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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Back From The Dead

News 7 comments

Hi all,

Been a minute since I've been on here, or even played Fallout at all for that matter. I've been busy with real life and gaming had to take a backseat as I try to manage several jobs, friends, girlfriend, etc. Lately I've had a bit of time to waste and nostalgia started calling me back to Fallout 3. First off, what a pain to get it working on Windows 10, but I finally found a version on GOG that works well. Better than I remember, actually.

I found Fallout 4 a disappointment, to be honest. While it implemented many features from Reborn, including a survival mode out of the box, I can't quite explain why I didn't get invested enough to mod it much. My total playtime on Fallout 4 is only at 92 hours. It's by no means a bad game, I just couldn't get engaged and kept missing the capital wasteland.

Anyhow, I'm back in Fallout 3, and ended up playing around with my V11 of Reborn. Not sure if anyone is even out there, but if you are and want me to get V11 ready for a release, let me know! It's not that different from V10 to be honest, a couple big changes for sure, mostly just me being less of a stubborn child. Keep in mind when I made V10 I was a young teenager and I've matured a bit. The "my way or the highway" mentality certainly fades with age. To that end, I removed the weapon/ammo limits, added VATS back in, and put more options back in the player house terminals. Damage has also been reduced a bit and the weapons and leveling system have been rebalanced heavily.

So if any of you are still tuned into GNR and roaming the Reborn wasteland, let me know and I'll start working on packaging this up and trying to leverage my very mediocre skills into making a demo trailer to show off what's new. Cheers!

Adam

Fallout 4 and Update on V11

Fallout 4 and Update on V11

News 14 comments

Unless you've been living in a vault, you've heard about Fallout 4. I'll cover some of the most common questions I've been getting in this article.

Fallout 3 Reborn V11

Fallout 3 Reborn V11

News 81 comments

So, I've been kind of working on a V11, but I want to hear what any fans of previous versions might think. Read the rest of the post, then feel free to...

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Fallout 3 V10 Tenative Release Date

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That's right, there will be a V10, most likely, anyhow.

Compatibility Questions

Compatibility Questions

News 16 comments

PLEASE DO NOT ASK ABOUT COMPATIBILITY OR INSTALLATION! I DO NOT PLAY OR ENDORSE OTHER MODS AND CLEAR INSTALL INSTRUCTIONS ARE PROVIDED. If you want to...

Add file RSS Files
Fallout 3 Reborn V11.0

Fallout 3 Reborn V11.0

Full Version 32 comments

Wow it's been a minute since I uploaded anything. This mod is now over a decade old! Anyhow, time for a nostalgia trip. Version 11.0 of Fallout 3 Reborn...

Fallout 3 Version 10.2 Patch

Fallout 3 Version 10.2 Patch

Patch 22 comments

So quickly after V10.1, someone already found another bug in Anchorage. This is the fix for it. Whoops again.

Fallout 3 Version 10.1 Patch

Fallout 3 Version 10.1 Patch

Patch 1 comment

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

Fallout 3 Version 10

Fallout 3 Version 10

Full Version 55 comments

The V10 mod file. This is pretty much what Reborn was supposed to be like from the get-go. REQUIRES YOU TO ALREADY HAVE V9.0 (no need for the patch) INSTALLED...

VATS Enabler Patch

VATS Enabler Patch

Patch 8 comments

This patch will enable VATS on any version of my mod. Hell, it will likely work with ANY mod that disables VATS. Install instructions inside. Warning...

Fallout 3 Reborn V9.1

Fallout 3 Reborn V9.1

Patch 22 comments

The V9.1 patch for Fallout 3 Reborn. Requires V9.0 installed BEFORE patching. Mostly bug fixes and tweaks, but contains an experimental weapon modding...

Post comment Comments  (0 - 10 of 1,980)
Guest
Guest - - 689,064 comments

This comment is currently awaiting admin approval, join now to view.

Tharr
Tharr - - 377 comments

The weapons are customizable , like in Weapon Mod Kits (add scope, silencer, etc.)?
I played few years ago with this mod and forget it …

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Guest
Guest - - 689,064 comments

No, you just find different variants of the weapons out in the wasteland and use your favorite when you find it.

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shoaps
shoaps - - 7 comments

Glad to see i'm not the only one re-getting into Fallout 3!! Any chance on the V11 update?

- By the way, i'm loving this mod as a more down-to-earth, vanilla-esque version of "Fallout Wanderers Edition".

(also, any chance you could have an option to keep the Vanilla weapons in as opposed to the new weapons?)

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Slayer_2 Creator
Slayer_2 - - 2,141 comments

Hahaha the nostalgia is a hard drug to kick! V11 should be coming sometime this week, I didn't get as much testing in as I would like, but I think I have to accept that, and will just release patches as I go.

I actually also want an option to keep the vanilla weapons, but unfortunately the way I changed the weapon and ammo setups, it's not just different models/stats. I also changed ammo types different guns use, and the ammo lists for those guns. So for example the minigun was replaced with the M249, which uses 5.56 ammo type, not the 5mm in the default game. I frankly think it would be a ton of work to make an alternate version, but I won't completely rule it out for the future!

Reply Good karma+2 votes
robosapien749153
robosapien749153 - - 2 comments

Hello! Sorry for the question, but you did the fallout 3 realism mode yourself. I want to ask you that you can't do the same mode for the goty version?

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shoaps
shoaps - - 7 comments

Any hints at what to expect in v11?

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Slayer_2 Creator
Slayer_2 - - 2,141 comments

No need for hints, it should be live soon at Moddb.com

Reply Good karma+1 vote
Guest
Guest - - 689,064 comments

Hi, you did a wonderful job, but there is one problem. The fact that the time scale is set to 60 by default is easily fixable with one command. When I started the game I thought that eating and drinking, defecating and sleeping depend on the time in the game. Therefore, I set the time scale to 4 and thought that the biorhythms would be close to reality. But this turned out to be wrong, and my game turned into a simulator of gluttony and bowel movement. I can’t go on a long raid and have to eat and drink every 2 minutes. In which file can I change the script and bring my character's biorhythms closer to playing time so that I eat 3-5 times a day, drink 5-8, sleep 7 hours a day, defecate after 0.5-1 hours after eating? So far this is the only significant drawback of the mod that I have identified. But he is also critical, which does not allow me to continue the game further.

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Slayer_2 Creator
Slayer_2 - - 2,141 comments

Hi, sorry for the late reply. Did you try customizing the rates for those settings in the player needs terminal (found in your megaton or tenpenny tower house).

Reply Good karma+1 vote
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