are licensed and published by 1C. The company has over 700 employees, 10,000 business partners, 4,500 authorized retailers, 1,200 training centers, 200 authorized certification locations and over 280 stores in 100 cities. Gallery 1C Fallout 1 box.jpg|Fallout Russian box art 1C Fallout 2 box.jpg|Fallout 2 Russian box art 1C Fallout Tactics box.jpg|Fallout Tactics Russian box art Fallout Anthology 01.jpg|Fallout Anthology Russian box art ru:1С uk:1С
1E10ofSpades.txt
Topics Conversation ru:DialogueExport1E10ofSpades.txt
1EBertGunnarsson.txt
Topics Conversation ru:DialogueExport1EBertGunnarsson.txt
1ECaptainParker.txt
Topics Conversation ru:DialogueExport1ECaptainParker.txt
1ECookCook.txt
Topics Conversation ru:DialogueExport1ECookCook.txt
1ECorporalBetsy.txt
Topics Conversation ru:DialogueExport1ECorporalBetsy.txt
1ECorporalSterling.txt
Topics Conversation ru:DialogueExport1ECorporalSterling.txt
1EDriverNephi.txt
Topics Conversation ru:DialogueExport1EDriverNephi.txt
1EFiendViolet.txt
Topics Conversation ru:DialogueExport1EFiendViolet.txt
1EFrankWeathers.txt
Topics Conversation ru:DialogueExport1EFrankWeathers.txt
1EFrankWeathersSCRIPT
This script determines Frank Weathers' reaction upon completion of the quest Left My Heart.
1EKeith.txt
Topics Conversation ru:DialogueExport1EKeith.txt
1EKeithScript
This script is linked to Keith and his quest Keith's Caravan Charade.
1ELieutenantGorobets.txt
Topics Conversation ru:DialogueExport1ELieutenantGorobets.txt
1ELittleBuster.txt
Topics Conversation ru:DialogueExport1ELittleBuster.txt
1ELoadedDiceScript
This script is related to Keith and his quest Keith's Caravan Charade.
1EMajorDhatri.txt
Topics Conversation ru:DialogueExport1EMajorDhatri.txt
1ERefugee.txt
Topics ru:DialogueExport1ERefugeeX.txt
1ERomanowski.txt
Topics ru:DialogueExport1ERomanowski.txt
1ESergeantBitterRoot.txt
Topics Conversation ru:DialogueExport1ESergeantBitterRoot.txt
1ESharecropperMorganBlake.txt
Topics ru:DialogueExport1ESharecropperMorganBlake.txt
1ESharecropperPrivateOrtega.txt
Topics ru:DialogueExport1ESharecropperPrivateOrtega.txt
1ESquatterWatchQuest1.txt
Topics ru:DialogueExport1ESquatterWatchQuest1.txt
1ETrentBascom.txt
Topics ru:DialogueExport1ETrentBascom.txt
1EWatchControlScript
This script enables the squatters dealt with in Someone to Watch Over Me.
1EWatchFiend1.txt
Topics ru:DialogueExport1EWatchFiend1.txt
1EWatchFiendDeathScript
This script tracks if the Greasers have been killed and determines how the quest Someone to Watch Over Me should advance as a result.
1EWatchSquatter1Script
This script is related to the squatters.
1EWatchSquatter2Script
This script is related to the squatters.
1MOLRAT1.INT
1st Recon assault armor
The 1st Recon assault armor is a piece of armor in Fallout: New Vegas. Characteristics The 1st Recon assault armor provides a Damage Threshold of 15 and can be repaired with NCR armor. The armor is exclusive to Boone and will not count against his carrying capacity. This armor is a darker version of the standard NCR trooper armor with a First Recon patch on the sleeve, no NCR emblem on the breastplate, and pants similar to the merc grunt outfit or wasteland doctor fatigues. Location Awarded to Boone after completion of the quest I Forgot to Remember to Forget, should the player make Boone vengeful over his past. Notes - The armor can be obtained by using the console commands and then . However, since the armor was intended to be unobtainable, equipping it causes the red facewrap to clip into the 1st-person camera while wielding one-handed guns. - In the Prima Games Official Game Guide, it mentions that this armor (along with the 1st Recon survival armor), can be obtained by taking it out of Boone's inventory. However, this is not the case, as it can only be obtained via console commands. - The vault-boy icon shows him wearing leather armor, despite it being NCR-type armor. es:Armadura de asalto del 1.º de reconocimiento ru:Штурмовая броня 1-го разведбатальона uk:Штурмова броня 1-го розвідбатальйону
1st Recon beret
The 1st Recon beret is a piece of headwear . Characteristics A red beret with the insignia and motto of First Recon sewn on it. The insignia is a bear skull on a background of crossed rifles. The motto beneath it reads: "The last thing you never see." The beret doesn't provide any Damage Threshold but gives a +1 bonus to Perception and +5 Critical Chance (equivalent of +5 Luck in combat) when worn. Variants - Boone's beret - The unique variant that can only be used during the quest One for My Baby. - Beret - A more common variant worn mostly by NCR officers. Locations - Provided as a quest reward by Craig Boone in Novac for successfully completing the quest One for My Baby. - While Boone is an active companion, it is in his inventory. Taking it from him will cause him to ask for it back, however, there are no repercussions if it is not returned. - Aside from Boone, his daytime partner Manny Vargas and all members of First Recon (except for Corporal Sterling) have one in their inventory. Killing one of these characters will yield it directly, or reverse pickpocketing a piece of headgear with a DT of 1 or greater will make the beret available for pickpocketing once the character has a chance to swap equipment. Notes - The beret is immune to damage and so its condition will never lower, however, it can be destroyed by inadvertently using it with Jury Rigging to repair numerous other headgear or accidentally using it to repair a regular beret. - The boosted Critical Chance and enhanced Perception provided by the beret, combined with the Finesse perk, can provide a huge boost when using weapons with high critical damage multipliers, like sniper rifles and energy weapons in particular. - Even though the First Recon squad in Camp McCarran all have the same beret, they will make the standard NCR soldier's remark of "I wish I had a beret like that." - If the Courier is wearing the 1st Recon beret, NCR troopers make remarks such as "That red beret is looking good, soldier." - When dropped, the 1st Recon beret and the beret will be as thin as a piece of paper and will be extremely bouncy, causing it to easily be lost. - It can be worn in combination with all variants of riot gear helmets (albeit with noticeable clipping), as well as the valence radii-accentuator and atomic-valence tri-radii-oscillator. Bugs - Like the binoculars, 1st Recon berets will stack and appear as one entity in player character inventories.- Sometimes, the beret's texture will mess up and look like a red mess. To fix this, simply re-equip it and it will turn back to normal.- You can make the 1st Recon beret black by equipping a dapper gambler hat, then put the beret on (only tested on Boone).- It is possible to duplicate the beret by putting it into Boone's inventory and taking it out again; Boone will still have one but you will have one also. Gallery Craig Boone.jpg|Boone wearing an NCR 1st Recon beret File:Corporal Betsy.jpg|Corporal Betsy, a member of 1st Recon wearing the beret FNV screenshot NCR vs Mutant.jpg|Promotional screenshot, NCR trooper wearing a red beret NCR 1st Recon.png|1st Recon insignia and logo Outfit rberet.png|Texture file de:Barett der 1. Aufklärung es:Boina del 1º de reconocimiento pl:Beret 1 Batalionu Zwiadowczego ru:Берет 1-го разведбатальона uk:Берет 1-го розвідувального батальйону zh:第1侦察贝雷帽
1st Recon survival armor
The 1st Recon survival armor is a piece of armor in Fallout: New Vegas. Characteristics The 1st Recon survival armor provides a Damage Threshold of 15 and can be repaired with NCR trooper armor. The armor is exclusive to Boone and will not count against his carrying capacity. The armor itself resembles NCR Trooper armor that has the sleeves cut off, worn with a bandolier and Merc grunt outfit style cargo pants and boots. Locations Awarded to Boone after completion of the quest I Forgot to Remember to Forget, should the player make Boone repentant over his past. Notes - The unit insignia for 1st Recon on the left arm of the uniform is a mirror image of the insignia on his right arm, making it appear reversed. - The back of the Fallout: New Vegas game case shows a character wearing this armor. - In the Prima Games Official Game Guide, it mentions that this armor (along with the 1st Recon assault armor) can be obtained by taking it out of Boone's inventory. However, this is not the case, as it can only be obtained via console commands. - The Vault-Boy icon shows him wearing leather armor, despite it being NCR-type armor. es:Armadura de supervivencia del 1.º de reconocimiento ru:Бронежилет 1-го разведбатальона uk:Бронежилет 1-го розвідбатальйону
2-door hardtop coupe
The 2-door hardtop coupe is a vehicle in Fallout and Fallout 2. Background An unnamed 2-door hardtop coupe car, one of the less numerous vehicles found in New California. design The car seems to be based off of a fourth-generation Ford Thunderbird both the rear and front ends are visble in the pile of rusted vehicles. Appearances Destroyed 2-door hardtop coupes can be found at various places in Fallout and Fallout 2, including Junktown and the Den. Gallery Hardtop-Junktown.png|Wrecked 2-door hardtop coupes in Junktown Hardtop-Den.png|Similarly stacked wrecked coupes in the Den
2043B radio (Fallout)
The radio is a miscellaneous item in Fallout."{10000}{}{Radio}{10001}{}{A model 2043B Radio Communicator, from the fine people at Wattz Electronics. Dependable, rugged, and camouflaged. With the optional RS-121 interface.}"(PRO ITEM.MSG (Fallout)) Characteristics In Fallout, the radio can be used to distract the super mutants patrolling the outside of Mariposa Military Base, allowing easier access to the base's interior. Attempting to use the radio in other locations results in unintelligible static. It can also be linked with the computer that controls the force fields within the military base to gain remote control over them. Locations - Lars, the head of the guards near the entrance of Junktown, has one he is willing to trade. Lars' price is about half of what Mitch charges for his at the All-n-One Store in the Hub. - One in a wall locker on level 5 of the Glow. - One can also be found on the dying mutant in the deathclaw's lair. Behind the scenes The mentioned RS-121 interface is a play on the real-world EIA/TIA-232 serial interface commonly known as RS-232 (each digit decreased by one.) Gallery Wall lockers The Glow l5.png|The Glow, level 5 References ru:Рация (Fallout) uk:Рація (Fallout)
2043B radio (Fallout 2)
The radio is a miscellaneous item in Fallout 2."{10000}{}{Radio}{10001}{}{A model 2043B Radio Communicator, from the fine people at Wattz Electronics. Dependable, rugged, and camouflaged. With the optional RS-121 interface.}"(PRO ITEM.MSG (Fallout 2)) Characteristics In Fallout 2, a unique broken radio is required to help Vic repair Metzger's radio in order to free him from the Slaver's Guild. Besides that, it cannot be used, but can be sold for $350. Variants - Vic's radio Locations - One can be found in a locked locker in Vault City, in the maintenance center. - One is located in a footlocker within a locked room on level 2 of Vault 8. - Another can be found on a bench in the basement of New Reno Arms, along with a Geiger counter. - Two on dead Enclave soldiers on level one of Mariposa Military Base. - One, on a dead Enclave soldier on level two of Mariposa Military Base. - Two, of which one on the corpse of Bracks, on level three of Mariposa Military Base. - Two, on dead Enclave soldiers on level four of Mariposa Military Base. - Chris at the entrance to Navarro carries one, and it can either be stolen or looted after having killed him. Behind the scenes The mentioned RS-121 interface is a play on the real-world EIA/TIA-232 serial interface commonly known as RS-232 (each digit decreased by one.) Gallery Loot VC maintenance center.jpg|Maintenance center Ammo footlocker Vault 8.jpg|Vault 8, level 2 Fo2 Enclave patrol L1 MMB.png|Mariposa Military Base, level 1 Fo2 Enclave patrol L2 MMB.png|Mariposa Military Base, level 2 Fo2 Enclave soldiers L3 MMB.png|Mariposa Military Base, level 3 Fo2 Enclave soldier1 L4 MMB.png|Mariposa Military Base, level 4 Fo2 Enclave soldier2 L4 MMB.png|Mariposa Military Base, level 4 References ru:Рация (Fallout) uk:Рація (Fallout)
2076 American glasses
The 2076 American glasses are a piece of eyewear . Characteristics The 2076 American glasses are made of plastic and gold in color, with a large number 2076 on the front. They are intended to be worn to celebrate 300 years of American history. Crafting Locations The glasses can be purchased from the Atomic Shop for and crafted at any armor workbench. Gallery Atx apparel headwear 2076americanglasses c1.png Atx apparel headwear 2076americanglasses c2.png Atx apparel headwear 2076americanglasses c3.png Atx apparel headwear 2076americanglasses c4.png Atx apparel headwear 2076americanglasses c5.png ru:Американские очки 2076
2076 World Series baseball bat
The 2076 World Series baseball bat is a unique baseball bat in Fallout 4. Characteristics A baseball bat with an oak body and the special effect of having a small chance to send targets flying. Like the baseball bat, it is a slow swinging weapon, swung in a classic baseball swing and a downward swing over the shoulder. Weapon modifications Variants - Baseball bat - Common variant found throughout the Commonwealth. - Swatter - Slightly stronger than average baseball bats; they are sold by Moe Cronin in Diamond City. - Cito's Shiny Slugger - A unique baseball bat with the Relentless legendary effect; quest reward for Safari Adventure. - Fencebuster - A unique baseball bat with the Penetrating legendary effect; found during the quest Brain Dead. - Rockville Slugger - A unique swatter with the VATS Enhanced legendary effect; sold by Moe Cronin in Diamond City. Location - Jamaica Plain Town Hall basement - Found in the display on the right side of the Treasures exhibit. Notes - Visually this weapon is similar to a standard baseball bat, except for a logo that says "World Champions" on it. This logo does not appear when inspected in the Pip-Boy 3000 Mark IV. - When the special effect on the weapon occurs, the sound of a baseball hitting the bat followed by a cheering crowd plays. This is the same sound effect that plays when the Big Leagues perk occurs. - The bat can sometimes lead to an instant kill; when the swing effect is activated, the target may hit a collision (e.g. a wall) and instantly die in a manner similar to the Bloody Mess perk. - It can be sold to Moe Cronin in the Diamond City market for 200 caps, or up to 400 caps after passing speech checks. - The 2076 World Series baseball bat has a unique modifier not found on any other weapon. The effect grants all melee weapons an 8% chance per hit to send the target flying - giving ~45% chance per VATS attack when applied to a Ripper. Luck increases the distance targets are sent flying; see the formula on the talk page. If both the bat and Big Leagues activate on the same hit, the target will be sent flying farther than normal. It will only work on each target once, regardless of whether the player has both the bat and the perk. Behind the scenes The baseball bat gets its namesake from the real-life MLB World Series, which is an annual baseball tournament aimed at crowning the champions of that season. Bugs - The World Champions logo and handle wrap do not appear on the inspect of the object. Only the logo does not appear, the wrap does.- Blood spatter and going into water may sometimes cause the logo to disappear until re-equipped. Gallery Jamaica THB fifth showcase.png|The 2076 World Series baseball bat inside its showcase in the Jamaica Plain Town Hall basement. FO4_2076_World_Series_Logo.png ru:Бейсбольный биток Мировой серии 2076 uk:Бейсбольний биток Світової серії 2076
20 Leagues Under the Sea
20 Leagues Under the Sea is a cut quest . Very little remains of the quest and what exists has been reconstructed from game files that were accidentally left in Fallout 76. Overview 20 Leagues Under the Sea would take place after completing Here There Be Monsters (identified as MS02) and repairing the Yangtze submarine. The player would join forces with Captain Zao and sail the submarine over to Vault 120, where the vessel would end up smashing into the submarine bay of the Vault. The precise circumstances of the crash remain unclear, but given the overt reference to Jules Verne and the presence of a sentient squid at the undersea Vault, it was likely that the octopod would play a major role, especially given that the squid would have been the overseer of Vault 120. The rest of the quest can be roughly plotted based on the Vault 120 cells found in Fallout 76 and the markers placed inside them, combined with leftover scripts in Fallout 4. Arrival The stranded Yangtze in the Vault 120 sub bay. The player would exit the stranded Yangtze by way of its forward torpedo tube, straight into the submarine bay - now with a submarine far exceeding operational parameters embedded in it (YangtzeEmergency120ToExit003 and Vault120PlayerStartMarker001), together with Zao. After navigating through the adjacent technical room, the player would reach the Vault door (it is not possible to tell whether it would be open or closed, as it behaves either way depending on whether the cells are put through Fallout 4 or Fallout 76). Once the player opened the first door behind it (likely by interacting with a terminal, which would set the stage in motion, as per MS03AccessTerminalScrip.psc, which would also advance the quest to stage 5), leading into the screening area, the quest would likely start (MS03FirstDoorRef001). Trying to enter the office overlooking the submarine bay would trigger an attack (MS03AttackDoorRef001): An Assaultron ambush (MS03AmbushRobotRef001), encouraging the player to go in the opposite direction, deeper into the Vault. A blocked corridor in the residential area. The player would pass through the residential area, into the undersea cavern beyond the residential sector, entering it near the exit to the atrium. Judging by MS03Stepper1Script.psc, entering the area would display MS03TempHydroponicsMessage (empty in the released game), complete quest stage 100 and advance it to stage 200. Inside the hydroponics workshop, the player would find survivors (judging by the presence of mattresses), who jacked into the service pumps to survive. A survivor would force greet the player (MS03ForcegreetCenterMarker001). It is likely the survivor would be named James, who also has a return marker near the entrance to the workshop (MS03JamesReturnMarker001). The player would then continue deeper into the facility, interacting with an ID scanner (MS03FirstIDScannerMarker001) at the door that would trigger a sentry bot spawn in the classroom directly above the kitchen area, adjacent to the atrium. At this point, the doors that would normally be locked and prevent access to the atrium directly from the residential area would open. The airlock leading to the passageway to the research station is tied to two additional markers (Vault120_BridgeAirlockLoadA001 and Vault120_BridgeAirlockA001). Gearing up for the seawalk. A marker exists in the research station suggesting that the player would be able to just cross over directly. However, another marker indicates that the player would interact with Zao inside the overseer's office overlooking the atrium, accessible down a staircase right next to the airlock, leaning against the wall (MS03ZaoWallLean003). The player would then descend down the staircase to the technical area, and take an elevator down to the generator room, from which they would access the undersea section (Vault120_02toUnderwater_TEMP001). Seawalk Approaching the research station. The player would cross the generator room and, if they were not already wearing power armor, they would get one for free (there is a power armor spawn placed in the alcoves), before exiting through the airlock out into the Stellwagen Gorge, emerging by the three massive undersea generators at the opposite end from the Yangtze (Vault120_UnderSea02_TEMP001). They would then have to cross the seafloor and seaweed over to the research station, passing through two structures at the bottom of the seafloor (likely containing diver workshops, identified with the MS03Playtest14 marker). As the walkway up to the research station collapsed, the player would have to pass through a series of underwater caves, climbing to the top of the bank directly underneath the stranded Yangtze, which would be surrounded by a powerful radiation field from its leaking reactor. From there, they would enter the research station through an airlock. Research station One of the holding tanks, with the grisly remains of species observed within the Vault. The way the player would navigate the research station is unclear. There is a bridge start marker (MS03BridgeStart001), which may suggest a direct entrance was possible - or that it was simply a way to note where the bridge started, for referencing scripts. The player would navigate the research station in its entirety, discovering the grim remains of experiments or research into marine life for themselves. The stepper scripts MS03Stepper2Script.psc and MS03Stepper3Script.psc would trigger and advance the quest, displaying messages from the overseer (MS03TempOverseerMessage and MS03TempOverseerMessage2) and advance the quest to stages 400 and 450 respectively. The player would be expected to collect a password, as per MS03Stepper4Script.psc, which would instantly advance the quest to stage 600. James would catch up with the player once they had navigated to the top of the atrium (MS03JamesCatchUpMarker001), and follow them through the corridor to the door leading to the massive chamber with the sentient squid overseer. The door leading to the chamber has another marker (MS03FinallDLockMarker001), and it appears that the script would gather all the relevant characters inside (MS03MoveOthersMarker001). Confrontation The final confrontation occurs here. The player would then approach the giant squid overseer, located behind the giant squid window in the background, down the central catwalk and talk to them (MS03TargetTalkToOverseer001). Zao and James would be behind the player, James to the left and Zao to the right (MS03JamesAtOverseer001 and MS03ZaoAtOverseer001). MS03Stepper5Scrip.psc would fire if the player had the password in their possession, displaying MS03TempTerminalMessage. The confrontation would likely lead to a decision point, likely whether to release the overseer: - MS03Stepper6Script.psc references MS03TempReleaseMessage which would display if the player acquired the password and activated the referenced object (with no information on what the object would be), and set the quest to stage 850. - MS03Stepper7Script references MS03TempEscapeMessage, which would display if the player did not release the squid (quest stage was 800 instead of 850), and advance the quest to stage 900. The escape pods for leaving the Vault and returning to Boston. In summary, the decision would likely be made regarding the life of the sentient squid overseer, whether to release it into the wild, or keep it trapped in Vault 120. James and Zao would likely represent the two options, one for containment, the other for release. Once the confrontation was over and the player chose a side, they would head through the other exit from the chamber, to the escape capsules (MS03CapsuleMarker001), which would return them to Boston (MS03ResurfaceMarker simultaneously activating Vault120EscapePodParent; this is one of two leftover markers tied to the quest in Fallout 4). Notes - The editor ID and quest name can be found as part of the file name for the quest icon, but the corresponding values do not appear in the game files as a quest. - An unused marker named MS03ResurfaceMarker can be found in the game data. - Untextured assets can be found in xEdit of both an underwater vault window (VltSquidWindow01) and an underwater vault door (VltLGDoorMarine01) can be found. Unused scripts refer to this vault as Vault 120.- Nahant would have been a major location in this quest. Behind the scenes - The name of the quest is based on the novel Twenty Thousand Leagues Under the Sea by Jules Verne. - Gallery Fo4 MS03 resurface marker.jpg|Position of the resurface marker 20 Leagues Under the Sea.gif References Non-game pt:20 Léguas Submarinas ru:20 лье под водой uk:20 льє під водою
20 gauge shotgun shell
20 gauge shotgun shell is a type of ammunition in Fallout: New Vegas. Background "Gauge" is used to describe the bore size of a shot-firing weapon, where high gauge means a small bore size, and lower gauge means a larger bore size. Although bore sizes range incrementally from 1.5 up to 32 (with an aberrant 67.5 topping the scale), 10, 12, and 20 gauge (aside from the .410 shotgun that measures in caliber) are the most common bore sizes, with 12 gauge leading the group in popularity. A 20 gauge shotgun has a bore size of 15.6mm (.62", or 62 caliber), where the gauge number is the number of lead balls of that gun's bore diameter that would weigh a pound, hence why gauge is inversely proportional to bore size. The "sizes of shot" refers to the individual lead or steel pellets that are fired from the weapon, which vary as well. A typical 20 gauge shotgun shell loaded with #3 buckshot contains eighteen to twenty pellets. Each pellet is 6.35 mm in diameter (0.25" or 25 caliber) and weighs 1.52 grams. In Fallout: New Vegas, however, shotguns tend to fire only seven pellets per shot. Characteristics Masterson low recoil/max power 20 gauge shotgun shells are very similar to their larger, better known cousins, 12 gauge shotgun shells. Smaller in bore size, they have lighter powder loads and a smaller amount of shot, resulting in lower recoil and reduced target effect. 20 gauge shotshells consist of a plastic hull loaded with pistol powder and using multiple projectiles or a single slug. Production Standard buckshot, magnum buckshot, 3/0 magnum buckshot and slug 20 gauge shotshell can be crafted at a reloading bench. A single shell requires the following ingredients: Breakdown Breaking down a standard 20 gauge shotshell yields: Weapons using this ammunition - Caravan shotgun - Sturdy caravan shotgun - Lever-action shotgun - Single shotgun Variants 20 gauge, magnum Magnum shells are standard buckshot shells fitted with a higher internal powder load, increasing velocity and stopping power. The downside is that they cause more damage to the firearm used due to the higher overall pressure, requiring more regular maintenance. 20 gauge, slug 20 gauge slug compared to .22LR bullet Slugs contain a large lead projectile promoting better accuracy and kinetic energy over a distance. Slugs enable a shotgun to engage targets at a further distance. 20 gauge, 3/0 buck A sub-type added with the add-on Gun Runners' Arsenal, these loads sacrifice quantity for quality, in other words, there are fewer projectiles overall but they're heavier and pack a bigger punch. 20 gauge, 3/0 buck magnum A sub-type added with the add-on Gun Runners' Arsenal, these magnum shells use the larger 3/0 shot size, but with a greater powder load resulting in higher velocity. The Hand Loader perk is required to craft it. 20 gauge, pulse slug A sub-type added with the add-on Gun Runners' Arsenal, these slugs cause more damage to power armor and robots, and the target gets an extra kick from an electromagnetic pulse triggered by the impact. Comparison Locations - Cliff Briscoe at the Dino Bite gift shop in Novac randomly stocks 20 gauge, 20 gauge slug and 20 gauge pulse slug. - Four boxes can be found inside Aerotech suite 200. - Three boxes can be found inside Cottonwood Cove storage. - Two boxes can be found inside the Big Horn Saloon. - Two boxes can be found inside the Cottonwood Cove HQ. - Two boxes can be found inside the Atomic Wrangler Casino. - Five boxes can be found inside Fallen Rock Cave. - Three boxes can be found inside the Hopeville men's barracks. Notes 3/0 buck rounds only have a x1 damage multiplier yet standard 20 gauge shells have a x1.2 multiplier and magnum shells have x1.3, including the 3/0 magnum shells (these multipliers were added as part of patch 1.5 as an incentive to use them over slug rounds). As a result, 3/0 buck actually inflicts less damage than standard shells while inflicting more damage per projectile as the damage is divided evenly among them. Gallery FNV 20 gauge shotgun shell round.png ru:Патрон 20 кал. de:Kaliber-20-Patrone uk:Патрон 20 кал.
20lb dumbbell (Fallout 76)
The 20lb dumbbell is a junk item . Characteristics A 20lb dumbbell consisting of a steel pole with lead weights on each end, intended to be lifted with one arm. Crafting The dumbbell can be broken down into its individual components for use in crafting: Locations - Three at the Charleston Fire Department: - Three at Hornwright Estate, in the gym. - Two at Mountainside Bed & Breakfast, on a shelf beside the tinker's workbench in the basement. - Two at Vault-Tec University, in the Physical Health Development classroom near the simulation vault. - Two on the floor of Ted's room in the Pi house. - Two under the pop-up tent at Tygart water treatment. - One at Camp Venture, under a bed in the bunkhouse. - One in the Green Country Lodge gym. - One can be found at the Grafton Pawn Shop, on the metal rack next to the stairway entrance.
215 Gunner
215 Gunners are three members of the 215 Rail Line Powder Gang in 2253. They try to get into mid-range so they can burst large groups. They often flank the field just in case people try to run from the thugs.New Canaan design document/2 - Monster Roster Interactions with the player character Interactions overview Quests - Repel 215 Attackers: A temporary solution to the Rail Gang attacks on New Canaan. - Resolve 215 Rail Line Gang Threat: The inhabitants of New Canaan are always under threat of an attack by the 215 Gang. The Prisoner can take on the task of dealing with them once and for all.New Canaan design document/1 - Overview Inventory Appearances 215 Gunners were going to appear . References
215 Rail Line Powder Gang
The 215 Rail Line Powder Gang was to be a faction in Van Buren, the canceled Fallout 3 by Black Isle Studios. Interactions with the player character The gang will attack one week after the player character arrives in New Canaan. This is a big concern for many of the people in the community of New Canaan, and they are seriously worried about what is going to happen when the group arrives.New Canaan design document Important non-player characters Jackson - This mean-spirited man used to be a foreman on the 215 Rail Line for NCR until the contracts dried up and Joseph Dodge, the Governor of Hoover Dam, didn't have the money to pay the workers. It didn't take long for Jackson to say "fuck this shit" and take to the desert with his crew, raiding wherever they found caravans—the groups that they fault for the problem. Over time, though, Jackson has become desperate, and has turned his sights on New Canaan. Not being a tactical mastermind, he has announced when he expects the surrender of the city's goods to him. Jackson wears metal armor and a Kevlar helmet, and he carries a 7.62mm assault rifle, several frag grenades, and a .44 revolver. Boilermaker - A quiet, evil bastard, Boilermaker worked for the rail lines shoving precious coal into the engines of the trains on their rare trips. However, like the others, he was out of a job when the line work dried up. He suffered a lot of heat and smoke damage to his face, and he wears a welding mask to cover it. He wears football pads on the rest of his body. Boilermaker is huge and really strong, and he carries a flamethrower with plenty of ammunition and a hefty baseball bat. Boilermaker looks for the least heavily armored people and beats them with his baseball bat. The rest he burns. Encounter non-player characters 215 Snipers - Two jerks in Jackson's outfit. They're equipped with .223 hunting rifles, combat knives, construction outfits, and motorcycle helmets. They hang back with Jackson and blow away people at long distance. They make a lot of arm and leg shots to disable people. 215 Gunners - Three different jerks in Jackson's outfit. They're all equipped with 9mm submachineguns, lead pipes, leather outfits, and motorcycle helmets. They try to get into mid-range so they can burst large groups. They often flank the field just in case people try to run from the thugs. 215 Thugs - Ten general jerkoffs in Jackon's outfit. They're all equipped with a variety of melee and thrown weapons: lawnmower blades, switchblades, sledgehammers, lead pipes, fire axes, hatchets, spears, etc. They wear leather armor and construction helmets. As one might expect, they close in to close range and try to "wolf pack" people down. Appearances The 215 Rail Line Powder Gang does not appear in any published game. They were to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios; however the concept was explored in Fallout: New Vegass Powder Gangers. Behind the scenes Commenting on the differences between the Fallout: New Vegas Powder Gangers and the 215 Rail Lain Powder Gang in Van Buren, Joshua Sawyer stated that the Van Buren faction had much more developed characters and were to play a larger role, while in Fallout: New Vegas, their focus in the game was greatly diminished.Q&A session with Josh Sawyer during a live charity stream. (reference begins at 8:29:51) References
215 Sniper
215 snipers are two members of the 215 Rail Line Powder Gang in 2253. They hang back with Jackson and blow away people at long distances. They make a lot of arm and leg shots to disable people.New Canaan design document/2 - Monster Roster Interactions with the player character Interactions overview Quests - Repel 215 Attackers: A temporary solution to the Rail Gang attacks on New Canaan. - Resolve 215 Rail Line Gang Threat: The inhabitants of New Canaan are always under threat of an attack by the 215 Gang. The Prisoner can take on the task of dealing with them once and for all.New Canaan design document/1 - Overview Inventory Appearances 215 Snipers were going to appear . References
215 Thug
215 Thugs are 10 members of the 215 Rail Line Powder Gang in 2253. As might be expected, they close in to close range and try to "wolf pack" people down.New Canaan design document/2 - Monster Roster Interactions with the player character Interactions overview Quests - Repel 215 Attackers: A temporary solution to the Rail Gang attacks on New Canaan. - Resolve 215 Rail Line Gang Threat: The inhabitants of New Canaan are always under threat of an attack by the 215 Gang. The Prisoner can take on the task of dealing with them once and for all.New Canaan design document/1 - Overview Inventory Appearances 215 Thugs were planned to appear . References
223AmmoAddScript
This script is the functionality for Ammo box, .223, controlling how it removes itself from the player's inventory and adds the ammo.
22LRPlinkingAmmoAddScript
This script is the functionality for Ammo box, .22LR plinking, controlling how it removes itself from the player's inventory and adds the ammo.
25mm G. APW exp. drum
25mm G. APW exp. drum is a weapon mod for the 25mm grenade APW . Effects This mod increases the ammunition capacity of the 25mm grenade APW (GRA) by 2, from 6 to 8. Locations Sold by: - Vendortron at the Gun Runners. - The Boomer munitions manager at the mess hall & munitions storage. Notes Despite the name, the expanded drum is not a drum magazine but rather just a larger box magazine. Gallery 25mm grenade APW 1.png|25mm grenade APW with the expanded drum modification de:25-mm-G.-APW: erweiterte Trommel ru:Увеличенный магазин для противопехотного 25-мм гранатомёта
25mm G. APW long barrel
25mm G. APW long barrel is a weapon mod for the 25mm grenade APW . Effects This mod increases the projectile velocity of the 25mm grenade APW (GRA) by 100%. Locations Sold by: - Vendortron at the Gun Runners. - Boomer munitions manager in mess hall & munitions storage. - The merchant in The Prospector's Den. - Alexander at the 188 Trading Post. - The arms merchant at the 188 Trading Post. de:25-mm-G.-APW: langer Lauf ru:Удлинённый ствол для противопехотного 25-мм гранатомёта
25mm G. APW upgraded int.
25mm G. APW upgraded int. or 25mm grenade APW upgraded internals is a weapon mod for the 25mm grenade APW . Effects This mod increases the rate of fire of the 25mm grenade APW by 25%, increasing shots per second from 2.5 to 3.13. Locations Sold by: - Vendortron, Gun Runners kiosk - Alexander, 188 Trading Post - Boomer munitions manager, mess hall & munitions storage at Nellis Air Force Base - Traveling merchants - Prospector merchant, The Prospector's Den Gallery Generic weapon mod image.png|Weapon mod case ru:Улучшенная механика для противопехотного 25-мм гранатомёта de:25-mm-G.-APW: Verbesserte Int.
25mm grenade
25mm grenade is a type of ammunition in Fallout: New Vegas. Characteristics This is standard ammunition for the grenade machinegun. All varieties explode on impact except the timed, which explodes about five seconds after launch, bouncing off things it hits earlier. They deal 50 damage in a radius of 8.59 yards (7.85 meters). Weapons using this ammunition - 25mm grenade APW - Grenade machinegun Variants 25mm grenade, high explosive A more powerful variant of the 25mm grenade. HE rounds have a 36% larger blast radius (11.72 yards or 10.72 meters) than normal rounds and deal 35% more damage. 25mm grenade, plasma A sub-type added with the add-on Gun Runners' Arsenal. They deal significantly more blast damage than normal 25mm grenades, but have a smaller blast radius. 25mm grenade, pulse A sub-type added with the add-on Gun Runners' Arsenal. They deal significantly less damage than normal 25mm grenades and have a much smaller blast radius, but deal an extra 75 damage to robots and 30 damage to power armor. 25mm grenade, timed A sub-type added with the add-on Gun Runners' Arsenal. This type of grenade has a fixed-length 5-second fuse, and will not detonate if it hits something before this, which means it can be used to bounce grenades around corners. Comparison Locations - The Gun Runners usually have a large supply of 25mm grenade, high explosive. - The Boomer munitions manager stocks both regular game and GRA ammo types. Entering the Mess hall & munitions storage will consistently restock his GRA ammo; simply exit and re-enter and he will have more. - Can often be found in ample amounts from the Hidden Valley bunker armory trader. - Can be found in Vault 11's living quarters, in the security room in the southwest, behind a Hard locked door. - The Great Khan armorer will sell these. - Quartermaster Bardon at Hoover Dam sells them in large amounts (around 1000 at a time). Gallery 25mm grenade Vault 11 living quarters.jpg|Vault 11 living quarters FNV 25mm Grenade.png FNV_25mm_plasma_grenade.png|25mm grenade, plasma FNV_25mm_pulse_grenade.png|25mm grenade, pulse FNV_25mm_grenade_timed.png|25mm grenade, timed de:25-mm-Granate ru:25-мм граната
25mm grenade APW (GRA)
The 25mm grenade APW (anti-personnel weapon) is a weapon . Characteristics 25mm grenade APW expanded A semi-automatic, magazine-fed grenade launcher chambered for 25mm grenades. Compared to a grenade rifle chambered for 40mm grenades, the weapon does half the explosive damage, but with a faster rate of fire. It also inflicts no critical hit damage but costs 10 less AP. It has a higher magazine capacity of 6 compared to the rifle's 1, allowing for rapid-fire engagement, and is more durable, but weighs 2 lbs. more than the rifle. Durability The 25mm grenade APW can fire approximately 745 standard rounds, the equivalent of 125 reloads, or 94 reloads when equipped with the expanded drum, from full condition before breaking. Modifications - 25mm grenade APW expanded drum - Increases ammunition capacity by 2. - 25mm grenade APW long barrel - Increases projectile velocity by 100%. - 25mm grenade APW upgraded internals - Increases rate of fire by 25%. Comparison Locations - Gun Runners - Sold by Vendortron. - 188 Trading Post - Sold by Alexander. - Mess hall & munitions storage - Sold by the Boomer munitions manager. - Various merchants around the Mojave Wasteland. Notes - The Grunt perk does not affect this weapon, as perks from different add-ons cannot interact with each other.Josh Sawyer on FormspringAnonymous: "On the GRA Steam page, it says the Bozar is intended to be an 'all-powerful LMG'; does that mean it was intended to benefit from the 'Grunt' perk like the LMG? It doesn't seem to, not that it isn't a beast of a weapon as-is."Joshua Sawyer: "Unfortunately, because Grunt was introduced in Honest Hearts (DLC), GRA cannot reference it without introducing load order bugs. Sorry." - The weapon shares its Pip-Boy icon with the pump-action grenade launcher. Sounds Gallery 25mm grenade APW 1.png|25mm grenade APW with the expanded drum modification 25mm grenade APW 2.png|25mm grenade APW with the long barrel modification 25mm grenade APW 1 2.png|25mm grenade APW with both modifications GRA 25mm grenade APW.jpg|25mm grenade APW in use Curios and Relics.png|25mm grenade APW in the achievement image for Curios and Relics References Non-game de:25-mm-Granaten-APW (ADW) es:Granada de 25 mm ARW (GRA) ru:Противопехотный 25-мм гранатомёт (GRA)
2CDocSawbones.txt
Topics ru:DialogueExport2CDocSawbones.txt
2CHanlon.txt
Topics ru:DialogueExport2CHanlon.txt
2CMags.txt
Topics Conversation ru:DialogueExport2CMags.txt
2CMcCredie.txt
Topics Conversation ru:DialogueExport2CMcCredie.txt
2COHanrahan.txt
__TOC__ Topics Conversation ru:DialogueExport2COHanrahan.txt
2CPoindexter.txt
Topics Conversation ru:DialogueExport2CPoindexter.txt
2CRazz.txt
Topics Conversation ru:DialogueExport2CRazz.txt
2EOCasHiHotelLobby01
2EOCasHiHotelLobby01 is a test cell in the game files of Fallout: New Vegas. Layout A dimly lit hotel lobby. It consists of an open foyer area with adjoining toilets, staircase, and corridors. To the rear is another large open room, with a staircase leading down towards the entrance of Vault 3. In the foyer, there is a pack of hostile coyotes located near the entrance. There is also a group of non-hostile non-player characters in the corner, made up of Mojave inhabitants and NCR troopers. Notes - The two children labeled as Mojave inhabitants are equipped with service rifles and will attack the player character if provoked. - This cell's layout and appearance are identical to Dummy Cell for Scripted XMarkers and Dummy Cell VES VEFR Encounters. 2EOCasLoHotelLobby01 has the same layout, but uses a different building kit. -- The building kit used in these three cells (dungeons\NV_CasinoHi) does not appear anywhere outside of these test cells. Appearances 2EOCasHiHotelLobby appears in the game files of Fallout: New Vegas. Gallery 2EOCasHiHotelLobby01.jpg|Test NPCs FNV 2EOCastest1.jpg|Basement with Vault door FNV 2EOCastest2.jpg|Close-up reveals Vault 3 FNV 2EOCastest3.jpg|Stairs leading to the basement
2EOCasLoHotelLobby01
2EOCasLoHotelLobby01 is a test cell in the game files of Fallout: New Vegas. Layout This test cell is a simple hotel lobby that consists of an open foyer area with adjoining toilets, staircase, and corridors. To the rear is another large open room, with a staircase leading down towards a room with the vault door of Vault 3. There is nothing behind the door. Note The layout of this cell is identical to 2EOCasHiHotelLobby01, Dummy Cell VES VEFR Encounters, and Dummy Cell for Scripted XMarkers. However, those three cells use the building kit dungeons\NV_CasinoHi, while this cell uses the building kit dungeons\NV_CasinoLo. This is also the building kit used for the Atomic Wrangler Casino. Appearances 2EOCasLoHotelLobby appears in the game files of Fallout: New Vegas. Gallery 2EOCasLoHotelLobby01.jpg 2EOCasLoHotelLobby02.jpg 2EOCasLoHotelLobby03.jpg
2mm EC
2mm EC (electromagnetic cartridge) is a type of ammunition in Fallout 2, Fallout 4, Fallout 76, Fallout Tactics, and Van Buren. Background Designed specifically for use in Gauss weaponry, 2mm electromagnetic cartridges come pre-packaged with ferromagnetic projectiles and a battery pack to power the accelerator coils which create the electromagnetic field."Praised for its range and stopping power, the PPK12 Gauss Pistol is of German design. The pistol uses an electromagnetic field to propel rounds at tremendous speed and punch through almost any armor."(Fallout 2 item description)Fallout: The Roleplaying Game Rulebook; p.94:"The 2mm Electromagnetic Cartridge is a self-contained magazine containing high-velocity ferromagnetic projectiles and the battery pack necessary to power the gauss weapon they are fired from.This ammunition is not found loose, but in magazines containing the number of shots generated (and sufficient battery charge to power the weapon for those shots)." Variants Box cartridge right A box magazine cartridge for use with the German-designed M72 Gauss rifle and PPK-12 Gauss pistol. Pan cartridge 70px A pan magazine cartridge for use with the Gauss rifle, prototype Gauss rifle, Gauss pistol, Gauss shotgun and Gauss minigun. Gauss weapons may be calibrated to accelerate an alternative ferromagnetic alloy containing ultracite.prime capacitor, prime capacitors, prime receiver(Fallout 76) References Non-game pl:2mm EC ru:Иглы 2 мм
2mm EC (Fallout 2)
2mm EC is a type of ammunition in Fallout 2. Characteristics Relatively rare compared to other ammunition types, as it is only sold in the NCR bazaar weapons shop and in the San Francisco weapon shop. However, it can be found in plenty of fights with Enclave patrols and others. In fact, over 1000 rounds of 2mm EC can be acquired on the Enclave Oil Rig from lockers, crates and stolen from soldiers. One of the highest-performing Small Guns ammo types, the 2mm EC round has the highest AC modifier, making it lethally accurate, and can punch through 20% of the target's normal DR. Weapons using this ammunition - Gauss rifle - Gauss pistol Locations - 200 rounds in the toxic caves underground lockers, accessed by fixing the elevator near Smiley. - Carried by some of the Enclave soldiers in advanced power armor. - Carried by Dumont in the NCR Downtown section of the NCR town. - Buster in the bazaar occasionally has it in stock. - Mai Da Chiang (Red 888 Guns in San Francisco) occasionally has it in stock. - 100 can be stolen from Marc alongside a Gauss rifle. - Two in the top locker on the Enclave Oil Rig's detention level. - One in a locker on the Enclave Oil Rig barracks. - Four in lockers on the Enclave Oil Rig barracks. - Two in a locker on the Enclave Oil Rig's reactor level. - Four in an ammo crate on the Enclave Oil Rig's trap room. Gallery Fo2 ammo locker EOR.png|Enclave Oil Rig, detention level Fo2 pulse grenade locker EORb.png|Enclave Oil Rig, barracks Fo2 2mm EC locker EORb.png|Enclave Oil Rig, barracks Fo2 misc locker EORrl 2.png|Enclave Oil Rig, reactor level Fo2 Gauss rifle ammo crate EORtr 2.png|Enclave Oil Rig, trap room pl:2mm EC (Fallout 2) ru:Иглы 2 мм (Fallout 2)
2mm EC (Fallout 4)
The 2mm electromagnetic cartridge is a type of ammunition for use in weapons . Background Characteristics Much like in Fallout 2, 2mm EC rounds are used by the incredibly powerful Gauss rifle. These rounds are exceptionally rare and expensive and also take the most resources to craft. Crafting Weapons using this ammunition - Gauss rifle - The Last Minute Locations - The Prydwen - One cartridge can be found on a tray on a counter in the armory. This is the only placed instance of a 2mm EC cartridge in the game. - 2mm EC ammo may also be found in rare loot from level 22 onwards, or found along with randomly spawned Gauss rifles. - These vendors sell approximately 20-55 of the rare 2mm EC ammo type, refreshing their stock every 48 hours. The ammo does not become available from vendors until level 28 (or possibly level 22 in some cases), increasing in quantity at levels 30 and 35. Notes - 2mm EC rounds are extremely hard to find in containers at lower levels, so much so that even with investment in the Scrounger perk it is possible that even by level 25-30 the Sole Survivor might only find a single stash of these rounds. They are more commonly found after level 30. - The stores that sell 2mm EC rounds are sold in very low amounts along with being very expensive. They will replenish their stock after 48 hours, however. - To gain large quantities of 2mm EC ammo fast, one may go to Diamond City market, buy out all vendors' ammo, then wait 48 hours on any local chair (bar stool, barbershop's sofa, etc.) in order to replenish the vendors' ammo stock. References Non-game es:2 mm EC (Fallout 4) fr:Cartouche électromagnétique 2mm (Fallout 4) ru:2-мм электромагнитный картридж uk:2-мм електромагнітний картридж
2mm EC (Fallout Tactics)
2mm EC is a type of ammunition in Fallout Tactics. Characteristics One of the rarest forms of ammunition in Fallout Tactics, 2mm EC feeds some of the deadliest weapons in the game. Unlike Fallout 2, however, these rounds can no longer pierce armor, despite moving at extremely high speeds. Weapons using this ammunition - M72 Gauss rifle - MEC Gauss minigun - PPK12 Gauss pistol Locations - Canyon City - 25 rounds on a humanoid robot. - Scott City - 80 rounds on a humanoid robot. - 100 rounds appear for sale at Quartermaster Diocletian Folleto after the completion of the Canyon City mission, another 100 after the Buena Vista mission and another 300 pieces after the Scott City mission. - Cheyenne Mountain - 25 rounds on two robots; 250 more on M72 guns. - Vault 0 - 600 rounds on the Dagger Squad members; another 150 pieces in the armory and 25 rounds in a locked cabinet in the hall with the generators. - Calculator's Lair - 50 rounds on a humanoid robot with a M72 rifle. pl:2mm EC (Fallout Tactics) ru:Иглы 2 мм (Fallout Tactics) uk:Голки 2 мм (Fallout Tactics)
2mm EC (Van Buren)
2mm EC is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It is also featured in the Van Buren tech demo game files. Location While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command .
2mm electromagnetic cartridge (Fallout 76)
2mm electromagnetic cartridges are a type of ammunition . Background Characteristics The 2mm electromagnetic cartridge is a very thin round that is accelerated down the barrel of a Gauss weapon by the use of electromagnetic mass drivers on the weapon. The rounds themselves are never seen individually, only being viewed as the magazine of a Gauss weapon. The round itself adds an explosive projectile to each weapon that uses it. Crafting - Standard 2mm electromagnetic cartridges - Ultracite 2mm electromagnetic cartridges Weapons using this ammunition Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at rate of 15 cartridges of standard 2mm for 300 AmmoPoints. Notes - With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of cartridges increase incrementally, coinciding with the perk's added percentages, crafting more ammo quantities for the same amount of materials. - With the Super Duper perk, the chance of crafting twice the amount increases by 10% per rank, up to 30%. References Non-game ru:2-мм электромагнитный картридж (Fallout 76)
2nd Monument Defense Detachment
The 2nd Monument Defense Detachment is a squad of the Brotherhood of Steel, assigned to guard the Washington Monument for Galaxy News Radio. It is led by Paladin Berrings.Washington Monument access Notes Due to the large super mutant threat from the Mall, these soldiers guarding the monument can be killed by the time the player character arrives. Appearances The 2nd Monument Defense Detachment appears only in Fallout 3. References es:2º Destacamento Defensivo de Monumentos hu:Második Emlékmű Védelmi Különítmény pl:2 Oddział Obrony Pomnika pt:2nd Monument Defense Detachment ru:2-е подразделение охраны Монумента
3-D glasses
3-D glasses is a type of headwear . Characteristics This is a cosmetic item, worn apart from any equipped armor. Locations The item is available from the Atomic Shop for . Gallery atx_apparel_headwear_3dglasses_c1.png atx_apparel_headwear_3dglasses_c2.png
3-Some Caravan
3-Some Caravans is a Hoover Dam caravan company. Background The Giordano triplets are tight-knit brothers who are virtually inseparable. Originally from NCR proper, they served a small stint in the prison there for petty theft. After serving one year, they decided to use what money they had leftover and opened a caravan company, the 3-Some Caravan Company. The business did not take off all that well since word got around they were former inmates, but there was enough business to keep afloat. The Giordanos felt it was their lucky day when their company was recruited to accompany Joseph Dodge to Hoover Dam, carrying supplies to last the journey and set up shop. This was like a second chance for the triplets, a fresh start. Business fared better for the 3-Some Caravan Company in Hoover Dam, particularly with the riff-raff who originally settled there. The Giordanos never did anything illegal, but the impression that they were part of a lower class carried over from NCR, mostly thanks to the suspicious nature of Joseph Dodge and Ailis McLafferty egging on his suspicions. Enzo Giordano is the speaker of the company, and he is willing to deal with anyone as long as it does not involve hurting anyone else – much. Enzo is honorable and straight forward, and he always keeps his deals.Hoover Dam design document by Damien Foletto They have been feeling the pinch as the Crimson Caravan have been supplying arms and weapons to Dodge and his NCR troops. In addition, there are frequent caravan raids against 3-Some by Brotherhood of Steel soldiers using some kind of cloaking device to hide their approach. The Crimson Caravans have also been attacked by the BOS, but strangely it has not affected her shipments or frequency of caravan runs. It's very difficult to tell a Crimson caravaner from a hired escort. All are armored and carry at least a decent firearm of some sort and as such could easily be mistaken for raiders; if asked, they will say because of the frequent attacks by Brotherhood of Steel, they must be heavily armed and always ready for battle. Interactions with the player character The Brothers are very anxious to find out what Ailis is up to and wants to hire the Prisoner to find out about it. If the player wants to trade with them, and the player is on neutral to good terms with the 3-Some Caravan, then they will be happy to trade. If the player established a hostile reputation with the 3-Some Caravan, then the escorts and caravaners will attack the player on sight. Appearances The 3-Some Caravan were to appear only in Van Buren, the canceled Fallout 3 by Black Isle Studios. Behind the scenes The concept design image used for the Giordano brothers is of three characters from the TV series The Sopranos: from left to right, Paulie "Walnuts" Gualtieri, Silvio "Sil" Dante, and Tony Soprano. References pt:3-Some Caravan
3-Some Caravaner
3-Some caravaners are characters in Van Buren. It's very difficult to tell a 3-Some caravaner from a hired escort. All are armored and carry at least a decent firearm of some sort. At first glance, these caravaners could be mistaken for raiders. If asked, they will say because of the frequent attacks by BOS, they must be heavily armed and always ready for battle. If the player wants to trade with them, and the player is on neutral to good terms with the 3-Some Caravan, then they will be happy to trade. If the player established a hostile reputation with the 3-Some Caravan, then the escorts and caravaners will attack the player on sight.Hoover Dam design document Appearances 3-Some caravaners were to appear only . References
30.06
30.06 is a type of ammunition in Fallout Tactics. Characteristics A case of standard .30-06 ammunition. Weapons using this ammunition - Browning auto rifle - M1 Garand Locations - 90 rounds on the Beastlords in Quincy. - 155 rounds on Beastlords in Mardin. - 200 rounds on sale with the Brotherhood of Steel quartermaster after completing a mission to Mardin. - 60 rounds can be found in the dungeon under Junction City, another 30 rounds are sold by Chuck at the southern entrance to the city. - Few rounds can be found in the Great Bend. pl:30.06 ru:Патроны калибра 30,06 uk:Патрони калібру 30,06
300 Pieces of Silver
300 Pieces of Silver is an unmarked quest in Fallout 3. If the Lone Wanderer tells Moriarty that they don't have 100 caps to buy information on their father, he will give them a cap-earning task. He wants the Lone Wanderer to find a woman by the name of Silver and get his money back from her. She is located northwest of Megaton at Springvale, inside a ranch house. Solutions and rewards The Lone Wanderer can go about this situation in one of six ways: - She can be killed to obtain the 400 caps along with her equipment with no Karma change unless taking stuff from around her shack. She will attack the Lone Wanderer straight away if they tell her that they are there for the caps. - With a successful Speech attempt, the Lone Wanderer can convince her to give them 400 caps to tell Moriarty that she's gone for good. - She can be convinced to give over 300 caps to tell Moriarty that she's gone for good. - The Lone Wanderer can ask for no money and tell Moriarty that she's gone and couldn't be located. This will result in positive Karma, though they are still going to have to come up with 100 to 300 caps. - It's possible to simply say that she's gone without working out a deal with her, though this will result in having to come up with the money themselves. - With the Speech check, the Lone Wanderer can make her give them the 400 caps. They can then kill her to loot another 100 caps from her body. The Lone Wanderer will lose Karma if they kill her after she gives them the 400 caps. Behind the scenes The quest's name is a reference to the biblical Judas Iscariot, who according to the Gospel of Matthew, was paid 30 pieces of silver to identify Jesus to the Romans. Bugs - Do not agree to tell Moriarty she is gone before talking to Moriarty, or he may spawn into an inaccessible area; see Recovering missing NPC in Fallout 3 for tips on fixing the problem. Alternatively, agreeing to his before speaking to Moriarty will simply remove all dialogue options with him to tell her she is gone. - Completing the Megaton part of Following in His Footsteps will also remove the possibility of completing this quest (even if you talk to Silver first about it). - If the Lone Wanderer talks to Madison Li about their dad before completing this quest, all quest dialogue with either Moriarty or Silver will disappear and Silver will offer only post-quest dialogue. - If the player has spoken to Moriarty at least once, but has not touched up on the subject of Silver, when finally speaking to Silver, the dialogue options act as if the player has indeed touched up on the subject with Moriarty and the player already knows the situation, even if it was never previously covered in dialogue or no part of the Following in His Footsteps quest was advanced beyond searching Megaton for answers. de:300 Stücke von Silver es:¡Plata yipi-yai-hei! ¡fuera! ru:300 сребреников uk:300 срібняків
35 Court
35 Court is an unmarked location in the Financial District of Boston in 2287. It is west of the Custom House Tower, and is identified by the "35 Court" sign on the wall. Layout The entrance is guarded by two ceiling turrets. Raiders or Gunners will spawn on one side of the building, and robots on the other. When the Sole Survivor approaches, the two factions will usually begin to fight each other. Inside on the first floor, behind the front desk is a laser tripwire that will trigger an attack by a nearby Protectron; two hostile ceiling turrets are also mounted in the room. A small room behind the desk has an Advanced-locked safe and an Expert-locked security terminal. The terminal controls the Protectron and turrets, and can also unlock the safe. The elevator to the left will take the Sole Survivor to the rooftop, where a Novice-locked door containing an Expert-locked safe can be found. Standing directly in front of one of two chambers on the rooftop will trigger an alarm, and an assaultron and sentry bot will emerge from the chambers and immediately attack. After defeating both of these robots, pressing the red button in each chamber will open the center chamber, which holds a full suit of power armor. Notable loot - Inside the chamber on the rooftop, a full set of power armor can be found. The armor variant scales based on the player character's level. At level 28, X-01 can be found, while at lower levels T-60, T-51, or T-45 may spawn instead. The highest-level variant possible is the X-01 Mk. III, starting at level 36. Appearances 35 Court appears only in Fallout 4. Behind the scenes Court Street is a real-world street in downtown Boston. Bugs - There is a chance that if the player character meets the required level for X-01 power armor to spawn here, it will spawn looking like a suit of T-60, T-51, or even T-45 power armor. However, its tooltip label will indicate that it is X-01.-- Simply entering the armor may fix this problem. -- Removing the fusion core or any of the armor pieces may also resolve this issue. - If one has visited this location in the past without obtaining the power armor and later returns, the alarms will not sound and the doors will not open, leaving the player character unable to claim the armor.- After putting on the armor and walking out of the chamber, the game may freeze.- The assaultron may become unable to be targeted or take damage. In V.A.T.S., it appears to be stuck in its chamber, but will attack and kill the player normally.- There is a chance the assaultron or sentry bot will not spawn.- As with many elevators in the game, sometimes, when one enters the elevator to the roof and presses the elevator button, the elevator will close but then run forever. -- This may be related to the positioning of the player character and/or their companion when starting the elevator. Having your companion get in first and move to the back of the elevator, then issuing the stay command, may prevent the bug from occurring. Jumping around inside the elevator may also cause it to become "unstuck." Gallery FO4 35 Court Sign.png|Sign FO4 35 Court sign.png|Sign FO4 35 Court Interior 1.png|First floor FO4 35 Court Interior 2.png|Small room on the first floor containing a safe FO4 35 Court Roof Hallway.png|Hallway leading from the elevator (right) to a ramp leading to the roof (left) FO4 35 Court Hallway Room.png|Small room accessible through the hallway FO4 35 Court Roof Overview.png|Roof 35 Court Power Armor.png|X-01 power armor visual bug de:35 Court es:Juzgado 35 fr:35 Court ru:35 Корт zh:35号法庭
35 Court terminal entries
The 35 Court terminal entries are a series of entries found on a terminal at 35 Court in Fallout 4. Security terminal
370 Raid
The 370 Raid was an attempt to bypass the state of the economy to pay the 370 team. Prelude The economy of the New California Republic was struggling to pay its workers. Porter, as foreman of his mining team, the 370, became increasingly concerned over the likelihood of being able to pay his workers and decided to take the extreme measure of rallying them together in preparation to raid the NCR Storehouse and Bank.Denver design document/1 - TimelineDenver design document/3 - Porter Raid Porter led 370 team to the NCR Storehouse and Bank, where they set explosives and blew the vault open. Before the money could be taken officers of the NCR swiftly appeared on the scene, thanks to D.C. Lowery tipping off Lt. Gov Dodge out of the fear he would not be paid either way.Denver design document/3 - D.C. Lowery The 370 team workers were subdued and arrested. Aftermath After their arrest the members of 370 team faced the threat of torture and branding in the NCR prison system.Denver design document/3 - Cast of Characters In 2249 Lt. Gov. Dodge, under the impression Porter knew where the money was, organized a break out for 370 team hoping Porter would loop around and attempt to recover the money, but it only resulted with another worker team, the 308, escaping. Despite 370 team not actually taking the money, it was left vulnerable, and still disappeared from the vault, totally ruining the chances of economic recovery. The civilization that is NCR entered a slow death.Denver design document/1 - Ties to Overall Game Themes Porter was given early parole but stuck with his team all the way to their work release as salvagers in Denver. Appearances The 370 Raid was to be mentioned only in Van Buren, the canceled Fallout 3 by Black Isle Studios. References ru:Рейд 370 uk:Рейд 370
372.12Hz ULF radio signal
The 372.12Hz ULF radio signal, or Christine's Collar Radio,Name used internally for the quest that implements this station, NVDLC01RadioChristine is a radio station . Characteristics The signal can be listened to throughout the Sierra Madre. It allows one to eavesdrop on Christine Royce through the frequency of her bomb collar, including her idle conversations with Dean Domino and Dog and God. Several of these conversations are bugged on the radio, but can be heard without problem when in-person at the fountain. As long as Christine is alive, the radio signal will be active whenever the player character is either in a different cell from Christine or is in the same cell and more than 2000 units away from her. If Christine dies, the radio signal will end permanently. Because Christine is mute for much of Dead Money, and because radio stations do not display subtitles, most of Christine's "dialogue" in the station is silent; these lines do have associated audio files, but they contain no sound. Despite this, audio descriptions for Christine's lines exist in the game files and will be listed below. Due to an error, none of the radio dialogue for Act 2 or Act 3 will ever play, as the station is conditioned on the status of an unused main quest, Return to the Fountain, and so does not update correctly. On PC, this can be fixed using the console command or, which will cause the station to update to its Act 2 and/or Act 3 dialogue. This problem also affects the other three collar radio stations in Dead Money; the 546.14Hz ULF radio signal, the 631.08Hz ULF radio signal, and the 743.00Hz ULF radio signal. There are also several other bugs associated with these stations, some of which are masked by the fact that this bug prevents them from occurring. These bugs will be listed below. Opener All of the radio messages begin with a sound effect of a radio turning on (as used when turning on radios in Fallout: New Vegas). The messages then proceed based on progression through the Dead Money storyline. The following line is used internally to describe this audio: {{Transcript|text= {Mikey, might make a few sec of crackling, static, or radio knob whirring/tuning, dupe it for other companions radio intro openers for simplicity.} }} Act I The following messages are used as long as not all three of the companions have been recruited yet (have not yet talked to Elijah during Fires in the Sky). Christine not rescued If Christine has not been rescued during Find Collar 12: Christine yet, the following audio of Christine banging on the Auto-Doc (alongside the Auto-Doc saw buzzing) is looped at random: Internally, this line is used as a subtitle to describe the audio: Christine rescued The following four sets of messages are used once Christine has been freed from the malfunctioning Auto-Doc. They are looped at random, although the three conversations can only occur if Christine and the conversation partner are both dismissed and waiting at the Villa fountain, and other bugs transpire to reduce the options further. The three conversations can also be heard in person if the Courier is at the fountain. Christine and God This conversation is spoken by God, but it can occur even if Dog is the active personality. This is not true for the in-person version of the converesation. Christine and Dean, part 1 This conversation will only play once on the radio, no matter which prompt is used (see part 2 below). This is because the conversation depends on the dialogue variable NVDLC01RadioChristine.nDeanConversation being 0 at the start, incremented for each successive line. However, the final line increments the variable to 5 instead of resetting it, so it becomes unavailable after the first run through. Christine and Dean, part 2 This conversation is not set up correctly and so does not play in full. In-game, provided the part 1 conversation has not played before, the part 2 prompt may play, but will simply segue into the part 1 conversation and then lead to the other bug described above. Generic The following audio is generic and can be used at any time. Unlike the previous three, these are both randomly selected. However, the static can never be heard in-game because it is conditioned incorrectly: it requires that Return to the Fountain simultaneously be completed and be incomplete, which is a contradiction, on top of that quest being unused otherwise. Act II Due to a bug described above, these messages do not play in-game. They would be used while Trigger the Gala Event is active. Gala Event not triggered These messages play while the Gala Event has not yet been triggered, and Christine (and her conversation partner, if applicable) is still waiting at the fountain. Christine and God Like the earlier conversation with God, this can play even if Dog is the active personality. Christine and Dean There are two issues with this conversation on the radio. First, the prompt for Dean to start the conversation is missing (in-person, the line can be heard and is "Look, you obviously {emph}hear good - even if you aren't much of a talker."), and second, the lines are erroneously set up using Christine and Dog, so they would not play with Dean present either way. Christine alone Gala Event triggered These lines would be used when Christine has been brought to her position for the Gala Event as part of Mixed Signals. However, they are not conditioned correctly and so do not play. - The first two lines would be used as long as Christine was in position, depending on whether Christine was brought there in the "good" or the "bad" way. However, they are dependent on two quest objectives in Trigger the Gala Event that do not exist, possibly deleted during development, which prevents them from playing. The first line has no audio file. - The third line would be used after the Gala Event is triggered, but before Heist of the Centuries is started. However, it is dependent on completing the objective to enter the Sierra Madre casino, which auto-starts that quest. Generic This audio can play at any point. Act 3 Due to a bug described above, these messages do not play in-game. They would be used while Heist of the Centuries is active (i.e. once the player enters the Sierra Madre Casino & Resort). In practice, the radio would be completely silent until the executive suites are first entered during Last Luxuries. There is a second, additional bug that prevents the radio dialogue for Act 3 from playing: when the player enters the Sierra Madre, Heist of the Centuries will fail to activate because the script will set it to a nonexistent (or deleted) quest stage, making it so that Heist of the Centuries will only start up once all three of the companions have been dealt with. On PC, this can be fixed by using the console command immediately upon entering the casino. This similarly affects the other three collar radio stations. Christine saved, testing her voice Judging by the associated script note, if Christine was saved, some of Christine's ambient dialogue from her testing her new voice in the executive suites would also have played on the radio, adjusted to have a radio sound filter. These lines were not copied to the radio station and do not exist; the one line for it implemented in the radio station quest is a placeholder (which uses audio from Christine being trapped in the Auto-Doc from Act 1). Christine alive The first line here could be selected as long as the player had not entered the Sierra Madre vault; the second line here would be selected after that occurred, but the placeholder line above will take precedent over it. The static line could occur whenever. Christine dead This is a flatline sound that would be used after Christine is dead. However, since the radio station shuts down after she dies, it is unused. Behind the scenes - The actual speaker source used to broadcast the radio signal is a talking activator which uses the model of a wall terminal, placed out of bounds in the Villa, behind the facade of the building to the right of the gate back to the Mojave Wasteland; all of the DLC's other radio speakers are set up the same way and can also be found there. They are enabled when Dead Money starts. - Akil Hooper wrote the script that controls when the radio signal is active.Self-credit in NVDLC01RadioChristineSCRIPT, viewable in the G.E.C.K. Mikey Dowling worked on some of the sound effects used in the station, as noted in the dialogue script notes. References
38SpecialAmmoAddScript
This script relates to the .38 Special round.
4.7mm caseless
4.7mm caseless is a type of ammunition in Fallout 2. Background The 4.7mm caseless is a round developed by the German company Heckler & Koch. Rather than placed inside a casing with the propellant sealed inside by the bullet, the caseless ammunition consists of a block of propellant with the bullet buried inside. The resulting space and weight savings allow for very high magazine capacities and rates of fire. H&K created a modular assault rifle that could be modified to act as a squad support weapon.H&K G11: "This gun revolutionized assault weapon design. The weapon fires a caseless cartridge consisting of a block of propellant with a bullet buried inside. The resultant weight and space savings allow this weapon to have a very high magazine capacity."H&K G11E: "This gun revolutionized squad level support weapon design. The gun fires a caseless cartridge consisting of a block of propellant with a bullet buried inside. The resultant weight and space savings allow it to have a very high magazine capacity." Rheinmetall AG pushed further, creating the ultimate minigun capable of achieving firing rates of 90 000 RPM, representing the very pinnacle of Teutonic engineering.Vindicator minigun: "The German Rheinmetall AG company created the ultimate minigun. The Vindicator throws over 90,000 caseless shells per minute down its six carbon-polymer barrels. As the pinnacle of Teutonic engineering skill, it is the ultimate hand-held weapon." Characteristics 4.7mm is one of the rarest forms of ammo available in Fallout 2. It can only be bought in two stores in the wasteland, and is used for some of the rarer weapons in the game. Because the Vindicator minigun has a larger capacity of rounds and shoots more rounds every turn, it is even harder to maintain a sufficient amount of this ammo type in inventory. Weapons using this ammunition - Assault rifle - H&K G11 - Squad support assault rifle - H&K G11E - Heavy weapons - Vindicator minigun Locations - Toxic caves - 200 rounds in the lockers in the bottom level. - NCR Bazaar - Sometimes sold by Buster. - Red 888 Guns - Sometimes sold by Mai Da Chiang. - San Francisco - Hubologists often have G11E rifles loaded with 50 rounds, but no stealable spare clips. - Navarro - Some of the soldiers in the mess hall carry ammo. - PMV Valdez - Several female punks have G11 rifles and a spare clip that can be stolen. - Two in a locker on the Enclave Oil Rig's detention level. - Two in a locker on the Enclave Oil Rig's reactor level. Gallery Fo2 ammo locker EOR.png|Enclave Oil Rig, detention level Fo2 misc locker EORrl 2.png|Enclave Oil Rig, reactor level References pl:Bezłuskowa amunicja 4.7 mm ru:4,7-мм безгильзовые
40mm frag grenade
The 40mm frag grenade is an ammunition type "Makeshift Weapon Pack" and included in the next-gen update. Characteristics When fired from a suitable launcher, the high explosive ammunition is capable of taking down power armor, super mutants and other durable high-level foes. Weapons using this ammunition - Chinese grenade launcher rifle - Pipe grenade launcher - Flakker (if modified to use a standard 40mm grenade receiver) Locations A few samples of 40mm frag grenade ammo can be found around Marvin's store within Monsignor Plaza before, during, and after When Pigs Fly. It will not spawn as dropped loot, as base game enemies normally will not spawn with Chinese nor pipe grenade launchers equipped. The ammunition can appear being sold by weapons vendors, including but not limited to:
40mm gas grenade (Fallout Tactics)
The 40mm gas grenade is a cut ammunition type in Fallout Tactics. Characteristics The 40mm gas grenade would inflict damage by the explosion and would release a cloud of poisonous gas on impact. Weapons using 40mm grenades - M79 grenade launcher - Grenade pistol - Heckler Variant - 40mm grenade Appearances 40mm gas grenades were set to appear in Fallout Tactics, but were cut from the game for unknown reasons. They can however still be found in the game files. ru:Газовая граната 40 мм
40mm grenade
40mm grenades are an ammunition type found in Fallout: New Vegas, Fallout 4 (added in the "Makeshift Weapon Pack" included in the next-gen update), Fallout 76, Fallout Tactics, and Van Buren. __TOC__ Background The 40mm grenade offers the operator the ability to deliver a large caliber explosive round to the target with very manageable recoil. The 40mm grenade achieves this by first igniting the propellant in a cup-shaped high-pressure chamber, which then breaks through the copper cover, venting into a low-pressure chamber and propelling the grenade out of its shell and towards the target. Variants Standard x50px General 40mm grenade round. Incendiary x50px 40mm grenade round, Incendiary. Fallout 4 Makeshift Weapons Pack (inaccessible content) Additional 40mm grenade types and receivers are added in the Fallout 4 next-gen update, but (apart from the 40mm frag grenade) these are not legitimately accessible to the player in-game. Van Buren Frag x50px 40mm grenade round, Fragmentation. IL x50px 40mm grenade round, Illumination. de:40-mm-Granate
40mm grenade (Fallout: New Vegas)
The 40mm grenade is a type of ammunition in Fallout: New Vegas. Characteristics This is a projectile that is fired from 40mm grenade launchers. They are much bigger than 25mm grenades, making them heavier and harder to fire at great speed. They deal 100 damage in a radius of 11.72 yards (10.72 meters). Weapons using this ammunition - Grenade launcher - Grenade rifle - Great Bear grenade rifle - Mercenary's grenade rifle - Red Victory grenade rifle - Thump-Thump - Mercy Variants 40mm grenade, incendiary The 40mm incendiary grenade deals 25% less blast damage up front (but the same amount of impact damage from the grenade itself) and has a 40% smaller blast radius (7.03 yards or 6.43 meters) than the normal 40mm, but it also causes enemies to burst into flames, dealing 6 damage every second over a 15 second period. This damage cannot normally be resisted, so incendiary grenades generally work better on armored targets. 40mm grenade, plasma A sub-type added with the add-on Gun Runners' Arsenal. They deal significantly more damage than a 40mm grenade, but have a slightly smaller blast radius. Note that despite being plasma-based, this does not result in any AP reduction from Plasma Spaz. 40mm grenade, pulse A sub-type added with the add-on Gun Runners' Arsenal. They deal an incredibly insignificant amount of damage (only 8 points) to targets and have a 50% smaller blast radius, but deal an extra 150 damage to robots and 60 damage to power armor. Comparison Locations - Sold by the Great Khan armorer at Red Rock Canyon. - Arms merchant at the 188 Trading Post. - The Silver Rush will have them and the Gun Runners' Arsenal variants in stock. - Johnson Nash in Primm and Lacey at the Mojave Outpost barracks are good sources, though not always having them in stock. - Nellis Air Force Base, sold by a munitions trader in the Mess hall & munitions storage area. - There are six grenades and a grenade rifle in a safe at the rigged house in Nipton. - Quartermaster Bardon at Hoover Dam may sell over 300 at a time. - Various roving non-player character bands (Legionaries, Vipers, Jackals) may spawn with grenade rifles or launchers, and associated ammunition. Unlike other weapons wielded by non-companion non-player characters, these use ammunition, so there may be none left unless they're killed before their supply is expended. - Every survival cache in Honest Hearts is guaranteed to hold at least one 40mm grenade, and can hold up to seven per bag. - Pearl has 30 40mm grenades in her possession and 12 in her barracks, on a shelf. - 32, found on a dead Brotherhood of Steel paladin in the Dead Wind Cavern. - 4 in a wall safe in the The Tops presidential suite. - 24 in Nellis array's generator room, on shelves with lots of other ammo. - 24 in the Vault 34 armory. - For the GRA ammo types, the Boomer munitions manager sells them; entering the Mess hall & munitions storage triggers his inventory to replenish. Just exit and re-enter and he will restock. Behind the scenes The world model for 40mm grenades is identical to the model used for the .308 caliber round in Fallout 3. Gallery Patriots Cookbook Nipton house.jpg|Nipton house FNV_40mm_grenade.png|The grenade itself FNV_40mm_grenade_round.png|Unfired 40mm grenades FNV_25mm_plasma_grenade.png|40mm plasma grenade FNV_25mm_pulse_grenade.png|40mm pulse grenade ru:40-мм граната
40mm grenade (Fallout Tactics)
40mm grenade is an ammunition type in Fallout Tactics. Characteristics Grenade for a grenade launcher, with a yellow casing shell, holding a silver/red colored projectile. Weapons using this ammunition - Grenade launcher - Grenade pistol - Heckler Variant - 40mm gas grenade Locations - 12 are for sale at Hassan after completing the Great Bend mission, another 12 pieces after the mission in Newton. - Coldwater - 6 grenades in possession of one of the deserters and Father Donald has 6 in his inventory. - Canyon City - 6 grenades can be found on the workbench. - Scott City - can be found on two robots with grenade launchers. - Cheyenne Mountain - 15 grenades on three robots with grenade launchers. ru:Граната 40 мм uk:Граната 40 мм
40mm grenade round
40mm grenade rounds are a type of ammunition . Background Characteristics The M433 HEDP (high-explosive dual-purpose) 40mm grenade is intended for anti-armor and anti-personnel roles which explode on impact when fired.M433 HEDP markings on the cartridge indicate it's a high-explosive, dual-purpose grenade whose use is for against armor and personnel. The grenades are fired in an arc either from the M79 grenade launcher or auto grenade launcher. Crafting Weapons using this ammunition - M79 grenade launcher -- Crushing Blow - Auto grenade launcher -- Nuka-Launcher -- The Peacemaker -- Resolve Breaker Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at a rate of 5 grenade rounds for 300 AmmoPoints. - As per the contextual ammo mechanic, 40mm grenades may be found in some containers or slain enemies if the player is using a 40mm grenade weapon. Notes - With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of 40mm grenades increases incrementally, coinciding with the perk's added percentages, crafting more grenades for the same amount of materials. - When launched, 40mm grenades produce a whistling sound effect. References ru:Граната 40 мм (Fallout 76)
40mm rifle grenade
The 40mm rifle grenade is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also featured in the Van Buren tech demo game files. Variants - 40mm rifle grenade, frag - 40mm rifle grenade, IL Location While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command .
44 M29 revolver
The 44 M29 revolver is a small gun in Fallout Tactics. Background Described as the most powerful revolver of its time, low action point requirements coupled with good damage make this gun effective. Locations - Carried by the fat shotgun raider in Freeport. - On a dead civilian in the cockroach building in Quincy. Sounds pl:Rewolwer M29 ru:Револьвер M29 0,44
44th Bombardment Group
44th Bombardment Group was a bomber group of the pre-War United States Air Force. The tail code for the 44th Bombardment Group can be seen on the tail of the Crashed B-29 in Lake Mead. Background On July 21st 1948, a crew from the 44th would crash a B-29 Superfortress in Lake Mead while performing atmospheric research. The crew would be safely recovered, but the B-29 would sink to the bottom of the lake where it would become an object of interest for a local tribe named the Boomers. Appearances The tail code of the 44th Bombardment Group appears in Fallout: New Vegas. Gallery FNV Sunken B29.png|Sunken B-29 bearing the 44th's tail code External links - 44th Bombardment Group on Wikipedia References
452nd Battalion
The 452nd Battalion was a military unit of the New California Republic Army.Dog tag fist is made from New California Republic Army dog tags. Background James Merish from Irvine was a soldier within the battalion. The 452nd Battalion is listed on Merish's dog tags, which are displayed on the dog tag fist. Appearances The 452nd Battalion is mentioned only in Fallout: New Vegas. Gallery Dog tag fist.png|452nd Battalion shown on the dog tag fist. References
4n1m4L
4n1m4L (Animal) was the network handle of a Commonwealth Institute of Technology student prior to the Great War. Background 4n1m4L chose to skirt official rules to use school-issued logins in favor of a custom network handle.Public works maintenence area terminal entries This worked in 4n1m4L's favor. After discovering a discarded military Assaultron in the secure laboratories beneath the Institute, 4n1m4L decided to take it out for a test drive to determine its mechanical output. 4n1m4L originally planned to put it on a treadmill and start it off at 30% output, eventually going to 75% to collect data.4n1m4L's test logs During the first test, the robot reached 50% and the support chain snapped. Before the student could stop it, the other snapped and the robot promptly ran straight through a wall, destroying it in the process. 4n1m4L tried to pack it up and bring it back to the lab, but was interrupted in the process by a visitor. Appearances 4n1m4L is mentioned only in Fallout 4. References
4n1m4L's test logs
4n1m4L's test logs is a holotape . It was written by 4n1m4L, a student at the Commonwealth Institute of Technology. Location Can be downloaded from the robotics terminal in the public works maintenance area. The terminal is located in a section only accessible during the Minutemen version of the quest The Nuclear Option. Transcript Prototype? I'm so screwed Notes "4n1m4L" is l33t speak for animal. Gallery 4n1m4L's_test_logs.jpg es:Registros de pruebas de 4n1m4L ja:4n1m4L's test logs ru:4n1m4L’s test logs uk:4n1m4L’s test logs
4th Ranger Battalion
The 4th Ranger Battalion is a division within the New California Republic Rangers of the New California Republic Army. Background The 3rd Platoon of Cazador Company including Staff Sergeant Balmoral, had managed to arrive at the Divide while searching for a suitable route to lead soldiers to Hoover Dam.NCR Ranger action reports The last known report from the platoon discussed how they encountered heavy Legion activity in the area by their scouts, and how the platoon prepared to engage the enemy. Appearances The 4th Ranger Battalion is mentioned only in the Fallout: New Vegas add-on Lonesome Road. References ru:4-й батальон рейнджеров НКР es:4to Batallón Ranger zh:第四游骑兵营