TUROK 2: BESIEGED ANNIVERSARY EDITION
(Finished +ReworkedCityMap, +BrighterSwimmingEnd, +MissionObjectives, +Translations, +NEWROOMS, +HEALTH&AMMO INCREASE, +TITLESCREEN, +CREDITS, +SAVE FIX, +SHADOW FIX, BUILD 12-20-2020)
Created by Sharev
Technical Help (both direct and indirect) from: Behemoth, Sixty Four, Kaiser, Badger, the Turok Discord, the Turok Forum members, and many more!
Anniversary Update Testing Help: Aidan, Ari, Badger, Fischer, Hunter, Will


STORY:

For two years, the Lost Land has enjoyed relative peace thanks to Joshua's efforts in stopping the Primagen. That peace has now shattered.

Having regrouped and gathered their remaining strength, the Primagen's surviving forces now return for vengeance utilizing the interdimensional halls of the Lightship in a desperate surprise attack.

Joshua must once again shoulder the mantle of TUROK as he carves a bloody path through old foes in new and exciting locations using classic campaign assets in new, mind bending ways.


INSTALLATION: 

To install the mod, navigate to your Turok 2 install directory. For Steam, this is usually (User Harddrive)/Steam/Steamapps/Common/Turok 2- Seeds of Evil

Create a folder titled "mods" if you haven't already.

Extract the .kpf file from the .ZIP and place it into mods.
(The .kpf is just a renamed 7Zip file that Turok 2 uses)

Congrats! You're done. The title-screen should now say 'Turok 2: Besieged'. New Game leads into choosing difficulty and then starts the new mod campaign.

If it's working right, you'll load into the Adon Space Platform and not the vanilla intro cutscene.


LESS VITAL INFORMATION:

This mod was built with ledge-climbing in mind, and both draw-distance settings should work as intended.

These maps were built entirely using the T2 Kex Editor; it's why there's so many seams you'll see the world fog through, as well as minor z-fighting textures and open space. Finesse is not its strong suit, but I should have fixed the worst problems.

Additionally, if you yourself are a Turok 2 modder or you want to get started, by leaving the .kpf in the mods folder you'll have most of the enemy roster added back in to mod with. Simply open the console with ~ and type 'kexstudio' to open the editor.

Vanilla T2 Remaster left out a bunch of component definitions in /defs (and overall) which means you couldn't spawn compies and many other assets by default. Most of them are added back in the mod kpf with 'mostly' correct values.

Most of these re-added definitions explicityly came from forum posts on Turok Forum, Sixty Four's Fossil Caverns mod, and Behemoth's COOP mod. Those re-additions were only minorly modified to get working with my simplistic mod setup. 

If you don't know what I'm talking about, just look at /defs in the mod's .kpf archive. Other modders better than I have fixed this in a cleaner way, but it'll work well enough as reference/starting point.
    


CONTACT:
If you need to contact me, you can find me on twitter @SharevLives, on the Turok Discord also as Sharev, or... I guess there's also a comment/messaging system on Moddb that I don't check often? Twitter is your best bet. 

Thanks for checking out my mod! Enjoy!
~ Sharev
