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 abuse Fallout 3 Reborn Version 7.0
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Mar 19th, 2010
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Finally, after an extremely long development time, Fallout 3 Reborn Version 7.0 is complete. This release is a fairly significant one, as this version has been built from the ground-up. Many new features have been added in, and some have been dropped. This is likely the last major Fallout 3 Reborn release (I still have to mod the DLC, possibly create a hardcore mode, and release updates). Soon I will be starting work on a whole new Fallout 3 mod called "Under", more info will be posted about that later. The Readme is posted below, it includes install instructions, the feature list, and much more.


If you've downloaded this mod, chances are you're new to the Reborn mod series. The Reborn series of mods series 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 pussy 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 7 was rebuilt from the ground up, all the old issues should be gone, and many of the "drastic" changes to the wasteland (such as reduced radiation, new weapon models/names, and greenery) are gone. I may release a "Hardcore" patch for those things later, if there is any demand for it. There is a feature list below, if you want to know more about what to expect in V7.



Simply drop the contents of the "F3R Version 7" folder into your Fallout 3/Data folder, tick the "fallout_3_reborn_v7.esp" box in your Data Files menu, and start the game! NOTE: if you do NOT have Archive Invalidation Invalidated installed, install it BEFORE you use this mod, otherwise you may experience strange graphical issues. You can get Archive Invalidation Invalidated at this link:


go to the "data\sound\Voice\fallout3_reborn_v7.esp\MaleGenericGhoul" folder, and replace the 20 custom 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 want to uninstall this mod, simply uncheck the "fallout_3_reborn_v7.esp" box in your Data Files menu, delete the "fallout_3_reborn_v7.esp" file and the mod should stop affecting your game.

The files are very small in size, so I wouldn't recommend trying to remove them unless you know what you're doing. To complete a full uninstall, just remove the files you copied in when you installed the mod (if you have the skill), and delete the "fallout_3_reborn_v7.esp" file.


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.

*Weapon slots, you get 2 main weapons, 1 sidearm, 10 explosives (such as mines or grenades), and one small melee weapon (such as a knife).

*Ammo maximums, the amount you can carry is dependent on two values: your Strength level, and if your apparel has a bandoleer or not.

*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.

-Weapons with special attachments can be found throughout the wasteland.

-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 (Missile Launcher now 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.
New injuries, such as blunt force trauma, that can be given to a target with a critical.
Certain weapons are now actually useful (Miss Launcher, MIRV, etc).
Weapon mods; now you can find modified weapons throughout the wasteland.
Bullet casings stay around a LOT longer, and can be seen from a greater distance.

-New medical items, such as EZ-Cool and Bruise-Be-Gone, to heal the new injuries. These can be found throughout the wasteland, and in certain loots.

-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!

-Some weapons have new firing sound effects that are much better, in my opinion.

-Night vision goggles which are a stealthy and effective way to light up your surroundings while keeping enemies in the dark. Buy them from 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 entering combat will destroy your cover, so don't think that this is a feature you can use to safely ignore enemies.

-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. I recommend carrying a few pulse grenades around at all times.

-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 Minigun and Gating Laser weapons no longer have those big useless backpacks.

-The effectiveness of repairing items has been halved.


mojodajojo, for the mesh that is used to allow killable kids:

anitstar, for the modified weapon models with their various attachments (WMK):

daformat, for the script and book model used for the portable turrets:

odin_ml, for his Shells and Slugs modder's resource:

SuperDurnius, for creating the Pip-Boy weapon-mod icons.

Beta Testers:


-If you need help, or you want to report a bug, email me at

-I take no responsibility for anything that happens to you, your game, or you computer because of this mod, I have to cover my ass.

-Don't complain if you don't like it, delete it and move on.

Preview Image
Fallout 3 Reborn Version 7.0
Post comment Comments
Anbrad Mar 20 2010 says:

YAY good job
Im glad some modders actualy put time into theyre work instead of releasing some half assed mod where the textures are messed up and half the stuff dosent work
Tldr; You are one of few succesful modders
Good job :D

+2 votes     reply to comment
Slayer_2 Author
Slayer_2 Mar 20 2010 replied:

Thanks :D

It's been quite a few months since V6 was released, but I wanted to make sure that V7 was a quality release.

Hope you enjoy the mod :)

+2 votes   reply to comment
MarQan Mar 20 2010 says:

waited so long for that number 1 before the "update" :)

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 20 2010 replied:

Don't you watch other mods too? :P

+2 votes   reply to comment
dave_5430 Mar 20 2010 says:

Damn, now I gotta fix the compatibility with the *load of weaponmods I added to fully enjoy this mod...

Oh well, it's totally freakin' worth it!

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 20 2010 replied:

Well good luck with that. Compatibility is a bitch.

Hope you enjoy the mod :)

+1 vote   reply to comment
SolidFake Mar 20 2010 says:

that sounds very interesting!

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 20 2010 replied:

Thanks :)

+1 vote   reply to comment
MarQan Mar 20 2010 says:

now I'm exhausted and there's a HP effect on that (don't see the end of it: out of screen) and I can't sleep, because "you can't sleep while taking health damage". what do you suggest? and I can't fast travel either..

maybe I don't see something

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 20 2010 replied:

Take some Jet, and I'll patch this in V7.1

+2 votes   reply to comment
Awesome_ninja Mar 21 2010 says:

wow, this mod looks awesome, I'll go try it out as soon as I can. But before I do, I have a question, is this mod makes the game tougher / easier? Because I haven't even started playign it, and I have no idea how stuff works in it, like repairing guns, etc..

+1 vote     reply to comment
MarQan Mar 21 2010 replied:

playing with it for a while, but it's hard to say for sure.
with this mod, you don't need to shoot 5 bullets into a dogs head (like in vanilla), but if 2 or more armed enemy takes you then you're in trouble.
if you turn on player needs then there's a positive effect if you eat/drink regularly and a negative if you don't.
it's quite balanced I think. not tougher of easier.. it's different.
only Rambo style don't work as before :)

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 21 2010 replied:

Difficulty is about the same, but it changes depending on the circumstances. Like MarQan said, it's easier to kill unarmed opponents, such as Deathclaws (which used to be quite deadly), but meeting armed enemies in large groups can easily get you killed, unlike the Vanilla game. Also, there are no more "instant-heal" meds, so it's much harder to heal in combat. I've also reduced the health bonuses you get from leveling up your character, so a Level 20 character is not ultra-powerful like they are in the vanilla game. You really need to use cover and tactics to get through some parts, watch the Post-Release trailer to see what I mean by taking cover.

+1 vote   reply to comment
The_Federation Mar 22 2010 replied:

or just do what i do, make a mod which kills any chance the enemy has to kill the player... this usualy imposes a follower becoming insanely powerfull!!!
like my latest idea...

Awsome, Reborn Rules! ;}

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 22 2010 replied:

I could make Jericho have 9999999 health, but that wouldn't be as cool as having Liberty Prime tailing you :D

+1 vote   reply to comment
The_Federation Mar 29 2010 replied:

unless you **** him off through attcking then its not so cool trust me on that!!!

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 29 2010 replied:

Two words: kill cheat :P

+1 vote   reply to comment
sbseed Creator
sbseed Mar 24 2010 says:

imma have a blast with this mod. >:D

+1 vote   reply to comment
Slayer_2 Author
Slayer_2 Mar 24 2010 replied:

Just wait for the HARDCORE edition :D

+1 vote   reply to comment
DoNotDisturb Mar 25 2010 says:

Thank's for this mod.
I started again a new game, and found this mod very interesting.

But I have this problem. I downloaded the last version (
I'm almost ready to leave the vault 101, and if I try to eat something or use a stimpack, no healt recover is produced, and after eating some food and stimpack the game crash and return to windows.

If I uncheck the mod and continue with the saved game, can regain health eating and using stimpacks without problems.

Any suggestion?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 25 2010 replied:

All food and healing now takes time (look at your effects section of your pip-boy to see if you're being affected by meds/food). Does the crash happen if you don't eat or use meds?

Also, are you certain that Fallout 3 has been updated to the latest version.

+1 vote   reply to comment
The_Federation Mar 29 2010 says:

do you have the verification program installed and updated with the new mod in the data file?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Mar 29 2010 replied:

What verification program? Do you mean Archive Invalidation? If so, then yes, you need it installed to run Reborn V7.

+1 vote   reply to comment
oskars18 Apr 5 2010 says:

this mod is for only Fallout 3 or dlc packs too?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Apr 5 2010 replied:

Currently it only supports default Fallout 3, although the expansions will work fine, they just won't be balanced for the mod.

+1 vote   reply to comment
MacGreve Apr 12 2010 says:

I love this mod. It makes the game a little harder and more fun. thank you for this fantastic mod :)

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Apr 13 2010 replied:

Thanks, and no problem, I'm glad you enjoy it :D

+1 vote   reply to comment
fliros May 3 2010 says:

where are the trees .. I can't find any?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 7 2010 replied:

You mean the green trees? They'll be in the Hardcore version, which will be out eventually. Fanboy whining made me remove them in the "dumbed-down" version 7. Hardcore will also have the awesome weapons again, with even more variation, and a far greater count.

+2 votes   reply to comment
blackpantha May 10 2010 says:

Just wondering, I've been playing with this mod installed as well as all the DLCs and I seem to be stuck at lvl 20. Wondering if this mod could be causing that. Any thoughts?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 10 2010 replied:

What is the load order of the mod?

+1 vote   reply to comment
blackpantha May 11 2010 replied:

Dogmeat Armor.esp

Total active plugins: 8
Total plugins: 8

+1 vote     reply to comment
blackpantha May 11 2010 replied:

Edited to have anchorage load after Fallout3

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 11 2010 replied:

With load order, the last mod is the one that gets precedence during any conflicts. So, the Broken Steel file says that the level cap should be 30, but fallout3_reborn_v7 says that it should be 20, since it's the final file in your load order, it gets final say. Switching Broken Steel to be the last in the load order is inadvisable, as some items may revert back to their vanilla stats.

Do you have any experience with the GECK? It is quite simple to change the level cap.

+1 vote   reply to comment
blackpantha May 11 2010 replied:

Eh not so much but I can follow guidance quite well ;)

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 11 2010 replied:

Alright, I'll quickly give you the rundown on how to do this.

1) Open the GECK, and load up my mod

2) In the toolbar, navigate to the "Gameplay" tab, then select "Settings".

3) A box called "Game Setting" should pop up, navigate to the "Filter" box, and type in: "iMaxCharacterLevel", without the quotes (obviously).

4) Go over the the "Numeric value" box, and replace the "20" with whatever level cap you desire. Go easy, though, as too high means you'll run into problems if you max out your skills and you're left with extra points. I recommend 30-40.

Good luck, hope you can get it working :)

+1 vote   reply to comment
blackpantha May 16 2010 replied:

Yeah I got it all fixed, thanks for all your help.
Oh and thanks for releasing a great mod :D

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 16 2010 replied:

No problem man, have fun :)

+1 vote   reply to comment
AtmaDarkwolf May 14 2010 says:

Great mod, but... little issue.

It installed fine, loved how it was realistic with all the needs, new weapons, etc, but the first mob I met, shot me twice and I was dead.

Realism is nice, but after trying a few times(was a albino radscorpian and a super mutant overlord) I just could NOT dent them, and the overlord killed me in 2 shots, scorpion hit me once.

I was lv 30, with 9(or 10) in all stats due to having the almost perfect perk. I wasn't wearing power armor, but still, 2 shots = death means any possibility at playing a melee/unarmed toon with this mod goes out the window.

Oh well, gotta say love the idea, and little 'down' that it just won't do with this current game(trying unarmed 'perfectionist' build)

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 14 2010 replied:

In V7, it shouldn't take two shots to die... maybe in the Hardcore mode (which isn't even released yet). You say you're playing a melee character, well that will be easier and harder for two reasons:

1) Melee weapons do far more damage, the swords usually are one-hit-kills.

2) It will be harder because the mod is realistic, and no one goes against firearms with a baseball bat, and lives to tell the tale.

I recommend you start a new game, in fact, I think most people should. Not only are you going to want different stats/perks to adapt to the new play style, you will also want to experience the game from the beginning, with my mod on, as it makes certain quests more fun.

If you like a CQB-type character, I highly recommend you focus on small guns and sneak, get a Combat Shotgun, an SMG, and a sword. Use the shotgun indoors, or in semi-close range encounters, the SMG in the wastes, and the sword for melee enemies. Don't worry about the melee skill to much, as swords are very lethal now.

Also, fists are useless. Don't even try to fight with your fists, you're going to die, just like you would in real life. Also, blunt melee weapons are semi-useless, get something with a blade. Combat knives and swords are my personal favorite.

+1 vote   reply to comment
AtmaDarkwolf May 16 2010 says:

Meh both agree and disagree about the unarmed thing(realistically)\

If someone is a novice(basic martial arts, and/or boxing) your totaly right, the guy with the gun(at range) will win, every time. Chances are the guy with the gun is gonna win against a master also, but...
If a master of martial arts, one who knows how to 'hurt' with bare hands(strikes at joints or pressure points, etc) and being that he has obviously a fair bit of skill at his job, and manages to sneak into striking distance of his target, should beable to easily disarm his opponent, the better the martial artists skill, the faster he can do this. (Even a guy who has little or no skill with grappling, can, if inside reach, disarm a man with a gun with moderate difficulty. it CAN be done)

But yes, agree about the rushing willy-nilly against a guy with a AK-47 from 20 feet away with no weapon is suicidal(if the guy with the gun can see you and has ammo :D)

But my issue wasn't that, i believe it was because i had it set on very hard and never toned it down before trying. I was actually using that unique Chinese assault rifle(it ends up being one with a drum after your mod, neat add-on btw). A supermutant overlord in the first 2 tries, killed me with 2 and 3 shots(2nd reload) and didn't miss. He was in the cell as soon as I loaded in, and had already spotted me before hand. On a 3rd reload I ran away and fast traveled up north, and met a albino radscorpian (Who on vanilla + very hard are already stupidly hard to kill due to their insane health) ate 3 clips of ammo from my combat shotgun before i backpeddled into a rock and got 2shot.

The toon was lv 30, had 9 endurance, toughness, talon combat armor, etc(Total DR was 60-75ish or so)

Anyways only gripe is that you basically 'killed' some very fun weapon/fighting styles. But gonna start a new game when I get the get-up and go to start playing again. Thanks for this very interesting and detailed mod.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 16 2010 replied:

You'll be glad to hear that I'm trying to add a new perk to the mod, called "Assassin", which allows you to sneak up behind people, and break their necks. I also want to allow you to disarm an opponent in VATS, by targeting their weapon with your fists, you would then steal their weapon from their hands, and add it to your inventory (if you have more unarmed skill than your opponent).

Also, consider toning the difficulty down :P

Anyhow, I hope you enjoy the mod more with a new save game :)

+1 vote   reply to comment
Cinders7 May 20 2010 says:

So this mod allows you to play the game including the DLC's.

Does that mean I do not need to download the (Version 5) esp's of the DLC's that you had put up previously?

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 May 24 2010 replied:

No, the DLC mods aren't done yet, and they may never be for V7, as V8 is now being worked on, and it is far easier to mod.

+1 vote   reply to comment
sdude290 Aug 1 2010 says:

Sorry if this is a bit late, I just made an account and found this.

Finally someone with an overhaul mod that replaces ALL the weapons, I usually don't like replacers, but This looks worth it. Finally someone who uses the AA12 Auto-Shotgun without it spitting out grenades. The whole shell shock idea sounds great too.

Nice work, I couldn't do anything anywhere close to this.

+1 vote     reply to comment
sdude290 Aug 1 2010 replied:

Oops, wrong version.

+1 vote     reply to comment
Slayer_2 Author
Slayer_2 Aug 2 2010 replied:

Yeah, but thanks for the compliments :D

+1 vote   reply to comment
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