Intro: Fallout 3 Reborn V8 is a modification that aims at creating a more action-packed and intense Fallout experience. No more will you see an enemy shrug off a bullet to the brain. If you are tired of guns that feel like pellet guns, this mod is for you. If you want high-damage weapons, player needs and other realism enhancing features, this mod is for you. If you want vanilla Fallout 3, then why are you looking for mods?

Fallout 3 Reborn V8 is the eighth version of the Reborn mods for Fallout 3. It is likely the last version, as I am moving on to another, bigger project: "Under". I still have lots of work to do for V8 still, as it needs DLC mods, (most likely) patches, and perhaps a Hardcore mode. More news on "Under" will be posted at a later date, when something concrete is formed.


Features:

-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.

Credits:

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

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

odin_ml, for his Shells and Slugs modder's resource

Short Fuse, Twinkie Masta, Spezz, Kimono, Vunsunta, Strykerwolf, L0RDN00B, for the P90 model/sounds

Antistar, for his Dragonskin Body Armors

HeroinZero, for his weapon models/sounds

Qwerty and The Expert, for the FN-SCAR model and texture

Zealotlee, for the ACR, MP5K and MP5 models

KRIGos2, for the Dragunov SVD model

Dude719 and Toxa01, for the RPG-7 weapon

Alexscorpion, for his Barret M82 model

LoneWolf, Silvio Dante, Twinke Masta, for the USP .45 model.

RedrogueXIII and Einherjrar, for the AA12 model.

RedRogueXIII, DeadPixel, SilentAssassin12, Greg_Boyington, and GOTTCHA, for the TDI Vector model.

DEIMO5, for the Ingram M10, RPK, and M249 sound effects.

Twinke Masta, Millenia, FxDarkLoki, southparkkids, and Einherjrar for the AK-47.

metallicalec, for the M4A1 models.

Lonewolf/Shrike and Einherjrar, for the AWM model.

Vashts1985, Flamshmizer, Malignant, Millenia, El maestro De Graffiti, and Racer445, for the Desert Eagle models

Honnou and Alexscorpion, for the G3A3 texture.

caioaa95 and KDStudios, for the Mk48 model.

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First off, can I just say that trying not to get hyped about Fallout 4 is like trying not to get addicted to meth. Willpower alone doesn't seem to be cutting it. Anyhow, as excited as I am, it's quite possible it won't live up to my rose tinted memories of Fallout 3. Hopefully with some modding, it can come close.

Yes, what I just said in that long ramble is that there WILL be a Fallout 4 Reborn mod. The when is of course dependent on when Bethesda releases the mod tools, how long it takes me to learn them, how much free time I have, and the biggest one: how much I feel needs to be changed.

What can you expect from F4R? Realism is a pretty obvious one, my focus will be on limiting and eliminating HUD elements, tweaking weapons and physics to emulate real life as much as possible, and an in-depth wounding, suppression, and combat system are all goals of mine. A food system is an obvious one as well, although it's quite likely a "Hardcore" mode similar to Vegas will be present. Things like fast travel and VATS will probably be either removed or balanced to make them more fair (Less AP for VATS, fast travel costing Caps are two potential ideas). Of course, speculating on features is pretty pointless at this point in the game.

What I want to know from the fans of Fallout 3 Reborn is the direction you want this mod to go in. Did people prefer the "canon" variant of Reborn, or the one where I sacrificed some of the retro-futuristic style to bring the weapons and world more in line with reality? Please comment below, and I'll gauge off the reaction in the comments which way was preferred so I can create F4R off of that. As much as I loved roaming the deserts of the wastes with an AK-47 and half a clip of 7.62, I can see the appeal of staying true to the Fallout story, you guys decide for me which it is!

For anyone wondering on the state of Vegas Reborn V2 or Fallout 3 Reborn V11, they're both on hold for now. It's unlikely I'll go back to them, but obviously I'm gonna hold on to the work I have done, in case I get the time and desire to go back to them at some point. I am working on a mod that is a combination of both mods above, and some new stuff, but it's a very early WIP, and I won't speak more of it at this point.

Keep fighting the good fight,

Adam

Fallout 3 Reborn V11

Fallout 3 Reborn V11

News 79 comments

So, I've been kind of working on a V11, but I want to hear what any fans of previous versions might think. Read the rest of the post, then feel free to...

Fallout 3 V10 Tenative Release Date

Fallout 3 V10 Tenative Release Date

News 12 comments

That's right, there will be a V10, most likely, anyhow.

Compatibility Questions

Compatibility Questions

News 16 comments

PLEASE DO NOT ASK ABOUT COMPATIBILITY OR INSTALLATION! I DO NOT PLAY OR ENDORSE OTHER MODS AND CLEAR INSTALL INSTRUCTIONS ARE PROVIDED. If you want to...

Fallout 3 Reborn V9.0 Release Date

Fallout 3 Reborn V9.0 Release Date

News 7 comments

That's right, the official V9 release date has been announced!

Fallout 3 Version 10.2 Patch

Fallout 3 Version 10.2 Patch

Patch 22 comments

So quickly after V10.1, someone already found another bug in Anchorage. This is the fix for it. Whoops again.

Fallout 3 Version 10.1 Patch

Fallout 3 Version 10.1 Patch

Patch 1 comment

A quick patch to fix a bug that wouldn't allow you to enter the Anchorage Simulation.

Fallout 3 Version 10

Fallout 3 Version 10

Full Version 51 comments

The V10 mod file. This is pretty much what Reborn was supposed to be like from the get-go. REQUIRES YOU TO ALREADY HAVE V9.0 (no need for the patch) INSTALLED...

VATS Enabler Patch

VATS Enabler Patch

Patch 8 comments

This patch will enable VATS on any version of my mod. Hell, it will likely work with ANY mod that disables VATS. Install instructions inside. Warning...

Fallout 3 Reborn V9.1

Fallout 3 Reborn V9.1

Patch 21 comments

The V9.1 patch for Fallout 3 Reborn. Requires V9.0 installed BEFORE patching. Mostly bug fixes and tweaks, but contains an experimental weapon modding...

Fallout 3 Reborn V9.0

Fallout 3 Reborn V9.0

Full Version 173 comments

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

Post comment Comments  (50 - 60 of 1,959)
Varlen88
Varlen88

Mate, got a crazy *** idea for V11... Why not change the Brotherhood, Outcast and Enclave combat armors to be, I dunno, Duty Suits for BoS, Freedom Suits for Outcasts, and Monolith Suits for Enclave and the regular Combat Armor to be the Loner Stalker Suit from the STALKER game saga? Also, for the Power Armor, there's the Exoskeletons from each faction. I dunno, some crazy **** I just dreamed last night Lol

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Slayer_2 Creator
Slayer_2

Hahahaha, any chance you know of mods that provide these models and allow their usage? :P

Reply Good karma+1 vote
Varlen88
Varlen88

Sheits. I remember a mod at the Nexus made by TOXA but it seems to be gone by now :( such a shame, it would be a nice feature.

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Slayer_2 Creator
Slayer_2

Well, hopefully I can get V11 out sometime soon to cheer you up :P

Reply Good karma+2 votes
damjancd
damjancd

Cheer a lot of people up I bet, especially the element of gun scarcity. It would pose a new balancing challenge of course, but games always buckle under the pressure of player wanting shootouts, when in fact they would be rare and conservative.

Ammo is expensive, and you don't just throw it around for no reason in postapo situations.

Any approximations on release of V11 or I shouldn't ask such bloody stupid questions?

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Slayer_2 Creator
Slayer_2

I agree, I really want to try to reduce the amount of guns and armed enemies, give melee combat a place again. I was working on it until the V11 .esp started acting up. I think I'll have to redo a lot of stuff and I'm debating redoing it ground-up, which is a ton of work. So due to this, I probably have to finish my current project (a full game set to go on greenlight), then I'll have some free time. An approximate time? Well if I go the re-do route, probably either Q4 this year or sometime early in the new year, but I have to clear my plate first, and it depends on that really.

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damjancd
damjancd

Can you linky the greenlight project that you are working on? Any info?

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Slayer_2 Creator
Slayer_2

Sure thing: Steamcommunity.com

I won't bore you with too much of the details, but you can find a lot of info on the greenlight page. Pretty much it's a game I've been working on for about 2 years now. Essentially it's my "ideal" survival game. Extremely hard and unforgiving, very limited inventory, and a focus on realistic combat and surviving day to day. You roam around a giant tropical island and attempt to survive and find a way to escape.

Reply Good karma+2 votes
LordDarkon
LordDarkon

Well there are already multiple ammo types integrated into New Vegas, so if you ever made a Reborn mod for that game, I suspect they'd be easy to integrate. Speaking of which, any plans for a FNV Reborn? I think it would actually be a better platform for a realism mod than F3. I tried making something similar to Reborn for it myself, but... let's just say I'm not that good with GECK to really do it right.

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Slayer_2 Creator
Slayer_2

I already did a mod for NV ;)

It's better for realism, but I just can't enjoy the NV storyline, I only made it about 12 hours in and quit soon after releasing the mod for it. Fallout 3 has such a rich environment compared to NV I find.

I started bad with the GECK too, but a few months of trying and I learned most of it, there isn't much documentation on it, so you have to learn it yourself.

Reply Good karma+1 vote
LordDarkon
LordDarkon

Love the v10 iteration of your mod, really brings the combat as close to RL as it can ever get in a computer game. Still had to do a bit of GECK editing first, mostly on wpn damages, and pistol vs. rifle dmg per hit. Srsly, a SMG using pistol 9mm ammo doing 40% more dmg then an assault rifle using 5.56 NATO rounds with about 3 times the kinetic energy - if anything it should be the other way around. And most auto-weapons have an excessive rate of fire, toned that down a little too. Not to the level of vanilla, that was much too slow, but somewhere in between.

In any case, this mod really makes me actually THINK while playing. Especially with the absence of HUD markers, being observant and keeping your head on a swivel out in the wastes is everything. And using as many silenced weapons as you can of course :).

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Slayer_2 Creator
Slayer_2

Thanks man. As for the damage values, the idea was to implement a system where pistol caliber rounds would deal more damage to flesh targets (simulated hollow points), while rifle rounds would ignore and penetrate any armor easily (simulated armor piercing) as well as have a knockdown chance. However, this has been consigned to V11, whenever I can get around to it. I suppose I forgot to fix the damage values before release. I also debated multiple ammo types to allow players to choose, but that could get messy.

I'm glad you're getting the full benefit of the mod, lots of people initially dislike the HUD reductions, but I find it immerses you more in the environment having to actually pay attention to your surroundings.

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Highest Rated (7 agree) 9/10

Theres nothing better then waking up and getting out of your cold steel vault to a brand new fall out, this mod can barley be called a mod in my opinion this is more like a brand new game. The only thing from what I saw that was untouched was the scenery and back ground every thing else was ether replaced or done up to the point where you could not tell what it was before hand. This mod brings a whole brand new harsh and fun environment to Fallout 3. The one thing I really loved about this mod was…

Nov 26 2010 by EvilElmo23

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