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.
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: Fallout3nexus.com
HOW TO USE THE CUSTOM "WASTELAND WAVE" RADIO STATION: (ADVANCED USERS ONLY)
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.
COMPLETE UNINSTALL: (ADVANCED USERS ONLY)
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.
-If you need help, or you want to report a bug, email me at firstname.lastname@example.org
-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.