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.

Report abuse Fallout 3 Reborn V9.0
Filename
Fallout_3_Reborn_V9.0.zip
Type
Full Version
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Slayer_2
Date
Jul 1st, 2011
Size
314.55mb (329,825,582 bytes)
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Description

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


Well, it's finally here. A lot of sweat blood and tears, figuratively, anyhow. Enjoy it, everyone. What's changed since V8 is below:

NOTE: An asterisk indicates a feature that can be controlled from the player house terminal.

-----------------------KEY FEATURES-----------------------

-Re-worked most of the weapons to support RH_ironsights. RH-Ironsights is now REQUIRED for the mod to work properly.

-Re-worked the needs system to be far more stable, realistic, and stat based. You also need to use food/meds one at a time, and you cannot use weapons while using them.

-Limited HUD assistance, no more rad counter, sneak menu, HP, AP, air menu, or crosshair HUD (unless you're aiming in 3rd person).

-VATS has been disabled, no more easy way out of combat.

-Level max has been raised to 100, it now takes less XP to level up. You get always 5 skill points per level up, plus 1 if you have the Educated perk.

-Greatly reduced the amount of ammo and chem loot you can find on enemies and in containers and around the wastes.

-Added in a sprint system that allows you to sprint when you hold Shift.

*Put in an option in the player house terminal that allows you to change the amount of enemies that populate the wasteland, from 1 to 10 times.

-Modified main menu and loading screens.

-DLC's merged with the game, you now need them to play it, but they are more stable and support Reborn better.

*Added in "Realism Points", a new system that takes account of how realistic your game is, and awards an XP multiplier from 1.25-2.0X.

*Added in the option to disable fast travel.

-Added in travel terminals at six major settlements, these allow you to travel quickly and safely around, but at a cost.

-Removed the [EMPTY] indicator on your HUD, you have to figure that out yourself now.

-Reworked the addiction system to be stable and glitch free. Doctors actually remove addictions now, certain features are fixed, and some messages have been tweaked.

-Changed automatic weapons chambered in 5.56 and 7.62, and some SMGs, to deal about 30-40% less damage.

-Increased melee weapon damage greatly.

-----------------------TWEAKS AND MINOR FEATURES-----------------------

-Made fists more useful, scoring a critical will knock down an opponent. base damage multiplied by 10, level up damage increase multiplied by 5

-Blunt two handed melee weapons now deal half the damage, and will knock a human down on a critical strike.

-Re-worked the night-vision goggles to have a (crappy) 3D model, more options, and greater availability, they also consume fission batteries.

-Toned down the auto-aim, this isn't a console game.

-Removed the royal wasteland bank.

-Increased some radiation sources by 10 times more rads/sec. It's recommended you either avoid these areas or use the improved rad suits to survive the radiation.

-Followers now level up independently of you.

-Increased Mirelurk damage values.

-removed SCAR-L

-Fixed TMP Silenced not sounding right, and fixed reload animation.

-Set FN-FAL to be fully automatic, and replaced the ACOG variant with a scoped version.

-Upped the desert eagle damage by 30 points.

-Fixed M79 Grenade Launcher

-Replaced the AWM unscoped with vanilla-style hunting rifles.

-Removed some of the annoying tutorial messages.

-Tweaked all the perks to better fit with Reborn.

-Fixed the high RPM M249 to use 5.56x45mm, not 7.62x51mm.

-Changed chest crippled stagger chance from 50 to 100 percent.

-Changed the one crippled leg speed to 60 instead of 85 percent.

-Changed the two crippled legs speed to 40 instead of 75 percent.

-Tweaked the Light Step perk to only give you a 50% chance of not triggering enemy traps.

-Removed several perks, to fit Reborn better.

-Changed menu tooltips to fit Reborn better.

-Tweaked Scrounger and Fortune Finder perks to be more balanced.

-Raised the level and skill requirements for most perks (to fit with the 100 level cap).

-Added the Benelli M4 shotgun.

-Fixed the alien ship crash random event to NOT send the ammo flying everywhere, and to include more ammo.

-Made it far easier to get addicted with the new addiction system. Before it was almost impossible.

-Vendors carry far, far more ammo.

-Changed the sleep system back to the vanilla one, but you get +5 Sleep for every hour slept.

-Nuka Cola Vending machines now only sell nuka cola and Quantum, no food.

-Beefed up caravan security with 2-4 more guards per caravan.

-Increased companion offensive and defensive abilities.

-Booze now gives you a temporary boost of +10 Hydration, but after 2 minutes, you lose 20 hydration.

-There is now a Reborn Settings Terminal located directly to your left as you exit Vault 101 (through the gear door).

-Updated the Reborn Settings Terminal with the latest information.

-Increased the amount of XP received for discovering locations, hacking, picking locks, and speech successes.

-Changed "WG" to Lb (pounds).

-Tweaked the heartbeat low health sound effect to play at lower levels of health.

-Made bobby pins extremely rare.

-Tweaked melee weapons to deal 25-50% more damage.

-Relieving yourself without using a toilet or urinal will give you an effect that decreases Charisma, you must use a toilet or urinal to remove this effect.

-Increased almost all quest completion XP rewards to 5 times more XP.

-Gave all followers 3-5 times more health points, to stop them from dying so often. They also level-up independently of you, now.

-You now get a tin can upon consuming Pork n Beans

-Stealth boy value increased to 200, up from 100.

-You now get XP for turning in fingers or ears, instead of karma.

-Added in help and information notes to the reborn settings terminals.

-Added in a new air support item, EMP Strike. A devastating orbital strike that fries all robots.

-Changed damage required to get XP for a kill from 40% to 1% (mostly applies to when a follower finished off someone you damaged).

-Greatly improved the AK-47's accuracy, before I had trouble hitting people past 100 meters, even with 100 small guns skill.

-The Mesmetron now has a 90% mez chance and a 10% frenzy chance, it used to be 20% mez and 80% frenzy.

-The Nuka Grenade is now made with Detergent instead of Abraxo Cleaner, since the previous item has no use, and Abraxo is now so useful and rare.

-The Stun Grenade now paralyses enemies for 15 seconds instead of 5.

-Gave Reilly's Rangers 10x their normal health.

-Fixed the stupid sideways combat helmets worn by some BoS troops.

-Replaced the old ACOG scopes with a new, easier to see one.

-Made the M4 Aimpoint variants support proper iron sights.

-----------------------OPERATION ANCHORAGE CHANGES-----------------------

-Increased Outcast security around Bailey Crossroads (near OA sim bunker).

-Tweaked Defender Morril to wear no headgear instead of a power helmet.

-Created load screens to match with OA Reborn.

-Removed dead body fade.

-Removed stupid health machines, now you regenerate health when not in combat.

-Removed the item glimmer (red effect).

-Tweaked ammo boxes to fit Reborn better.

-You no longer receive power armor training for completing the simulation.

-Made the Covert Ops Perk slightly more useful.

-Reworked the Requisition terminal to fit better with Reborn.

-Gave the patients in the hospital clothes.

-Forced needs disable upon entering the sim.

-Greatly improved loot received at the end, and made it include more OA only items (Winter camo stuff).

-----------------------THE PITT CHANGES-----------------------

-Renamed and tweaked the Infiltrator to the G3A3. Two versions, unmodded olive green, and stealth.

-Tweaked a few loadouts to work with Reborn.

-Fixed up the ammo mill to work properly with Reborn.

-Changed a few of the rewards for the ingot quest.

-Reduced ammo found in the steel yard, to make it harder to survive.

-Increased Trog damage greatly.

-Wildmen are now only armed mainly with melee weapons.

-Ingots now weight 20 pounds instead of 1, not quite realistic, but certainly an improvement.

-Changed some notes to fit Reborn better.

-Made slop feed and hydrate the player.

-----------------------BROKEN STEEL CHANGES-----------------------

Beefed up the Tesla Cannon and made it fire Uranium Slugs.

-Replaced the Tri-Beam Laser with the Mk-48 light machinegun.

-Replaced the Heavy Incinerator with the MGL-140, a semi-auto 6-shot grenade launcher.

-Reduced the health of Albino Scorpions, Hellfire Troops, and Overlords.

-----------------------POINT LOOKOUT CHANGES-----------------------

-All weapons tweaked to deal more damage and to fit with Reborn better.

-Gas Masks now protects people from bio-gas grenades.

-----------------------MOTHERSHIP ZETA CHANGES-----------------------

-Added in a new super-weapon: The Railgun. One word, Devastating.

-Modified all the alien weapons to fit with Reborn.

-Removed Karma loss for killing the worker aliens.

-The Drones have 10x more health points now.

-Cryo Grenades are extremely lethal and usually kill any target instantly.

-New Alien Workbench in the mothership, find the schematics through-out the ship to create all 4 devasating weapons.

-New weapons that can be created at the alien workbench: Cryo Grenades/Mines, the Cryolator, and the Biogel Grenades.

Preview Image
Fallout 3 Reborn V9.0
Post comment Comments  (50 - 100 of 170)
Youfail
Youfail Jul 14 2011, 11:50am replied:

Also I seem to have a bug, I can't wear the balaclav and helmet at the same time.

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 14 2011, 9:01pm replied:

It's not a bug, but an engine limitation. I've tried to find ways around it, but I've come up with nothing so far.

+2 votes   reply to comment
ibryonx
ibryonx Jul 13 2011, 10:42am says:

Bump.

+1 vote     reply to comment
M0haa
M0haa Jul 14 2011, 2:18am says:

OMFG I WAS WAITING FOR THIS FOR SO FKING LONG TIME!!!!!
im kind on disapointed that VATS is off, but i trust your decision and i will download it and play LIKE A BAWS!!

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 14 2011, 10:57am replied:

VATS was disabled since it makes the game too easy, you always have an easy way out of any fight. If you really want it back, you can simply re-enable it with some basic GECK knowledge.

+2 votes   reply to comment
M0haa
M0haa Jul 14 2011, 12:19pm replied:

im not gonna re enable it... i trust your decision :D.. if you say its too easy with the VATS i support you... because i FKING LOVE THIS MOD and i dont wanna ruin the experiance... :D keep up with the AWESOME WORK!!! :DDDD
sry for bad english...

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 14 2011, 9:02pm replied:

Hahaha, thanks for the support, after a while your forget about it, I was playing FNV and I was prompted to use VATS then I thought "WTF is this? Ohhhh...", hahaha. And your English is fine.

+2 votes   reply to comment
M0haa
M0haa Jul 15 2011, 3:00am replied:

xDDDDDDDDDDDDDDD loooooooooooool ahaahahaahhahaahahahh

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 23 2011, 10:36pm replied:

Hahaha.

+2 votes   reply to comment
Kurisutina004
Kurisutina004 Sep 10 2011, 7:38pm replied:

I trust your decision but.....in case i dislike your decision AFTER trying it what basic GECK knowledge? :3

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Sep 12 2011, 8:24pm replied:

The ability to open and modify a one-line setting in the GECK. Really, anyone should be able to do it, but since 50% of the people **** up the INSTALL, I really doubt it.

+2 votes   reply to comment
oszee86
oszee86 Jul 23 2011, 3:53am says:

how can i use nightvision device? i equipped it and i also collected 6 fission batteries but nothing happened...

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 23 2011, 10:53pm replied:

Ohhhh, my bad. Press "n" to access the NV control menu. They have to be equipped, of course.

+2 votes   reply to comment
Seraphime
Seraphime Jul 24 2011, 11:14am says:

Nightvision device, does not work for me.
Got fission bateries, equiped the NV-googles, and pressed "N", but nothing happens. Do i need to activate some "Advanced Graphic Otions", or did i installed something wrong? Or is it only working if "Player needs" are enabled?
Had no other problems so far.
Incedible awsome mod!)

+2 votes     reply to comment
Seraphime
Seraphime Jul 24 2011, 3:23pm says:

I just noticed that I´m running the game without FOSE cause it seems not to support the german full-gore version of the game. It keeps saying I´m running unpatched version, but I patched to 1.7 .
Any suggestions how to get FOSE running? Perhaps the NV-googles would work than.)

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 24 2011, 8:58pm replied:

Yes, NV goggles require FOSE. Try googling your issue. I run the English version, so I have no problems with FOSE.

+2 votes   reply to comment
Seraphime
Seraphime Jul 25 2011, 6:17am says:

FOSE works best with patch 1.7 Austrian version. Gamecontent stays german, but the gore and stuff is now directed by austrian law. ;D

Thank you for that mod!

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 25 2011, 10:34am replied:

You're welcome, playing with no gore must suck, it's one of the amusing parts of the game.

+2 votes   reply to comment
Seraphime
Seraphime Jul 27 2011, 5:16am says:

I just tried to finish the mainquest, where i should escort the scientists from the jefferson Memorial through some old tunnels to the citadel of BOS. There is a part where they stop moving due to "Garza´s" heart deseas and he needs stimpaks to go on. I got 4 Stimpaks in my inventory but i got only speak option to "leave him behind" or "wait". Might it be that the renamed "[MEDS] Stimpak" are not recognized as the ordenary "Stimpak" by the quest- or speech triggers?

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 27 2011, 6:25am replied:

Nope, it works for me. Also, names don't affect the game at all, they're purely visual, it's the item ID that is important. That can only be seen in the GECK or if you select an item in the console.

Either it's a game glitch, try reloading your last save, or you need something besides 4 Stimpaks, although that sounds correct to me.

+2 votes   reply to comment
Seraphime
Seraphime Jul 27 2011, 8:13am says:

Must have been a glitch. I noticed theres no penalty for leaving him in the tunnels. :D

Is there a list, of actualy used weapons in v9, to be found anywhere?
thats maybe something to implement directly into the game, like a holo-tape saying some thing like:
"General, I´m glad to say that 78% of Nuka-Arms-Industries´ production capacities are setup and running to provide large ammounts of weapons and ammo of the types you asked us for.
That includes
- Small weapons: aaa, bbb, ccc....
- large weapons: aa, bb, etc.
- Devices: nv, sb, etc.
Looking forward to sign in the contract with you.
Greatings, Dr. Grün,"

Someting like that would have prevented me from believing an M249 is a small weapon, befor the noticed showed up on loading screen.
also it would be easyier to hold the list and the community up to date.
The tape might be sold by some weapon-geek-vendor or might just be added to ur inventory like Gunoil an stuff.
Stuff like that would also give more usfull oportunities.)

Just cosmetic snakeoil, don´t bother if it´s not the right snakeoil 4 u. ;)

Oh i just forgot, is my english understandable anyway?°°

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 27 2011, 7:04pm replied:

Well, I am slightly confused by that. I think I get the gist of what you're saying. Anyone could look through the GECK and list all the weapons, but it'd take a long time. Maybe 4-5 hours to complete the task.

The M249 is actually classified as a big gun.

Oh, and you can't repair masks because they have 0 DR.

+2 votes   reply to comment
Seraphime
Seraphime Jul 27 2011, 11:39am says:

Gas Masks can´t be repaird. Special-Feature-Glitch of my unique version or something to report (at still called v8 bug report forum on moddb.com)?

+2 votes     reply to comment
Seraphime
Seraphime Jul 28 2011, 8:55pm says:

I found some Mk-48 but they seem to be glitchy. They fire one round every 1,5 seconds and the firing animation apears straight after left clicking but the actual shot with sound and impact comes 0,5-1sec later.
Someone else encountert "broken" Mk-48s, or is it just my freaky game version again? ..., or do I need a certain BigGuns-Skill to get it fireing like I excpect it to? °°

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 29 2011, 2:12am replied:

Are you running other mods? And what's your load order? The MK-48 is based off of the Tri-Beam Laser Rifle, so it could be some kind of over-writing issue.

+2 votes   reply to comment
Seraphime
Seraphime Jul 29 2011, 8:10am says:

I only got one other mod "Mark and Recall v1.1", it adds the option to set up map markers. Does "load order" mean in wich order i marked the addons or in wich order they are listet? I read the readme files saying "be sure to load reborn as the last mod" or something like that.
Something i could try to get the Mk-48 working?

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 29 2011, 4:26pm replied:

Do you have Fallout Mod Manager?

+2 votes   reply to comment
Seraphime
Seraphime Jul 29 2011, 4:58pm replied:

nope... i´ll go ´n get it°°
Any special notes?)

+2 votes     reply to comment
Seraphime
Seraphime Jul 29 2011, 5:10pm replied:

I got FOMM and set a load order with reborn as last mod to load. but the Mk-48 glitch is still the same.
do i need to reinstall anything or will my "old" savegames still have the glitch if every thing is working correctly?

+2 votes     reply to comment
Seraphime
Seraphime Jul 30 2011, 5:46am replied:

The AA-12 got the same bug -.-

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 30 2011, 7:27am replied:

Huh, all these issues sound like they are caused by another mod, which apparently isn't true. I use the AA-12 Drum Mag and MK-48 in my inventory, trust me, they both fire very fast. Did you install an animation mod at any point?

+2 votes   reply to comment
Seraphime
Seraphime Jul 30 2011, 7:43am replied:

I´m going to try reinstalling everything.

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 30 2011, 10:32pm replied:

Good plan.

+2 votes   reply to comment
FalloutOrion
FalloutOrion Jul 29 2011, 3:59pm says:

Hey Slayer, I have 64 bit Windows 7, and I tried to download your awesome mod but at the beginning the BB gun was just a bunch of transparent squares and all the other stuff in your pack didn't work. I tried to download FOSE after that but it didn't do anything or it didn't download properly. I really want to use this mod, but its not working for me, any suggestions?

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 29 2011, 4:26pm replied:

Did you read the Readme file?

+2 votes   reply to comment
FalloutOrion
FalloutOrion Jul 29 2011, 5:51pm says:

After I read the Readme and downloaded the necessary files like RHsights then it started working! Thank you VERY much for sharing this mod and all the hard work you put into it!

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Jul 30 2011, 7:25am replied:

No problem, 99.9% of the time it's people not reading the readme that is the problem, so I just list that first and it usually works :P

Have fun.

+2 votes   reply to comment
Niels1
Niels1 Aug 1 2011, 12:59pm says:

Hey Slayer, are there still any weapons that are affected by the skill energy weapons? It would make sense if there weren't since u "banned" all energy weapons from the game (bad *** new weapons that u added btw), but what the heck is that skill good for then?!
(And I did read the readme ;)

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 1 2011, 9:17pm replied:

Mothership Zeta contains a bunch of alien energy weapons. There is also the human-made Mesmetron and Tesla Cannon. Besides that, everything else is small or big guns.

+2 votes   reply to comment
LordDarkon
LordDarkon Aug 1 2011, 3:34pm says:

I love the mod... but I HATE how incredibly unstable it makes an already unstable game!!! I just got to Falls Church Metro (where Hoss offers me a mission to rescue the Initiate), and the game crashes every 10 seconds! Is it because there are so much more enemies now, and the game engine can't handle it?

Otherwise, the mod is great, but this could very well ruin everything...

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 1 2011, 9:20pm replied:

It all depends on luck. I get a crash maybe once every two hours, if that. usually less. It is all luck of the draw, nothing I can do about it.

+2 votes   reply to comment
LordDarkon
LordDarkon Aug 1 2011, 10:23pm says:

Oh, well... I suppose I'll have to get back to using FWE, then.

Too bad, because this mod is great, but the level of instability makes the game unplayable.

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 2 2011, 12:02am replied:

Like I said man, it's not the mod, I can't remember the last time I had a crash. Sorry that it's not working for you.

+2 votes   reply to comment
LordDarkon
LordDarkon Aug 2 2011, 10:56pm says:

After more testing, I've come to the conclusion that the instability is only present when there are a lot of (more than 10) Super Mutants in the area. Any other enemies don't seem to overload the game (it still crashes occassionaly, about once per hour, but its tolerable).

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 3 2011, 12:33am replied:

Huh, this is strange, what other mods are you running? I've beat the whole game, and with 10x spawn multiplier on, there are often 30+ muties in any given battle.

+2 votes   reply to comment
LordDarkon
LordDarkon Aug 3 2011, 1:45am says:

I'm using RH Ironsights (of course), Animated Prostitution mod, Type 3 Dimonized body, Raider armour alterations for Type 3, and raider tatoos for Type 3, along with Reborn. I had more, but I deactivated them when I installed Reborn v9.

Right now the game runs fine (not having dealt with any more large concentrations of Mutants)... but I can easily imagine what will happen when I get to the GNR Plaza, for instance!

Oh, BTW forgot to add... you know me as Cacak on F3Nexus.

+1 vote     reply to comment
h0devil
h0devil Aug 10 2011, 3:48pm says:

do i need all the expansion packs ? >.>

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 10 2011, 7:21pm replied:

Yes... it says that in the description.

+2 votes   reply to comment
h0devil
h0devil Aug 12 2011, 12:13pm replied:

>.> do you have a way to make it play with out this expansion packs

PS: i did read the description xD just want to see if there is some way to play it :(

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Aug 12 2011, 2:22pm replied:

Well, you can get the expansions for pretty cheap now, maybe $20. That's the only way unless you're a modder, which I doubt.

+2 votes   reply to comment
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Platform
Windows
Game
Fallout 3
Developer
Abyssal Games
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Release Date
Released Apr 22, 2009
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MD5 Hash
43341206a9facb29104c27f336d5f04f
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