Beefed up caravan security with 2-4 more guards per caravan. DLC's merged with the game, you now need them to play it, but they are more stable and support Reborn better. Nuka Cola Vending machines now only sell nuka cola and Quantum, no food. Changed the sleep system back to the vanilla one, but you get +5 Sleep for every hour slept. Made it far easier to get addicted with the new addiction system. Fixed the alien ship crash random event to NOT send the ammo flying everywhere, and to include more ammo.
Raised the level and skill requirements for most perks (to fit with the 100 level cap). Tweaked Scrounger and Fortune Finder perks to be more balanced. Changed menu tooltips to fit Reborn better. Removed several perks, to fit Reborn better. Tweaked the Light Step perk to only give you a 50% chance of not triggering enemy traps. *Put in an option in the player house terminal that allows you to change the amount of enemies that populate the wasteland, from 1 to 10 times. Tweaked the Stun Grenade effects, to make them more useful. Added in a sprint system that allows you to sprint when you hold Shift. Changed the two crippled legs speed to 40 instead of 75 percent. Changed the one crippled leg speed to 60 instead of 85 percent. Changed chest crippled stagger chance from 50 to 100 percent. Fixed the high RPM M249 to use 5.56x45mm, not 7.62x51mm. Tweaked all the perks to better fit with Reborn. Removed some of the annoying tutorial messages. Replaced the AWM unscoped with vanilla-style hunting rifles. Upped the desert eagle damage by 30 points. Set FN-FAL to be fully automatic, and replaced the ACOG variant with a scoped version. Fixed TMP Silenced not sounding right, and fixed reload animation. Greatly reduced the amount of ammo and chem loot you can find on enemies and in containers and around the wastes. Followers now level up independently of you.
It's recommended you either avoid these areas or use the improved rad suits to survive the radiation. Increased some radiation sources by 10 times more rads/sec. Level max has been raised to 100, it now takes almost twice the XP to level up and the base Skill Points per level up = 3 + Intelligence instead of 10 + intelligence. VATS has been disabled, no more easy way out of combat. Toned down the auto-aim, this isn't a console game. Limited HUD assistance, no more rad counter, sneak menu, HP, AP, air menu, or crosshair HUD (unless you're aiming in 3rd person). Re-worked the night-vision goggles to have a (crappy) 3D model, more options, and greater availability, they also consume fission batteries. You also need to use food/meds one at a time, and you cannot use weapons while using them. Re-worked the needs system to be far more stable, realistic, and stat based.
RH-Ironsights is now REQUIRED for the mod to work properly. Re-worked most of the weapons to support RH_ironsights. Blunt two handed melee weapons now deal half the damage, and will knock a human down on a critical strike. base damage multiplied by 10, level up damage increase multiplied by 5 Made fists more useful, scoring a critical will knock down an opponent. See you July 1st,ĮDIT: Copied the rough edition of the changelog below, may contain a few spelling or grammar errors. Also, new content updates with weapons/items may become a semi-regular thing post-release.
Please note that the beta testing was done by three people, so if we missed a few bugs, then don't get too riled up, patching V9 will be much easier than previous versions, due to the merged DLC mods. Well, I hope you guys are excited to play V9, and that you'll have as much fun playing it as I do. I cannot say this enough times, and yet I still always get people complaining that their old saves don't work with the mod, I can't help you with bugs if you didn't start a new game. Anchorage, The Pitt, Broken Steel, Point Lookout, and Zeta.Ī few things I'd recommend you do to prevent bugs is to remove all other large mods, to prevent issues. All FIVE downloadable content expansion packs. Fallout 3, patched to the latest version (1.7).
Maybe you can use this guide to get Fallout 3 ready for the mod, to speed up the install process when the mod is released. Now that the important news has been released, time for a quick list of what Reborn V9 will require to run, and what I recommend for you to get the best Fallout 3 experience. I just have a few tweaks and fixes to do, and the mod should be ready to go, then I have to package it up and upload it, and wait for mod DB to approve it. Get ready for another trek through the capital wasteland, Reborn V9 is coming out in less than 4 days.