Fallout 3: Reborn
A modification, that aims at creating a more action-packed and intense Fallout experience.
Mod: Fallout 3: Reborn
File Info for Fallout 3: Reborn
- Fallout 3: Reborn
- Mike Splechta
- Download type:
- File size:
- 165.8 MB
- April 16, 2011
Description of Fallout 3: Reborn
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.
-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
-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.