Index of released Sub-Mods & Translations for the Third Age - Total War
-If you have a playable sub-mod for TATW 3.2 that hasn't been listed or you feel your mod has been misrepresented in this list feel free to pm the local mdoerators.
-These sub mods may or may not be compatible with each other and some of the mods already contain other mods, always read the sub-mod's own thread and instructions before installing.
Sub-Mods for 3.2 (in no particular order)
Submods for 3.2
FRoME (Forgotten Realms of Middle-earth)
koultouras classic mod add additional factions, units, map revisions and more
Family Tree Minimods
Makes Gondor's, Dwarves', and Eriador's family trees more lore accurate.
Bodyguard Switcher
Change a general's bodyguard in-game. A choice of units for each faction, any general, any time, any number of times. Palantiri Revision
A visual and functional overhaul for the Palantiri and Mirror of Galadriel, improving their immersion, behaviour and your control over the Palantiri viewings.
Spawning Additional Units Submod (SAUS)
Some additional units provided in a more atmospheric way: given to you by your allies. Elven Rangers (Eriador/Arnor), Dwarves of the Oakenshield (Dale) & Riders of Dale (Dwarves). Each has its own "lodge" building that provides retraining plus there are some new traits and ancillaries associated with the lodges and units themselves. Also includes the Glittering Caves (Rohan): a unique building in Helm's Deep that may be upgraded to Dwarven 'ownership', providing some Dwarven units and an optional RPG-style income stream.
Total Diplomacy
A toolbox of some very useful diplomacy-related actions, aimed at improving your ability to work with your allies. Including: force them to accept any diplomacy offer, take ownership of an ally-owned fort and create an alliance between two of your allies. Executioner
This gives you the ability to kill any of your own characters, for whatever reason. It was mainly written to support Bodyguard Switcher (which now includes it).
AOR mod v1.0
The AOR mod adds a new Area of Recruitment system to Third Age. Now most militia and noble units can only be recruited in a factions home territory, only professionals and semi-professionals can be recruited everywhere. Furthermore there are many more new units specific to certain regions, and all old units as well as the complete building tree have been entirely rebalanced.
Enhanced Ancillaries Pictures
Changes ancillaries pictures. Dúnedain Counter-Invasions 1.2
Unleash the mighty Tôl Acharn oath (the Jihad from M2:TW) as either Gondor or Arnor upon the enemies of the Dúnedain. Use diplomacy to allow the Northmen factions to also participate in them when the tide is turning and in v1.2, by time, be able to call them as Northmen yourself.
Total Effect Points Info
Adds traits that let you quickly see what impact a governor's Squalor effects have on Population Growth, plus his total Movement bonus. Save game compatible and possibly more traits to come in the future.
Arnor Armor upgrades
A small submod adding 2 new armor upgrades for the standard Arnor units and 1 for the militia. Compatible with vanilla Third Age and included in MOS.
Boromir in plate armor
A small submod which gives you the option to choose at the beginning of your campaign if you want Boromir in his standard (fellowship) armor or in this new plate (osgiliath scene from the movie) armor. Compatible with vanilla Third Age and Baron Samedi's Gameplay Enhancing submod compilation 5.0 with bugfixer. It is included in MOS.
TATW Realism
Campaign and battle mode tweaks plus Good vs Evil balancing with increased "lore-proper" gameplay including a special ZoR/AoR and unit additions.
While the sub-mods below have not been specifically updated for the 2.1 version that does not necessarily mean they are not compatible. However chances that they are in fact compatible with 2.1 are very low so be sure to inform yourself before using them.
(alphabetically ordered by names of the creators)
If you have released a new mod or if I forgot to add your mod, please pm me and I will add your mod to the list of released mods.
Please note that sub-mods are not officially supported and the installation is on your own risk.
Thanks everyone for your contributions!
Last edited by Veteraan; January 09, 2021 at 05:17 AM.
Reason: Alternative patch removed on request of the creator
I haven't played this mod for two years now. I recently found out that a new version had been released and downloaded TATW again a couple of days ago.
In the past I really enjoyed using Point Blank's RC/RR submod which added greatly to the realism for me. So I looked in the submod folder and I was totally overwhelmed by the sheer number of mods there.
Is there an up to date version of RC/RR for 3.2? If so does it still do essentially the same thing?
Otherwise, are there other good "stable" submods out there that anyone can recommend? peferably something that is easy to install as I am a complete noob as missing about with game files etc.
I have only seen it as part of Baron Samedi's, but that will not be updated for 3.2 any time soon, so I was hoping to find just the Good vs Evil part for 3.2 If anyone can point me to it (or explain how to change descr.strat to make it so, if it is easy), I would be much obliged
With the sheer volume of submods in this area having them broken out by version compatibility of TATW would be great. I've just spent about an hour poking through the sub-mod forum and even within some of the posts claiming to be 3.2 compatible there are little notes buried "...oh, and this part of the mod is not 3.2 compatible"...
Is there a submod, compatible with 3.2, that gives Arnor all the proper symbols and names- ie no more references to the "Free peoples"
I can recall a mod that did this for 2.1, that required exiting the game and running a bat file, but I can't remember who made it/ where it is.
Thanks.
Sorry to bother you guy, but seem Third Age have a lot of mod , which mod is the mod I must have for a complete, balance gameplay?
I'm not sure of a mod that only deals with balance. Vanilla TATW is pretty balanced from the beginning, but I will search for a balance mod when I have time.
Originally Posted by Oneru
Is there any single Good vs Evil campaign submod?
I have only seen it as part of Baron Samedi's, but that will not be updated for 3.2 any time soon, so I was hoping to find just the Good vs Evil part for 3.2 If anyone can point me to it (or explain how to change descr.strat to make it so, if it is easy), I would be much obliged
I'm pretty sure there is a good vs. evil stand alone submod out there. I'll look for it, when I get a chance.
Originally Posted by bandicoot
With the sheer volume of submods in this area having them broken out by version compatibility of TATW would be great. I've just spent about an hour poking through the sub-mod forum and even within some of the posts claiming to be 3.2 compatible there are little notes buried "...oh, and this part of the mod is not 3.2 compatible"...
Thankee!
There is a list for 2.1, we just need to update it.
Originally Posted by Chris Perry
Is there a submod, compatible with 3.2, that gives Arnor all the proper symbols and names- ie no more references to the "Free peoples"
I can recall a mod that did this for 2.1, that required exiting the game and running a bat file, but I can't remember who made it/ where it is.
Thanks.
Yes, I remember this one. I'll see if I can find it.
I'm pretty sure there is a good vs. evil stand alone submod out there. I'll look for it, when I get a chance
Thanks already. I just looked into Baron Samedi's mod and maybe a simple question: is it possible to delete everything from that Campaign Script file, except the part with the Good vs Evil?
I attached the Campaign Script, would be great if you could take a look thanks in advance!
There is a list for 2.1, we just need to update it.
That would be a full time job. As useful as it would be. Maybe a table layout instead of a list, with columns for TATW version (with * if not fully compatible) and submod type (units, balance, whatever).
No dirtiness intended. I wanted to get Baron's sub mod so I installed it with 3.2, not knowing it wouldn't work so I uninstalled everything and I was wondering whether to play with 3.2 and w/o Baron's mod or play with 3.1 and with Baron's mod, which would you guys say is better?
You should try 3.2 by itself first. Then if you're craving more you can add some submods. MOS includes a lot of the features that Baron's submod had, so that might be one you would be interested in.
You can see a list of 3.2 compatible submods here.