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NWN MODULES

- Jump to comments -
Title  Taynlorne
Author  Lord_Madd
Submitted / Updated  05-16-2006 / 05-28-2006
Category  City Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  A fantasy setting along the lines of Michael Moorcock's 'Eternal Champion' series. In this world, not all "monsters" are hostile. Demons are employed as bouncers and illithids as dj's. Get the picture?
Language  English
Tricks & Traps  Medium
Hack & Slash  Medium
Scope  Dependant on Module
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Content Rating  Everyone
Gameplay Hours  01
Description
Taynlorne, known as the Eternal City. For time out of mind, it's walls have stood high and proud. The city is situated on a narrow strip of land between the Sea of Dragons and the mysterious Mountains of Madness. It is the gateway to the Northern trade route.

For now, this is a shell - a medium city with surrounding environs. There are some stores/merchants and a few mobs and monsters, but an interesting place to explore. It is constantly being updated as I learn how add scripts and stuff. Check it out and feel free to use it as a base for your own modules or persistant world. As always, comments are helpful.

Files

NameTypeSizeDownloads
Taynlorne_v1.3.rarTaynlorne_v1.3.rar
Submitted: 05-16-2006 / Last Updated: 05-28-2006
rar732.44Kb294
Updated CEP to v 1.53, added Nautical Alleys hak pack. Also added a couple new areas and a few new merchants, mobs and monsters. Moved outdoor market from inside the city gates to the Docks area. Happy Memorial Day.

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
69 Doors v269MEH692004-12-07--This is a substantial combination of doors compiled from various tilesets and HAKs. There is actuall
Airships&Nautical AlleysSilvercloud2004-11-07--This hak adds alleys to the city exterior tileset and three kinds of ships (caravels, galleons and l
SCORE OUT OF 10
9.75
1 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

Taynlorne City Square


D'jinn & 'geuse Nightclub - dancefloor


Taynlorne - Main Gate


Undermount - near the Court of the Raven King.





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Comments (13):

Posted by 2R_Duke at 2006-07-20 08:31:32    
doh! now i read the comments.... sorry about that.
_________________________
Lawful Evil Builder/DM

Posted by 2R_Duke at 2006-07-20 08:30:29    
i tried downloading this but keep getting told when i unzip that the file is corrupt.
_________________________
Lawful Evil Builder/DM

Posted by chaos_theocrat at 2006-07-09 13:00:24    Voted 9.75 on 07/08/06
- TAYNLORNE FIX, PART TWO -
SAVE the module, and zip it up using the utility of your choice. I myself used winRAR and it worked like a charm.
extract the module, and it should list
NO corrupt or broken errors.

When I actually got to check this mod
out, it's truly a great prefab and one well worth downloading if you are a fan of Moorcock, like yours truly.

- End of Taynlorne Fix text -

Well, it took a bit to post all that, but it should be of help to all those who thought this excellent prefab was lost to them. Thanks to the makers of that new extraction utility, 7-Zip for saving the day! And thanks, also, to all those community members who had suggested it, like Qilue did. Cheers!

- "Have fun storming the castles!"

Posted by chaos_theocrat at 2006-07-09 12:52:43    Voted 9.75 on 07/08/06
I thought I posted the procedure, but the vault got strange on me. Here it is:

- HOW TO FIX TAYNLORNE'S CORRUPT STATE -

Step 1. DOWNLOAD A.
Download the module.
Step 2. DOWNLOAD B.
Download the door and ships haks.
Step 3. EXTRACTION
Extract the module ONLY using 7-Zip It will say the module is either corrupt or broken, but you will still be able to extract it. This will NOT work with winRAR or UltimateZip. Just with 7-Zip.
Step 4. CUSTOM CONTENT ORDER
Open the module up in the toolset and
look at the custom content list in the
module properties screen... those haks are in the wrong order, with the doors
and ships haks being below the CEP haks.
I placed them in the proper order like
so, and then I did a complete build:
1. n_alley_airship
2. 69_doors
3. cep1patch153
4. cep1patch152
5. cep1patch150
6. cep1patch
7. cep2da
8. cepanatomy
9. cepbaseitem
10. cepcreature
11. cepplace
12. cepportrait
13. ceptexture
Custom Tlk File: cep
Step 5. TEST FOR CORRUPTION
After the build reports no errors, SAVE
the m

Posted by chaos_theocrat at 2006-07-08 13:23:49    Voted 9.75 on 07/08/06
I would have given this a 10.00 but I had to vote 9.75 because of the trouble I went through to get it working. It is 10.00 in quality though! Regargless of all that, as a Moorcock fan, I have to say, I was impressed and found this an excellent tribute to his stories. Any serious fan should get 7-Zip and follow the procedure I posted, it's worth the effort for this wonderful piece of art.

Posted by Chaos_Theocrat ( 64.12.xxx.xxx ) at 2006-06-24 22:23:22    
The precise error I keep getting with extracting this module is as follows:

! WinRAR: Diagnostic messages
CRC failed in Taynlorne.mod. The file is corrupt.

This message occurs every time I go to extract the module from the .rar file.
I haven't encountered this error with any other modules, just with this one.

I got an almost identical message with UltimateZip when I used it to try and extract the mod. The problem definately lies with the mod itself. No idea what.

Posted by Qilue at 2006-06-22 11:20:53    
Update on the corrupt file issue. Apparently the module gets extracted correctly so I have no idea about the error being generated. I the file that was extracted into the toolset, did a "build module" and this generated no errors at all.

Posted by Qilue at 2006-06-21 09:25:21    
Using 7-zip, I also get an error on the file when trying to extract.

Posted by Chaos_Theocrat ( 152.163.xxx.xxx ) at 2006-06-15 13:43:28    
The module downloads without a problem but cannot be unzipped. (And yes, I am using WinRAR.) When I go to unzip it, it says the module is corrupt. A shame, since this looked like a very good city.

Posted by Frostfyre at 2006-05-25 10:01:42    
Head into the 'Reassign Content' area. :) I believe that's where you go to shift stuff.
_________________________
�Nobody else in this entire galaxy�s ever even bothered to make edible ball bearings. Genius.�
--The 10th Doctor, "Fear Her"

Posted by Lord_Madd ( 64.246.xxx.xxx ) at 2006-05-17 09:17:05    
How do I move it to prefab? I don't see any sort of "move" or "delete" button.

Posted by Lord_Madd at 2006-05-16 17:07:26    
Thanks for the info - will move to prefab until final mod is ready.

Posted by Hagaar at 2006-05-16 10:32:38    
@Lord_Madd: This a Prefab and not a module. I'd move it over to Prefabs if I were you. By the way, good luck as you learn!
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

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