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. The successor to V10, a little tweak I created of V10 to make it more balanced and fun than V10. Also includes some bug fixes. Check out the change log below.
Change Log:
Disabled the weapon/ammo limit system by default. It ended up being more annoying than fun for me. However, if you enjoyed it, you can re-enable it in the player house terminal.
Added VATS back in. After some thinking is it realistic? Certainly not. Balanced? Not really. But it's great for new players (like my GF) and people who don't really want to use it, such as me, can avoid pressing the VATS key.
Reduced weapon damage by half compared to V10.
Reduced how easy it is to gain levels and increased skill point gain per level (base of 7 points) back to nearly Vanilla specs. 100 level cap remains though.
Removed most of the green vegetation from the wasteland and put back the old scrub bush.
You can disguise yourself as a Raider but you MUST holster your weapon, avoid sneaking or running (slow walk only), and not be involved in combat.
Brought back Rad-X and Radaway, with slightly different functionality from vanilla.
Most creatures health has been reduced by about half.
Made food poisoning half as common and far less deadly.
Mentats now act more like their original usage (a boost to Intelligence and Perception) with the flavored ones having slight differences.
Replaced the Glock 19 model with something much better.
Switchblades can repair BB guns, as mentioned by your dad in the prologue.
Replaced the .300 Win Mag ammo box model with something better.
The AA-12 is now semi auto because the animation glitched in fully automatic.
Glad to see this out!
- About to start a new game, any mods you suggest I play with?
(not visual stuff, I have a pretty good list of texture packs and individual textures)
I highly recommend Enhanced Weather, if your PC can run it. Adds to immersion a lot!
yesss!!! finally!!!
Better late than never, right? Haha
I love this game..
its so good..
hey can you make more games like this?
i really really liked it.
More reborn mods? I didn't actually make the game, although I wish I did, haha!
my game freezes with Reborn v11 somewhere around this location:
Imgur.com
please help. love this mod.
And this happens every time you go there? That's the Bethesda Ruins area, correct? I'll see if I can reproduce the issue on my end.
Imgur.com
From Chryslus building go to Bethesda Ruins. there will be a diagonal road that goes up the hill slightly to the right.
PS: sorry. this freeze is not happening anymore. maybe because i have disabled reborn mod and killed scorpions on that road. (bugged loot inside scorpion?) i don't know. now i can go on that road with mod enabled and have no crash.
sorry to bother you.
No problem, let me know if it happens again!
Great work, you are awesome.
Are UI mods compatible?
Cheers man! Depends on the UI mod, but if you install it after Reborn and lower in the load order list, it should likely work fine. I'd say just try it and see :)
super job, but Super Mutants don't use the Bushmaster ACR on my game
What level are you? I see them with it at later levels, but I must be over player level 16 I think.
Hi, wonderful mod! I have only a little problem: the Rh Ironsight plugin, Reticule remove (which remove crosshair when aiming with a weapon) doesn't work with your mod, even if loaded last. Anyway to fix that? Currently, I'm playing without crosshair, but it would be better with crosshair when not aiming, for identify people and other things.
P.s. another question: so, with the removal of energy weapons (a part those of mothership zeta) there are reason to put points on energy weapons skill? I think not, but maybe I'm wrong.
P.p.s. ok, this is the last question: have you removed power armors? Because brotherood of steel doesn't had those. I hope that they appear in the mid-late game, because those armor are wonderful.
Anyway, thanks for your mod: I can't even think of play Fallout 3 without.
I think you might be able to fix the lack of crosshair/HUD by deleting a the Menus\prefabs\hudtemplates.xml file. Maybe just move it to the recycling bin and see if it works.
Energy weapons are still found in Mothership Zeta, and a few other weapons come to mind (Gauss Rifle and a few others). However, it's one of the last skills I boost now. The only skill I focus on less is unarmed, since there is almost no point in Reborn, bringing fists to a gunfight gets you killed 99% of the time.
I replaced MOST power armors with tactical clothes and modern style battle armor, however there are still some experimental power armors. So they are rare, but not removed entirely. Originally I wanted a system like Fallout 4 where the power armor was super powerful but needed energy, but I never could program it quite right with the limited tools in the GECK. The T51-B Armor is still there and very cool!
Glad you're enjoying the mod! Happy exploring!
Thanks for the answers. No, the problem it's not the lack of crosshair. Within the game options, you can have it always, or disable always, but with the plugin of Rh ironsight, it can be present when not aiming and disabled when your are aiming. But, probably for some weird interaction with your mod, that plugin has no effect. Not (good, not) terrible: i have disabled the crossair from the game option, and I can live with it.
For caravan's mod, I have place it the last (it's the only mod that I use, beside your and the pre-requisite of your mod (Rh Ironsight and off course unofficial patch). The caravans are present, but when they should teleport to destination, nothing happens.
I've tried to use the mod Wasteland travel caravans (that add a sort of limited fast travel system, in certain cities and for a fee, like the Silt Striders travel system, in Morrowind) here Nexusmods.com but it doesn't works with your mod, because I think that your disabling of fast travel it's hard coded. There is the possibility to disable only the normal fast travel, but to give the possibility for mod like Wasteland Travel caravans, to enable it with limited conditions?
Have you tried putting the travel caravan mods higher in the load order, it might be able to over-ride the changes Reborn makes? It's just a simple boolean variable.
It's not a terrible problem, because I prefer to move on foot, but sometimes it's annoying, so right now I use "coc" but it would be cool if we can have a faster travel system that it's not the vanilla fast travel. Anyway, I'm enjoying Fallout 3 like I never do: every combat can be lethal, every weapons it's different, and now take skills like "medicine" make sense, and char finally isn't a demigod anymore.
Thanks man, glad to hear you're enjoying it. I forget if I put the travel terminals back in. But if I did, then you should be able to pay caps to transit around the biggest locations (Rivet City, Tenpenny Tower, Megaton, Paradise Falls, etc). I wanted there to be a monetary cost for it, since hiking by foot definitely costs a good amount of caps in terms of ammo and food used. Nevermind your time.
Good, i'll check!
God bless you Slayer!!! Best fallout 3 mod for years ; )
Thanks man, appreciate that!
oh hell yes, im so glad youve put this out!
Cheers man, I really wanted to finish this off for real!
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thank you my good sir. i played this game back when i was in high school. but the required mod for this
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