What Fallout 3 Reborn Version 6 is:

A WIP mod, 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 are tired of the brown and dull wasteland, this mod is for you. If you're sick (get it, hahaha) of unrealistic radiation, this mod is for you.

Armor and guns are far more realistic. A headshot from a 9mm handgun usually kills instantly. Armor has far less health, while guns last far longer (much slower weapon degradation).

Explosives have some... fun changes. Any explosion is liable to send you flying or knock you over. The distance you fly obviously depends on the explosion type. Nukes will send you up to 50 meters, while a landmine will send you ten feet in the air... without your legs. Also, some high-caliber weapons and blunt melee weapons can knock characters over if they score a critical hit.

Drugs and food now have more drastic changes, much more realistic and time-based. There is no more instant healing, the average Adrenaline (Stimpack) takes about 2 minutes to give you 120 health.

Weapons and items have lots of changes, both major and minor. Some weapons have been totally redesigned, while others simply sport a new name and use a different ammo type. There are also a few totally new weapons such as the Barrett .50 and the Railgun. All ammunition now has realistic names, or as close as I could get (I'm not a gun nut, so forgive me for any mistakes). Items also feature new names and uses.

Radiation has been redone to act way more realistic. At 1000 Rads, you are immune to further irradiation, but lose 10 health a second until you croak or if you're lucky, find a way to heal yourself. I also added a "glowing one" effect to your character at 600+ rads. When irradiated you can suffer crippled limbs, lose health slowly, and see a slew of fancy effects.

There is so much more that I could never hope to document it all. I'll leave it for you to find out as you play, have fun and remember to approach the game differently as there are some drastic changes, your old playing style may not work as well in this new "wasteland". If you're interested in a (somewhat) complete feature-list, visit this link: Have fun!

Adam

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How to install the "textures" and "meshes" folders Fallout 3 Reborn Version 5 Screenshots Fallout 3 Reborn Version 5 Screenshots
Blog RSS Feed Report abuse Latest News: Work On Fallout 3 Reborn V7 Has Begun!

9 comments by Slayer_2 on Nov 9th, 2009 digg this super bookmark


Alright, below I've outlined some key points about Fallout 3 Reborn V7 and discussed them in detail.


The Design

I don't know if you guys have ever noticed, but every Reborn version has been the older versions with a few bug fixes and some new features. While this saves me lots of time and lets you guys get your hands on newer versions much quicker, it has cause me to forget what I set out to do with my Reborn mods. Version 7 will be designed from SCRATCH. Nothing will be re-used except basic ideas.

Compatibility

I feel silly admitting that I've only used my own mod since Version 2, but as this mod has progressed, I've had many people ask about compatibility, and while I still believe that simply using both mods at once is the simplest way to find out whether Reborn will play nice with MMM or such, I believe that it is time I tried some other mods, and made Reborn compatible with them. I will create a list of tested mods, telling you what does and doesn't work with Reborn. Last weekend I tried literally over a hundred mods, many at the same time, and everything from Saving Nova to Enclave Commander. It has broadened my perspective and given me a few new ideas.

Contests (With Prizes!)

Since this version of the mod is going to introduce a few new major features, I am also going to be designing new perks and "Inventions". Inventions are a new feature I'm going to be introducing in V7. What you can do is invent things from 2, 3 or 4 miscellaneous items. The more pieces an item has, the harder it is to figure out the design. Some inventions will be discovered by finding blue-prints throughout the wasteland (such as the custom weapons, which will be included in this system).

At a certain date, when the mod is far enough along in the development phase, I will open the contest for 2 weeks, during which time, each person may enter as many ideas as they want. I will pick what I believe are the top ten (hopefully there are at least ten). The people in the top ten will get the option to become a beta tester and their inventions will be added to the mod. Then the community (minus the people in the top ten) can vote on which invention is the best. The winner will get the code for a 700 Microsoft Points card. If something really weird happens and I get more then 10 decent ideas, I will add those into the mod as well (but you won't get to beta test).

Features

Now, I know you've all been thinking "Compatibility, yay! Contests, yay!", but I'm also going to alert you to a few features I'm planning for V7. First up is redesigned interactive items. Your items you can get in your house will all be redone. Even the Jukebox might be customized to play your favorite tunes and feature the ability to change radio stations, hopefully making it a little less useless. Nuka Cola machines (in V7 the name will be back to normal for a few reasons. Ask me if you want to know why) now actually act like vending machines. I'm even attempting to create new food items such as chocolate bars to add more options in.

I'm planning to add new items in and make miscellaneous items useful. Not only can they now be used to create inventions, I'm also working on making jerry cans and such, which allow you to make all sorts of fun traps. Unfortunately, I'm not a modeler and have no idea where to start on such an endeavor, but if worst comes to worst, I'll use the flamethrower ammo tank or something. A weight rebalance is also in order, as the current weight setup makes no sense whatsoever.

A very rough, but perhaps possible idea is the addition of semi-destructible environments. This means that you could blow down a locked door instead of bothering with the screwdriver and bobby pin combo. Brawn over brains or something like that, right? :P Again, I have zero modeling skill, so I doubt that it's happening.

On the topic of destruction, I am also planning to add new weapons in. I have plans for a breaching charge, a toned down railgun and orbital weapons. There may also be the same arsenal of standard firearms as you can see in V6.

There are many more features, both new and old that will be in V7. There are too many to list and none of them are certain, so you'll just have to wait and see what happens.

Release Date/Beta Testing


As I previously mentioned, there is no set release date. My best guess is a few months. Perhaps a Christmas present if you're lucky :P

A note to all beta testers: the V7 beta is months away, but if you wish to beta test, you must re-sign up. No new recruits at this time please. I just want to see who is still willing to test. The last beta testing program was... well... a massive failure. I got a few helpful people, but the majority didn't even reply to my original messages.


Alright, so that was a pretty long update. I hope you're as excited as I am for this new installment in the Reborn series, till next time,

Adam

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Fallout 3 Reborn V6 Mothership Zeta

Fallout 3 Reborn V6 Mothership Zeta

Sep 23, 2009 Full Version 2 comments

Here is is, the long awaited Mothership Zeta Reborn. This one has many changes, tons of new weapons and an all-new Alien workbench! The readme is below...

Fallout 3 Reborn Version 6.1 (Update)

Fallout 3 Reborn Version 6.1 (Update)

Sep 23, 2009 Patch 12 comments

NOTE: You NEED Fallout 3 Reborn V6 installed BEFORE you apply this patch! Well, nothing is perfect and that goes for my mod. So to help make your Fallout...

Fallout 3 Reborn Version 6

Fallout 3 Reborn Version 6

Sep 21, 2009 Full Version 13 comments

NOTE: Make sure you download and install the archive invalidation program in the link below... Here it is, the long awaited Version 6. This one comes...

Fallout 3 Reborn V6 (BETA)

Fallout 3 Reborn V6 (BETA)

Sep 02, 2009 Demo 7 comments

The beta of Fallout 3 Reborn V6. The .zip is locked with a password that has been given to all the beta testers. Please only download this file if you...

Fallout 3 Reborn Version 5 (Version 5)

Fallout 3 Reborn Version 5 (Version 5)

Jul 01, 2009 Full Version 6 comments

Fallout 3 Reborn Version 5 Download. Does not include the mod .esps for the expansion packs. Download those separately.

Fallout 3 Reborn Version 5 (The Pitt)

Fallout 3 Reborn Version 5 (The Pitt)

Jul 01, 2009 Full Version 0 comments

Here is the Mod file needed to get your The Pitt DLC acting like the rest of my Reborn mod. Make sure you follow the instructions VERY CAREFULLY.

Comments  (0 - 10 of 309)
angrysasquatch
angrysasquatch Nov 13 2009, 9:21pm says:

Is there any way to disable the extra foliage? It pops in very abruptly, and I don't like the cheery mood it brings to my post-apocalyptic wateland. The rest is good so far though, just got to megaton.

+1 vote     reply to comment
Slayer_2
Slayer_2 Nov 14 2009, 11:47am replied:

Currently there is no way to disable the greenery. In V7 it will be removed and you will need to download a greenery mod if you wish to have the realistic touch that it adds. As for trees popping up suddenly, check your LOD settings in your graphics control area.

+1 vote     reply to comment
stonewalljack2
stonewalljack2 Oct 29 2009, 4:11pm says:

I like that the environment looks more alive (green). The "bullet time" was a good attempt but did not work well enough (on/off control) to use again. I don't like VATS so I applaud your attempt at slo-mo. I don't like that you have effectively removed the alien weapon by giving it a life of 10 shots before it breaks and making the ammo useless. If you don't like the alien weapon, then don't use it, rather than eliminating it.

All things considered, I like the mod more than I dislike it.

+1 vote     reply to comment
Slayer_2
Slayer_2 Oct 29 2009, 10:29pm replied:

Yes slow-mo is crappy, FOR NOW. I am am trying to find a way to make it instantly respond to the on/off toggle. It is harder then it sounds though. Glitch fixing is NOT my forte. A patch will be released when/if it is ever fixed.

I have no idea what you're talking about with the "alien weapon" thing. Are we talking Mothership Zeta, or the Alien Blaster/Firelance? I actually made all the weapons much stronger, so I have no idea what you're on about... I would never sabotage a weapon due to my dislike of it. Trust me on this, why else do you think I improved the 5-shot revolver? Because I used to hate it and decided to fix it.

I believe you have discovered a glitch, so more info would be appreciated and a new patch may be in order.

+1 vote     reply to comment
stonewalljack2
stonewalljack2 Nov 1 2009, 2:55pm replied:

The alien weapon glitch happens with original Fallout3 v1.7 using only the Reborn mod and FOMM. I just checked this again with and without Reborn mod. Same results. I have not played DLC, so no info there.

+1 vote     reply to comment
Slayer_2
Slayer_2 Nov 1 2009, 11:11pm replied:

Alright man, I've TRIPLE checked the Alien Blaster files. The damage is set at 1000 in my mod! How you are getting such an issue is unimaginable to me. If you get this problem when my mod isn't running, I have no idea what could be causing it.

+1 vote     reply to comment
stonewalljack2
stonewalljack2 Nov 18 2009, 5:17pm replied:

Forget about this issue. You have done your job by checking it out. It must be a problem with my game install since no one else has posted comments about it.

+1 vote     reply to comment
The_camper
The_camper Oct 29 2009, 3:29pm says:

sounds unbalancing and hard for a normal playstyle but stupidly easy if you are stealth based but i might be wrong

+1 vote     reply to comment
Slayer_2
Slayer_2 Oct 29 2009, 10:24pm replied:

Fallout 3 doesn't have stealth... This mod is designed for run-and gun. But careful run and gun. If you hear rocket launchers or explosives, you may want to try a little bit of tactics.

+1 vote     reply to comment
Slayer_2
Slayer_2 Oct 26 2009, 6:00pm replied:

I doubt it has to do with my mod... I'm not much for fashion/hairstyling :P

Seriously though, perhaps it's a problem with the other mods. Maybe they reference something that is modified by Reborn. No idea why though.

+1 vote     reply to comment
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