Fallout Advisors & new backgrounds

Would you like to see more Fallout Civ3 mods created by me?

  • Yes, please! I adore what you have done!

    Votes: 59 53.2%
  • Sure, why not. What else do I have to do but download modpacks.

    Votes: 26 23.4%
  • Not really, it is nice but I'm not interested.

    Votes: 17 15.3%
  • Absolutely not! This is bad and very useless.

    Votes: 9 8.1%

  • Total voters
    111

Skarekrow

Miscreant
Joined
Dec 22, 2001
Messages
43
Location
PA, USA
THE FALLOUT MOD

UPDATE 12/17/2002

Available for download :

Fallout MOD v4 part 1

Fallout MOD v4 part 2


Here is the fallmod4readme.txt file to give you an idea of what to expect. It's pretty much everything from the previous releases aside from the terrain changes and new Civs. Some of those were lost forever - I kick myself for not backing up.

The Fallout MOD v4.0
12/17/02
created by Kiran Patil [Skarekrow]

This MOD is for the game Civilization III *AND* the add-on Play the World. It is constructed of elements from the game Fallout, Fallout 2, and Fallout Tactics owned by Interplay. This is not an "official" MOD but a piece of fan fiction.

-----------------------------------
WHAT DOES THIS MOD DO?
-----------------------------------

Resources
~~~~~~~~~~~~~~~~~~~~~~~~
Replaces the Civ3 luxury resources to those that would be found
in the Fallout universe;

Cattle = Brahmin
Wheat = Cabbage
Silks = Xander (Roots)
Dyes = Broc (Flowers)
Game = Wolves
Furs = Gecko (Pelts)
Incense = Cactii
Spice = (Rad) Scorpions
Wine = (Mutated) Corn

Parenthetical words are omitted in the game due to length
restriction in naming resources. All the original commerce/
production values have been kept to maintain game balance.


Advisors
~~~~~~~~~~~~~~~~~~~~~~~~
The advisor portraits have been changed to characters in the
Fallout Universe. The advisor buttons on the left side have
also been changed to reflect the new portraits and Fallout
style.

Domestic = Sulik
Trade = Harold
Military = Marcus
Foreign = Killian
Culture = Lynette
Science = Myron


Advisors Backgrounds
~~~~~~~~~~~~~~~~~~~~~~~~
Changes the background to the battered and rusted steel of the
Fallout universe. Matches the new changed advisors.


Info Boxes
~~~~~~~~~~~~~~~~~~~~~~~~
Replaces information boxes in the left and right lower corner
of the playing screen. Pipboy is in the turn state!


Pop Up Boxes
~~~~~~~~~~~~~~~~~~~~~~~~
Changed borders around boxes that pop up during gameplay,
usually advisors.


Diplomacy Windows
~~~~~~~~~~~~~~~~~~~~~~~~
The diplomacy windows have been changed to match Fallout style graphics.


Buttons
~~~~~~~~~~~~~~~~~~~~~~~~
Fallout style buttons to match the new backgrounds and boxes.


Combat Experience Levels
~~~~~~~~~~~~~~~~~~~~~~~~
Unit levels reflect Brotherhood of Steel ranking system.

Conscript = Initiate
Regular = Squire
Veteran = Knight
Elite = Paladin

I realize it looks funny to see a Knight unit with the experience level of Knight...


Governments
~~~~~~~~~~~~~~~~~~~~~~~~
Despotism has changed to Tribalism. Everything is the same except the leader title has been changed to Elder. No King unit created yet.


Raiders
~~~~~~~~~~~~~~~~~~~~~~~~
.Neutral off white colour
.Replace Barbarians
.Raider names reflect actual Raider gangs from Fallout as well as a few related to Fallout in some way but not necessarily game characters.


Time Change
~~~~~~~~~~~~~~~~~~~~~~~~
The game begins in 2080 A.D. - 3 years after the Great War. It is around then that the landscape changes to the wastelands and flora and fauna mutate hideously.

I changed the passage of time so that most games will finish around the year 3,000 A.D.


Civilopedia
~~~~~~~~~~~~~~~~~~~~~~~~
.Resource descriptions changed
.Despotic descriptions are now changed to Tribalistic descriptions
.Ghoul Nation / Set history added
.Brotherhood of Steel / General Maxson history added

Note that the Ghoul Nation and Brotherhood are listed in the Civilopedia but are not yet implemented into the MOD.

Thanks to Civ Fanatics for hosting the forum and files for this mod, No Mutants Allowed for splendid fan based support of all things Fallout, and to the creators of Fallout for creating a fantastic universe for us to revel in, and finally the people who voiced their appreciation of the mod - if it weren't for you I would never continue doing anything like this.
 
Here is a teaser of what the graphics in the modpack look like.
 

Attachments

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Well theres some good news, and some bad news. The background works fine and looks pretty sweet, but the heads dont and as soon as you get a popup it crashes the game.
But once you fint the problem let me know coz id love to get em in the game
 
-- deleted by Skarekrow --
 
well i reinstalled both civ and the new files and it no longer crashed, but i still had the problems of it not showing the heads, so i checked the small heads folder and it turned out that for some reason it had'nt over written the existing files (infact they diddnt even have the new files in there even after i extracted in 3 times) so i tried dragging the files directly from the zip file to the smallheads folder and this time it works fine.
It looks real sweet man, a job well done


cant wait to see the leader heads
 
Here is the Info Boxes image file to help you decide if you want to download it or not.
 

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i´m not gonna download this mod until there is a way to kill myron.
gasmaske.gif
 
It's pretty simple actually, just don't install popupSCIENCE.pcx in fo-civ3-adv1-p1.zip

BAM! Myron is eradicated.
 
Skarecrow,

I registered with Civfanatics for the sole reason of replying to this thread.

A splendid fellow on the Vault-Tec Community Forums was kind enough to give me a link straight to this thread in a thread I had opened there:

As I said on the Vault-Tec forums, I was very disappointed by Civ III, but eventually came to the conclusion that the main gripes I had agianst the game were merely cosmetic. In the end, I thought it would be a great idea to create a graphical and audio pack for Civ III using Fallout as a basis.

It came as a hell of a surprise to see that someone has already done it! More power to your arm for having done so, too. Ignore those scum who have voted negatively against your mod-pack; they wouldn't know true genius if it jumped up and kissed them on the lips. ;)

I notice that the last post in this thread was written over a week ago, so I hope I'm not replying to a long-dead thread. However, Skarecrow, if you read this and want any help whatsoever on more Fallout mod-packs in the future, please don't hesitiate to contact me on josefgiven@hotmail.com whenever you like.

Sure, I'm no computer-wizard; I've got no art package to speak of, no sound-editing package and I have a big commitment running a game on the internet, but I have bags of enthusiasm for a work like this.

For starters, I was pissing about with the ACM2WAV program, which unpacks all the sound effects from the Fallout files. I now have all of Fallout's wavs all unpacked and unzipped on hard disk. I thought it might be an idea to replace Civ III's naff 'jungle-drum' sound effects with the pneumatic hiss and beeps that sound at the end of a round of combat in Fallout.

Would you like me to sift through the wav list and email these effects to you?

Best regards,

:nuke: Josef :nuke:
 
Skarecrow,

Here are a few sound effects I managed to find in the massed heap of Fallout SFX and upload to me webspace. Oddly, played on Windows Media Player, they sound speeded up to almost twice as fast as they do within Fallout. I don't know if you've got a program that will help you to slow the samples down to their proper rate...

Turn start

Turn end

Combat window opening

Combat window closing

Character levels up

Best regards,

Josef :)
 
Hello, Josip

-- deleted by Skarekrow --

Again, thanks for the sound files. Won't get to play with them for a few days, but I will let you know what I have managed to do with them.

Skarekrow
 
Skarecrow,

Thanks for your reply :) I appreciate it must have been hard to respond what with your monitor being on it's last legs. ;)

I have a lot of gripes with Civ3 too....To me, it feels basically like Civ2 except now we have cultural borders...cosmetics is a lot to blame, but this was never a game about graphics...
My feelings about the game are slightly different. I never really got into SMAC because the sci-fi, too-dark setting put me off, so I never really got to appreciate the diplomatic features in it.

Speaking purely for myself and I realise this is an opinion that other forum users are going to balk at, but I was fully satisfied by the game's new gameplay features, but was totally repelled by the new menu and icon, and audio interface. I agree with you that a game like this relies fully on the game mechanics rather than flash-bang media, but as I say, I think the choice the Firaxis people made of menu style etc. was insane given the game's pedigree.

Anyway, I'm waffling, sorry. I spent a few hours yesterday evening scanning the 'net for freeware .wav editors in an attempt to get these FO (Fallout) sound files sorted. As you correctly guessed, the files were recorded at 22KHz, but on all the packages I downloaded, they played at the same roughly double-speed. I imagine that the FO game itself 're-speeds' (for want of a better word) the sound files in real-time whilst playing them in-game.

Interestingly, there is a text file that unzipped with all the samples when I used the ACM2WAV program on them. I've uploaded it just in case you're interested. Even though the file extension is .lst (never heard of it!) it opens fine in Wordpad and is perfectly legible. It lists each sample in the game and with each, there are three numbers, thus:

LEVELUP.ACM
38528
8980
426

I am guessing that the first number is the size of the sample in bytes, and the second number, the frequency rate at which to play the sample correctly. As for the third number, your guess is as good as mine, mate.

Best of luck with the FOT campaign, dude. I had a crack at the FOT level editor but I think that that kind of level of modding is too hardcore for the likes of me. Bloody roof-caps! ;)

Whilst you're busy with that, I think I'll have a stab at redoing the Civ III samples myself and upload them here as a plug-in that could hopefully go hand-in-hand with your graphical work, if you like the idea. :) I found that the Civ III files system is a lot more accessable than I had previously thought.

Oddly, I found that the only freebie wav editor that I could get to alter the frequency play-back rate of a sample and save it properly without distortion is none-other than Windows Sound Recorder! Unfortunately, this thing only gives me the option of slowing samples to 50%, which is far too inflexible for what I need to do with them.

Do you [Skarecrow] or anyone reading know where I can pick up a decent freeware sound editore that will allow me to 'slow' (or whatever you call it) a sample to any rate at all?

Best regards,

Josef :)
 
Damn, I'm having trouble getting that file uploaded. I don't think it matters too much, though. ;)
 
Skarecrow,

I hope you don't mind me using your thread to launch these two mods... Guess who's been busy with his new wav editor over the past few days? ;)

I thought these mods would make a fitting audio accompaniment to the great work you've already done on the visual mods.

Josef

________________________


- FALLOUT INTERFACE SOUND-EFFECTS MOD PLUG-IN v. 1 -

Tired of the odd choice of sound effects Firaxis chose to accentuate menu button clicks and pop-ups?

Try this plug-in, which will replace those dodgy bongos etc. with interface SFX from post-apocalyptic RPG classic Fallout.

NOTE: Please remember to back-up all the files in your ...\Civilization III\Sounds folder before plugging this mod in!

DOWNLOAD: Civ3FOSFX.zip

Contents of Civ3FOSFX.zip:

Button Cancel .wav
Button OK.wav
Button1.wav
ButtonCancelX .wav
Check.wav
City View.wav
Cool.wav
Hut.wav
MiniMap.wav
MorphText.wav
PopupAdvisor.wav
PopupConsole.wav
PopupInfo.wav
Select.wav
Select2.wav
SelectText.wav
SliderDown.wav
SliderUp.wav
WhatToBuild.wav
Window Dwn.wav
Window Up.wav

How to plug in the Fallout interface SFX mod:

1) Download and unzip Civ3FOSFX.zip as above.
2) Copy all the unzipped .wav files to your ...\Civilization III\Sounds folder
3) Select Yes to all in order to overwrite the old interface SFX with the new Fallout .wavs
4) Fire up Civ III and enjoy!

________________________


- FALLOUT AMBIENT SOUND-EFFECTS MOD PLUG-IN v. 1 -

Has the Interface Plug-in brought back fond memories? Perhaps you'd like this ambient effects plug-in, which replaces the background SFX in Civ III with some from Fallout.

NOTE: Please remember to back-up all the files in your ...\Civilization III\Sounds\Ambience Sfx folder before plugging this mod in!

DOWNLOAD: Civ3FOAmbientSFX.zip

Contents of Civ3FOAmbientSFX.zip:

Eagle.wav
Hawk.wav
Meadowlark.wav
Oriole.wav
Skylark.wav
wolf1.wav
Woodlark.wav

How to plug in the Fallout ambient SFX mod:

1) Download and unzip Civ3FOAmbientSFX.zip as above.
2) Copy all the unzipped .wav files to your ...\Civilization III\Sounds\Ambience Sfx folder
3) Select Yes to all in order to overwrite the old ambient SFX with the new Fallout .wavs
4) Fire up Civ III and enjoy!

________________________


NOTE: Both plug-ins have been tested with Civ III versions 1.16 and 1.17. No problems have been experienced so far.

I hope you enjoy the two mod plug-ins!

Please send ideas based on the mods and constructive criticism to josefgiven@hotmail.com

Best regards,

Josef :)
 
Very cool. Just played a short 5 hour game with the new sounds effects. I think it sounds better with the music off.

-- deleted by Skarekrow --
 
-- deleted by Skarekrow --
 
Having problems creating the leader head. It isn't playing correctly during Diplomacy. You can read about it in this thread.

http://forums.civfanatics.com/showthread.php?s=&threadid=17360

------------------------------------------------------------------------------------

Here is a teaser of what the animated heads will look like. These heads are all in the same position, but they DO MOVE. I just didn't want to waste space loading up all the head positions. I made the happy, content, and angry color coded because you can't really have expressions with that huge power armour.

--added 3/3/2002 --

This leaderhead will be for The Enclave. I found a picture of Maxson from Fallout 1 to be leader of BOS.
 

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I just spoted this in No Mutants Allowed, this is just to congratulate you guys, and to tell you that you can hack art from the fallout games, if you really need some Brotherhood art. Just ask in the Fallout comunity forae and someone will help you.

I wish i could, but don`t have the time now.

Anyway, good luck for this mods and everything you may produce.
 
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