making an apocalyptic mod. "Project Aftermath"

first look at vault dwellers.
this is just a starting point i also plan to do vault security guard looking units too. with riot shields and batons.




i wondering what type of weapons should the standard vault dwellers wield. i was thinking golf clubs, pool sticks and baseball bats.
if you other any weapon suggestions keep in mind i want every one to get starting weapons that make sense for them.
golf clubs and baseball bats to me makes sense for them.
they had a good life in the vault filled with recreational activities like golf and baseball. so they have those things laying around. where as the street punk style faction has led pipes and crowbars, the weapons and tools of desperate thief's.


also how does the vault symbol look.
should i move it to the front leave it on the back or put it on both sides.

these minor details are what haunt my modding hours lol.

ill work on getting this into the game. but I'm open to suggestions and it can be changed at any time.


there is still lots more room for more textures to be added to the vault dweller texture file.
for example ill be adding the security guard stuff once i make it.




multiple units can use 1 dds file.
like all my raider units use 1 dds file with several textures in it. it still has room for additions.
some parts have been used some parts are yet to be used.


Why use one file for multiple units?
 
long time no see guys.

sorry about that work has been kicking my but lately. been working a lot.
i started this job like feb 27 or 28 something like that. already got a raise and maybe even a promotion coming up :) all the work is paying off.
the people i work with are lazy and keep calling out or just not showing up.
i been getting all their shifts haha.

onto the modding

i have a small update ill try to get another unit done tonight.
here is a unit i only showed from blender. i finally got them animated and getting it game ready.

this is the first most basic vehicle squad for the bad land raider civilization/faction


Spoiler :

20240509201853_1.jpg



i was planning on it being 3 units but 2 will have to do. ill leave my other ideas for the upgrade version(s) of the unit(s).

the unit is not yet combat ready but its in the game :)
 
Last edited:
next vehicle to come again for the bad land raiders.

Spoiler :


oil tank 1.JPG
oil tank 2.JPG




this unit is an oil tankard from fallout 2 with a turret mounted to it. i plan to do a regular version and an armed version.
the armed version will have the turret and be able to attack. the disarmed version will not be able to attack. and will not have the turret.
the main difference will be its ability to attack and it will also consume strategic resources that the disarmed will not consume.

the main purpose of the unit will be to support other vehicle units. giving a 5 or 10% combat bonus to vehicles only. ill have to see how ill implement that, probably using an Lua.
i don't think standard civ 5 coding allows for the bonus to be given to specific class of units by being adjacent to the one that gives the bonus. i think standard civ 5 coding allows for only all adjacent units.

the bad land raider civ i picture them as being vehicle dependent, having mostly vehicles making up their army.
 
i have made some small progress sorry about the lack of progress lately. i will do what i can when i can.
note I'm also making things for other people on the site who ask me too.
i should start to prioritize my own project other other but i don't. i like all aspects of what people try tp do for civ.
 
new vehicle first oil rig unit for the badland raiders.

the unit is a oil rig from fallout 2. i reskinned it and added a turret.
Spoiler :

20240514194019_1.jpg

 
long time no post. sorry about that.

i been making some resources and other thing for people for standard civ 5.

but here is a new unit im testing out.
it will be a late game unit for this mod.
it come right out of Warhammer 40k

the space marine.

this os the first in game test look at the unit.
Spoiler :

20240912082839_1.jpg



im still just testing it. i still need to swap out the standard marine rifle for a space marine bolter.
but the animations seem to be correct so far.

ill probably also change the texture so it will be team colors rather then making a ton of different colored textures for units.

so basically expect some more warhammer 40k stuff to come.

ill also be tweaking some things and adding my own flare to things.
i just need to think up some ideas.
 
Last edited:
since im the only person working on this for now.
and i cant think about enlisting help until all assets are made. this mod will take longer then expect.
I've been very slow to come up with ideas.
this mod is still a long ways off. still many years from completion. but I'm slowly moving forward.

remember this is a complete remake of civ 5, set after civ 5 in the future after an apacolyptic event that humans probably caused from war.
 
Last edited:
Ghost! Glad to see you're still working away there even if there's been some hurdles. You know what's weird.. just in the last couple of weeks I've randomly thought of your project twice and wondered how it was going so I'm very glad to see you're still at it!

It's funny I was just watching a youtube video touring a Civ4 mod and the narrator was saying how it's half impossible to do total conversion mods for Civ5 and I thought.. not so impossible for guys like Ghost haha! He's one of the ones gettin it done!
.
 
Does this mean you won't be able to help me with my requests?
I will still be helping other people on stuff as always I will jump back and forth and try to help every one.
 
Ghost! Glad to see you're still working away there even if there's been some hurdles. You know what's weird.. just in the last couple of weeks I've randomly thought of your project twice and wondered how it was going so I'm very glad to see you're still at it!

It's funny I was just watching a youtube video touring a Civ4 mod and the narrator was saying how it's half impossible to do total conversion mods for Civ5 and I thought.. not so impossible for guys like Ghost haha! He's one of the ones gettin it done!
.
Ya I'm slowly but surely trying my best to make it happen. One day my dream will be reality I hope.

I'm not super experienced with it comes to coding and scripting I'm all self taught and still learning.

It slows me down at times as I use the trial and error method lol.

but I think that actually gave me an advantage over some more experience coders and modders. All coding and Lua scripting I know I learned from and specifically for civ 5.
Civ 5 and it's modders taught it all to me.
All I had to do was read over coding for many years trying to make sense of it lol.

Many people said certain things I have already done were impossible but I figured it out and made it happen. I think it is because of my lack of experience and formal training I looked at things differently and I explored every possible way I could think of and eventually it clicked and worked out for me.

Also the most of what I am doing is possible is because it's not a traditional mod it's written as a dlc add on to the game.
Like how the brave new world dlc is an add on to the game. I think I'm the first person to fully explore the dlc add on over a mod add on for the game.
The dlc add on method gives you way more control over things the mod section doesn't give you access to.
My dlc add on doesn't over ride any files there will be no need for that it is just a folder placed in the games dlc folder. The game will see it and automatically use it. And will be multiplayer compatible yay!! Assuming all players have the dlc add on installed.

If you want to uninstall it delete it from the dlc folder.
If you want to play it again put it back in there then start the game. It doesn't activate like a normal mod.

Of course I haven't posted a mod yet this is still very bare bones not even the whole skeleton yet haha. Just art work and some basic coding for it. The most extensive coding I've done so far is just for wonder placement on the map. That has to be done to test wonder placement.
 
Last edited:
Spoiler :

20241022190727_1.jpg
20241022190735_1.jpg
20241022190738_1.jpg
20241022190745_1.jpg



here are the first 3 space marine units i have so far.
I'm converting units from the game Warhammer gladius to existing civ 5 using existing animations.
(i still cant figure out how to make and/or convert new animations to the game)

the space marine uses marine animations those are perfect.
maybe ill change the fx trigger to also include a metal sound on hit but other then that the fx trigger is also pretty good for the unit.

the hunter anti air craft tank uses Mobile sam animations. so far coding wise these are pretty much exact copies of the base unit for testing. so it still has the missiles as it has the mobile sam fx trigger still but they will be gone when i do custom fx triggers and test those. i really just need to remove the always presence missile effect from the fx trigger at a minimum. ya the missiles sitting on the mobile sam are an effect not part of the mobile sam model its an effect the game adds.

the land raider tank uses ww1 tank animations. the animations are perfect for it, they both have guns on the side that moove and fire.
the fx trigger i just need to replace the effect with a more rapid fire effect the machine gun and also the machine gun sound effects or something similar.

the fx stuff will be easy ill do it after i converted all (or most idk yet) units from Warhammer gladius

to get the units to work with the animations i had to make a few adjustments so i was a little slow to getting these out of blender. i had to re-adjust a few parts move others and keep exporting to test the animations in nexus buddy. it took a little adjusting and testing.

once i convert the space marine models from the game. ill release them on my units page then so on and so on until i do most of the armies from 40k

but for project aftermath i will probably go and edit the units to make my own variants. i might use some as is or reskinned. i will diffidently be taking them and then making bits from the models. so i can then make custom unit for other faction and civilizations and stuff. i could make a unit that looks like it scavenged its high tech stuff maybe giving it a space marine piece of armor or something.
 
scout biker.

Spoiler :

20241031111725_1.jpg



uses the horse animations.
ill change the fx trigger to add gunshots and ill remove the charge making it more like a regular gun unit.
 
the first space marine pack is done i posted it here for those who want it.


Spoiler :


20250121084758_1.jpg



all the units have effects.
they are units only they still require all the other art needed like icons.
 
Back
Top Bottom