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.

Post download Report content Fallout 3 Reborn V9.0
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Jul 1st, 2011
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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  (150 - 173 of 173)
Slayer_2 Author
Slayer_2 Jan 20 2013 says:

Um, can you test the AA-12 variant with the drum mag, see if it's different? It replaces the terrible shotgun, GECK name "WeapUniqueTerribleShotgun". You can cheat for it or find it in the wastes.

Also, you need FOSE, it's not optional for the mod anymore. Several features, such as night vision, some aid items, the air support, and sprinting require it. There are probably more, but I'm tired and can't remember.

+1 vote   reply to comment
Durzo187 Jan 25 2013 says:

If you watch closely you'll the gun switch, it's easy to miss but it's there on both videos.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Jan 25 2013 replied:

I think it might be an ironsight issue, not to worry, I'm looking into it for V11.

+1 vote   reply to comment
Durzo187 Feb 3 2013 replied:

okay cool

+1 vote     reply to comment
Homoerectus1994 Feb 6 2013 says:

Someone should add Irn Bru to this game :P, and hangovers, Irn Bru usually cures hangovers too.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Feb 6 2013 replied:

I tried Irn Bru once, it's expensive here, an import. Like $2 a can. You lucky brits.

+1 vote   reply to comment
oskars18 Feb 9 2013 says:

Its been of ages when i play this fantastic mod, now i play again.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Feb 17 2013 replied:

Thanks man :)

+1 vote   reply to comment
LordDarkon Apr 29 2013 says:

I think V9 is the best version of Reborn, perfectly balancing realism with accessibility. Tried V10, didn't like the ultra-hardcore approach, especially the crazy-frequent needs system, since I seemed to spend more time worrying about getting hungry, thirsty, or tired, or having to relieve myself, then actually enjoying the game. Sucked the fun out of it.

Of course, by "the best", I mean the best, after I made my own set of tweaks to it. Mainly on the weapon stats and damages, which really bothered me, seeing as how pistols were doing 30-45% more damage then rifles, which was ridiculous (basically I just reversed the damage values for pistol and rifle ammo, and altered it's caps value accordingly), and how every other firearm had "explode only" set in death effects, making dead bodies blow up into pieces 80% of the time while playing. For a .50cal firearm like a Barrett, that might be appropriate, but for others - I dont think so.

0 votes     reply to comment
Slayer_2 Author
Slayer_2 Apr 30 2013 replied:

V9 is the one designed to appeal to the masses. V10 was kind of a pet project where I said "screw it" and just did what I want. Personally I prefer spending more time finding food and supplies than just killing, so the mod reflected that.

However, that being said I realize a lot of people were confused and got V10 because it's the newest and this led to frustration when some of them were going from vanilla Fallout 3 straight to my hardcore tuned version. So, in the V10.3 patch I've re-enabled the ability to adjust need drain speed. It can't be disabled completely, but on the "newbie" setting, it's pretty damn slow, probably at least 2 or 3 times slower.

Yes the weapon damages weren't at all realistic, but that was a purely gameplay design choice to set them that way. Weapons firing 7.62x39mm tend to fire a lot MORE rounds per minute than a weapon firing 9x19mm. So generally, the DPS is still higher for the AK over the Glock. However, now that I'm adding in semi-auto 7.62mm weapons (SKS) and there are fully auto 9mm weapons (MP5), I've started working on making auto rifle ammo more rare and expensive, and tweaking damages to be based off of joules of impact energy of the real rounds. Oh, and I disabled the limb destruction capabilities of most guns, except ones that fire .50 caliber, 12 gauge buckshot, and maybe one other round type I forget right now.

+1 vote   reply to comment
ArathHunter Jul 18 2013 replied:

So wait... is the Glock NOT suppose to be firing automatic? Because that's what has been happening with mine. I checked the GECK settings for the Glock, and it seems like it's suppose to be firing semi-automatic, but it's not... Unless I read it wrong and I'm just being stupid.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Jul 21 2013 replied:

The Glock 19 should not fire automatically, no. The 18C in older versions does, like in real life.

+1 vote   reply to comment
cpldingo1987 Jul 15 2013 says:

Ok i am using 9.1 and the HUD is not there? Any help?

+1 vote     reply to comment
ArathHunter Jul 18 2013 replied:

The lack of HUD is a feature in this. I have no idea how to re enable it, sorry.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Jul 21 2013 replied:

You can with basic modding skills, or just go play version 8.

+1 vote   reply to comment
ArathHunter Jul 18 2013 says:

Is there a way to disable the sprinting in this? Like a console command at least? I'm not very experienced with GECK, though I think I found the script(s), but I can't seem to be able to delete or edit it in any way ignores my delete attempts and I keep getting warning things when I try to save any kind of edit I've made so far and no results in any of the options on them.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Jul 21 2013 replied:

Why not just ignore the button if it bothers you? Why else would you press shift?

+1 vote   reply to comment
ArathHunter Jul 24 2013 replied:

I have this other sprint mod that doesn't make me sprint faster then the fastest man on earth, and has a perk that lets me run with my weapon out.

+1 vote     reply to comment
ArathHunter Jul 26 2013 replied:

Also forgot to mention that this mods Sprinting button overrides the other mods sprint button, no matter what order I put in the load order. I can change the Other sprint mods button to something else, and works through that. But Shift is still the go-to key for sprinting. So that's the reason for the question.

+1 vote     reply to comment
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HarleyCharlton Feb 28 2015 says:

I am 4 years late but how come you got rid of the bank, it sounded good???

+1 vote     reply to comment
cpldingo1987 Jun 18 2015 says:

Are sniper rifles with scopes not considered small guns skill set?

Mine is as 100, and I can't hit anything with rifles and pistols.
however when I switch to a weapon with a scope there is ALOT of shaking. Is it supposed to be that way, or is there another skill I have to add to?

+1 vote     reply to comment
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