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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Blog RSS Feed Report abuse Latest News: Fallout 3 Reborn V11

48 comments by Slayer_2 on Jan 21st, 2013

Details and features I'm debating (some of these are pretty huge):

1: Vastly reduce the amount of firearms, make melee combat more common and ammo very rare and expensive. Also, working on allowing you to "hold up" human AI (who don't have firearms) and make them surrender so you can rob/knock out/restrain/kill/enslave them. How well it works and how easy it is will hopefully depend on the NPC's aggression and stats.

2: Add in more complicated features for food and aid items, including more variety, need for any followers you have following you, milking brahmins, uncooked food spoiling, eating animations and sounds, and more.

3: A few more weapons and variety in that department.

4: Wounding/downing and animations for incapacitated NPC's for non-lethal wounds.

5: More in depth healing and wounding system for the player.

6: A dynamic weather system with rain and snow.

7: A temperature need, your player can get too cold or hot (up for debate).

8: A mood stat that affects your other stats to some degree (also up for debate).

9: A recoil system for conventional projectile weapons.

NEW STUFF AS OF JANUARY 21ST:

10) A suppression system for both AI and player, so you can pin or be pinned down by weapons fire.

11) A blood loss system. Getting cut or shot can make you start to bleed out, which needs bandages or a doctor to stop. Blood level will be monitored in the player needs display, and will slowly regen over time while not bleeding out, or can be instantly replenished with a blood pack.

12) Reading skill books may give you a short topic to read about, and can be kept afterwards for more reading (but no knowledge gain)

13) I'm working on changing the workbench, re-doing the recipes and items to be more useful and realistic. Now finding V2 and V3 schematics makes the items more effective and deadly instead of giving you more or in better condition items.

14) Venomous animals can now poison you and you will need to find a doctor or anti-venom before the symptoms kill you... or worse (working on hallucinations). Some poisons will cause only minor issues, by larger stings and more potent doses can kill.

15) A little boat and ferryman on the Potomac that will take you around locations situated on the river, for a fee.

16) Alien weapons can flesh off of humans (skeletonize).

17) Blood and bleeding system with BP and blood loss possibilities.

- Various bug fixes and tweaks since V10.

- More stuff I'll add later, but those are the big ones

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Fallout 3 Version 10.2 Patch

Fallout 3 Version 10.2 Patch

Feb 9, 2012 Patch 12 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

Feb 6, 2012 Patch 0 comments

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

Jan 28, 2012 Full Version 35 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

Jan 5, 2012 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

Nov 16, 2011 Patch 22 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

Jul 1, 2011 Full Version 154 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  (60 - 70 of 1,809)
Shizzzler
Shizzzler Apr 19 2013, 2:32pm says:

My friend just recommended this mod and may I say that this is truly fascinating for a one man work
I will leave the list of features and everything else that I lived about this in my review to this mod
But I truly must mention that this might be one mod that is nowhere near like the others
It doesn't just aims to bring one single feature like new weapon or ability or perk, it brings
A whole new Fallout!
Truly truly fascinating work
Well made sir, very well made
Truly a lot of effort has been put into it
Was never sure that anyone might be capable of doing so much

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 20 2013, 3:22am replied:

Thank you man, I'm glad you're enjoying it, every person who enjoys it makes the hundreds of hours of work worth it. It started small, just a damage tweak mod, but it grew to become what my ideal Fallout 3 game is like. Well, more or less, almost everything within reason has been done. Also, I'd like to mention it wasn't all my work, a ton of other people's assets and help have gone into making this mod. Many other people listed in the credits have done their part in realizing my dream.

+1 vote     reply to comment
Shizzzler
Shizzzler Apr 20 2013, 10:24am replied:

Ahh!
I should apologize for that mistake of mine
I just found out that there are terminals in game showing credits for modification development
Once again, my gratitude to the whole team for such a great work
By the time, I thought that the only thing left which you haven't changed is the map itself

Me and my friends however would like to mention one of the points
It is indeed a hardcore realistic experience
There is one thing that really does make us struggle while performing a walkthrough, a feature that you just right might add in your future updates

The thing is, when spotted from behind (and in a 10-15 meters distance) I don't think anyone can instantly turn around, draw their gun and perform a headshot of that someone is not truly a gunslinger
What I would like to say is that maybe there should be some sort of a delay for being spotted or first shot (immedeatly after weapon is drawn out of holster), would have a great chance of missing the target?
That would make things a bit less complicated so I don't have to avoid 99 out of 100 gunfights

+1 vote     reply to comment
Dr_Tomorrow
Dr_Tomorrow Apr 20 2013, 10:26am replied:

I just thought about it and that's actually a good point
0.5 or a 1 second delay would be a great addition

+1 vote     reply to comment
Dr_Tomorrow
Dr_Tomorrow Apr 18 2013, 2:27pm says:

Holy ****!!!
That's some crazy *** hardcore **** boy!
Just like Nate mentioned, I wasn't expecting an update before Sierra leone release
Bring it on!
V11 will be worth downgrading my windows from 8 to 7

Keep it coming brother!

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 19 2013, 12:32am replied:

Not sure how long it'll be, but yeah, I've always been working on FO3 reborn here and there. Nothing really substantial, but chipping away at it. Thanks for the support man :D

+1 vote     reply to comment
Guest
Guest Apr 16 2013, 9:53pm says:

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Slayer_2
Slayer_2 Apr 17 2013, 9:44pm replied:

Hmmm, trying to get something ready for a week or two, but I don't have a day off for a while, so there could be a wait until I can get some serious playtesting time in. I'm debating releasing the alpha and letting the community test it for me.

+1 vote     reply to comment
natestross1052
natestross1052 Apr 15 2013, 7:07pm says:

Oh hell!!!
I thought that you abandoned this mod up until you finish the Sierra Leone!
I love the new list of features for v11
It will definetly inspire me to play fallout 3 again!
Sad things about removing iron sights though. I know they are buggy but it makes things cooler though. If you know what I mean
Anyway
Waiting for this **** to come out. c:

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 15 2013, 10:40pm replied:

Nope, just slowed down work on it :)

Yeah, I'm sad about ironsights too, but I wanted more weapons added in and none of them, plus half the current weapons didn't work with IS, making them more or less pointless.

+1 vote     reply to comment
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Icon
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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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9.2

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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, 10:05pm by EvilElmo23

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