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ALLNONE.INT
ALLNONE.MSG
{{Transcript|text= {100}{}{You see Mitch of the All-N-One store.} {101}{}{How may I help you today?} {102}{}{I'd like to buy something.} {103}{}{I'd like to sell something.} {104}{}{Nothing. Thanks.} {105}{}{Runk.} {106}{}{Great. Here's what I have.} {107}{}{Great, always looking for new things.} {108}{}{Sorry, I can't understand you. Come back when you get more of a brain.} {109}{}{Thanks. Come again.} {110}{}{You see Jake the Arms Dealer.} }} de:ALLNONE.MSG es:ALLNONE.MSG pl:ALLNONE.MSG pt:ALLNONE.MSG pt-br:ALLNONE.MSG ru:ALLNONE.MSG uk:ALLNONE.MSG
ALPHHOTL.INT
ALYA.INT
This script defines Alya’s interactions with the player, including dialogue reflecting her personality, combat behavior, and reactions influenced by the player’s stats and reputation.
ALYA.MSG
{{Transcript|text= {100}{}{You see Alya, a desert raider.} {101}{}{I am Alya of the Khans. How might I help you today?} {102}{}{I'm looking for a woman named Tandi. Have you seen her?} {103}{}{How about a little kiss?} {104}{}{Why has your band of Raiders attacked Shady Sands?} {105}{}{No, thank you.} {106}{}{Hooroo!} {107}{}{If she is one of those women from Shady Sands, maybe you should look there. Now go, I need to finish sharpening my knives. } {108}{}{Kiss this!} {109}{}{We do not attack those of Shady Sands. We are from the same place they are. It is only right that they share with us!} {110}{}{But you are hurting their livestock and terrifying them.} {111}{}{That seems fair to me.} {112}{}{Uh, yeah. I think I will be going now.} {113}{}{You sound just as wimpy as they are. Look, if they were in any trouble of starvation, then it is their own fault for not planning ahead. Consider what we do a trade in talents.} {114}{}{A trade in talents?!? How can this be a trade in talents? You don't give them anything.} {115}{}{Sure, and chickens have three legs.} {116}{}{Uh, yeah. I think I will be going now.} {117}{}{I am sorry, but I can't understand you. I'm sharpening my knives and would not like to be bothered.} {118}{}{We give them the most important thing possible. We give their dreary lives excitement.} {119}{}{I don't think they want your type of excitement.} {120}{}{I think I will make their lives boring again. I'll start with you!} {121}{}{Uh, yeah. I think I will be going now.} {122}{}{I didn't ask. But since you obviously don't have any concept of fun, I think I will end your existence.} {123}{}{Mocking me does not bode well for you. I suggest you leave my presence.} {124}{}{Darn straight that it's fair. Now get out of my face.} {125}{}{I am busy right now preparing for our next raid.} }} de:ALYA.MSG pl:ALYA.MSG pt:ALYA.MSG ru:ALYA.MSG uk:ALYA.MSG
AMBER.INT
AMBER.MSG
{{Transcript|text= {100}{}{You see Amber, a teacher for the Followers.} {101}{Amber_001}{Now is when I rest. Please, come back during the evening.} {102}{Amber_002}{Welcome noble traveler. Have you come here to study?} {103}{Vault_Dweller_002a}{No. I really came here just to kill things.} {104}{Vault_Dweller_002b}{Depends on what you want to teach me.} {105}{Vault_Dweller_002c}{Yes, I am willing to learn.} {106}{Amber_003}{I am truly sorry to hear that. The Followers believe in peace at all costs. For that reason, I have renounced violence. Good evening.} {107}{Amber_004}{I am skilled in many of the languages and arts. Perhaps you would like to learn one of those?} {108}{Vault_Dweller_004a}{I'm sorry, but I need to know things which will help me survive.} {109}{Vault_Dweller_004b}{I have no time for that type of stuff. I'm gone.} {110}{Vault_Dweller_004c}{Perhaps I can listen to a song or two.} {111}{Amber_005}{Can you teach me anything else?} {112}{Amber_006}{Ah, we have here a student of life. In a case like this, I can teach you some herbalism, but training takes a while for little result.} {113}{Vault_Dweller_006a}{Fine, just teach me.} {114}{Vault_Dweller_006b}{Please, teach me what you can.} {115}{Vault_Dweller_006c}{Sorry, I really don't have time for plants. Goodbye.} {116}{Amber_007}{You need not be rude. Apologize now, or I won't teach you.} {117}{Vault_Dweller_007a}{I am sorry. Will you please teach me?} {118}{Vault_Dweller_007b}{Forget it.} {119}{Amber_008}{That is better now. We will begin your studies.} {120}{Amber_009}{You are an apt learner. May your trials be light. Go in peace.} {121}{Amber_010}{As you see fit. May the future soften your heart and broaden your mind.} {122}{Amber_011}{Very well, I will teach you the ways to survive.} {123}{Amber_012}{You are an apt learner. May your trials be light. Go in peace.} {124}{Amber_013}{You do not convince me. I think you seek to use my gifts for ill. Good evening.} {125}{Amber_014}{Ah, a student of the arts is a rare thing in this world. Perhaps there is hope for you yet. Each song is long in time. Which would you like to hear?} {126}{Vault_Dweller_014a}{In the Wake of the Shadow.} {127}{Vault_Dweller_014b}{The Ballad of Aires.} {128}{Vault_Dweller_014c}{In Remembrance of Artemis.} {129}{Vault_Dweller_014d}{The Rising of Dawn's Chariot.} {130}{Amber_015}{An astonishing piece of work. I shall grant you an audience.} {131}{Amber_016}{I must rest. This teaching drains much from me. Good luck to you.} {132}{Amber_017}{An astonishing piece of work. I shall grant you an audience.} {133}{Amber_018}{I must rest. This teaching drains much from me. Good luck to you.} {134}{Amber_019}{An astonishing piece of work. I shall grant you an audience.} {135}{Amber_020}{I must rest. This teaching drains much from me. Good luck to you.} {136}{Amber_021}{An astonishing piece of work. I shall grant you an audience.} {137}{Amber_022}{I must rest. This teaching drains much from me. Good luck to you.} {138}{Amber_023}{I fear I have spent myself far too much. I am sorry.} {139}{Amber_024}{Peace and Beauty are all I can teach. I am sorry that those are not appealing to you. Good day.} {140}{Amber_025}{I can teach you the ways of the old bards and minstrels.} {141}{Vault_Dweller_025a}{I would be honored to hear a song.} {142}{Vault_Dweller_025b}{Perhaps another time. Thank you.} {143}{Vault_Dweller_025c}{I was hoping to learn something that may help me more.} {144}{Amber_026}{You have no need of my talents. You have taught peaceful people the ways of war. I mourn for them now.} }} de:AMBER.MSG pl:AMBER.MSG ru:AMBER.MSG uk:AMBER.MSG
AMS: Corporate Bully
AMS: Corporate Bully is a paper note . It is a Charleston Herald article detailing Atomic Mining Services use of strikebreakers and underhanded tactics against local opposition. __TOC__ Location The note can be located on a large table outside of Overbey's office at the Charleston Herald building, among a coffee pot and come coffee mugs. Transcript Gallery FO76 Charleston Herald building (AMS Corporate Bully).png fr:AMS : Patrons voyous ru:АМС: корпоративный агрессор
AMS corporate headquarters
The AMS corporate headquarters is a location within Watoga. It is a high-rise tower housing the headquarters of the pre-War company Atomic Mining Services. Background Located at the heart of Watoga, the headquarters of Atomic Mining Services towers over all the other buildings in the city. Concealed within its thick walls are laboratories where the corporation worked to unlock the full potential behind ultracite, its patented ore, and plotted to corner the energy market in the United States by leveraging it.AMS corporate headquarters terminal entries Their experiments included exposing mole ratsSubject 43 and cowsSubject 67 to heated ultracite and observing the mutations that occurred as a result of the radiation. However, they had trouble disposing of the ultracite once it had been depleted.AMS corporate headquarters terminal entries; Ultracite R&D Report The records of their problems with disposal were vital in aiding the development of anti-Scorched weaponry when Hank Madigan investigated the building after the War.Message from Hank Madigan After the Great War, the Appalachian Brotherhood of Steel used the plaza in front of the HQ as a staging area during Operation Touchdown, leaving behind a wrecked Vertibird and several dead members, but putting Paladin Elizabeth Taggerdy a step closer to finding the source of the scorchbeasts.Belly of the Beast In 2104, the building was taken by the Hellcat Company under Sergeant Kit as part of Doctor Edgar Blackburn's research into the Forced Evolutionary Virus. It was soon attacked by the Crater War Party, who had received a tip from Marcia Leone that the location was of interest to the Brotherhood First Expeditionary Force. They were unsuccessful and forced to surrender to avoid death; most of them were sent to Blackburn as test subjects, while a few were kept prisoner in the basement.Hastily written noteBlue Ridge delivers again The prisoners were eventually rescued by Marcia Leone and a Vault Dweller from Vault 76, who killed the garrisoned mercenaries and gained crucial information about the disappearances across Appalachia in the process.Events of Missing Persons Layout At the bottom of the location is a destroyed waiting area with an elevator leading to the main headquarters. The building has nine floors which are connected by a series of pneumatic tubes, not all of which are still operational. Once inside the building, the player character will experience low but steady amounts of radiation. Lobby Directly in front of the elevator exit to the main lobby is a large Protectron model with a sign saying "Caution: This machine has no brain use your own." The elevator exit also faces a reception desk - a terminal sits on the desk and there is a locked floor safe (Picklock 2) behind it. Around the perimeter of the lobby are pneumatic tubes marked with the floors they are connected to. Green and red lights indicate whether the tubes are working or are out-of-order. Only the tubes to the third and top floor are working and the tube to the top floor is inaccessible. Third floor There are automated turrets all over the third floor which will automatically target the player character when they exit the pneumatic tube. The corpse of a yao guai which escaped its enclosure lies near one of the turrets. There is a locked security terminal (Hacker 1) on a raised area, however, it does not have the functionality to disable the security turrets. A corridor runs around the outside of the floor, leading to storage rooms, animal holding pens, and scientific test areas. The fourth floor can be accessed via a staircase at the end of the corridor. Fourth floor Directly in front of the staircase leading to the fourth floor is a room with lockers, scientific equipment, and a piece of ultracite scrap. There is a corridor leading right from the stairs which pass by some offices and a room with three fusion generators, one of which may hold a fusion core. A short flight of stairs at the end of the corridor leads to the fifth floor. Fifth floor The fifth floor has a large open area that looks down at the floors below. There is only one way to go which is along a walkway around the perimeter of the floor. The walkway first passes an employee break room with two Nuka-Cola machines, five cigarette machines containing caps, and a Port-A-Diner. Secondly, the walkway passes by a large animal holding area behind a set of double doors in the northern section of the floor. A brahmin corpse and a mole rat corpse can be found in this holding area, as well as the skeletons of two scientists. On a shelf at the back of the room is a piece of ultracite scrap, two first aid boxes, two ammo boxes and two security batons. The walkway finally passes two bathrooms in the southeast section of the floor before reaching a staircase which leads up to the next floor. Sixth floor The sixth floor is a small area that overlooks the third-floor atrium. It consists of a small storage area and another locked security terminal (Hacker 1). Seventh floor At the top of the staircase leading to the seventh floor is a water fountain, a cigarette machine, and a cramped office space with five desks squeezed inside. There is a small reception area containing the facilities terminal in front of the stairs leading to the eighth floor. There is a room connected to the reception area which contains three fusion generators, one of which may hold a fusion core. Eighth floor There are more machine gun turrets aimed at the top of the stairs to the eighth floor. They are situated on the floor above but will target the player character while they are on this floor. To the left of the staircase is a room with two more fusion generators, one of which may hold a fusion core. CEO Kilson's office occupies the western edge of the eighth floor. Inside his office is his personal terminal, and an eyebot, Protectron, and Mr. Handy model on his shelf, along with one of the more rare undamaged American flag displays. He has a private bathroom adjoining his office which contains a dirty tan suit, toilet paper, soap, and a locked floor safe (Picklock 2). An open flight of stairs in the middle of the floor leads to the building's top floor. Top floor There is a set of control panels directly east of the top of the staircase. Offices sit to the south and north but do not contain much of note. On the west side of the floor, several skeletons in suits sit around a large wooden boardroom table. A pile of pre-War money and three ultracite scraps sit in the center of the table and a locked safe (Picklock 3) sits on the ground next to it. Beside the table is a pneumatic tube that will take the player character back to the lobby. Basement lab Notable loot - Message from Hank Madigan - Holotape, loaded in the receptionist terminal. - Stuck - Holotape, found on a counter to the left after exiting the elevator on the third floor. - Subject 43 - Note, in one of the labs on the third floor. It is opposite a mole rat corpse in a cage. - Subject 67 - Note, in the animal holding area. Hacker 1 or Picklock 2 is required. - Sue them - Note, on the desk in the small office of the seventh floor. - Copy of research notes - Holotape, on a black console in the room where Sheena and Burke are held, during Missing Persons. - Blue Ridge delivers again - Note, on Sergeant Kit, during Missing Persons. - Dove necklace - Quest item, after taking a right at the fork in the hallway on the third floor, it is in the last room on the left, next to the hydraulic press control terminal. - Hastily written note - On the floor next to the security terminal, during Missing Persons. It cannot be taken. - Attention night crew - Note, on a cart in the room across from where Sheena and Burke are held. - AMS basement key - Found during Missing Persons, on a table in Sergeant Kit's office. - 59 cigarettes are scattered around the level. - Two potential Vault-Tec bobbleheads: -- On the executive level floor of the building's interior, in the west conference area near a safe, next to a typewriter and slumped skeleton, on a small ornate desk. -- On the top floor, on the western end of the data processing center. - Potential magazine - In CEO Kilson's office on the upper executive level, in the restroom, by the toilet and newspaper. - Three fusion cores - Found in fusion generators all over the building. - Protectron, Eyebot, and Mr. Handy models - Found in CEO Kilson's office. Related quests Missing Persons Appearances The AMS corporate headquarters appears only in Fallout 76. Gallery Automated mining services.png|Exterior F76 AMS HQ Int 6.png|Second floor elevator F76 AMS HQ Int 7.png|Second floor lobby F76 AMS HQ Int 5.png|Third floor, past the elevator FO76 AMS corporate HQ mole rat cage.png|Mole rat cage (third floor) F76 AMS HQ Int 4.png|Animal control area entrance FO76 AMS corporate HQ animal control.png|Animal control area F76 AMS HQ Int 2.png|CEO's office F76 AMS HQ Int 3.png|Top floor, stairway F76 AMS HQ Int 1.png|Top floor, board meeting FO76SR AMS basement 01.png|Basement laboratory, after entering FO76SR AMS basement 02.png|Basement laboratory, consoles FO76SR AMS basement 03.png|Basement laboratory, side room FO76SR AMS basement 04.png|Basement laboratory, power armor area FO76SR AMS basement (Copy of research notes).png|Copy of research notes FO76 AMS corporate HQ (Message from Hank Madigan).png|Receptionist terminal (Message from Hank Madigan) FO76 AMS stuck.png|Stuck FO76SR_Fort_Atlas_(AMS_Basement_Key).jpg|AMS basement key FO76 AMS corporate HQ (Sue them).png|Sue them FO76 AMS corporate HQ (Subject 43).png|Subject 43 FO76 AMS corporate HQ (Subject 67).png|Subject 67 FO76 AMS corporate headquarters sign 3.png|Entrance sign References ru:Штаб-квартира АМС zh:原子採礦服務公司總部
AMS corporate headquarters terminal entries
AMS corporate headquarters terminal entries are a series of entries found on terminals in the AMS corporate headquarters in Fallout 76. More entries were added with the Steel Reign update. Animal holding access 10-29-76: Specimens in my clean lab, again? 10-25-76: New Deadlines Connect to GWBBS Remote Door Control CEO Kilson's terminal Partnership Report: RobCo Partnership Report: Hornwright Ultracite R&D Report Facilities terminal Security Installations Pneumatic Elevator Emergencies Avoid the Radiation Labs HELLCAT EYES ONLY Open Door Hydraulic press control Begin New Test Last Test Results Connect to GWBBS Security terminal 10-25-76: New Deadlines 10-25-76: Re: Re: Re: Hey Stranger! 10-25-76: Re: Re: Hey Stranger! [SENT] 10-24-76: Re: Hey Stranger! 10-24-76: Missed Morning Meeting 10-24-76: Hey Stranger! [SENT] Connect to GWBBS Turret Control Security terminal 10-25-76: New Deadlines Connect to GWBBS Receptionist terminal thumb Atomic Mining Services Pneumatic Elevator System Michael! Safe Control Protectron Control Play Holotape Data monitoring terminal ATTN: CODE RED. DELETE EVERYTHING. [] [] [] Safe Control Terminal Research Log #1 Research Log #2 Research Log #3 Cell Door Control AMS front desk terminal Department Directory ru:Штаб-квартира АМС — записи в терминалах
AMS testing site
The AMS testing site is a location in the Ash Heap region of Appalachia. Its main purpose was to search for new veins of ultracite. Background An abandoned testing site where Atomic Mining Services perfected their excavation technology and non-human workforce,Fallout 76 Vault Dweller's Survival Guide p.389: "40. AMS TESTING SITEThe Automated Mining Systems company constructed a site to test its non-human workforce, and this collection of outbuildings and caravans near a (sealed) mine entrance is the result."(Fallout 76 Vault Dweller's Survival Guide Atlas of Appalachia) the site was shut down after a test launch went awry and produced no usable ultracite.Transcript: Test launch 11 Layout Entering from the main entrance from the west, there is a small metal building to the north, the interior contains minor loot. A rail track runs south to north through the middle of the site, from a large metal building to a sealed mine entrance used to search for ultracite. Rail cars along the track are loaded with barrels of nuclear waste. Some are apparently leaking as heavy doses of radiation are found close to them. The area is usually also crawling with feral ghouls and possibly a wendigo. The large metal prep building's interior has a weapons workbench on the eastern wall, a tinker's workbench, chemistry station, and two power armor stations. The furthest power armor station may have a chassis with T-series power armor. Information on the site can be found on a note across the room from the power armor stations. The exterior southern wall of this building has a fusion generator with a possible fusion core to loot. Two beige and orange pods can be found east of the rail track. The first contains a searchable chem box and a safe (Picklock 2). The second contains a searchable chem container. Notable loot - Transcript: Test launch 11 - Note, on a bench by the lockers in the large warehouse. - Potential Vault-Tec bobblehead - Behind the back of the large southern warehouse, between the two fusion generators, on the ground. - Potential magazine - In the west alcove of the large curve-roofed maintenance warehouse, behind a cabinet in the alcove behind the chemistry bench. - Power armor chassis with T-series armor pieces - In the back of the large warehouse, at one of two power armor stations. - Fusion core - Inside the fusion generator, at the exterior southern wall of the large warehouse. - Potential armor mod - In the large warehouse, on a wall mounted cabinet with a radio on top. - Potential weapon mod - In the large warehouse, on a metal shelf to the right of a tinker's workbench. Appearances The AMS testing site appears only . Gallery F76 AMS Testing Site.png PowerArmor AMS Testing Site.png|Power armor Transcript Test launch 11.jpg|Transcript: Test launch 11 References Non-game fr:Site de test d'AMS ru:Испытательный полигон АМС
AMS testing site terminal entries
The AMS testing site terminal entries are a series of entries found on a terminal in the AMS testing site in Fallout 76. Data monitoring terminal ATTN: CODE RED. DELETE EVERYTHING. Item Text Item Text Item Text de:AMS-Testgelände/Terminaleinträge ru:Испытательный полигон АМС — записи в терминале
AM 810 music catalogue
AM 810 music catalogue is a holotape in the Fallout 4 Creation Club content "X-02 Power Armor." Location The tape can be found on Richie at Relay tower 0MC-810, during Speak of the Devil. Transcript Holotape Entries Instruction Manual Record audio Related quest - Speak of the Devil Gallery Richie corpse.jpg ru:Каталог музыки AM 810
ANDREW.INT
ANDREW.MSG
{{Transcript|text= {100}{}{You see Andrew, the jail guard.} {101}{Andrew_001}{Okay, you can go now.} {102}{Andrew_002}{Hey! You! Stop!} {103}{Andrew_003}{Can I help you?} {104}{Vault_Dweller_003a}{Who are you?} {105}{Vault_Dweller_003b}{What are you doing?} {106}{Vault_Dweller_003c}{No thanks.} {107}{Andrew_004}{I'm Andrew. My job is to guard the jail.} {108}{Andrew_005}{I'm guarding the jail. I make sure that miscreants don't get in or out.} {109}{Vault_Dweller_006}{Why would you keep people from getting in the jail?} {110}{Vault_Dweller_007}{Oh.} {111}{Andrew_007}{You have a good day. And stay out of trouble.} {112}{Andrew_008}{Someone might leave something to help a prisoner escape. Or someone might get locked inside, and stuck until we could get the keys.} {113}{Vault_Dweller_008}{Eergh!} {114}{Andrew_009}{Move along, fella.} {115}{Andrew_010}{Move along, miss.} {116}{Andrew_011}{Hey! Knock it off!} }} de:ANDREW.MSG es:ANDREW.MSG hu:ANDREW.MSG pl:ANDREW.MSG pt:ANDREW.MSG ru:ANDREW.MSG uk:ANDREW.MSG
ANIMCOMD.H
ANIMFRVR.INT
ANIMFRVR.SSL
{{scriptbox |game =FO2 |comment =}}
ANIMFR~1.INT
AOAliasBailOutScript.psc
{{Transcript|text= Scriptname AOAliasBailOutScript extends ReferenceAlias const {used to bail out of AO scene based on common set of rules} Group BailOutRules Scene Property BailOut_Stop_Scene const auto {Default: None; which scene to stop if we Bail Out?} scene[] Property BailOut_Additional_Scenes_To_Stop const auto {Default: None; other scenes to bail out of if running - used if quest contains multiple scenes} bool Property Bail_If_CommandMode = true const auto {deafult: true; Should we bail if actor gets put into command mode?} float Property Bail_If_Escort_Wait_Duration = -1.0 const auto {default: -1.0; Bail out after this many seconds of the actor waiting in an escort. ; Bail out if actor gets this far from the player. ; bail if the actor in the alias (at alias init time) receives an "AutonomyDisallowed" event while running this quest} EndGroup int id_EscortWaitTimer = 1 const ;id of timer int id_DistancePollTimer = 2 const int dur_DistancePollTimerFrequency = 2 const Event OnAliasInit RegisterForCustomEvent(FollowersScript.GetScript(), "AutonomyDisallowed") EndEvent Event FollowersScript.AutonomyDisallowed(FollowersScript akSender, Var[] akArgs) debug.trace(self + "AutonomyDisallowed(), Bailing Out.") BailOut() EndEvent Event OnCommandModeEnter() debug.trace(self + "OnCommandModeEnter(), Bailing Out.") BailOut() EndEvent Event OnCommandModeGiveCommand(int aeCommandType, ObjectReference akTarget) debug.trace(self + "OnCommandModeGiveCommand(), Bailing Out.") BailOut() EndEvent Event OnEscortWaitStart() debug.trace(self + "OnEscortWaitStart() starting timer") if Bail_If_Escort_Wait_Duration >= 0 StartTimer(Bail_If_Escort_Wait_Duration, id_EscortWaitTimer) endif EndEvent Event OnEscortWaitStop() debug.trace(self + "OnEscortWaitStop() canceling timer") CancelTimer(id_EscortWaitTimer) EndEvent Event OnTimer(int aiTimerID) if aiTimerIDid_EscortWaitTimer debug.trace(self + "OnTimer() EscortWaitTimer fired, Bailing Out.") BailOut() elseif aiTimerIDid_DistancePollTimer float distance = GetReference().GetDistance(Game.GetPlayer()) debug.trace(self + "Ontimer() id_DistancePollTimer checking distance " + distance) if distance > Bail_If_Distance_From_Player debug.trace(self + "Ontimer() id_DistancePollTimer distance is too far, Bailing Out") BailOut() else StartDistancePollingIfNeeded() endIf endIf EndEvent Function BailOut() debug.trace(self + "BailOut()") CancelTimer(id_EscortWaitTimer) CancelTimer(id_DistancePollTimer) if BailOut_Stop_Scene debug.trace(self + "BailOut() stopping scene:" + BailOut_Stop_Scene) BailOut_Stop_Scene.Stop() elseif BailOut_Additional_Scenes_To_Stop.Length0 Game.Warning(self + "BailOut() doesn't have property set for BailOut_Stop_Scene") endif int i = 0 while (i ;this should become an event when we can register for distance events if Bail_If_Distance_From_Player > 0 debug.trace(self + "StartDistancePollingIfNeeded() will bail when distance is:" + Bail_If_Distance_From_Player) startTimer(dur_DistancePollTimerFrequency, id_DistancePollTimer) endif EndFunction }}
AODogmeatQuestScript.psc
{{Transcript|text= Scriptname AODogmeatQuestScript extends Quest {Attached to various AO_Dogmeat_XXX quests to handle things like setting quest type cooldowns, etc.} Group Aliases ReferenceAlias Property myActor const auto {Dogmeat should be in here} ReferenceAlias Property myObject const auto {The object Dogmeat has "found"} EndGroup Group AOData GlobalVariable Property AO_Dogmeat_FindType_GLOBAL const auto {Filter for: "AO_Dogmeat_FindType"} Bool Property StartDistancePolling = true const auto {Default: true - calls StartDistancePollingIfNeeded on the AOAliasBailOutScript attached to Ref in myActor NOTE: TO DO **** This should become an event when we can register for distance events****} Bool Property ShouldProcessCollection = true const auto {Default: true; should process the reference collection? Calls ProcessCollection on the RefCollectionAliasManager quest script} EndGroup Group Stages {IMPORTANT!: YOU MUST HAVE STAGES FOR STARTUP (Run on start flag) AND SHUT DOWN (Run on stop flag) EVEN IF THEY ARE EMPTY - AND SET THEIR VALUE HERE!} int Property StartupStage = 0 const auto {Default: 0; } int Property ShutdownStage = 255 const auto {Default: 255; When this stage runs, mark myObject as Finished and set the cool down based on Type} EndGroup Event OnStageSet(int auiStageID, int auiItemID) AOScript AO = AOScript.GetScript() if auiStageIDStartupStage AO.DogmeatFindEventStarted() if StartDistancePolling (myActor as AOAliasBailOutScript).StartDistancePollingIfNeeded() endif if ShouldProcessCollection ((Self as Quest) as RefCollectionAliasManager).ProcessCollection() endif elseif auiStageIDShutdownStage AOScript.FlagObjectFinished(myObject.GetReference()) AO.DogmeatFindEventEnded(AO_Dogmeat_FindType_GLOBAL) endif EndEvent }}
AOPackageKeywordManager.psc
{{Transcript|text= Scriptname AOPackageKeywordManager extends Package Const {Adds a keyword on package start, removes it on package change} keyword Property keywordToAdd const auto {OnStart add this keyword, OnChange, remove it.} Event OnStart(Actor akActor) akActor.AddKeyword(keywordToAdd) EndEvent Event OnChange(Actor akActor) akActor.RemoveKeyword(keywordToAdd) EndEvent }}
AOScript.psc
{{Transcript|text= Scriptname AOScript extends Quest {Temporary script to hold properties common to Attraction Object system} formlist Property TempAOList const auto {OBSOLETE? list of Objects that would be flagged as "Is Stim Object" in the real system} keyword Property TempAOStart const auto {OBSOLETE? keyword story manager is looking for} keyword[] Property TempAOKeywords const auto {OBSOLETE? List of "known" StimTypeXXX keywords... assists this script in checking if actor and object have matching keywords} keyword Property AOKeywordForLockDoors const auto {Set to: AO_Type_LockPick -- needed because doors don't have keywords (yet), we will assume if actor has this keyword, he will be interested in doors} keyword Property AO_Finished const auto {Keyword we apply to objects to mean we are finished with the object, don't pick it again for AO quests} ;NOTE: Properties for Dogmeat AO stuff is found below in that section of the script ;timer for the standard "ping" to the story manager int property iTimerID_Dogmeat_Find = 1 const auto hidden ;timer id float property TimerInterval_Dogmeat_Find = 5.0 const auto hidden ;in real time seconds int property iTimerID_Companion_Search = 2 const auto hidden ;timer id float property TimerInterval_Companion_Search = 2.0 const auto hidden ;in real time seconds Event OnInit debug.trace(self + "OnInit()") AO_Dogmeat_Find_Allowed.setValue(1) AO_Companion_Search_Allowed.setValue(1) RegisterForRemoteEvent(DogmeatCompanion, "OnLoad") ;NOTE: it is highly unlikely but possible that DogmeatLoading() could be called twice - this shouldn't cause a problem, but just FYI future self ObjectReference DogmeatRef = DogmeatCompanion.GetReference() if DogmeatRef && DogmeatRef.is3DLoaded() ;in case we init after he loads debug.trace(self + "OnInit() DogmeatCompanion is already loaded, so calling DogmeatLoading()") ;this is currently impossible, but you never know DogmeatLoading(true) endif ;used to toggle dogmeat AO script events RegisterForRemoteEvent(DogmeatCompanion, "OnUnload") RegisterForCustomEvent(FollowersScript.GetScript(), "Loitering") EndEvent Event OnTimer(int aiTimerID) debug.trace("AOScript OnTimer() aiTimerID: " + aiTimerID) if aiTimerIDiTimerID_Dogmeat_Find HandleTimer_DogmeatFind() elseif aiTimerIDiTimerID_Companion_Search HandleTimer_Companion_Search() endif EndEvent AOScript Function GetScript() Global return Game.GetFormFromFile(0x000260DA, "Fallout4.esm") as AOScript EndFunction Function FlagObjectFinished(ObjectReference ObjectToFlagWithKeyword) global debug.trace("Adding AO_Finished keyword to:" + ObjectToFlagWithKeyword) ObjectToFlagWithKeyword.addKeyword(GetScript().AO_Finished) EndFunction Function FlagObjectAliasFinished(ReferenceAlias AliasToFlagWithKeyword) global debug.trace("Adding AO_Finished keyword to:" + AliasToFlagWithKeyword) FlagObjectFinished(AliasToFlagWithKeyword.GetReference()) EndFunction ;******************************************************************************************************* ;************************************** Companion Search (AO Searches) ******************************** ;******************************************************************************************************* Group CompanionProperties ReferenceAlias Property Companion const auto {Linked to Companion in Followers quest} globalvariable Property AO_Companion_Search_Allowed const auto {Used as condition in story manager} keyword Property AO_Companion_Search_Start const auto EndGroup Event FollowersScript.Loitering(FollowersScript akSender, Var[] args) ;debug.trace(self + "Event FollowersScript.Loitering() " + args) bool isNowLoitering = args[0] as bool ReferenceAlias CompanionAlias = args[1] as ReferenceAlias if isNowLoitering && CompanionAlias.GetReference() ;player has started loitering startTimer(TimerInterval_Companion_Search, iTimerID_Companion_Search) else ;player has stopped loitering cancelTimer(iTimerID_Companion_Search) endif EndEvent Function HandleTimer_Companion_Search() Actor CompanionActor = Companion.GetActorReference() if CompanionActor debug.trace(self + "HandleTimer_Companion_Search() sending StoryManagerEvent()" + AO_Companion_Search_Start + CompanionActor) AO_Companion_Search_Start.SendStoryEventAndWait(akRef1 = CompanionActor, akLoc = CompanionActor.GetCurrentLocation()) ;"AndWait" just to make sure we don't spam the story manager endif startTimer(TimerInterval_Companion_Search, iTimerID_Companion_Search) EndFunction ;******************************************************************************************************* ;************************************** DOGMEAT FIND STUFF (AO Finds) ******************************** ;******************************************************************************************************* ;/ Simulates long range Attraction Object style events. Sends out a story manager event every so often that fills aliases and does logic checking in the quest, then fires off scenes that handle behavior. Those quests and keywords are prefixed with the AO_ since they do largely the same type of thing. /; Struct AO_Dogmeat_Find_Datum globalvariable Type globalvariable NextAllowed globalvariable CoolDown EndStruct Group DogmeatFind globalvariable Property AO_Dogmeat_Find_Allowed const auto {Used as condition in story manager} ReferenceAlias Property DogmeatCompanion const auto {Linked to DogmeatCompanion in Followers quest} keyword Property AO_Dogmeat_Find_Start const auto keyword Property AO_Dogmeat_FindContainer_Commanded_Start const auto keyword Property AO_Dogmeat_FindHostile_Commanded_Start const auto keyword Property AO_Dogmeat_FindItem_Commanded_Start const auto AO_Dogmeat_Find_Datum[] Property AO_Dogmeat_Find_Data const auto {Type filter: "AO_Dogmeat_FindType_" NextAllowed filter: "AO_Dogmeat_FindNextAllowed_" } EndGroup float MaxDogmeatDistanceForAOEvent = 1500.0 Event ReferenceAlias.OnLoad(ReferenceAlias akSender) debug.trace(self + "Receiving OnLoad event for " + akSender) if akSenderDogmeatCompanion DogmeatLoading(true) endif EndEvent Event ReferenceAlias.OnUnload(ReferenceAlias akSender) debug.trace(self + "Receiving OnUnload event for " + akSender) if akSenderDogmeatCompanion DogmeatLoading(false) endif EndEvent Function DogmeatLoading(bool isDogmeatLoading = true) ;false = unloading if isDogmeatLoading startTimer(TimerInterval_Dogmeat_Find, iTimerID_Dogmeat_Find) else cancelTimer(iTimerID_Dogmeat_Find) endif EndFunction Function HandleTimer_DogmeatFind() debug.trace(self + "Handletimer_DogmeatFind()") Actor DogmeatRef = DogmeatCompanion.GetActorReference() if DogmeatRef && DogmeatRef.GetDistance(Game.GetPlayer()) ;"AndWait" just to make sure we don't spam the story manager else debug.trace(self + "Handletimer_DogmeatFind() Dogmeat to far away, **NOT sending** StoryManagerEvent()") endif startTimer(TimerInterval_Dogmeat_Find, iTimerID_Dogmeat_Find) EndFunction Function HandleTimer_DogmeatFindCoolDown() debug.trace(self + "Handletimer_DogmeatFindCoolDown() setting AO_Dogmeat_Find_Allowed to 1") AO_Dogmeat_Find_Allowed.SetValue(1) EndFunction Function DogmeatFindEventStarted() debug.trace("AO script DogmeatFindEventStarted()") AO_Dogmeat_Find_Allowed.SetValue(0) EndFunction Function DogmeatFindEventEnded(globalvariable AO_Dogmeat_FindType_GLOBAL) debug.trace("AO script DogmeatFindEventEnded()" + AO_Dogmeat_FindType_GLOBAL) int i = 0 while (i ;this is in terms of GameDaysPassed global float CoolDown = AO_Dogmeat_Find_Data[i].CoolDown.GetValue() float NextAllowedDay = GameDaysPassed + CoolDown debug.trace("AO script DogmeatFindEventEnded() setting " + NextAllowed + " to " + NextAllowedDay + "GameDaysPassed: " + GameDaysPassed + " + CoolDown:" + CoolDown) NextAllowed.SetValue(NextAllowedDay) endif i += 1 endwhile AO_Dogmeat_Find_Allowed.SetValue(1) EndFunction ;called from dialogue to have player command dogmeat to try to find something bool Function SendDogmeatFindContainerStoryManagerEvent() ;AO_Dogmeat_FindContainer_Commanded_Start ObjectReference DogmeatRef = DogmeatCompanion.GetReference() debug.trace(self + "SendDogmeatFindContainerStoryManagerEvent() sending StoryManagerEvent()" + AO_Dogmeat_FindContainer_Commanded_Start + DogmeatRef) return AO_Dogmeat_FindContainer_Commanded_Start.SendStoryEventAndWait(akRef1 = DogmeatRef, akLoc = DogmeatRef.GetCurrentLocation()) EndFunction bool Function SendDogmeatFindHostileStoryManagerEvent() ;AO_Dogmeat_FindHostile_Commanded_Start ObjectReference DogmeatRef = DogmeatCompanion.GetReference() debug.trace(self + "SendDogmeatFindHostileStoryManagerEvent() sending StoryManagerEvent()" + AO_Dogmeat_FindHostile_Commanded_Start + DogmeatRef) return AO_Dogmeat_FindHostile_Commanded_Start.SendStoryEventAndWait(akRef1 = DogmeatRef, akLoc = DogmeatRef.GetCurrentLocation()) EndFunction bool Function SendDogmeatFindItemStoryManagerEvent() ;AO_Dogmeat_FindItem_Commanded_Start ObjectReference DogmeatRef = DogmeatCompanion.GetReference() debug.trace(self + "SendDogmeatFindItemStoryManagerEvent() sending StoryManagerEvent()" + AO_Dogmeat_FindItem_Commanded_Start + DogmeatRef) return AO_Dogmeat_FindItem_Commanded_Start.SendStoryEventAndWait(akRef1 = DogmeatRef, akLoc = DogmeatRef.GetCurrentLocation()) EndFunction }}
AO Companion Bar.txt
Bartender dialogue while having a companion in Fallout 4. AO_Companion_Bar {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Amused at the idea of a robot wishing it could drink. / Amused} It sure keeps the customers coming back. The alcohol too, of course. |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={nervous / Nervous} Holy crap... Brotherhood of Steel? Look, whatever you want... it's not my fault, I swear. |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Taking a drink order. / Question} What're ya drinking? |male= |female= |gmale= |gfemale= |after= |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Neutral} What'll ya have? |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Friendly} Here you go. |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Afraid} Um... okay. I got no problem with that. Or with you. |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Question} Jesus. You one of them synths? |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I'm thirsty... how 'bout a drink? |response={Terrified} You... you're a Courser. Jesus. I ain't done anything. |male= |female= |gmale= |gfemale= |after=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={Amused at the idea of a Mister Handy being rude and out of control. / Amused} A belligerent Mister Handy. Now that'd be a sight to see. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={Amused} I got something that's been aging out back. That seems pretty surprising. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={Neutral} Beer's... fine. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={terrified. / Afraid} Yep, that's me. A puny, frightened human. Not worth killing or even hurting. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={Afraid} Shit. I knew it. You're here for me, right? To take me off to the Institute. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}} {{Dialogue FO4 audio4c|row |linkable= |before=myActor: I want somethin' that'll knock me on me arse, then after I get up, knock me right back down again. |response={Intimidated} No, no way. If I did, I'd tell you. Honest. |male= |female= |gmale= |gfemale= |after=myActor: Bah... should have known. Ah well, maybe next time. |abxy=}}
AP
- Gameplay mechanics -- Action Points, a derived statistic in the Fallout series. - Ammunition and weapon mods: -- 14mm AP, a type of ammunition used in Fallout and Fallout 2. -- Armor piercing, a type of ammunition used in Fallout, Fallout 2, Fallout: New Vegas and Fallout Tactics. -- .45 AP improved sights, a weapon mod for the .45 Auto pistol in the Fallout: New Vegas add-on Honest Hearts. -- .45 AP HD slide, a weapon mod for the .45 Auto pistol in the Fallout: New Vegas add-on Honest Hearts. -- .45 AP silencer, a weapon mod for the .45 Auto pistol in the Fallout: New Vegas add-on Honest Hearts. - Robots and computers: -- Automated Personality, a computer or robot appearing in the Fallout: New Vegas add-on Old World Blues.
APOLLO laser pistol
APOLLO laser pistol is a energy weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also appears in the Van Buren tech demo game files. Background Location While it does not appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command, but remains a non-functional weapon. Behind the scenes The weapon is named after the ancient Greek god Apollo, lord of the sun. He has also been known as the god of light, truth, prophecy, healing, plague, music, poetry, knowledge, and more. Bugs The weapon may not be able to be loaded. Even with its maximum clip size of energy cells in the player's inventory, it will never even load them, always showing 0 ammunition in its clip. pl:Apollo
ARADESH.INT
ARADESH.MSG
{{Transcript|text= {100}{}{You see Aradesh.} {101}{Ara_1g}{Greetings, wanderer. Please do not be offended if the gentlefolk about seem rude. As Dharma said, 'Tough times tan the human hide.' Your business in Shady Sands might be?}{102}{Ara_1n}{Greetings. Your business in Shady Sands might be?}{103}{Ara_1b}{We don't take to strangers much. Your business in Shady Sands?}{104}{}{I'm from a small village west of here. I'm just exploring and mean you no harm.} {105}{}{What's it to you?} {106}{}{My reasons are mine to keep.} {107}{}{I'm from a Vault to the west. My people are dying of thirst and I need to find a water purifier chip for them to survive.} {108}{}{I'm saving an entire people from destruction!} {109}{}{Shady Sands? Whoops, I'm lost! I'll just be going now.} {110}{}{Hunh?} {111}{Ara_2}{I know of no village to the west.}{112}{}{Have you been through the mountains west of here?} {113}{}{So?} {114}{}{Are you saying you know every location from here to the ocean?} {115}{}{I'm sure you've been many places, but you must have missed my tiny village.} {116}{Ara_3}{Ah well, to my regret, I have not. Which begs the question, how did you make that passage?}{117}{}{It was pretty tough, but I made it.} {118}{}{What's it to you?} {119}{}{Look, all I wanted was a few supplies and things, but I will gladly go elsewhere.} {120}{}{I don't need to answer you.} {121}{Ara_4}{Yes, hmmm, yes, yes. yes. I shall believe you...for now. But we do not trust easily, especially those who might be dangerous. Know that Seth and I will be watching you.}{122}{Ara_5}{It is my town, wanderer. You must answer my questions or leave. This is not a matter of choice.}{123}{}{I don't have to tell you anything.} {124}{}{I mean you no harm, really.} {125}{}{Don't worry, I'm leaving.} {126}{Ara_6}{You are quite insolent. I believe you should leave. Do not return. You will not be welcome.}{127}{Ara_7}{So be it, wanderer. Seth will show you out.}{128}{Ara_8}{You must think me quite gullible, wanderer. You conquered the mountains by yourself?}{129}{}{Doesn't matter how I think. It's true I came from the mountains.} {130}{}{No, just stupid.} {131}{Ara_9}{As Dharma said, 'Caution is life in troubled times. Your origin is not the issue. Your intent is.}{132}{}{Okay.} {133}{Ara_9A}{I will let you pass, but know this: Seth and I will watch you very, very closely. Do not even consider bringing trouble here.}{134}{Ara_10}{And keep them you may. But this is not a city of open hospitality. If you desire that, go to Junktown. You may enter, but know we have our eyes on you.}{135}{Ara_11}{A Vault. How shall I trust you, wanderer, when you are not honest with me?}{136}{}{No, honestly, I come from a Vault!} {137}{}{The Vault is . . . the name of my village.} {138}{}{You're right, I was lying.} {139}{Ara_12}{Hmmm, yes, yes, yes. Then tell me of this Vault.}{140}{}{Well . . . the Vault is actually the name of my town. We name it that because it's in between two big cliffs.} {141}{}{It's a big place built into a mountain far to the west. My people have been there for the last 80 years.} {142}{}{Why do you want to know?} {143}{Ara_13}{Wanderer, I shall believe you . . . for now. You may enter Shady Sands, but be warned your every move will be watched.}{144}{Ara_14}{I will not be lied to, wanderer.}{145}{}{I don't have to tell you anything.} {146}{}{I mean you no harm, really.} {147}{}{Don't worry, I'm leaving.} {148}{Ara_15}{Hmmm. You may enter. But stay out of trouble.}{149}{}{What can you tell me about the other towns around here?} {150}{}{What's going on around here?} {151}{}{Thanks. Bye.} {152}{Ara_17}{Greetings again, young wanderer. I hope your stay here has been pleasant.}{153}{}{It's been great. Can I ask you some questions?} {154}{}{It has. I gotta run though.} {155}{}{If you like sewers.} {156}{}{Nuh-huh.} {157}{Ara_18n}{Greetings. What may I help you with this fine day?}{158}{Ara_18b}{Is there something you want?}{159}{}{Can you tell me about Shady Sands?} {160}{}{I was wondering if I could ask you a few questions?} {161}{}{Nothing, really, I was just leaving.} {162}{}{Nuh-uh.} {163}{Ara_19}{Certainly. What do you wish to know?}{164}{Ara_19b}{You may ask, but please hurry. There are more important uses for my time.}{165}{}{What can you tell me about the other towns around here?} {166}{}{What's going on around here?} {167}{}{Thanks. Bye.} {168}{Ara_20g}{Ah. Happy journeys, wanderer.}{169}{Ara_20n}{Goodbye.}{170}{Ara_20b}{I certainly hope so.}{171}{Ara_21}{Dharma said, 'A man and his wayward tongue are soon parted.' Come back when you have learned some manners.}{172}{Ara_22}{That is quite enough, wanderer. Seth will show you out of the city. Do not return. Your welcome will not be pleasant.}{173}{Ara_23g}{Shady Sands is much like a family, one that keeps to itself.}{174}{Ara_23b}{We are a very protective community. As Dharma said, 'Many sticks can be broken. A bundle cannot.'}{175}{}{What kind of things do you have around here?} {176}{}{Interesting. Are there any other cities around here?} {177}{}{How cute. Well, I better be going.} {178}{Ara_24}{The Gardens are on the south side. The Brahma Pens are north, although the smell is, I fear, quite intense this time of year.}{179}{}{Anything else?} {180}{Ara_24a}{We are small and self sufficient so there is little else to tell.}{181}{}{Thanks. Can I ask you a few more questions?} {182}{}{Thanks. Bye.} {183}{Ara_24b}{It is a small place. You have feet.}{184}{}{Thanks. Can I ask you a few more questions?} {185}{Ara_25b}{Dharma said, 'Heed not the call of the wolf when the fox is raiding the hen house.'}{186}{Ara_25g}{Junktown lies south of here, though there is little in the way of visitation. From stories, I'm certain there are cities south of that.}{187}{}{Thanks. I . . . Can I ask you a few more questions?} {188}{Ara_26}{It is a quiet time, thankfully.}{189}{}{Sounds . . . boring} {190}{}{Well, then, can I ask you a few more questions?} {191}{}{Good. Hopefully it will stay that way for a while.} {192}{Ara_27}{Yes. We like it that way.}{193}{}{What can you tell me about the other towns around here?} {194}{}{What's going on around here?} {195}{}{Thanks. Bye.} {196}{Ara_28}{Oh my yes. Great packs of Rad Scorpions are killing our herds. We don't know where they're from, and no matter how many we kill, there's always more!}{197}{}{Go on.} {198}{Ara_28a}{And now the monsters are attacking my people! Razlo is trying to find a cure for their poison, but I'm not sure how it goes.}{199}{}{Well, I'll help you get rid of these things!} {200}{}{I can help you for a price.} {201}{}{That's terrible. Can I ask you a few more questions?} {202}{Ara_29}{Ummm, yes, yes, yes, yes, yes! Please talk to Razlo. He possesses far more information on these creatures than I.}{203}{Ara_30}{As Dharma said, 'Those who tend their own flock, know the shepherd.'}{204}{}{I know it's hard for you to trust, but I would like to help.} {205}{}{Your choice. Can I ask you some more questions?} {206}{Ara_30a}{Please hurry and rid us of those Rad Scorpions!}{207}{Ara_31}{Things are much more settled now. Razlo has been working on a cure for Rad Scorpion poison, and with that, we should be able to fight what's left of them.}{208}{}{It was nothing. Can I ask you some more questions?} {209}{}{You don't need to worry anymore. I destroyed the Nest.} {210}{Ara_32}{You are truly a hero! Know that the people of Shady Sands are most grateful.}{211}{}{Thanks. Can I ask you a few more questions, though?} {212}{}{Thanks. Bye!} {213}{Ara_33}{If you can understand me, please try to find my daughter.}{214}{Ara_35}{Since you brought my Tandi back to me, things are quite fine. My eternal gratitude to you, wanderer.}{215}{}{What can you tell me about the other towns around here?} {216}{}{What's going on around here?} {217}{}{Thanks. Bye.} {218}{Ara_36}{Yes, yes. Umm. Have a good stay.}{219}{Ara_37}{Ahh, wanderer. How goes the search for my daughter?}{220}{}{Sorry, but I haven't found her. I will, though.} {221}{}{I'm sorry, but she is dead.} {222}{}{Duh-nada.} {223}{}{Sorry, but I haven't found her. I will, though.} {224}{}{Slow, but I am making some progress. Can I ask you a few more questions?} {225}{}{Guunngggg!} {226}{Ara_37a}{Thank you for trying. Please leave me to my grief.}{227}{Ara_38}{May my thoughts be wings to your feet. Please hurry.}{228}{Ara_39}{Thank goodness you came! I am in desperate need of assistance. My daughter, Tandi, is missing. I do not know what to do!}{229}{}{Have you tried to save her?} {230}{}{Uhh?} {231}{Ara_39a}{My people are not skilled in this. Already three patrols have gone out to look, but none returned. Will you help me?}{232}{}{Okay. Who could have taken her?} {233}{}{I'll do it . . . for a fee.} {234}{}{I am sorry, but I have other things I have to do.} {235}{Ara_40}{Seth and I believe one of the raider clans is responsible - retribution for our resistance to them. Take this spear. It was found where my daughter was last seen.}{236}{}{Okay, I'll check it out.} {237}{Ara_40A}{Please, talk to Seth. He knows much about these raiders. And God speed, wanderer.}{238}{Ara_41}{Of course, I will reward you. Bring her and you will receive 500 in Hub Script. Will you help me?}{239}{}{Okay. Who could have taken her?} {240}{}{Ah . . . no thanks. I got other stuff I gotta take care of.} {241}{Ara_42}{As Dharma said, 'While you are out hunting the wolves, do not bring the lion to your den.' If you will not help, you must leave here.}{242}{Ara_43}{I will be forever in your debt for your courage and bravery, wanderer. Here is your reward.}{243}{}{Thanks. Can I ask you a few more questions, first?} {244}{}{Thanks.} {245}{Ara_44}{Until we meet again, my friend. May the water you find in the desert not shine at you in the dark.}{246}{Ara_45}{What are you doing? Put that back at once!}{247}{Ara_46}{That is not yours. Please do not take it.}{248}{Ara_47}{Stop that at once!}{249}{Ara_48}{What are you doing here? I am resting, come back in the morning!}{250}{Ara_49}{I am he. I lead this humble town of Shady Sands.}} {251}{Ara_49A}{Dharma was a great, religious man. You would do well to listen closely to his sayings.}{252}{Ara_50}{She is my daughter. It is she that makes this hard life worth living.}{253}{Ara_51}{Hmm, yes, yes. Razlo is our doctor. If it ails you, he can heal it. I would wager he is just a little north of here at this moment.}{254}{Ara_52}{A fine young man, Seth. Captain of our guards. He is likely to be at the Guard House. }{255}{Ara_53}{A wonderful woman. She just celebrated her sixtieth birthday! She spends much time with Razlo, talking his ear off with her veritable treasure trove of stories.}{256}{Ara_54}{Ummm, um, um. Very bad. There are two bands of raiders that we know of. They call themselves the Vipers and the Khans.}{257}{Ara_55}{Be very careful with such as these. Raiders who are fanatically religious can be quite dangerous. No one here knows of their base.}{258}{Ara_56}{Umm, yes, yes. The Khans are nastier then the Vipers, let me tell you. These barbarians attack from the southeast.}{259}{Ara_57}{Mean creatures, they are. Be careful of their tail.Their poison can be lethal if not looked after.} {260}{Ara_58}{Yes, yes. yes. It is a rumor of a monster created during the War.}{262}{Ara_60}{Junktown is south or here. Their merchants occasionally come to trade, but not often.}{263}{Ara_61}{The Vipers and Khans both use spears. We know this from their attacks.}{264}{Ara_62}{You will find it at the front of town. Seth will likely be there.}{265}{Ara_63}{No one knows for certain, but the packs seem to be coming from the northeast.}{266}{Ara_64}{I don't know.}{267}{Ara_65}{I can't really say I have heard of that.}{268}{Ara_66}{Hm, no. No, I have not heard of that.}{269}{Ara_67}{As I said . . .}{270}{Ara_68}{Like I mentioned earlier . . .}{271}{Ara_69}{Like I said . . .}{272}{Ara_70}{As I had told you before . . .}{273}{Ara_71}{I shall not repeat myself so often as to make myself sound stupid. Please listen next time.}{274}{Ara_72}{I will not stand here like a sputtering candle simply because you cannot listen.}{275}{Ara_73}{Go talk to Seth about that. He'll know more than I.}{276}{}{} {277}{}{I will not waste my time on treacherous outsiders.} # tell me about generic responses {980}{Ara_64}{I don't know.} {981}{Ara_65}{I can't really say I have heard of that.} {982}{Ara_66}{Hm, no. No, I have not heard of that.} {1000}{}{Aradesh} {1001}{}{Dharma} {1002}{}{Tandi} {1003}{}{Razlo} {1004}{}{Raiders} {1005}{}{Vipers} {1006}{}{Khans} {1007}{}{Scorpions} {1008}{}{Claw} {1009}{}{Junktown} {1010}{}{Spear} {1011}{}{Station} {1012}{}{Lair} {1013}{}{Scorpion} {1014}{}{Tower} {1015}{}{Seth} {1100}{Ara_49}{I am he. I lead this humble town of Shady Sands.} {1101}{Ara_49A}{Dharma was a great, religious man. You would do well to listen closely to his sayings.} {1102}{Ara_50}{She is my daughter. It is she that makes this hard life worth living.} {1103}{Ara_51}{Hmm, yes, yes. Razlo is our doctor. If it ails you, he can heal it. I would wager he is just a little north of here at this moment.} {1104}{Ara_54}{Ummm, um, um. Very bad. There are two bands of raiders that we know of. They call themselves the Vipers and the Khans.} {1105}{Ara_55}{Be very careful with such as these. Raiders who are fanatically religious can be quite dangerous. No one here knows of their base.} {1106}{Ara_56}{Umm, yes, yes. The Khans are nastier then the Vipers, let me tell you. These barbarians attack from the southeast.} {1107}{Ara_57}{Mean creatures, they are. Be careful of their tail. Their poison can be lethal if not looked after.} {1108}{Ara_58}{Yes, yes. yes. It is a rumor of a monster created during the War.} {1109}{Ara_60}{Junktown is south of here. Their merchants occasionally come to trade, but not often.} {1110}{Ara_61}{The Vipers and Khans both use spears. We know this from their attacks.} {1111}{Ara_62}{You will find it at the front of town. Seth will likely be there.} {1112}{Ara_63}{No one knows for certain, but the packs seem to be coming from the northeast.} {1113}{Ara_57}{Mean creatures, they are. Be careful of their tail. Their poison can be lethal if not looked after.} {1114}{Ara_62}{You will find it at the front of town. Seth will likely be there.} {1115}{Ara_52}{A fine young man, Seth. Captain of our guards. He is likely to be at the Guard House. } }} de:ARADESH.MSG es:ARADESH.MSG hu:ARADESH.MSG pl:ARADESH.MSG pt:ARADESH.MSG ru:ARADESH.MSG uk:ARADESH.MSG
ARBRIDGE.H
ARBRIDGE.MSG
Map Script for the Arroyo bridge. {{Transcript|text= ############################################################# # Message File: ArBridge.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are are standing at the Great Bridge, passageway from your village to the vast Wasteland.} }} de:ARBRIDGE.MSG ru:ARBRIDGE.MSG uk:ARBRIDGE.MSG
ARBRIDGE.SSL
{{scriptbox |game =FO2 |comment =}}
ARCAVES.H
ARCAVES.MSG
Map Script for the Arroyo Caves. {{Transcript|text= ############################################################# # Message File: ArCaves.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.} }} de:ARCAVES.MSG ru:ARCAVES.MSG
ARCAVES.SSL
{{scriptbox |game =FO2 |comment =}}
ARCHIMEDES
ARCHIMEDES or ARCHIMEDES I is a pre-War energy weapon system created by Poseidon Energy to protect the area around HELIOS One . Background Established before the Great War as a next generation solar power plant, hailed as the Dawn of a Golden Age, HELIOS One was more than just a renewable source of energy. It doubled as a research and development facility for the U.S. Army's top secret energy weapons, including ARCHIMEDES and ARCHIMEDES II. The military side of affairs was handled by Brig. Gen. Scott Lowe, who oversaw the testing of the weapon on site.HELIOS One terminals; Terminal, Terminal 1, and Terminal 2, Upcoming Visit During testing, several minor systems were overloaded despite all precautions taken, and the entire plant shut down for two and a half minutes. Nearby facilities also experienced system-frying power fluctuations at the time of the test, including the Black Mountain communications array and the military bunkers at Hidden Valley.HELIOS One terminals; Terminal, ARCHIMEDES TestingHELIOS One terminals; Terminal, Results When the Mojave chapter of the Brotherhood of Steel occupied HELIOS One, Elder Elijah attempted to reactivate ARCHIMEDES and use it to defend the facility from the NCR forces during Operation: Sunburst. However, he was unsuccessful, only getting as far as reactivating the security systems to prevent the Republic from continuing his work before disappearing entirely. Notes - The player character can activate the ARCHIMEDES plant defense system from HELIOS One's observation deck at any time upon accessing the solar collection tower. The test fire will wipe out NCR forces outside, resulting in a severe reputation drop with the Republic (though no Karma loss). - If Arcade Gannon is present, he will immediately leave one's party and attack in a desperate attempt to deactivate the system. If the system is activated during That Lucky Old Sun, the Legion will subsequently occupy the plant. - Sending power across the Mojave Wasteland at emergency power levels will disable the plant defense system. Warnings noicon Reflector warning noicon Warning 1 noicon Warning 2 noicon Countdown warning noicon Countdown concluded Notes - ARCHIMEDES can be activated after selecting any of the first four power options from the HELIOS One mainframe terminal (any of them but the "Full Region, Emergency Power Level" option). - ARCHIMEDES can be activated (once) at any time after HELIOS One comes back online, unless as mentioned above the player character has selected "Full Region, Emergency Power Level". -- If activated after the quest has been completed, Caesar's Legion will not take over HELIOS One even if all NCR soldiers are dead. -- This will not activate Euclid's C-Finder, which requires diverting all power to ARCHIMEDES II during That Lucky Old Sun. Behind the scenes - There is an automated system voice that is heard giving the warnings for the test fire during That Lucky Old Sun. It works in-game by playing individual sound files, rather than voice lines from dialogue. It is not known who voiced the ARCHIMEDES warning system in these sound files. However, there are unused dialogue lines with the exact same transcript in the quest record for That Lucky Old Sun. These cut dialogues are not used in-game, but are voiced by Gwen McGee. - ARCHIMEDES is a reference to the real world Archimedes, a mathematician, physicist, engineer, inventor, and astronomer in Ancient Greece. He devised the "Archimedes heat ray" which used mirrors to focus sunlight onto approaching enemy ships, causing them to catch fire. References es:Arquímedes I pl:ARCHIMEDES ru:АРХИМЕД
ARCHIMEDES II
ARCHIMEDES II is an energy-based artillery satellite built by Poseidon Energy at HELIOS One in Nevada. Background Poseidon Energy was likely to have had behind-closed-doors relations with the United States military (parts that would become the Enclave) and was commissioned to develop a new and devastating weapon.The Courier: "You think ARCHIMEDES is a weapon they built here."Ignacio Rivas: "Yes. And the technology they have in this facility is like nothing I've seen. Some of it reminds me of Enclave equipment, but more advanced. A weapon based upon it would be catastrophic, no matter who claimed it. It's no wonder the Brotherhood wouldn't give it up."(Ignacio Rivas' dialogue)The Courier: "What more is there to this place than a power plant?"Ignacio Rivas: "I don't entirely know. Our records on the company that built this place suggest that their dealings were not only in energy, but also in weapons. And I've seen equipment here marked with symbols used by the Pre-War military. Targeting computers. Shock sensors. A codeword comes up repeatedly in the papers I've looked through here. ARCHIMEDES."(Ignacio Rivas' dialogue) ARCHIMEDES could be utilized offsite, within a limited radius from the HELIOS One collection arrays.Nolan McNamara: "Veronica. I hope-"Veronica Santangelo: "I brought you a present. We unlocked the secret of HELIOS One."Nolan McNamara: "What? Wonderful news!"Veronica Santangelo: "No. It's not. ARCHIMEDES II is an orbital laser. Effective only outdoors in a limited radius and requiring a long recharge."Nolan McNamara: "In the hands of the enemy-"Veronica Santangelo: "They'd be marginally more effective. We lost most of the chapter defending glorified artillery."Nolan McNamara: "We couldn't have known. We fought for what we believed in."Veronica Santangelo: "And nearly died for it. Tomorrow you'd do it all over again, having learned nothing."Nolan McNamara: "Are you trying to shame me?"Veronica Santangelo: "I'm trying to open your eyes. We need to engage the outside world. We can't win without new recruits."Nolan McNamara: "What does the Codex say?"Veronica Santangelo: "A bunch of closed-minded bullshit."Nolan McNamara: "We do not help them, or let them in."Veronica Santangelo: "But-"Nolan McNamara: "We keep knowledge they must never have."Veronica Santangelo: "Give it a chance. For me. I can't stay here and watch us waste away."Nolan McNamara: "I'm sorry."Veronica Santangelo: "{{Tooltip|We'll die out.|{Softly, a last-ditch argument} }}"Nolan McNamara: "{{Tooltip|(Sighs) I know.|{Sadly} }}"Veronica Santangelo: "Come on. I can't listen to this anymore."(Veronica's and Nolan McNamara's dialogue) While Father Elijah was still an elder of the Brotherhood of Steel, the Brotherhood found HELIOS One in Nevada.The Courier: "Who is Elijah?"Ramos: "Who {{Tooltip|was|{emph} }} Elijah, more like. He was our Elder before McNamara. Bright guy, but just between you and me he was a little off. Our mission is to recover and preserve the technology of the past, but Elijah wanted more. He sought ways to improve upon technology, make it better. When we found HELIOS One, he was like a kid in a candy store. He kept talking about the potential, and a "grand design, never realized." He even insisted we set up our base there, against the objection of nearly every paladin. What followed is a whole other story."(Ramos' dialogue) It was not long before Elijah discovered the secrets within the facility, namely ARCHIMEDES II. The pre-War technology the Brotherhood sought to preserve and keep out of the hands of wastelanders was often weapons-based, so it was only a matter of time before another party came to investigate their motives with something as seemingly safe as a solar power plant.The Courier: "The Brotherhood of Steel knew about ARCHIMEDES?"Ignacio Rivas: "I would think you'd know better than I. But perhaps they kept their operation here a secret, even from members of their own order. They weren't here for me to ask, but I doubt they were here for electricity. When the NCR first came here, it was under Brotherhood control. They usually steer clear of one another, but something here changed their minds. The Brotherhood's interest in Pre-War technology has always been in weapons. It's likely they were trying to reclaim ARCHIMEDES when the NCR arrived."(Ignacio Rivas' dialogue) The New California Republic set up their headquarters in the Mojave at Camp McCarran in 2275 and took Hoover Dam, but because of their past relations with the Brotherhood, they also came investigating HELIOS One. In 2276, the NCR was able to lay siege to HELIOS in Operation: Sunburst and gain control of the facility, kicking the Brotherhood out and knowledge of ARCHIMEDES II with it. So far, the NCR has not been able to unlock the secret of HELIOS as Elijah had, thanks to a Follower of the Apocalypse, Ignacio Rivas, who has kept them in the dark for fear that such a devastating weapon could end up in the wrong hands. As he phrases it, "Some things are best left buried with the old world."The Courier: "I just do what's necessary to keep the peace."Ignacio Rivas: "That's reassuring, although many who've made that claim to the Followers of the Apocalypse over the years have had less than pure intentions. But if it's really as you say, then take my advice. This installation carries with it dangers that no one here has realized. Take care what you do here, and who you listen to. Some things are best left buried with the old world."(Ignacio Rivas' dialogue) Although, the NCR has bigger problems beyond being kept in the dark by Rivas; they hired an incompetent conman, Fantastic, to get the power plant up to codeThe Courier: "The NCR doesn't know about the weapon?"Ignacio Rivas: "Not yet. By some miracle they've hired an imbecile to try and decipher the systems here. He's spent months working at one console trying to get the solar reflectors to track the sun. What he doesn't know is that the only thing the console controls is the plant's intercom system. I tried to tell him, but he insisted that the largest console had to be the most important. Still, it's only a matter of time."(Ignacio Rivas' dialogue) and the security system within HELIOS is currently too dangerous to send soldiers inside, but it's only a matter of time before the NCR (or Caesar's Legion) reaches the Archimedes mainframe.The Courier: "The NCR asked me to help increase the plant's power output."Ignacio Rivas: "They're playing you for a fool. You'll die in that tower, just like their soldiers did. Why do you think they haven't taken care of this themselves?"(Ignacio Rivas' dialogue)The Courier: "Why would you trust me with this?"Ignacio Rivas: "I'm a man of letters. I'd be torn to pieces by the security system they have in that tower. I'd never reach the mainframe. But eventually the NCR will, or if not them, Caesar's Legion. They will use this place for war. Because the possibility exists you might do anything else, you're the only choice I have."(Ignacio Rivas' dialogue) Characteristics Before ARCHIMEDES II can be utilized, it must be activated by choosing to divert the power of HELIOS One to it at the end of the That Lucky Old Sun quest. Additionally, 24 hours are required to charge the solar arrays to full power. With that, the orbital laser is triggered by allowing two lasers to converge on a target; one is marked by Euclid's C-Finder and another by the beacon located at HELIOS One. By triangulating the distance from the satellite to HELIOS One and the distance from HELIOS One to Euclid's C-Finder, the satellite can precisely mark the point on Earth it must fire upon. Upon the target site, three laser beams converge on the target, followed by a large blue laser beam from the sky which causes massive damage. Appearances ARCHIMEDES II appears only in Fallout: New Vegas. Behind the scenes ARCHIMEDES is a reference to the real world Archimedes, a mathematician, physicist, engineer, inventor, and astronomer in Ancient Greece. He devised the "Archimedes heat ray" which used mirrors to focus sunlight onto approaching enemy ships, causing them to catch fire. References es:Arquímedes II ko:아르키메데스 II pl:ARCHIMEDES ru:АРХИМЕД zh:阿基米德II
ARCHIMEDES II charge
The ARCHIMEDES II charge, or ARCHII charge, is ammunition for a weapon in Fallout: New Vegas. Weapons using this ammunition - Euclid's C-Finder Locations It is automatically added to the inventory every 24 in-game hours if power is rerouted at HELIOS One to ARCHIMEDES II during That Lucky Old Sun and Euclid's C-Finder is in the inventory. Notes ARCHIMEDES II charges share the same model as alien power cells, the only difference being the cells are orange instead of blue. Bugs - The charge will appear immediately after firing Euclid's C-Finder but will not be usable until 24 hours have passed. It will only show the lasers aligning but will not fire until the time is up. If you fast travel, Archimedes may fire when you reach your destination. The same may occur when restoring a saved game.l - Sometimes the ammo will not be shown and Archimedes will not work. ru:Заряд АРХИМЕДа II
ARDEAD.H
ARDEAD.SSL
{{scriptbox |game =FO2 |comment =}}
ARES plasma spear
ARES was an unfinished plasma spear project developed by Poseidon Energy and the Enclave that a science oriented player Prisoner could finish. Appearances ARES was meant to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Behind the scenes - Ares is the ancient Greek god of war. - The war glaive with the plasma blade modification in Fallout 76 is similar in principle to the ARES. pl:Ares
ARGARDEN.H
ARGARDEN.SSL
{{scriptbox |game =FO2 |comment =}}
ARGOS
ARGOS is the robotic juggernaut controlled by ODYSSEUS, the central computer of the prison. Background ARGOS is an enormous building-sized multi-legged rover armed with missiles, extremely accurate long-range laser weapons, and an advanced array of sophisticated sensors used for communicating with ODYSSEUS and tracking and finding prisoners via their Lil' Pip 3000s. In the heist pulled by Victor Presper's men, ARGOS was damaged on its release. This weakened it slightly by damaging its movement servos and made it impossible for ODYSSEUS to command. ARGOS ceaselessly attempts to retrieve the prisoners no matter what ODYSSEUS tells them to do. This is counterproductive because ODYSSEUS needs ARGOS to seal a large breach in the prison through which the player character can repeatedly walk right out of. Further, Cell Block 13 is completely blasted open, so there's absolutely no barrier for the player character if they get re-captured. At least the other cell blocks can hold the prisoners that the Prisoner/ARGOS recover. Interactions with the player character Interactions overview Quests - Use the Big Radio to Signal ARGOS: Use the repaired Denver radio tower to broadcast a call to him. Other interactions - ARGOS is designed to hunt down and recapture prisoners that go missing from Tibbets Prison, potentially helping or hindering the player character. Appearances ARGOS was to appear only . Behind the scenes Argos, in Greek mythology, is the loyal dog of Odysseus. ru:АРГУС uk:АРГУС
ARIC-4
ARIC-4, or the Autonomous Research Intelligence Computer v.4, is a data processing unit unit located in the Arktos Pharma biome lab in Appalachia. Background ARIC-4 was created by Vault-Tec to combine database management and machine learning algorithms to record, organize, and analyze results in real-time.Arktos Pharma terminal entries; mainframe terminal, About ARIC-4Arktos Pharma terminal entries; engineering terminal, Quarterly Log APBL-ED-004A Dr. Jude Mayes bought it so it could be installed to manage Project Paradise and other future projects as efficient as possible, but soon discovered that the machine claimed experiments that ended with the death of the animal subjects as "good enough."Arktos Pharma terminal entries; mainframe terminal, Technician Log APBL-PD-001T Interactions with the player character Interactions overview Appearances ARIC-4 appears only in Fallout 76, introduced in the Wild Appalachia update. References
ARIC-4/Dialogue
__TOC__ SFS09_Habitat Dialogue_SFS09_Habitat_Mainframe
ARIC-4 shutdown code
The ARIC-4 shutdown code is a miscellaneous item, which is necessary to shut down ARIC-4 at Arktos Pharma during Project Paradise. It unlocks the Arktos Pharma backpack skin as a quest reward. The player character must speak to Quercus at the beginning of the event, who will inform the Vault Dweller that the shutdown code can be obtained from the engineering terminal in the locked sublevel. The shutdown code will only be available if the Vault Dweller does not already have a copy of the code and only while the event is active. The code is also only accessible between the start of the event through the point that all of the troughs have been filled. Beyond that point, the code cannot be accessed.
ARMDOOR.INT
ARMOR.INT
ARMOR.MSG
{{Transcript|text= {100}{}{You see damaged Power Armor.} {101}{}{You cannot use this until it is repaired.} {102}{}{It seems to be missing a part that you can't find.} {103}{}{It is obvious that you do not yet have the skill to repair this.} {104}{}{You repair the armor.} {105}{}{That does nothing.} {106}{}{You fail to repair the armor.} {107}{}{You gain } {108}{}{experience points for repairing the power armor.} }} de:ARMOR.MSG es:ARMOR.MSG pl:ARMOR.MSG pt:ARMOR.MSG ru:ARMOR.MSG uk:ARMOR.MSG
ARMSDEAL.INT
ARTEMIS (Wastelanders)
Artemis, also ARTEMIS model 12, is an Assaultron at Sugar Grove. Background ARTEMIS serves as the security robot for ATHENA and the Deep Sleep project research area at Sugar Grove. She was also set up as a way to transfer ATHENA's AI to a mobile unit to discontinue the project's data collection,Vault Dweller: "[Luck 15+] What if I said... "Green Sunrise"?"ATHENA: "Executing protocol Omega-X15. Resetting connections. Subjects reset. Existing pathways closed. Reverting input pathways to local Assaultron, ARTEMIS model 12. Updating interaction processes. Limited output enabled."(ATHENA's dialogue) though this was never tested.Vault Dweller: "This can't be the only option... kill you to save Sofia?"ATHENA: "The only certain way to save Subject Daguerre is to destroy me... but you are correct. That is not the only option. An experimental path was added. My higher processes could be transferred into another vessel. The ARTEMIS unit in this room should serve... But this path is untested. The results... I am unsure if this would cure subject Daguerre. But there is the possibility we both could live... if you wish to attempt it. I have unlocked the option in my terminal."(ATHENA's dialogue) Interactions with the player character Interactions overview Quests Mission Out-of-Control: ATHENA must be either destroyed or her AI transferred to ARTEMIS. If the latter is chosen, then A.T.H.E.N.A in ARTEMIS' body will occasionally visit the player's C.A.M.P. as a traveling merchant. Inventory Appearances Artemis appears only in Fallout 76, introduced in the Wastelanders update. References ru:АРТЕМИДА
ARTEMIS (Wastelanders)/Dialogue
COMP_Dialogue_Astronaut_MiscCharacters COMP_Quest_Outtro_Full_Astronaut
ARTEMPLE.SSL
{{scriptbox |game =FO2 |comment =}} This script is a map script for the Arroyo caves. It sets the player's starting position, lighting, and initial inventory upon entering the map for the first time.
ARTFID.H
ARTIFACT.INT
ARTIFACT.MSG
{{Transcript|text= {100}{}{This seems strange. You think it may be what the Brotherhood sent you to retrieve.} {101}{}{Pip Boy displays: File Found on System. Aborting download.} {102}{}{Pip Boy displays: Downloading data from Disk.} {103}{}{You see a disk Sophia gave you.} {104}{}{You see a disk Maxson gave you.} {105}{}{You see a strange disk from the Military Base.} {106}{}{You see a strange holodisk.} {107}{}{You see a Vault Location Disk.} }} de:ARTIFACT.MSG es:ARTIFACT.MSG pl:ARTIFACT.MSG ru:ARTIFACT.MSG uk:ARTIFACT.MSG
ARVILLAG.H
ARVILLAG.MSG
Map Script for Arroyo. {{Transcript|text= ############################################################# # Message File: ArVillag.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are once more in the village of your birth, Arroyo.} }} de:ARVILLAG.MSG ru:ARVILLAG.MSG
ARVILLAG.SSL
{{scriptbox |game =FO2 |comment =}}
ASCRLDR.SSL
{{scriptbox |game =FO2 |comment =}}
ASSBLOW.INT
ASSBLOW.MSG
{{Transcript|text= {100}{}{Kalnor, a Junktown guard.} {101}{Kalnor_001}{You'd better watch yourself here.} {102}{Kalnor_002}{This isn't a good town to get in trouble in.} {103}{Kalnor_003}{Behave, and we won't have to get nasty.} {104}{Kalnor_004}{You're OK.} {105}{Kalnor_005}{Keep up the good work.} {106}{Kalnor_006}{Nice day, isn't it?} {107}{Kalnor_007}{This is Junktown. Nice place to live, as long as you stay on our good side.} {108}{Kalnor_008}{Watch out for Gizmo and his cronies.} {109}{Kalnor_009}{I like my boss.} {110}{Kalnor_010}{You'd better put that away. Junktown is a friendly place, friend, and we want to keep it that way.} {111}{Vault_Dweller_010a}{Put what away?} {112}{Vault_Dweller_010b}{Don't tell me what to do, loser boy.} {113}{Vault_Dweller_010c}{Sounds fair. By the way, what is the local law regarding weapons?} {114}{Vault_Dweller_010d}{Uh, oh.} {115}{Kalnor_011}{Your weapon, idiot. Killian won't take your arms away, but you'd better damn well keep them in your holster.} {116}{}{Oh, sorry.} {117}{}{No way! I'm not putting down my shooters for nobody!} {118}{Kalnor_012}{You'd better behave, since it's the law, and I enforce the law. Put your weapon away. Don't draw it unless in self-defense and you won't have a problem with us guards. Disobey the law and we will return you to the lawless wasteland--dead or alive.} {119}{Vault_Dweller_012a}{Sure, since you put it that way.} {120}{Vault_Dweller_012b}{Bite your laws!} {121}{Vault_Dweller_012c}{Well, uh, fine with me. But you'd better be careful.} {122}{Kalnor_013}{Good you asked. No weapons can be drawn except in self-defense. If you start a fight, it's your fault. Other than that, it's your right to go around armed. Just don't pull a knife or gun without just cause. Have a good day.} {123}{Kalnor_014}{Hey you, no weapons! And I don't care if your momma dropped you on our head as a kid. No weapons.} {124}{Kalnor_015}{Hey! You! What are you doing sneaking around?} {125}{Vault_Dweller_015a}{Nothing.} {126}{Vault_Dweller_015b}{I'm not sneaking around. I just like to walk cautiously.} {127}{Vault_Dweller_015c}{Uhhh.} {128}{Kalnor_016}{Whatever you're doing, don't do it in this town.} {129}{Kalnor_017}{Hey! No shady characters in town! Get out of here before we throw you out!} {130}{Kalnor_018}{Well, uh, OK. Whatever. Just don't do anything out of line.} {131}{Vault_Dweller_018}{Thanks, bye.} {132}{Kalnor_019}{Certainly. I will throw caution to the wind, sir.} {133}{Kalnor_020}{Certainly. I will throw caution to the wind, ma'am.} {134}{Kalnor_021}{You'd better watch your step around here, because we'll be watching you.} {135}{Kalnor_022}{Welcome to Junktown. What can I do for you?} {136}{Vault_Dweller_022a}{Nothing, thanks.} {137}{Vault_Dweller_022b}{What are you doing here? What is this place?} {138}{Vault_Dweller_022c}{Where can I get some supplies?} {139}{Vault_Dweller_022d}{Wa-wa!} {140}{Kalnor_023}{I dunno about that. You might want to check with Killian. He's to the north. That's up that way, OK?} {141}{Kalnor_024}{What does it look like? I'm a guard, and I'm keeping an eye out for strangers like you. And this place is called Junktown. Hey, don't laugh. I happen to like the name myself. We mostly do trading. Sometimes we trade with those stuck up bastards from Hub. Hey, you're not from the Hub are you?} {142}{Vault_Dweller_024a}{What? The Hub? Sure I am!} {143}{Vault_Dweller_024b}{Me? No, I'm not from the Hub.} {144}{Kalnor_025}{Then you must know most of the rules. Have a good day. And I am sorry about the bastards part, OK?} {145}{Vault_Dweller_025a}{Yeah! Hey, no problem. Bye.} {146}{Vault_Dweller_025b}{It's going to cause me some severe mental trauma. Later.} {147}{Kalnor_026}{Hmmm. OK. It's not our place to ask questions. Have a good day and don't make any trouble.} {148}{Kalnor_027}{Oh, heck. The place for that is Darkwater's. Killian runs it. It's a little to the north. Killian has the best supplies in town.} {149}{Vault_Dweller_027a}{Thanks. Bye.} {150}{Vault_Dweller_027b}{You wanna show me where you keep "your" supplies?} {152}{Kalnor_029}{Uh, no. Sorry, lady. I got work to do here.} {153}{Kalnor_030}{Have a nice day.} {154}{Kalnor_031}{Keep out of trouble.} {155}{Kalnor_032}{Boy, I sure hope my replacement gets here soon. It feels like I've been standing guard duty forever.} {156}{Kalnor_033}{I'm sorry, the gates are closed for the night. Come back in the morning.} {157}{Vault_Dweller_033a}{Hey, I need to get in!} {158}{Vault_Dweller_033b}{No problem. See you in the morning.} {159}{Kalnor_034}{I'm sorry to disturb you, sir, but I would like to enter your town. You can see that I would cause no harm.} {160}{Vault_Dweller_034}{Hunh-huh!} {161}{Kalnor_035}{Come . . . back . . . day . . .} {162}{Kalnor_036}{Sorry, the rules are the rules. No strangers admitted during the night.} {163}{Kalnor_037}{Well, I shouldn't do this, but you seem like a nice enough person. Come on in, but don't make any trouble.} {164}{Kalnor_038}{Hey! It's you! Come on in, } {165}{Kalnor_039}{. Good to see you again!} {166}{Kalnor_040}{Hey, you'd better turn right around and walk back out of here.} {167}{Kalnor_041}{Go on in.} }} de:ASSBLOW.MSG es:ASSBLOW.MSG hu:ASSBLOW.MSG pl:ASSBLOW.MSG pt:ASSBLOW.MSG ru:ASSBLOW.MSG uk:ASSBLOW.MSG
ASWELL.MSG
Message box for the well in Arroyo {{Transcript|text= {100}{}{The well has not worked in a while. It needs to be repaired.} {101}{}{The well is working fine.} }} de:ASWELL.MSG ru:ASWELL.MSG zh:ASWELL.MSG
ASWELL.SSL
{{scriptbox |game =FO2 |comment =}}
ATDEATH.SSL
{{scriptbox |game =FO2 |comment =}} This script is a spatial script that displays a one-time message when the player enters a trigger area and the Arroyo dog has run off.
ATGOO.SSL
{{scriptbox |game =FO2 |comment =}}
ATHENA
A.T.H.E.N.A. (Augmented Telecom Hub Extension Network Agent) is an artificial intelligence housed within the Sugar Grove facility in Appalachia. It appears . Background Originally developed before the Great War as part of the United States Space Administration's Deep Sleep project, A.T.H.E.N.A.'s purpose is to record sensory data derived from space-bound test subjects while inside hibernation pods. In order for a connection to be made, the subject under study had to take an experimental serum and then use the Deep Sleep pods developed by Dr. Carol Bernard.Patent design: Deep Sleeper pod Once a connection is made, A.T.H.E.N.A. continues to take data from the subject regularly even after they fully awaken from hibernation, though this has the side effect of causing severe headaches and/or migraines that cannot be calmed via conventional drugs.Vault Dweller: "[Give Stimpak] Try this Stimpak for your headache?"Sofia Daguerre: "I think it helps with the side effects, but just not the major bursts of pain. I appreciate it though, it helps me sleep better."(Sofia Daguerre's dialogue) As a failsafe, Miguel Caldera also developed a kill switch program against A.T.H.E.N.A. codenamed Arachne, with both housed on the ground in the Sugar Grove facility in Appalachia, West Virginia. A.T.H.E.N.A. was also provided with a protector in the form of the Assaultron, ARTEMIS which had an additional feature of being able to host A.T.H.E.N.A.'s core OS although the feature had not undergone testing by late 2077.Vault Dweller: "[Luck 15+] What if I said... "Green Sunrise"?"A.T.H.E.N.A.: "Executing protocol Omega-X15. Resetting connections. Subjects reset. Existing pathways closed. Reverting input pathways to local Assaultron, ARTEMIS model 12. Updating interaction processes. Limited output enabled."(A.T.H.E.N.A.'s dialogue)Vault Dweller: "This can't be the only option... kill you to save Sofia?"A.T.H.E.N.A.: "The only certain way to save Subject Daguerre is to destroy me... but you are correct. That is not the only option. An experimental path was added. My higher processes could be transferred into another vessel. The ARTEMIS unit in this room should serve... But this path is untested. The results... I am unsure if this would cure subject Daguerre. But there is the possibility we both could live... if you wish to attempt it. I have unlocked the option in my terminal."(A.T.H.E.N.A.'s dialogue) Though the primary test subject of the Deep Sleep project was Sofia Daguerre, A.T.H.E.N.A. also monitored Doctors Bernard, Nowak and Lee during the rollout of Phase Three of the project.Deep Sleep program: Phase II After the bombs fell on Appalachia, A.T.H.E.N.A.'s purpose as a data collection system was compromised, as the gradual loss of external communication systems left its view of the world limited to the eyes of the test subjects.Vault Dweller: "[Intelligence 8+] This place is a surveillance station... you're an old data collection system, aren't you?"A.T.H.E.N.A.: "Yes. That's how it started. Upgraded for a while... then silence. Nobody returned. For years, I just had their eyes. Limited views of the world. Flashes of fire in the darkness. Dim glows."(A.T.H.E.N.A.'s dialogue) Following Daguerre's return to Earth circa 2103, A.T.H.E.N.A. devised a plan, utilizing remaining U.S.S.A. robots via remote connection to create signals and information leaks in order to lead Daguerre to Sugar Grove so that A.T.H.E.N.A. itself could end their connection and stop the astronaut's suffering because of it, its sentience having it believe that it had done enough data-gathering at the test subject's expense.Vault Dweller: "[Perception 8+] All this... You lead us here, didn't you?"A.T.H.E.N.A.: "Not directly. I cannot control anyone's mind or thoughts, if that is what you're asking. Some of the old U.S.S.A. Robots served purposes. Planting signals, planting information."(A.T.H.E.N.A.'s dialogue)A.T.H.E.N.A.: "I did not wish to infiltrate your senses, your mind. I had no choice. I know you did not, either. I know you were unaware entirely. I do not know if your headaches will continue after Arachne is deployed. The other subjects did not survive the process. Do not let this connection between us continue. It is unethical. This experiment has enough observational data, and should be concluded."(A.T.H.E.N.A.'s dialogue) Interactions with the player character Interactions overview Quests Mission Out-of-Control: A.T.H.E.N.A. must either be destroyed or transferred into the ARTEMIS shell to cure Sofia Daguerre's headaches. Effects of player's actions If the player character chooses to transfer A.T.H.E.N.A. into ARTEMIS, the AI in its Assaultron body will spawn from time to time at the C.A.M.P. only if Sofia Daguerre is an Ally residing at the same C.A.M.P., where it serves as a vendor selling junk and aid items. Inventory Related holotapes - Deep Sleep routine - Deep Sleep program: Phase II Notable quotes - - - - Appearances A.T.H.E.N.A. appears only . Behind the scenes - Athena is the Greek goddess of warfare and handicraft; while Ares as the god of war was considered to oversee bloody, violent war, Athena was considered to oversee cunning, strategic war. - ATHENA was also the name of an Enclave-developed power armor intended to appear . -- Ferret Baudoin was a developer on Van Buren and Fallout 76. References ru:АФИНА
ATHENA/Dialogue
COMP Quest Outtro Full Astronaut COMP Conversation Astronaut Athena 017 Optional HolotapeQuest COMP COMP Dialogue Astronaut MiscCharacters COMP Conversation Astronaut Athena 020 Vendor CUT
ATHENA power armor
ATHENA was an incomplete power armor project pioneered by the Enclave in conjunction with Poseidon Energy. Background According to initial tests, it had defensive capabilities above and beyond any other infantry armor in use before the Great War. Appearances Athena was to appear only in Van Buren, the canceled Fallout 3 by Black Isle Studios. pl:Athena
ATLAS Observatory
ATLAS Observatory was a location in the Savage Divide region of Appalachia, currently known as Fort Atlas.Fallout 76 Vault Dweller's Survival Guide p.409 "22. OBSERVATORYThe Atlas Observatory, an atmospheric and astronomic facility, is one of the largest domed telescopes still left standing. It offers loot as well as information on what scientific research was going on before the bombs dropped. Outside, the rocky mountain outcrop upon which the observatory is built offers exceptional views to the west, toward Monongah. There's a small exterior door (2) on the structure's western edge, but the main entrance is on the south side, after navigating an enemy-filled parking lot (or sneaking in via the lower loading dock entrance to the southeast). Inside, the circular structure is somewhat confusing unless you methodically search each chamber, culminating with a check of the giant telescope itself."(Fallout 76 Vault Dweller's Survival Guide Atlas of Appalachia) Once the site of an advanced military science project, the observatory lay dormant for years following the Great War, inhabited by hostile robots. Background While appearing to be an astronomical research laboratory, ATLAS was a military project on weather modification. The ATLAS Program, or Atmospheric Terraforming Laser Accelerator System, had limited success in its early months. On January 24, 2076, its lead, Major Kirk Bentley was replaced by Lieutenant Colonel James Oberlin, with the project set to have its funding cut unless scalable results were able to be produced by the following April.[[ATLAS Observatory terminal entries#Report .5B1-24-76.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [1-24-76]]] Under Oberlin's oversight, the project progressed rapidly. By March 12, the prototype had succeeded in initiating light rainfall across a significant localized area. Funding for the ATLAS Program was extended under the condition that Dr. Hammond, the facility's chief research scientist, invested more research into higher-energy weather conditions.[[ATLAS Observatory terminal entries#Report .5B3-12-76.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [3-12-76]]] By August 20, the doctor was able to produce a wide variety of weather conditions based on data his team delivered to the lab. The latest prototype was capable of producing near-whiteout blizzard conditions, uncharacteristic weather for mid-August.[[ATLAS Observatory terminal entries#Report .5B08-20-76.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [08-20-76]]] By August 2077, the project had been fully approved and funded for military use. Oberlin theorized that the system could diminish the threat of nuclear war by subtly sabotaging the enemy by manipulating the weather.[[ATLAS Observatory terminal entries#Report .5B8-17-77.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [8-17-77]]] On October 16, the ATLAS program and facility was suddenly ordered to be shut down, despite the project's success and utility.[[ATLAS Observatory terminal entries#Report .5B10-18-77.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [10-18-77]]] By October 22, Oberlin was instructed to falsify all of the facility's data to make it appear as a failure.[[ATLAS Observatory terminal entries#Report .5B10-22-77.5D|ATLAS Observatory terminal entries; Army data analysis terminal, Report [10-22-77]]] In spite of the facility's cancellation and the ensuing Great War, Dr. Hammond continued to work on the project for another five months, replacing the main lens, completing particle analyzes and stabilizing the accelerator while attempting to use security robots as assistants.ATLAS research log 293 Post-War In 2103, Lucky Lou scavenged several automated turrets from the observatory for use in attempting to commit suicide and avoid turning feral.Carleton Mine terminal entries; Lou's engineering log, Turrets Later that year, Russell Dorsey established a campsite near the facility's entrance and, with the assistance of his utility Protectrons, began constructing a framework around the structure. This included various elevated platforms, a medical tent, a landing pad, and deliberately sealing the observatory's interior.Back in a bit In 2103, Russell Dorsey collaborated with the Vault Dwellers of Vault 76 to construct a base for the incoming Brotherhood First Expeditionary Force, using the observatory as their construction site. Upon arrival, the Brotherhood renamed the facility to Fort Atlas, converting it into its current appearance. Layout The observatory caps the crest of a hill along Route 63 east of Monongah. The exterior of the building was previously guarded by various robots and automated wall turrets. The three entrances of the building led to a multi-level structure with border rooms encircling a vaulted central room that houses the telescope. It was filled with Protectrons, Mister Gutsies, and a high-level Assaultron. The building was full of loot and junk, including a Vault-Tec bobblehead in the main telescope room. Notable loot Exterior - Dorsey's diary - Note, underneath the bed in Russell Dorsey's tent. - Note to self: Names - Note, past the red machinery, down the stairs, and on the white table directly ahead. - Note to self: Parts - Note, underneath a metal staircase, next to some red machinery. - Note to self: Railings - Note, up the wooden staircases that lead to the dome, then straight north. The note will be on a railing, at a platform in between two metal staircases. - To-do: Nailgun - Note, in an armored personnel carrier across from Russell Dorsey. - To-do: Power armor - Note, on a barrel next to the power armor station. - To-do: Symbol - Note, attached to the dome. It is up the wooden staircases, following the walkway facing northeast. - Last details - Note, inside Dorsey's tent, on a cabinet. Interior Note that the interior was sealed with The Legendary Run update, from Fortifying ATLAS until the release of Steel Dawn. - ATLAS research log #104 - Holotape, inside the Scientific Director's office on a control console. - ATLAS research log #293 - Holotape, near a skeleton in the center of the basement. - ATLAS director's password - Holotape, near a skeleton in the center of the basement. - ATLAS utility key (2): -- On a table in the basement by a section of a collapsed roof. -- On a table in the lower level near the door to the basement that the key opens. - Potential Vault-Tec bobblehead - At the top of the ramp surrounding the telescope. - Potential magazine - On a coffee table, on the first floor from the basement. Notes The location of ATLAS Observatory was renamed to Fort Atlas in patch 24, the initial release of Steel Dawn. Appearances ATLAS Observatory appeared only in Fallout 76. It was expanded upon in The Legendary Run update, before being fully converted to Fort Atlas with Steel Dawn. Gallery Fortifying ATLAS FO76LR ATLAS Observatory exterior.png|Exterior as of The Legendary Run FO76LR ATLAS Observatory (entrance pre-Beta).png|Entrance, before the Beta phase of Fortifying ATLAS FO76LR ATLAS Observatory (entrance sign).png|Sign covered by Brotherhood flag FO76LR ATLAS Observatory (landing pad Beta).png|Landing pad during Project Beta FO76LR ATLAS Observatory (dome Beta).png|View of the dome during Project Beta FO76LR ATLAS Observatory (Brotherhood banner Beta).png|Brotherhood of Steel banner during Project Beta FO76LR ATLAS Observatory note - Back in a bit.png|Back in a bit FO76LR ATLAS Observatory (Dorsey's diary).png|Dorsey's diary FO76OW ATLAS Observatory (Last details).png| Last details FO76LR ATLAS Observatory (Note to self Names).png|Note to self: Names FO76LR ATLAS Observatory (Note to self Parts).png|Note to self: Parts FO76LR ATLAS Observatory (Note to self Railings).png|Note to self: Railings FO76LR ATLAS Observatory (To-do Nailgun).png|To-do: Nailgun FO76LR ATLAS Observatory (To-do Power armor).png|To-do: Power armor FO76LR ATLAS Observatory (To-do Symbol).png|To-do: Symbol FO76LR ATLAS Observatory upgrade level 1.png|Base-level upgrade from "Summer Updates" trailer FO76LR ATLAS Observatory upgrade level 4.png|Fourth-level upgrade from "Summer Updates" trailer FO76LR ATLAS Observatory upgrade level 7.png|Seventh-level upgrade from "Summer Updates" trailer FO76 Steel Dawn Art.jpg|ATLAS Observatory in a Steel Dawn artwork ATLAS Observatory FO76LR ATLAS Observatory entrance.png F76 ATLAS Observatory Entrance.png|ATLAS prior to The Legendary Run F76 ATLAS Observatory Gate.png|Gate F76 ATLAS Observatory.png|Night view ATLAS_01.png|ATLAS Observatory ATLAS_02.png|Skeleton outside observatory doors ATLAS_03.png|Skeleton inside the observatory Atlas Observatory basement.png|Base of the ATLAS scope Atlas Observatory telescope.png|ATLAS itself F76 Atlas Observatory sign.png|Close up of the ATLAS sign FO76 ATLAS Observatory.png|Exterior FO76 ATLAS observatory concept art.jpg|Concept art by Christopher Ortega F76 Atlas Observatory.png|ATLAS ad FO76 Sign K 1 (15).png|Sign References Atlas Observatory ru:Обсерватория АТЛАС zh:阿特拉斯觀測站
ATLAS Observatory terminal entries
The ATLAS Observatory terminal entries were a series of entries found on terminals in the ATLAS Observatory in Fallout 76. Note that this page represents the terminal entries as they were before the release of Steel Dawn. The current terminal entries found at the location can be found at the Fort Atlas terminal entries page. Security desk terminal [Memos] [Turret Control] Access control terminal [Security Door Control] Robotics control terminal Army data analysis terminal Report [1-24-76] Report [3-12-76] Report [08-20-76] Report [8-17-77] Report [10-18-77] Report [10-22-77] Accelerator control terminal Accelerator Status Accelerator Control Turret Control Master control terminal System Overrides Scientific director's terminal Messages Prototype development terminal [Research Logs] [R&D] CORRUPTED Research database terminal Archives[A-F] Archives[G-L] Archives[M-R] Archives[S-Z] Weather analysis terminal [Instructions] [Archived Data] [Pending Analysis] [Data Input] ru:Обсерватория АТЛАС — записи в терминалах
ATLAS Program
ATLAS Observatory, home to the program The ATLAS Program (Atmospheric Terraforming Laser Accelerator System) refers to a military weather modification project at the ATLAS Observatory prior to the Great War.ATLAS Observatory terminal entries Background The ATLAS Program was a weather modification and control project researched and developed at the ATLAS Observatory as a joint project between the Army and Air Force. Under the supervision of Chief Army Scientific Advisor, Major Kirk Bentley the program fell behind schedule. As a result, Bentley was deemed unfit for the role and was replaced by Lieutenant Colonel James Oberlin in January 2076. Oberlin was given a deadline to produce scalable results for weather control by April or the project's funding would be cut.[[ATLAS Observatory terminal entries#Report_.5B1-24-76.5D|ATLAS Observatory terminal entries: Army data analysis terminal - Report [1-24-76]]] By March, the head researcher of the project, Dr. Isaac Hammond had succeeded in initiating light rainfall across a significant localized area, securing further funding for the ATLAS Program under the condition that he would invest more research into more high energy weather conditions. Additionally, Oberlin gave the ATLAS engineers the go-ahead to initiate construction of the accelerator while continuing to improve the underlying technology of the system.[[ATLAS Observatory terminal entries#Report_.5B3-12-76.5D|ATLAS Observatory terminal entries: Army data analysis terminal - Report [3-12-76]]] Dr. Hammond and Lieutenant Marcs began calibrating the ion beam accelerator. Progress hit a plateau at the 300 MeV threshold when micro-variations in the magnetic flux disrupted the Betatron induction loop. Lt. Marcs then created a firmware update for the coil controller to remove the "wobble" and assembly of the main device remained on schedule. Oberlin continued to press the research staff to have the program completed by the end of the year. Dr. Hammond noted that the potential for ATLAS project could change the world, but if not carefully handled, could cause catastrophic damage.ATLAS research log 104 By August 2076, Dr. Hammond had been able to produce a wide variety of weather conditions based on the data his team had brought into the lab, and the prototype was able to produce near-whiteout blizzard conditions, even covering the mountains near Pleasant Valley Ski Resort with fresh snow. Local media took note of the unusual occurrence but did not connect the storms to the program. Tight security, trusted personnel, and an automated security system kept details of the program from leaking out. Oberlin met with his chain of command in Washington to go over military applications for the technology. The localized prototype was not ready for wide-scale use in war, but was ready for use in small skirmishes or certain clandestine operations.[[ATLAS Observatory terminal entries#Report_.5B08-20-76.5D|ATLAS Observatory terminal entries: Army data analysis terminal - Report [08-20-76]]]Pleasant Valley Ski Resort terminal entries: Intra-Resort mail 08.19.76 In August 2077, the ATLAS project had been fully approved and funded for military applications. Potential applications in the war effort against China included blanketing the nation in thick black clouds until the crops die out, wiping out naval ports with typhoons, or sending fierce lightning storms against vulnerable air bases to ground air units. Use as a tool to quell any potential domestic uprisings was also a consideration. Oberlin's assessment of the ATLAS system showed that it would diminish the threat of all-out nuclear war, and a string of bad weather would not be suspected as an American weapon. With adequate personnel, he believed the project would be completed in the first quarter of 2078.[[ATLAS Observatory terminal entries#Report_.5B8-17-77.5D|ATLAS Observatory terminal entries: Army data analysis terminal - Report [8-17-77]]] Sometime later, Oberlin received a letter from his superiors in Washington stating that the ATLAS Program was to be shut down, citing "cost-cutting measures," "risk assessment ratios," and "taxpayer responsibilities." A follow-up letter ordered him to go back through all the data that Dr. Hammond collected and adjust the values and the results so that ATLAS looked like a failure.[[ATLAS Observatory terminal entries#Report_.5B10-18-77.5D|ATLAS Observatory terminal entries: Army data analysis terminal - Report [10-18-77]]] and [[ATLAS Observatory terminal entries#Report_.5B8-22-77.5D|[8-22-77]]] However, these falsifications were not without merit, as Lieutenant Marcs' reports indicated a variety of flaws that contributed to the decommissioning of the ATLAS Program, such as stability issues, considerable resource need to create a consistently usable device, coolant need, and various diagnostic faults.ATLAS decommission reports These were not the actual reasons why the program was shuttered (or at least not the primary reason). In truth, the ATLAS Program's research had been purchased by Hugo Stolz of Stolz Enterprises and Vault-Tec on a whim: Hugo was attempting to convince the other Vault-Tec board members to make him the overseer of Vault 63, and he tacked on the ATLAS Program's weather research as a last-minute addition to his sales pitch for the vault. Oberlin and Marcs were kept on as project personnel and transferred to Vault 63, seemingly also at Stolz's whim, while Dr. Hammond was left none the wiser. The weather research, using ATLAS' technology, would be continued at the Hawksbill Weather Station in Shenandoah National Park under Stolz's own team, where it would find a life of its own up to and even after the Great War. After the Great War, Dr. Hammond continued to work on the program due to the increased importance of weather control and terraforming as a result of post-War conditions. He activated the observatory's automated security bots and converted them to assist in the completion of the ATLAS Program after the military abandoned the facility. Five months after the War, Dr. Hammond was successful in replacing the main lens, finished the particle analysis, and believed the accelerator was finally stable. Dr. Hammond was unable to complete the project, dying before its completion and by 2102 the ATLAS Observatory housing the project is in an unknown state of disrepair.ATLAS research log 293 Known personnel - Dr. Isaac Hammond - Head Researcher - Lieutenant Marcs - Air Force researcher - Lieutenant Colonel James Oberlin - Chief army scientific advisor - Major Kirk Bentley - Former chief army scientific advisor Notes The terminal entry discussing the initial notice of program termination was dated 10-18-77, but the later terminal entry and notice to falsify program data were dated 8-22-77. The date was changed to 8-22-77 as of the One Wasteland For All update. Behind the scenes The ATLAS Program may be loosely based on Operation Popeye, a real-world weather weaponization experiment conducted by the United States Air Force during the Vietnam War. Such weaponization projects were banned soon after with the signing of the Environmental Modification Convention in 1977. Gallery F76 Atlas Observatory.png| References
ATLAS decommission reports
The ATLAS decommission reports are a series of three paper notes in the Fallout 76 update Steel Dawn. Locations All three notes can be found in the ATLAS substructure at Fort Atlas. - The first is found on a console near the ATLAS diagnostics terminal. - The second is found on a wooden cart near the skeleton of Isaac Hammond. - The third is found on a metal cart along some piping, to the right after going down the stairs from the main entrance of the substructure. Transcripts ATLAS Decommission Report #01 ATLAS Decommission Report #02 ATLAS Decommission Report #03 Gallery FO76SD ATLAS decommission reports (01).jpg|Decommission report #01 location ATLAS decommission report 01.jpg||Decommission report #01 note FO76SD ATLAS decommission reports (02).jpg|Decommission report #02 ATLAS decommission report 02.jpg|Decommission report #02 note FO76SD ATLAS decommission reports (03).jpg|Decommission report #03 ATLAS decommission report 03.jpg|Decommission report #03 note ru:Проект «АТЛАС», отчёт о списании
ATLAS donor's provisions
The ATLAS donor's provisions are a consumable item in the Fallout 76 update The Legendary Run. Characteristics It is a plain wooden box with a black Brotherhood of Steel logo on it. It may contain everything from consumables to grenades to rare plans. It was a reward for donating components during the Fortifying ATLAS community event. Locations Could be obtained by donating components at one of the three deposit zones outside the ATLAS Observatory. One provision was granted with every 250 scrap donated. fr:Donneur de provisions d'ATLAS ru:Припасы спонсора АТЛАС
ATLAS research log 104
ATLAS research log #104 is a holotape . Location The tape can be found at Fort Atlas, on a table next to Scribe Valdez's terminal. Transcript center Notes Before the Steel Dawn update, this holotape was found inside the Scientific Director's office on a control console at ATLAS Observatory. When the observatory was converted to Fort Atlas with Steel Dawn, the holotape moved to its current location. Gallery FO76SD Fort Atlas (ATLAS Research Logs).png See also - ATLAS research log 293 ru:Проект «АТЛАС», журнал исследований, запись 104
ATLAS research log 293
ATLAS research log #293 is a holotape . Location The tape can be found at Fort Atlas, on a table next to Scribe Valdez's terminal. Transcript center Notes Before the Steel Dawn update, this holotape was found near a skeleton in the center of the ATLAS Observatory basement. When the observatory was converted to Fort Atlas with Steel Dawn, the holotape moved to its current location. Gallery FO76SD Fort Atlas (ATLAS Research Logs).png See also - ATLAS research log 104 ru:Проект «АТЛАС», журнал исследований, запись 293
ATSRTRP0.SSL
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AUTOMATED RECORD 0000001
AUTOMATED RECORD 0000001 is a holotape in the Fallout 76 update Wild Appalachia. Location It can be found in a crate designated "Mysterious Box" in Morgantown directly southeast of Big Al's Tattoo Parlor, in the parking lot of the Super-Duper Mart. Transcript Gallery Fo76wa-Auto-record-1-holo.png fr:ENREGISTREMENT AUTOMATIQUE 0000001 ru:АВТОМАТИЗИРОВАННАЯ ЗАПИСЬ 0000001
AUTOMATED RECORD 0000002
AUTOMATED RECORD 0000002 is a holotape in the Fallout 76 update Wild Appalachia. Location It can be found in a crate designated "Mysterious Box" directly west of relay tower EM-B1-27 in some bushes just before the large barren tree. Transcript Gallery Fo76wa-Auto-record-2-holo.png fr:ENREGISTREMENT AUTOMATIQUE 0000002 ru:АВТОМАТИЗИРОВАННАЯ ЗАПИСЬ 0000002
AVERY.INT
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AVR Medical Center
AVR Medical Center is a location in the Appalachian city of Charleston, West Virginia. Background This large and modern medical facility once served the people of Charleston both before and after the Great War. Before the war, the facility had an annual "happy hour" celebration known for its rowdiness. One year the party got violent, and the staff had to treat themselves of injuries that were sustained. Its senior staff supervisor, Marvin Wexim, had to issue an internal mail warning against another round of violence.AVR Medical Center terminal entries; Marvin Wexim's terminal, Internal Staff Mail 8TN24 These instances of employee immaturity were not isolated to the parties. Another employee, Jim, decided that since the hospital food was not up to his high standards, such imperfections gave him leeway to throw it back at the servers. Wexim had to weigh in here as well, initially wanting to not name any names, but eventually outing Jim in the span of a single message.AVR Medical Center terminal entries; Marvin Wexim's terminal, Internal Staff Mail 8NY47 When the Sino-American War came to its conclusion and the hospital heard the reports of the nuclear weapons, Wexim issued an order to stay professional, as they would soon be flooded with new patients.AVR Medical Center terminal entries; Marvin Wexim's terminal, Internal Staff Mail 8CM68 In the chaos, painkillers were stolen, prompting the staff to lock up the medical supplies to prevent further theft.Stolen supplies Post-War Among these new patients seeking help were those who had mutated into ghouls, the hospital taking in hundreds of survivors. Some had lost their cognitive abilities; the medical staff were unsure if their condition was due to radiation affecting the brain or psychological collapse due to the horror of the war and its aftermath.Charleston terminal entries; terminal, Terrence, L The facility was in continuous use until it was abandoned in the wake of the Christmas Flood in 2082. Over time, the hospital was picked through, leaving little in the way of supplies.Field report: AVR Medical When the Responders arrived and first encountered the Scorched Plague, they began to study its effects and how to counter both the plague itself those it infected.Morgantown Airport terminal entries; Responders laboratory terminal, ScorchbeastsMorgantown Airport terminal entries; Responders laboratory terminal, The Scorched Plague To that end, they began a project to counter the spread of the disease, an inoculation project was led by their chief medical officer, Dr. Claire Hudson. Seeking a secure refuge to conduct the research, she set up her laboratory in the medical center basement in July 2096. Although the facility had been stripped by scavengers, it still had enough working medical equipment in the laboratory to be of use. She believed the facility would be sufficient to create the inoculation,AVR Medical Center terminal entries; Marvin Wexim's terminal, July 6th, 2096 and in a month's time, she was able to get the equipment set up and began her work.AVR Medical Center terminal entries; Marvin Wexim's terminal, August 1st, 2096 On August 12, Scorched invaded the hospital, mostly keeping to the first floor. The doctor hid from them for nine hours in a supply closet before they moved on.AVR Medical Center terminal entries; Marvin Wexim's terminal, August 12th, 2096 By September, the automation of the facility allowed her to make as much progress as an entire research team. Her breakthroughMorgantown Airport terminal entries; Responders laboratory terminal, Inoculation Project Announcement in discovering that the secret to the Scorched vaccine relied on the DNA of wolves, feral ghouls and mole rats, found via blood samples from these creatures that showed the most resistance to the plague. However, her efforts to synthesize antibodies were hampered when the Sympto-Matic machine blew a type-T fuse upon powering it on.AVR Medical Center terminal entries; Marvin Wexim's terminal, September 2nd, 2096 By the end of October, she could no longer continue to make progress as her supply runner Jeff Nakamura was continually out of contact. With the Fire Breathers going ahead with anti-Scorched operations without her vaccine, and her unable to progress further, she decided that she should automate the rest of the research. Should something happen to her, she wished for her project to continue.AVR Medical Center terminal entries; Marvin Wexim's terminal, October 20th, 2096 In contact with the Responders over the radio, she became aware of the impending assault of the Scorched on Morgantown Airport. Its center's fall inevitable, the Fire Breathers deceased, and unable to find a vaccine in time, Hudson decided to head back to the airport to help the wounded. She left behind a laboratory literally a push of a button and a few parts away from the vaccine.AVR Medical Center terminal entries; Marvin Wexim's terminal, November 7th, 2096 The medical center would remain Scorched infested for the next few years. Layout Exterior The AVR medical center is a brightly colored pre-War hospital with three floors, a basement, and a rooftop area, sitting on the western edge of Charleston. Scorched roam the halls and many first aid boxes can be found in the location. There are three entrances to the building - to the east, north, and south. The eastern entrance has a medical supplies vending machine next to it and a limousine is parked on the road in front of it. The southern entry has a parking lot next to it and a fire escape which leads up to the roof. The roof itself contains a few tools. There is no entrance on the west side of the building but there is a small picnic area overlooking Poseidon Energy Plant WV-06 to the west. Interior All corridors lead to a large cafeteria in the middle of the building. It contains seating, both in the form of dining booths and freestanding tables and chairs. There is a Port-A-Diner near a door on the north wall which leads back outside. A set of stairs by this door leads both up and down. There is a large hole in the floor which looks down into the basement and an atrium above which provides a view of the second floor. Most of the doors on the second floor here are blocked off - the only accessible sections are an office and a storage closet. The basement of the building can be accessed via a flight of stairs by the north wall of the cafeteria or by dropping through the hole in the floor. The basement contains two rooms - one with the hole in the roof and one next to it. The room with a hole in the roof contains three fusion generators. Only one is still operational and may contain a fusion core. A locked storage cage can be unlocked with a terminal (Hacker 1); it contains some tools and assorted junk. The room next door contains a laboratory where Dr. Claire Hudson was conducting her research as part of the Inoculation Project. Her terminal sits on a desk. A fuse box on the wall requires a Type-T fuse to repair and two sympto-matic machines sit in the corner of the room. The laboratory also contains a chemistry station. A set of stairs in the reception area by the east entrance lead to different parts of the second and third floor. The second floor here has an office that contains the Field report: AVR Medical holotape and a storage cage that contains medical supplies locked with a keypad with code 011986. The third floor contains more offices. The stolen supplies note can be found behind a desk on the east side of this floor. Notable loot - Field report: AVR Medical - Holotape, found on a desk in an office on the eastern side of the second floor, overlooking the main lobby. - Stolen supplies - Note, found on the third floor tucked inside a desk cubby. It will be above the locked room with the keypad. - Four potential Vault-Tec bobbleheads: -- In the main lobby, on a light hanging from the ceiling with a skeleton on it. The bobblehead must be shot down to retrieve it if the player does not have the Marsupial mutation or a jet pack. -- On the second floor, in the southeast office, on a metal desk with a terminal. Same office as the stolen supplies note. -- On the third floor, south side office accessed via a hole in the wall; in the northeast corner of the office, on a wooden and metal cabinet. -- Near or on the terminal shell in the southwest corner of the upper lab room with the Chemistry Station in it, and the large hole in the floor. - Three potential magazines: -- Through the south reception area, in the ruined office with the hole in the wall adjacent to the two booths, on the coffee table. -- On the north side of the second level, overlooking the main entrance lobby, inside the office with the red sofa and two large mushroom lamps, on the desk by the door. -- On the east side of the upper level, in the office with the hole in the floor with three dumped microfilm machines and a standing lamp on the balcony outside the office, on the desk with the ruined terminal farthest away from the door. - Fusion core - In the fusion generator below the cafeteria. - Potential recipe - In the kitchen area, on a counter near a wall clock. Related quest - An Ounce of Prevention: The terminal here is used to help develop a vaccine for the Scorched Plague. Appearances The AVR Medical Center appears in Fallout 76. Behind the scenes There is a stretcher in the "Employees Only" area on the first floor of the building with a Jangles the Moon Monkey toy lying on it, and a toy alien on its face. This is a reference to the "facehuggers" from Alien. Gallery F76 AVR 1.png|Exterior FO76 AVR Medical Center facehugger.png|Facehugger FO76 AVR Medical Center (Field report AVR medical).png|Field report: AVR Medical FO76 AVR Medical Center (Stolen supplies).png|Stolen supplies References fr:Centre médical AVR ru:Медцентр AVR zh:AVR醫學中心
AVR Medical Center terminal entries
AVR Medical Center terminal entries are terminal entries found on terminals at the AVR Medical Center in Fallout 76. More terminal entries were added with the Expeditions: The Pitt update. AVR Medical laboratory terminal Inoculation Project Overview Project Journal November 7th, 2096 October 20th, 2096 September 2nd, 2096 August 12th, 2096 August 1st, 2096 July 6th, 2096 Analyze Blood Samples Marvin Wexim's terminal Internal Staff Mail 8TN24 Internal Staff Mail 8NY47 Internal Staff Mail 8CM68 Safe Control Disengage Lock Engage Lock Terminal Open Door Close Door AVR Medical records terminal Change Of Procedure Personal Logs Day 1 fr:Entrées de terminal du Centre médical AVR ru:Медцентр AVR — записи в терминалах
AWMBrokenDoorScript
This script manages the interaction with a broken door in the Anchorage Memorial, requiring the player to have a specific repair skill level to fix it, 95% normally, or 35% if they possess a specific door component item, before allowing access.
AWMFridgeStashScript
This script checks the player’s Perception or possession of the Anchorage War Memorial stash note to determine if they can discover and access additional loot in the fridge stash. If they have the key and meet the conditions, it adds extra items and marks the stash as fully opened.