Intro: Fallout 3 Reborn V8 is a modification that aims at creating a more action-packed and intense Fallout experience. No more will you see an enemy shrug off a bullet to the brain. If you are tired of guns that feel like pellet guns, this mod is for you. If you want high-damage weapons, player needs and other realism enhancing features, this mod is for you. If you want vanilla Fallout 3, then why are you looking for mods?

Fallout 3 Reborn V8 is the eighth version of the Reborn mods for Fallout 3. It is likely the last version, as I am moving on to another, bigger project: "Under". I still have lots of work to do for V8 still, as it needs DLC mods, (most likely) patches, and perhaps a Hardcore mode. More news on "Under" will be posted at a later date, when something concrete is formed.


Features:

-Heavily modified immolation effect. When you're lit on fire, you now cry out in pain and your screen is tinted a bright orange.

-Grenades and explosives now can shell-shock you. Everything slows down, everything loses it's color, and the world goes a bit blurry.

-The Player House Terminal, which allows you to customize this mod quite heavily, and to your personal taste.

*Player needs that make your character hunger, thirst, tire, and need to excrete. These can be toggle on/off AND can be customized quite heavily.

-The Royal Wasteland Bank has set up ATM terminals throughout the wasteland, there are 7 total. Use them to store caps and gain interest on them.

-Jericho now actually buys new equipment and weapons with the 1000 caps you give him.

-The fake (and boring) default Fallout 3 weapons are gone, replaced by real-life variants, such as the AK-47 to replace the "Chinese Assault Rifle", the M4A1 to replace the "Laser Rifle", etc. There are no longer laser or plasma weapons, except some mounted on larger structures (such as vertibirds and
Liberty Prime).

-Cars and vehicles don't explode into nuclear fireballs with only a few bullets, seriously, who'd feel safe in a vehicle like that?

-The karma penalty for stealing items has been reduced from 5 to 1. Stealing a few items should NOT be as evil as killing someone.

-Various Karma rebalances, for example: killing Roy Phillips no longer makes you lose Karma. Giving the beggars water now only gives you a tenth of the good Karma you used to receive.

-The Personal Sanitizer now takes one Abraxo Cleaner per food or beverage cleaned, but totally removes any radiation from the food.

-New perks such as Chef and Solider.

-Certain perks modified to fit with the mod.

-Weapons have many changes, such as:
Different skills (RPG-7 uses Explosives skill, not Big Guns).
New, more realistic and varied clip sizes.
Damage increased GREATLY, much more realistic.
Fire-rate increases on certain weapons.
Certain weapons are now actually useful (Miss Launcher, MIRV, etc).
Weapon mods; now you can find modified weapons throughout the wasteland (Suppressor, ACOG, etc).
Bullet casings stay around a LOT longer, and can be seen from a greater distance.
Weapons have new firing sound effects that are much better, in my opinion.

-Totally re-done addiction system. I hated the crappy, luck-based addiction system, so I replaced it with a system that counts the amount of a drug you've used in a certain period of time. If you go over a certain limit, then you become addicted. Taking more of the drug when addicted is a bad idea, as it will only make it harder to kick the addiction later on, and there is no alleviating the effects.

-A book trade-in terminal at the Arlington Library, that allows you to swap a skill book for a different one. It also allows you to trade in rare books for more trade points then your average skill book.

-Wasteland Wave, a personal radio station that is accessible 24/7. You can now listen to 20 of your favorites songs as you roam the wasteland!

-Night vision goggles, which are a stealthy and effective way to light up your surroundings, while keeping enemies in the dark. Buy them from certain vendors.

-Centaur's actually carry some loot now, don't ask where.

-The Workbench, Laboratory, Vending Machines, and Infirmaries now all work very differently.

-Misc. items are now more useful, and have various weight and value rebalances, to be more realistic and fun.

-Severely reduced HP bonuses given when you level up or increase your Endurance level.

-Bottles can be refilled from sinks and other water sources. Unfortunately, there is no way to allow the player to refill them in the rivers/bodies of water.

-You can take Talon or Raider armor and disguise yourself with it. Be warned that drawing a weapon will destroy your cover, so don't think that this is a feature you can use to gun down enemies as their friends watch.

-Kids are now killable, if you have an issue with this feature, I suggest you watch your fire around children. Certain children, if armed, will open fire on you if you aggro them.

-Certain other NPC's have been set to unessential, killing certain people (such as Harkness) will cause you to fail any quests related to them.

-Robots and machines now take far more damage before they die. Robots are now truly fearsome opponents.

-Moira, Chief Gustavo, Flak, and Shrapnel now all have 100 Repair skill.

-The weapon repair system is now more open and realistic, for example: a Dart Gun can be repaired with a Toy Car.

-Personal Mark VI Turrets can be bought from vendors.

-Gates in Little Lamplight can now be blown open, with enough firepower.

-Pickpocketing is far easier, as I've bumped up the min/max success chance: (was 5-85 %, now is 25-100%).

-The effectiveness of repairing items has been halved.

-All the wasteland critters and monsters now deal FAR more damage. A feral ghoul does 75 damage per swipe, and Deathclaws can easily kill with one swipe of their claws.

-Traps are far more deadly.

-Eyebot explosions are larger and more damaging.

-Falls are more damaging, your legs take more damage, and you can get hurt from lower heights.

-Characters no longer go flying when they get shot, instead they crumple to the ground in a more realistic manner.

-Fixed several NPC inventories by removing Skill Books, to prevent exploits.

-Max level raised to 100, and it is now a bit easier to level up. You can also skip through the level-up screens without selecting skill points or a perk. You only get a base of 5 Skill Points per level-up.

-Selling items gives you considerably less caps, to prevent you from becoming a millionaire by level 10.

-Loot has been redone to add more semi-useless stuff, and to tone down the ridiculous amount of amazing loot you stumble across in the wasteland.

-The medicine skill can multiply the effectiveness of meds by up to 5 times, instead of 2.

Credits:

mojodajojo, for the mesh that is used to allow killable kids:

daformat, for the script and book model used for the portable turrets

odin_ml, for his Shells and Slugs modder's resource

Short Fuse, Twinkie Masta, Spezz, Kimono, Vunsunta, Strykerwolf, L0RDN00B, for the P90 model/sounds

Antistar, for his Dragonskin Body Armors

HeroinZero, for his weapon models/sounds

Qwerty and The Expert, for the FN-SCAR model and texture

Zealotlee, for the ACR, MP5K and MP5 models

KRIGos2, for the Dragunov SVD model

Dude719 and Toxa01, for the RPG-7 weapon

Alexscorpion, for his Barret M82 model

LoneWolf, Silvio Dante, Twinke Masta, for the USP .45 model.

RedrogueXIII and Einherjrar, for the AA12 model.

RedRogueXIII, DeadPixel, SilentAssassin12, Greg_Boyington, and GOTTCHA, for the TDI Vector model.

DEIMO5, for the Ingram M10, RPK, and M249 sound effects.

Twinke Masta, Millenia, FxDarkLoki, southparkkids, and Einherjrar for the AK-47.

metallicalec, for the M4A1 models.

Lonewolf/Shrike and Einherjrar, for the AWM model.

Vashts1985, Flamshmizer, Malignant, Millenia, El maestro De Graffiti, and Racer445, for the Desert Eagle models

Honnou and Alexscorpion, for the G3A3 texture.

caioaa95 and KDStudios, for the Mk48 model.

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First off, can I just say that trying not to get hyped about Fallout 4 is like trying not to get addicted to meth. Willpower alone doesn't seem to be cutting it. Anyhow, as excited as I am, it's quite possible it won't live up to my rose tinted memories of Fallout 3. Hopefully with some modding, it can come close.

Yes, what I just said in that long ramble is that there WILL be a Fallout 4 Reborn mod. The when is of course dependent on when Bethesda releases the mod tools, how long it takes me to learn them, how much free time I have, and the biggest one: how much I feel needs to be changed.

What can you expect from F4R? Realism is a pretty obvious one, my focus will be on limiting and eliminating HUD elements, tweaking weapons and physics to emulate real life as much as possible, and an in-depth wounding, suppression, and combat system are all goals of mine. A food system is an obvious one as well, although it's quite likely a "Hardcore" mode similar to Vegas will be present. Things like fast travel and VATS will probably be either removed or balanced to make them more fair (Less AP for VATS, fast travel costing Caps are two potential ideas). Of course, speculating on features is pretty pointless at this point in the game.

What I want to know from the fans of Fallout 3 Reborn is the direction you want this mod to go in. Did people prefer the "canon" variant of Reborn, or the one where I sacrificed some of the retro-futuristic style to bring the weapons and world more in line with reality? Please comment below, and I'll gauge off the reaction in the comments which way was preferred so I can create F4R off of that. As much as I loved roaming the deserts of the wastes with an AK-47 and half a clip of 7.62, I can see the appeal of staying true to the Fallout story, you guys decide for me which it is!

For anyone wondering on the state of Vegas Reborn V2 or Fallout 3 Reborn V11, they're both on hold for now. It's unlikely I'll go back to them, but obviously I'm gonna hold on to the work I have done, in case I get the time and desire to go back to them at some point. I am working on a mod that is a combination of both mods above, and some new stuff, but it's a very early WIP, and I won't speak more of it at this point.

Keep fighting the good fight,

Adam

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A quick patch to fix a bug that wouldn't allow you to enter the Anchorage Simulation.

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Version 9.0 of Fallout 3 Reborn. The successor to V8.0, and likely the last version in the Fallout 3 series.

Comments  (0 - 10 of 1,968)
pavlor
pavlor

Hello slayer, you have working in this mod?

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Slayer_2 Creator
Slayer_2

Yes a little bit, but I'm also working on Fallout 4 and another big project, so it may be a while.

Reply Good karma+1 vote
Guest
Guest

v11 wip edition maybe?
we could continue the..work..

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Slayer_2 Creator
Slayer_2

Do you guys still want a V11? I assumed everyone had moved to Fallout 4?

Reply Good karma+2 votes
DerVampir.
DerVampir.

I know me and a few others I turned onto this mod forever ago that'd love V11 still. Hell me and one of them were just talking about it again the other day and that's why I came by again to redownload it to play. Even a V11 wip would be appreciated, bugs or not and I'd be fine reporting them. This was a really fun mod to play back in the day and I remember seeing that first announcement for V11 with the whole lack of guns and ammo thing being a really cool idea, more of that 'The Road' vibe where you actually have to fight or flight. But even without that I'm sure V11 with whatever you were doing to it will be awesome. If you could release what you have done that'd be cool, maybe someone one would be even willing to pick up on it if you aren't. Regardless of what you do, thanks for the mod all in all. I know it gave me and a few others lots of hours of entertainment.

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Guest
Guest

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Guest
Guest

In every thought you have about F4 modding please refer yourself back to 1, 2 and 3, as well as NV, and do not allow the lack to RPG elements and variables guide you. F4 has almost NO RPG quality running inside of its heart. If you do anything, please help us in making F4 an RPG worthy of the Fallout name and heritage. Respectfully submitted, inahut.

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Slayer_2 Creator
Slayer_2

Yeah, I've heard this about FO4, I have yet to play it, but when I get around to it, expect the mod to be similar to FO3 Reborn, including the RPG features.

Reply Good karma+1 vote
Varlen88
Varlen88

Stayin' true to FO lore or to realism? Maybe a lil' balance between both would be perfect. Combat Armors to stay as Dragonskin Armors but you NEED to bring back Power Armor and miniguns into the game.

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Slayer_2 Creator
Slayer_2

Power armor is in the later versions of F3R, but just really rare. It'll be in Fallout 4, but it's gonna actually need power as the name suggests. It'll be similar to the nanosuit in Crysis, but less extreme. The player will be able to direct power to enhance strength, armor, or speed. I'll have to play Fallout 4 to see what would be a good power source, but it'll have to be valuable enough to make using the armor a luxury.

Reply Good karma+1 vote
Guest
Guest

make sure you,let us donate...
OM

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Slayer_2 Creator
Slayer_2

Will do, thanks :)

Reply Good karma+1 vote
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Highest Rated (8 agree) 9/10

Theres nothing better then waking up and getting out of your cold steel vault to a brand new fall out, this mod can barley be called a mod in my opinion this is more like a brand new game. The only thing from what I saw that was untouched was the scenery and back ground every thing else was ether replaced or done up to the point where you could not tell what it was before hand. This mod brings a whole brand new harsh and fun environment to Fallout 3. The one thing I really loved about this mod was…

Nov 26 2010 by EvilElmo23

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