Version 9.0 has been uploaded! It can be found at the Downloads page of this mod. It's still a WIP, so expect some issues.
EDIT: Please note that this is the BETA version of Fallout 3 Reborn, expect some issues to be present. You can post said issues on the comments page of the mod. Fallout 3 Reborn V8 was going to be the "Hardcore" edition of V7, but it grew to be quite more than that as I developed it. V8 is built with the foundation of V7, but a lot has changed. Many bugs have been fixed, some features have been removed, and a slew of new stuff has been added. One of the main features is the removal of the "fake" Fallout 3 vanilla weapons and armors, and their replacers, real-life weapons and body armors. Along with these changes, all the new weapons deal even more damage, and the wasteland critters are far more deadly, so Deathclaws are an actual threat now. The Introduction and Features sections from the readme are posted below.
INTRODUCTION
Hello,
If you've downloaded this mod, chances are you're new to the Reborn mod series. The Reborn series of mods covers several games, and each mod aims at creating an intense, semi-realistic experience. Obviously, a mod (the word "mod" being short for "modification") implies that some things in a game may be changed, removed, lobotomized, etc. If you are a fanboy who can't take any serious changes to Fallout 3, I suggest you delete this mod right now, and save yourself some time. Oh, and please do NOT post a "boo-hoo" message on my mod's website complaining about something that is SUPPOSED to be different. Thank you.
To all the old fans of my mod: Version 8 was built with V7 as a foundation, most of the issues in V7 should be gone, and many of the "drastic" changes to the wasteland (such as reduced radiation, new weapon models/names, and greenery) are back! Also, V8 is extremely hardcore, a few shots kill you, and one shot usually kills an enemy. V8 is how I picture Fallout 3 should be, not some toned down, fanboy-friendly mod (like V7). Have fun out there,
Adam
HOW TO USE THE CUSTOM "WASTELAND WAVE" RADIO STATION: (ADVANCED USERS ONLY)
If you're new to Reborn, go to the "data\sound\Voice\fallout3_reborn_v8.esp\MaleGenericGhoul" folder, and replace the 20 blank sounds there with your own MONO .wav files. make sure you keep the names the same, and insure that your sound files are all in the mono channel format, otherwise, they will not work properly. If you ignore these files, the Wasteland Wave radio will broadcast 24/7 blank sound. If you were previously playing V7, just rename your "fallout3_reborn_v7.esp"
folder to "fallout3_reborn_v8.esp", and you're good to go.
FEATURES
Ahhh, time for the good stuff, read it all below, Fallout 3 Reborn introduces hundreds of new features and tweaks to the Fallout 3 world. The list below contains most of them, although a complete list is impossible, due to the vast size of this mod. An asterisk denotes a feature that can be toggled on/off or customized in the Settings page of this terminal, while a dash indicates that the feature cannot be disabled, but may have a perk or such to
alleviate/remove the effect.
-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.
i think you spelled something wrong...
(If you were previously playing V7, just rename your "fallout3_reborn_v7.esp"
folder to "fallout3_reborn_v7.esp", and you're good to go.)
"fallout3_reborn_v7.esp" To
"fallout3_reborn_v7.esp"
Not a Difference?
Also, is this password Protected
Ahhh, good eye. I fixed it on this side, but the file will have to remain that way until the finished version is released.
so is it password protected ?
ingnore me :P
Hahahaha :)
man, thanks for this mod. it really super cool.
Thanks for the compliments :D
haha, hope i can get it put on another mirror, called Gamearena, cause then i can download, without using my usage (Telstra Peepz Only) ^^ But, did you bring Back the Graphics Overhaul?
Yeah man, go ahead, as long as the files remain untouched, you're welcome to spread it around as you like. I'm not quite sure what you mean by the graphics overhaul, as such a feature was never a part of my mod.
i believe he was referring to the 'upgraded look' of the armors and weapons included...at least thats what it sounds like, they are better than the vanilla stuff its true.
Oh, well, those aren't my models, I'm using them with the permission of other modders skilled in texturing and modeling. And pretty much anything is better than the default models, which look like crap, in my opinion :P
lol, dn't worry about it
once again looking forward to full release, it looks like its going to be really awesome.
Thanks sbseed, have you played the beta yet?
i found a bug. (i think) first of all, almost anyone dies at the radroach attack in the vault.
second, i took a morphine, and a blood pack, and after that i could not eqyuip my bb gun anymore. i also did not have a body analyser in the vault.
Also, i love this mod. Keep up the great work!
Both fatigued an well rested NEVER disappear. I even tried putting needs off, but it did not help. I have installed the Broken Steel DLC and the world looks like you have already completed it. (Plants grow everywhere.) I am sorry, but this mod is just a bit too buggy for me.
Hello yannickgd,
First off, this is a BETA, nobody promised that it would be bug-free, hell I warned people that it is full of bugs.
Second, the green grass is NOT a glitch, I added it in to add more realism to the game. After 200 years, there would be something growing, however, I didn't take the route I did in V6, where I put green trees in and removed most of the rads.
Third, you start with player needs off, that's why you don't get an analyzer until you leave the Vault, and go to your player house to turn the needs on/off.
However, the fatigued and well rested DO sound like glitches, same with the BB gun, however this stuff has never happened to me. What version of the game are you running (Steam or standard), and do you have other mods installed? Lastly, is your game updated with the latest patch?
Remember that this is a BETA, and it has issues, if you can't deal with that, then wait till the finished version is release, don't judge a mod by it's beta.
Finally, I would ask that you post any issues in the forum from now on, if you continue to use this mod.
First off I would like to say I love the mod but I encounterd some bugs (This could only be me but..) The talon company (good char here) doesnt attack me even tho the dailog pops up, They just walk away I had to start the fight myself anyway looking forward for the whole thing keep it ;)
Are you wearing Talon Company Armor?
No I was wearing some explorer armor(cant remember the whole name)
Huh, that is strange. Did you play V7?
No I was playing the beta ;)
Strange. There is a disguise system in the mod, but it's only supposed to affect Talon and Raider armors. Try finding some Talon armor and put it on, then take it off. That might do the trick.
Tryed it had the same result
Hmmm strange, and you aren't running any other mods?
Fatigue from lack of sleep wont go away, and neither will "Well Rested", etc.
Brilliant mod, made an otherwise garbage game into one of my top games. I got killed by a gary ffs, a gary!
Hope you fix these game breaker bugs soon so I can carry on playing. But otherwise it seems to be working rather well.
Thanks for a great mod.
Hope you'll work on new Vegas once it comes out. I'm sure it needs some work, although it seems to be following what you have done with this mod. Tweking the combat wil most likely still be left to the modders.
I'm gonna test this out, because I'm 99% certain that the effects fade when I'm playing.
Thanks for the compliments, and yeah, you can be killed by almost anything, even Radroaches pose a threat to you.
If the bug really bothers you, simply disable player needs, it seems like a simple solution to me. If it really is such a "game breaker", then giving up the needs feature should be worth it.
And if NV releases modding tools, nothing will keep me from modding it, even though it looks like a huge step up from Fallout 3 in terms of realism.
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heey man, great mod
i especially like the player needs, it really takes the game to a higher level.
i just have one question: is this mod compitable with the dlc's
(sorry for the bad grammar)
You can run the mod with the DLC enabled, but there will be inconsistencies, and the DLC won't be modded. DLC mods will be released at a later date, however.
Ãœhm... i may be blind or somewhat but where is the Player House Terminal?
Maybe I just blindly passed it ^^
Anyways I just startet Playing ur Mod and i only can say its great leaving some issues on side...^^
For example that every **** off Raider has a Desert Eagle or an AWM :P
About the Desert Eagles and AWMs, those we're most likely the weapons used by normal raiders before the mod, the just got changed to Desert Eagles and AWMs.
Indeed, the Arctic Warfare replaces the Hunting Rifle, and the Desert Eagle replaces the .32 cal revolver. Very observant :)
as soon as you go in the door its to the right
took me a while to find it too :P
:D what door?! xD is it the empty house in Megaton? and if how can i get the key :P
oh to get it you need to defuse the bomb in megaton....an explosive skill of 25 or 30 is needed
yea found it out by myself but is is a good idea to set the terminal in megaton ... what if u destroy the town u should mention it in the mod that u need the house in megaton to configure the mod or imply it in the pitboy 3000
You can also find a terminal in the Tenpenny player house. You should probably play the mod a bit more before you start giving out suggestions :P
I know the advice you gave to the last guy was to play a bit before asking stupid, easy-to-answer question that could be found by reading the info of the mod (uh) but I have a major question. Where are the ATM machines? You know, for the bank.
They can be found at each major settlement. The Megaton one is down by the brass lantern (near the bomb), and the Rivet city one is in the marketplace. There are 7 in total around the wasteland.
Thanks for the answer, I didn't bother to check there, as I thought of Craterside Supply or The saloon. I have only discovered Megaton this early in the game, as I had to delete some saves and didn't want corruption in my old saves after I deleted some major, not-as-good mods for this great one.
No problem man, just look around any major settlement, and you should find an ATM.
Thanks for the compliment, I quite enjoy my mod, as well, but V8 is only beta right now, in a while it will be even better. However, to avoid issues, the best thing to do is to start a new game, otherwise you run the risk of inconsistencies or crashes.
As sdude said there is no info where u can find this terminals. No offense.
I would have another suggestion ;)
1. I think Sniper Rifles should get an accuracy bonus when theyre scoped.
It is a bit strange that u can Snipe better with a Pistol than with a Rifle.
2. I saw another Mod whitch allowed u to Modify ur weapons on workbrenches. Adding Scope, Suppresor, Laser Sights or High cap Mags.
I dont know if u can do that in ur Mod to.
3. I think the Selfrepair System was cut to extremly. If i repair i Rifle using Parts of another shoulb be realistic if that works fine. I think reducing the efficiency by 1/4 could be enough (just because Repairing at a Traders is really expensive..)
4.U mayby could write a Tutorial what exactly u changed in the Mod.
For example the thing with the Terminal in the House. What u changed at the Perks. A Weapon list with possible addons. And all these little things :) Than nobody would have to ask u all the time what about this whats that and so on ;)
Just suggestions .. what do u think about that?
And yes i know its a Beta but that could be for the finished version... ;)
Well, there is something called looking for things yourself. This mod affects over 50,000 references, and you expect me to not only document it all, but to provide directions to every new item in the wasteland?
Sniper rifles already have perfect accuracy, unless they're suppressed, in which case, they have a VERY slight decrease in accuracy. An increase of accuracy on something with 100% accuracy seems incredibly pointless. If you want to negate the effect of the scope sway, increase your Big Guns skill.
I find that modifying your weapons in such a way is unnecessary, as you can simply find these weapons in the wasteland, or you can buy them from vendors.
This is something I did on purpose, to force you to pay for repairs, it's part of my larger plan to stop the player from becoming a millionaire by level 20. I also jacked up the prices on almost everything, and cut the amount of loot you find.
I could, or you could. Or someone else could. Look here: Moddb.com
This tutorial is Wikipedia style, anyone can edit it, and fill in what they wish. The idea was to get you guys doing some of the work, so you can get what you want. It was created back during V5, and hasn't been touched since. I don't want to waste what little gaming time I have writing about all I've worked on, isn't it smarter that I spend my time actually modding (finishing V8, perhaps?), nevermind the other tutorials I'm trying to do about how to mod with the GECK. Start work on the tutorial, if you wish. Also, as Catman said, I do have a readme with the mod, it's not named such because I want people to avoid reading it.
you do realise there is such thing as a readme, there is info at the download location, the player house terminal and if you check the rest of the comments on the front page 9/10 times you'll find your answer :P
Apparently "readme" implies that you should NOT read the thing. In V8.0, I'm gonna label it "Don'tReadMe", and see if that gets more views :P
The don't read me idea work great, I have been trick by my curiosity many times.
One thing that didn't come up in the readme and player house terminal. How to get a loan from the Royal Wasteland Bank. It mentions it several times, yet I can only withdrawal or deposit. Is this an upcoming feature? Also, I only noticed one bug. The flamer has no sound anymore. If this was intentional, ok, but I remember there being a flamer file in the sound file.
I also just wanted to say that, even as this version is a beta version still, this is the only major mod that still keeps me interested in the storyline and side quests. In fact, this has enhanced my gameplay severely and I hope you keep it up.
Also another little side note. Let me tell you all a little story. Once upon a time, there was a hero trying to rescue Red and Shorty from Germantown and all its mutant horrors. He took out a few mutants with his silenced rifle, and decided to reload, to be on the safe side. To his dismay, the modder of the mod he was using screwed up his weapon reload sequence so badly, he killed himself. Fun, right? In many good mods, the owner cut them short by not giving a good reloading sequence, so you smash your gun in your face. Not in this mod.
I think you may have outdone even the maker of Fallout Wanderer's Edition.
Yeah, I think I might have to re-label the "readme" in the finished release.
I forgot to remove that little tidbit from the readme, loans are actually a canceled feature, as I thought it was:
a) unnecessary
b) hard to force the player to pay back his loans
And yeah, the flamer has no sound, for some reason. I have had this issue with every version of my mod since V1. It says that there is a sound, and it SHOULD be working, but I think there might be a code issue with the GECK and looping sounds, the Ripper suffers the same problem.
And thanks for the compliments, although, I know what you mean, I love Fallout 3, but I would have dropped it long ago without mods, mostly mine, but I've enjoyed some smaller ones as well. And don't worry, a swarm of fanboy haters couldn't stop me, my only obstacle is real life :P
A terribly sad story, indeed. Did the brave hero's weapon jam so badly that it was beyond recovery? :P
Honestly, I'm not a fan of the Fallout 3 reloading animations, especially with my mod, but they at least work.
I've never used FWE, but it looks like it was developed by several people in a team, so I doubt that my mod is superior :|
I said the whole story and that your mod was better because in FWE, the reloading sequence for some of the weapons was unbearable. There was one weapon so bad, when you reloaded, the gun would kind of come back at you and jam you in the face, while you sort of make a waving gesture. The textures of the weapons also sucked badly.
Well, the story is still pretty much the same :P
Escape the vault, find dad, work on project purity, etc.
The weapon models/textures aren't actually mine, I just got permission to use them from their authors, and the animations are the default ones, they're ok, but some guns (like the P90) look retarded when you reload them.
Well, i knew that, but you decided to use decent guns, which is what I'm talking about. Some other mod are just unfit to be called a mod, more like a mess.
Yeah, I quite like the selection of weapons, myself. Not to stroke my own ego, or anything. And this is a beta, so it's a bit buggy, but V8.0 should be much more solid.