Thread: NiX Random Dungeon 1
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May 9th, 2005, 04:15 #1
NiX Random Dungeon 1
Here is a module of my Random Dungeon project.
Using Jamis Buck's Dungeon Generator I merged the data into Fantasy Grounds, did some graphics work on the maps and added images for as many of the monsters as I could.
20 levels
over 500 rooms
77 Images
wide range of beasts from goblins to the tarrasque!
Bear in mind, these are random dungeons so they dont always make sense. But its great hack n slash fun.
https://noxgeo.dyndns.org/temp/randomdungeon1.zip
Enjoy!
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May 10th, 2005, 19:10 #2
- Join Date
- Dec 2004
- Location
- Chicago-ish
- Posts
- 2,234
Bah. I tried to host this too but we are limited to files of 10 megs or less.
Sorry.
rv
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May 12th, 2005, 22:09 #3
bump!
Anyone try this yet? I was thinking of making more, better versions but only if I got feedback!
:twisted:
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May 15th, 2005, 22:23 #4
- Join Date
- Apr 2005
- Posts
- 17
I downloaded this pack, but for the life of me cannot figure out how to use it.
Please advise.
Arras
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May 16th, 2005, 01:39 #5
how to use a module
I believe you unzip the contents and place the resulting folder into the "modules" folder. From there, you can run as a DM and activate the module..
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May 16th, 2005, 04:39 #6
I tried unzipping it into the modules folder but couldn't get it listed so i could tick it - regardless of the game system I tried.
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May 16th, 2005, 04:58 #7
They may be broken....
I tried as well, plus I tried to export my own module. It exported, but unfortunately, it does not show up in my FG... The problems started after 1.04.....
So it looks like too, I have a problem.Ultimate Licence holder
I've had FG for so LONG I DON'T KNOW HOW TO USE IT!
But I'm learning!
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May 17th, 2005, 14:37 #8
- Join Date
- May 2005
- Posts
- 11
I've encountered this exact problem as described above. The .mod file is in the modules folder, but FG doesn't see it to activate it.
-Mendo
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May 17th, 2005, 15:45 #9
There is actually no need to unzip it, you can keep it in the modules folder with the .mod extension. However,there is a file inside the archive that defines the ruleset as "myd20".
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May 17th, 2005, 18:44 #10
- Join Date
- May 2005
- Posts
- 11
Ah! Opened the definition.xml file and changed myd20 to just d20, I was able to see and load the module just fine. Left it in the .mod format as well. One thing I noticed is that all the creauter images were cropped to the default display window size, and when I expanded the window, the images appeared to have been cut off at the original window borders. That might be due to the vid card in this system (it's a work machine) so I'll try it again from home.
The only other thing I could venture as a suggestion is to add a bit of room at the edges of the maps. The right edge of the dungeon1 map, for example, is right up agains the window border.
Other than that, great job!
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