Fallout: Tame The Wastes

This includes all the stuff that the last updatedhead pack had in it plus the buttons.
 
I'm gonna be working on rerere-converting some of the robots from fallout into civ4. Some of them aren't very receptive to having their vertices count lowered that much but we'll see what happens.
 
Ok, so I ahve now made 3 New Buildings for resources. We have one for Junk, Ammo and Adv. Ammo, along with the already existing Vault Busters (not their actually name) that give Pre-War Tech, I think that is the crucial ones. (Oh wait... I think I need fusion cells as well... Dammit!)

However I have just noticed a bizarre text bug that I cannot find a reason or solution for.

Now with the split of Village and Vault buildings, I added the (V) before Vault buildings for some simple organisation. However it seems that the special Vault resource buildings, like the Gun Locker, do not have the (V) before their name in the game, despite them having it in the txt file... I no get it!!

Ok Electrical Goods Store is in for Fusion Cells, now I have to work out why I have a BUGUtil bug.....(fixed that, I had accidentally deleted some lines in a python file)

Also I like how the Vault Guys now have one guy with a garden creation kit, and the other has a pitch fork!

You can just imagine the talk between the other three...

"Seriously... why does he have a pitch fork? What is wrong with this guy.."
"Shh! Just leave him alone, he isn't doing any harm!"
"Why did we even bring Bert along? I mean all he ever did back at the Old Vault was walk around with that flipping Fork!"
"I swear if we get to the new Vault and he goes all psycho pitch fork killer on everyone I am gonna be so angry!"

I really want to try and build a story event to get into the next patch release (I still have not made a good enough leap forward for a new version release) then I think I will release a patch..

It is all fairly minor additions, but there are some significant gameplay and visual additions now.. It is going to be annoying bundling up everything into a patch, with all the new art files... :D
 
The text key for the building might be a different text, there are many confusing text keys in the mod. For instance the minigunner, gauss minigunner, heavy machinegunner, they all kind of meld together in their art defines.

I wanted the vault guy to open the brief case like the CEO does to show off the marvels of the geck but the settle animation key and the CEO's activate key are two different events.
 
Some texts come from the Class files instead, here CIV4BuildingClassInfos. It does make sense since you require a class of building constructed instead of a type of building.
 
hmmm... I don't think I follow your theory??

The TXT key in the building class file and the building info file is the same, they point to the same text string, and within that text string the building names have the (V), it is just that these (I think 4) particular building names don't have it in game the connection between them is that they all produce a bonus resource, but why would that make (V) disappear from their name when it is in the the text string?...

It's just weird! :D
 
I think what he is saying that these vault buildings are referencing the original buildings text keys, or at least their names.
 
ah well done, I had managed to duplicate those text keys.

I think I know how it happened, I copied all the building texts when we had no V versions, to make the new V versions as it was the quickest way, but those 4 have no nonV version, so they were never attached to a different building. So there were 2 versions with the same text string, and the old nonV one came first so the new correct version was ignored!
 
I cannot get this to install correctly. I have the game from Steam. I got the complete edition, but it only gaeve me all the expansions as seperate installs and not just one big install so I have no "Civ IV complete" folder. I tried pasting the files in the BtS mods folder and it did not work. The readme is a little misleading. It talks about "k-mod" which I did not see when I unzipped it as it said I would. I figured it was just an early name of the mod, but at this point I have no clue. I would very much like to get this mod working.
 
hmmm...

Yes K-mod is another mod that this was built on top of.

It should work if you put the Fallout TTW folder (the one in the zip) into the BTS mod folder... it is strange that it doesn't. Can you explain what you mean by not work?

For example:
Does it crash?
Does it not load at all?
Does it not appear in your mods list when you play Beyond the Sword?

I have never used the steam version, so I am not sure if it has a quirk to it..
 
hmmm... I don't think I follow your theory??

The TXT key in the building class file and the building info file is the same, they point to the same text string, and within that text string the building names have the (V), it is just that these (I think 4) particular building names don't have it in game the connection between them is that they all produce a bonus resource, but why would that make (V) disappear from their name when it is in the the text string?...

It's just weird! :D

My "theory" was that the text for the Building Class is usually the same as the <DefaultBuilding>. But you can have different types of buildings for the same class and different texts associated with them.

In some places, the game will only refer generically to the text associated with the <Default> in the Class file. I know it is the case for units for example.

Glad you found out the cause of the problem, Platy had a tool to detect double text entries in his PlatyHelpers (he might have incorporated them in his UI since).
 
I cannot get this to install correctly. I have the game from Steam. I got the complete edition, but it only gaeve me all the expansions as seperate installs and not just one big install so I have no "Civ IV complete" folder. I tried pasting the files in the BtS mods folder and it did not work. The readme is a little misleading. It talks about "k-mod" which I did not see when I unzipped it as it said I would. I figured it was just an early name of the mod, but at this point I have no clue. I would very much like to get this mod working.

Took me awhile to figure out how to get mods installed on steam too

Here is the exact location where I found that mods should go.

C:\Program Files\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods
 
pedia and a new better GUI in game.

The pedia will be really helpful when it comes to linking building upgrades, unit upgrades and new techs, as the pedia generates 'trees' for these so it is much easier to see where things are and how they connect..

It is really good for the city screen, also a lot nicer for the civic screen, it is much easier to make sense of the civics.

Plus codewise it is a lot less complex than BUG.

What really peed me off tonight is for about 5 minutes I had a working version...then it broke and I can't get it back to a working state again...

It keeps happening, I keep nearly sort of getting it, then it just blows up again..

The part that is worst and what makes it so hard to fix, is when it crashes it generates no errors, so I have no way of knowing what is actually going wrong..
 
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