Turok 2+ is for those looking for an enhanced Turok 2 game experience (singleplayer only) without straying too far from the original design intent.
Based upon, redesigns, refines and fixes the Turok 2: Ascension mod. For Turok 2: Remastered by Night Dive Studios.

Brief Feature Summary:

Enhanced Weapon Design: new alternate fire modes, better balance, new effects and more.
Improved Artificial Intelligence: new attacks, gravely underutilized behavior put to good use, new dynamic spawning and so on.
Subtle Graphics Enhancements: weapon textures, gore, lighting, and other effects.
New Player Mechanics: spirit cannon, double jump (with minor level tweaks to accommodate), new alt fire modes, and increased movement speed to match Turok 1 speeds.
Better Level Design: significantly improved Totem Defense maps, polish where needed, enhanced encounter design, better enemy spawning to account for extended draw distance & ledge-grabbing, new surprises on higher difficulties, and more. Layout is not changed.
Difficulty Rebalance: between mouselook, extended draw distance, quicksaves and "show hints" (and new alt fires etc added in this mod), the remaster of Turok 2 is not the brutal beast the game originally was on the N64. If you pick higher difficulty modes you'll face more enemies (as one example) to compensate.
-Bug fixes: various issues addressed and a professional standard of polish.

The full changelog is available in the mod download. Or alternatively here: Turokforums.com

If you like what I do, support me on patreon


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Experience a faithfully upgraded Turok 2: Seeds of Evil singleplayer experience.

turok2Logoedit

Brief Feature Summary:

Enhanced Weapon Design: new alternate fire modes, better balance, new effects and more.
Improved Artificial Intelligence: new attacks, gravely underutilized behavior put to good use, new dynamic spawning and so on.
Subtle Graphics Enhancements: weapon textures, gore, lighting, and other effects.
New Player Mechanics: spirit cannon, double jump (with minor level tweaks to accommodate), new alt fire modes, and increased movement speed to match Turok 1 speeds.
Better Level Design: significantly improved Totem Defense maps, polish where needed, enhanced encounter design, better enemy spawning to account for extended draw distance & ledge-grabbing, new surprises on higher difficulties, and more. Layout is not changed.
Difficulty Rebalance: between mouselook, extended draw distance, quicksaves and "show hints" (and new alt fires etc added in this mod), the remaster of Turok 2 is not the brutal beast the game originally was on the N64. If you pick higher difficulty modes you'll face more enemies (as one example) to compensate.
-Bug fixes: various issues addressed and a professional standard of polish.

The full changelog is available in the mod download. Or alternatively here: Turokforums.com

Also now patched to version 1.1 with the following fixes:

-river of souls 1 fixed frequent crashing when taking the first secret path on the left
-death marsh 2 fixed a spawn issue
-port of adia 3 reduced chances of enemies running into fires
-minor fix to flare gun behaviour
-fixed the bridge on riverofsouls_1 sometimes failing to rise
-Vanilla Bugfix: fixed big delay when throwing sunfire pods

For those already playing: Just download and install T2+ again from moddb to apply the patch to your game. Note that any level changes (e.g river of souls 1 fixes) will only apply if loading a save game from before ever entering level 2, or a new game.

If you like what I do, support me on patreon

Turok2 Hive Totem

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Turok 2+ with vanilla textures

Turok 2+ with vanilla textures

Texture

This is a modified version of Turok 2+'s texture file with all AI upscaled textures removed, except those that are new/necessary for the mod.

Turok 2 Minus

Turok 2 Minus

Singleplayer Map 6 comments

REQUIRES TUROK 2 PLUS MOD. Use this at your own risk. This is an addon for Turok 2 Plus mod that removes the double jump and reduces movement speed closer...

Turok 2 Plus v1.1

Turok 2 Plus v1.1

Full Version 30 comments

Turok 2+ is for those looking for an enhanced Turok 2 game experience (singleplayer only) without straying too far from the original design intent. Based...

Comments  (0 - 10 of 35)
Kaneco
Kaneco

Just finished a full playthru of One Life Mode of Turok 2 + mod, that **** was hard.

I was wanting to play hardcore mode for my first time of the mod... since I've never played the Vanilla remaster on hardcore and I was like hell, let's try a harder mode with the mod this time around... but noticed that hardcore gets replaced by One Life Mode, so I said **** it... must be Hardcore basically with difficulty tweaks but with the handicap of just one life.

Holy **** the difficulty really ramps on my most dreaded level which is Lair of the Blind ones, and Primagen's Lightship is just insane how it changes... and how it interchangeably and how often Oblivion Spawn enemies show up.

I even handicapped myself to only save at Portal entrances of levels, Pink Adon portals like OG N64 where you could only save there... there was no quick save, and at the end of levels before the totem battles+at the beginning of boss fights to make the game a bit more challenging and punishing... didn't want to treat saving anywhere feel like a save state.

I really liked the changes and big surprises I found that near warp portals & near Primagen keys I found enemy placements of Oblivion Spawn enemy types spread across outside of their fake portals... from a story standpoint, it makes them feel way more involved in trying to stop you from reaching the primagen.

I liked the ambushes that were placed in getting the primagen keys as well as when you return to previous areas to enter a now unlocked warp portal... but then it kinda stopped happening near the end, the beginning was pretty intense... but then the Oblivion Spawn were nowhere to be found... one of them was the Death Marshes... I was expecting them, and they never came... so it kept me guessing after lvl 3. It was a very refreshing and incredibly hard mod. I'll be playing Turok 3 Remaster vanilla in Oblivion difficulty for the first time, after years of not touching the N64 version... and it's nowhere going to be as hard.

Speaking of this mod... I was dumbfounded... but I noticed something odd that I couldn't figure out about one Pink Adon portal, and I can't seem to find the change on the 1.1 changelog (maybe it's in the 1.0 changelog) but... there's a Pink Adon portal that eludes me... seems to be locked by a red laser barrier... it's the first one you find in the Primagen's lightship... was that intended in the mod for the One Life mode or for higher difficulties in general... because I couldn't find a way to be able to reach, use nor unlock that portal... so I thought it was just a design choice to make that first Adon portal unusable on purpose to further make the Lightship the hardest level in the game... and I looked up everywhere for a switch to unlock it... but I found nada, even skimmed through a hardcore vanilla playthru to see if this is normal in an unmodded Turok 2 remastered hardcore playthru and seems to be accessible from the get-go... unless the mod made it a secret by having a secret original switch or condition to open the way through,,, I'm just going to assume you're barred from it just to make the level harder. I kept going to beat the game... but I'm curious about this one point... and even after beating the game, I'm still wondering.

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|Totalitarian| Creator
|Totalitarian|

Two pink adon portals were removed access in the final level to make it a proper challenge. It took a lot of effort to make it an actual challenge, from this to the new oblivion enemies to removing a lot of ammo, buffing the robots and so forth. I wish I didn't have to resort to removing two of the pink portals, but that was the only sensible solution. Seriously, this level was a fricken joke vanilla, the easiest in the game.

Thanks for the write up!

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Guest
Guest

First secret in primagen lightship appears to be broken.
No way of getting into the vents to tag it since the vanilla entrance has a grate over it.
Noclipping shows all the weapons and health pickups still in the vents so whats going on?

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|Totalitarian| Creator
|Totalitarian|

find another way

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xansaibot
xansaibot

So, this mod, as well as ascension, turns my GPU on almost maximum usage when using flamethrower :(
Can you please make the version of this mod without updated fire particles? I really love this mod otherwise

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|Totalitarian| Creator
|Totalitarian|

I already optimized the flamethrower particles a lot over ascension, got it running to an acceptable standard on my lower-mid range computer. You must be playing on a toaster. Just use the alt fire instead? It doesn't spawn lingering flames so you should be able to go nuts with it no problem.

OK I'll tell you how to reduce it further:

download and install 7zip for best practice, though it can be done without with extra steps.

In the mods folder, open Turok2+Game_.kpf

go to the particles folder.

open Flamethrower_Impact.particle

Find the line that says: probability = 25 //TT: 50

Set that to probability = 0 then save and close.

Then it wont spawn any lingering flames.

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xansaibot
xansaibot

My GPU is 1070 gtx. CPU is 8700k.

Still getting 80% gpu usage...

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BlueAuraEX
BlueAuraEX

This has been a blast to play so far; I'm really digging the changes you've made to keep the game in a healthy balance between vanilla and Ascension-style. Though I tend to edit some things in myself, I feel having the Mag60 go back to being full auto like it was in Ascension would be both fun and useful for saving ammunition for other, more helpful weaponry. It doesn't feel TOO OP, at least to me.

Definitely nerf Shredder back to its vanilla state since it's already a great weapon without any buffs. Obviously, you've heard about all the bugs by now so I assume you're working on them for the next release. Here's hoping because I'm really wanting to have this be the new norm for Turok 2 going forward! Cheers and thank you for making this awesome mod! :D

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Jerkakame
Jerkakame

the bridge on level 2 didnt raise

so when I got back there I made a save before the tunnel and the bridge failed to rise again. But after loading the save it raised, and never failed on reload.

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SweetRamona
SweetRamona

Very good mod, the best way to play Turok 2 IMO! ^,^

My only critique is I wish that the weapon sounds got enhanced like in GMDX and Unreal Evolution.

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|Totalitarian| Creator
|Totalitarian|

There are some sound tweaks, but yeah not a huge deal.
Don't forget to drop a review!

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