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What Fallout 3 Reborn Version 7.0 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 weapon slots, player needs and other player-character realism enhancing features, this mod is for you. If you want vanilla Fallout 3, then why the hell are you looking for mods?

Fallout 3 Reborn V7 is the seventh 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 V7 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.

The full feature list for Fallout 3 Reborn Version 7.0 is below:

-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.

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