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I make mods (and games).

Comment History  (0 - 30 of 2,141)
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Cheers man, I really wanted to finish this off for real!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Thanks man, appreciate that!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Thanks man, glad to hear you're enjoying it. I forget if I put the travel terminals back in. But if I did, then you should be able to pay caps to transit around the biggest locations (Rivet City, Tenpenny Tower, Megaton, Paradise Falls, etc). I wanted there to be a monetary cost for it, since hiking by foot definitely costs a good amount of caps in terms of ammo and food used. Nevermind your time.

Good karma+2 votes
Slayer_2
Slayer_2 - - 2,141 comments @ Back From The Dead

Thanks man, glad I got some free time to finish this up!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Back From The Dead

Find it here: Moddb.com

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

I think you might be able to fix the lack of crosshair/HUD by deleting a the Menus\prefabs\hudtemplates.xml file. Maybe just move it to the recycling bin and see if it works.

Energy weapons are still found in Mothership Zeta, and a few other weapons come to mind (Gauss Rifle and a few others). However, it's one of the last skills I boost now. The only skill I focus on less is unarmed, since there is almost no point in Reborn, bringing fists to a gunfight gets you killed 99% of the time.

I replaced MOST power armors with tactical clothes and modern style battle armor, however there are still some experimental power armors. So they are rare, but not removed entirely. Originally I wanted a system like Fallout 4 where the power armor was super powerful but needed energy, but I never could program it quite right with the limited tools in the GECK. The T51-B Armor is still there and very cool!

Glad you're enjoying the mod! Happy exploring!

Good karma+3 votes
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Have you tried putting the travel caravan mods higher in the load order, it might be able to over-ride the changes Reborn makes? It's just a simple boolean variable.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

What level are you? I see them with it at later levels, but I must be over player level 16 I think.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

No problem, let me know if it happens again!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

And this happens every time you go there? That's the Bethesda Ruins area, correct? I'll see if I can reproduce the issue on my end.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Cheers man! Depends on the UI mod, but if you install it after Reborn and lower in the load order list, it should likely work fine. I'd say just try it and see :)

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

Better late than never, right? Haha

Good karma+2 votes
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

More reborn mods? I didn't actually make the game, although I wish I did, haha!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn V11.0

I highly recommend Enhanced Weather, if your PC can run it. Adds to immersion a lot!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

No need for hints, it should be live soon at Moddb.com

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

Hahaha the nostalgia is a hard drug to kick! V11 should be coming sometime this week, I didn't get as much testing in as I would like, but I think I have to accept that, and will just release patches as I go.

I actually also want an option to keep the vanilla weapons, but unfortunately the way I changed the weapon and ammo setups, it's not just different models/stats. I also changed ammo types different guns use, and the ammo lists for those guns. So for example the minigun was replaced with the M249, which uses 5.56 ammo type, not the 5mm in the default game. I frankly think it would be a ton of work to make an alternate version, but I won't completely rule it out for the future!

Good karma+2 votes
Slayer_2
Slayer_2 - - 2,141 comments @ Back From The Dead

I'm wrapping up my trip down memory lane, the mod should be uploaded right around Halloween! Not crazy different from V10 but for sure much more refined.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Back From The Dead

Cool boys, I'm gonna spend the next week working on new features, then testing and checking stability (always fun in Fallout). Hopefully before Halloween something worthwhile to post. Stay tuned.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Slayer_2

It has one removed plasmid, if I recall right. I think it was Teleportation if I recall right.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Slayer_2

For now use Version 10, Version 11 may be coming soon to address the issue.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

You need some other mods, listed in the Readme.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

What he said.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

I think honestly I will go back to how things were in V9 if I end up making another version of this mod.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

No worries, they are kind of confusing, glad you got it sorted out.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

Hi, sorry for the late reply. Did you try customizing the rates for those settings in the player needs terminal (found in your megaton or tenpenny tower house).

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Quake 4 Reborn V2 (Nightmare)

Yeah should work on the latest version!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Quake 4 Reborn

It's been almost a decade, but I think it's in the individual AI unit files, which would be in the AI folder, I think.

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Slayer_2

Hey man, sorry for the late reply! I live in British Columbia, on the west coast. The weather is very fair here, unlike Ontario we don't really get snow or freezing temps!

Good karma+1 vote
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

I sort of am, but the new GECK seems to lack a lot of features I want. I also don't know exactly why, but I don't enjoy Fallout 4 as much as I did Fallout 3... Not nearly as much. I might go back to Fallout 3 Reborn V11.

Good karma+3 votes
Slayer_2
Slayer_2 - - 2,141 comments @ Fallout 3 Reborn: A Realism Mod

Thanks man, I'm glad you're enjoying the mod! I've been busy working on my standalone game project, but I hope to get back to this mod sometime. The mod CAN cause CTD's or glitches if it's not last in the load order. It really isn't designed to play nice with other mods and can cause issues, especially if paired with more complex mods.

Good karma+1 vote