Introduction
Hi people we are creating a huge submod containing many small ones and a lot of new content.. Currently we have over 60 submods in this mod but more are coming every week. Our small team is currently also developing a lot new content to give you the ultimate TATW experience.
This is the second thread from MOS, our first thread reached 11655 posts and over 662.902 visits. Unfortunately i had to be deleted so that speed is maintained on the forum
If you want a nice introduction to MOS, here is a very nice
Youtube campaign with the Dwarfs by Ethien
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Please use this Download Site by Tree Knee.
or otherwise these links for MOS v1.3 - 1.41:
MOS v1.3 Full Install - Part 1
MOS v1.3 Full Install - Part 2
MOS v1.3 Full Install - Part 3
MOS v1.3 Full Install - Part 4
MOS v1.4 Patch.exe
MOS v1.41 Patch.exe
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Installation instructions by Elvenkind
VERY IMPORTANT FOR INSTALLING ANY MOD!!!!
1. While downloading files, be sure NOT TO USE THE INTERNET or do some multitasking on your PC, otherwise, you can get corrupted download!
2. Be sure to check the INSTALLATION PATHS PROPERLY, this is the first reason why your installation won`t work.
3. Do not download the files of submods into your M2TW folder!
| Medieval 2 TW + Kingdoms base |
NON STEAM, GOLD RETAIL, DVD\CD VERSIONS:
If you have Medieval 2 TW installed, and Kingdoms expansion installed+ patched to 1.5( 1.05, if you haven`t, go here and find a correct patch, you will know which one is correct if you don`t get any error message during update) http://www.twcenter.net/forums/showt...78#post8457678 . Updating to 1.5 is optional, but some people report it helps them with their game.
STEAM VERSIONS:
Steam usually updates Medieval 2 TW + Kingdoms on its own. |
| WINDOWS 7, 8, and VISTA Users CHECK THIS FIRST!!! THIS IS THE FIRST STEP TO DO BEFORE INSTALLING THIRD AGE TW, AND ANY SUBMOD |
WINDOWS 7, 8, and VISTA Users (Medieval 2 TW STEAM, NON STEAM, GOLD RETAIL, DVD\CD VERSIONS ):
1. Unhide hidden folders (follow this How to Unhide hidden folders on Windows: http://www.twcenter.net/forums/showt...59#post8287059)
If you can`t see the picture in that post, then this is how to do it:
On your DESKTOP, click on START in the bottom left corner, in Search Programs and Files type in Folder Options, click on Folder Options, go to VIEW section, and in Hidden files and folders check the box next to SHOW hidden files, folders or drives. Apply, and OK.
2. THIS IS IMPORTANT: disable UAC (http://www.twcenter.net/forums/showt...59#post8287059) go to section `How to fix it` and apply step 3.
3. If you haven`t done this step 2. BEFORE installing Third Age, then go to Virtual store ( C:\ Users\ [user name or your PC`s name]\ AppData\ Local\ VirtualStore\ Program Files(x?)\ Medieval 2 Total War\ mods folder), delete Third_Age_3 folder found there and reinstall Third Age. More info on reinstalling TATW here. |
| NON STEAM, GOLD RETAIL, DVD\CD VERSIONS: for installing Third Age Total War |
You need to have clean, unedited ( with no changes made on your own) Third Age 3.2 version installed to play submods.
If you have M2TW + KINGDOMS installed in default installation folder ( C:\ Program Files (x86)\ SEGA\ Medieval 2 Total War) , then procced with installation, but CHECK THE INSTALLATION PATHS NO MATTER WHAT.
If your M2TW + KINGDOMS are installed in some other place ( for example D:\ Games\ Medieval 2 Total War), then use the ˝........˝ button to browse ALL THIRD AGE INSTALLERS to this D:\ Games\ Medieval 2 Total War folder. AND CHECK THE INSTALLATION PATHS NO MATTER WHAT AGAIN.
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| STEAM USERS: for installing Third Age Total War |
| Method 1: | 1. Install all parts of TATW (3.0 Part 1, 3.0 Part 2, 3.1, and 3.2) by using the ˝........˝ button to browse ALL THIRD AGE INSTALLERS to DESKTOP ( Don`t create any folder on DESKTOP, it will create its own folder named mods) . Find this mods folder on your DESKTOP, open it and inside you will find Third_Age_3 folder.
2. Then copy\paste the Third_Age_3 folder to the Steam/Steamapps/Common/Medieval II Total War/mods folder.
3. Then rename one of the Kingdoms campaigns to something else, like change americas to americas2.
4. Then rename the Third _Age_3 folder to americas. Finally, select the americas campaign from the Steam menu and the mod should launch. |
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More info for Third Age 3 can be found
here.
| MOS INSTALLATION - RUN CLEANER.bat AFTER EVERY INSTALLATION OR UPDATE |
| MOS 1.41 VERSION WITH MORE THAN ONE PART | 1. Make a folder on your Desktop, name it MOS.
2. Download ALL four parts of MOS 1.3 version to this MOS folder.
MOS 1.4 Patch and MOS 1.41 Patch can be downloaded somewhere els, or into this same MOS folder.
Just not into M2TW folder!
3.Extract ONLY MOS PART 1 INTO this MOS folder ( other 3 PART files leave in the same MOS folder and do not extract!) using your favourite utility ( WinRar, WinZip..) and after extracting this PART 1, you will get MOS Installer ( which has to be in the SAME PLACE as the rest of your downloaded MOS parts, in this case, MOS folder).
4. Run this MOS Installer, CHECK THE INSTALLATION PATHS PROPERLY, if your Third_Age_3 is installed in some other location than the default one, then use the ˝........˝ button to browse MOS INSTALLER to the location of your Third_Age_3 folder.
5. If asked to overwrite some files, click YES.
6. Leave the box checked where it stands The Cleaner .bat will be launched after end of this installation, if not, then run the Cleaner.bat file manually (..M2TW\ mods\ Third_Age_3 folder).
7. Apply steps 4,5,6 for MOS 1.4 Patch INSTALLER and MOS 1.41 Patch INSTALLER.
RUN Cleaner.bat AFTER installing each patch! |
| MOS VERSION MOS 1.41 FULL INSTALLER: | 1. Download this MOS 1.41 FULL INSTALLER to your favourite location ( Desktop, D: drive...) just not into your M2TW folder!
2. Double mouse click on the MOS 1.41 FULL Installer to run it, CHECK THE INSTALLATION PATHS PROPERLY, if your Third_Age_3 is installed in some other location than the default one, then use the ˝........˝ button to browse MOS INSTALLER to the location of your Third_Age_3 folder.
3. If asked to overwrite some files, click YES.
4. Leave the box checked where it stands The Cleaner .bat will be launched after end of this installation, if not, then run the Cleaner.bat file manually (..M2TW\ mods\ Third_Age_3 folder). |
| MOS INSTALLATION FOR STEAM USERS | | IF YOU RENAMED ONE OF YOUR KINGDOMS CAMPAIGNS AND DIDN`T USE KINGDOMS LAUNCHER APP: | 1. Download the version you want ( either FULL INSTALLER or MORE THAN ONE PART version).
Just don`t download into your M2TW folder!
2. Double mouse click on MOS INSTALLER\ INSTALLERS, use the ˝........˝ button to browse MOS INSTALLER\ INSTALLERS to the location of your Third_Age_3 folder ( in STEAM case, it should be Steam/ Steamapps/ Common/ Medieval II Total War/ mods/ YOUR RENAMED KINGDOMS CAMPAIGN).
3. Run Cleaner.bat after installing each part, and after installing each patch.
4. Use the Steam menu to launch your MOS\ RENAMED KINGDOMS. |
| USING KINGDOMS LAUNCHER APP: | | 1. The installation instructions are same as for installing Third Age TW, overwrite files if asked, and run Cleaner.bat after installing each part, and every patch. |
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| BATTLE CRASHES IN MOS |
For battle crashes in MOS, you can do one of these things:
1. Delete both descr_geography_new files ( .db and .txt) found in ..\ mods\ Third_Age_3\ data folder.
2. Disable daylight saving settings, if u have Windows 7, 8 or Vista, go to Control Panel, Clock, Date and Time, Change the time zone, Change time zone, uncheck `Automatically adjust clock for Daylight Savings time`.
If u have Windows XP, simply double click the “clock” time display in the lower right of the windows task bar. In the “Date and Time Properties” dialog box click on the “Time Zone” tab. Below the map uncheck the box labeled “Automatically adjust clock for daylight saving time.”
3. Open with Notepad TATW. CFG file found in ..\ mods\ Third_Age_3 folder, and remove this sign ; in front of ;rebuild_geography_db = true:
Code:
Code:
[misc]
show_hud_date = true
;bypass_sprite_script = 1
;rebuild_geography_db = true
it should look like this:
Code:
Code:
[misc]
show_hud_date = true
;bypass_sprite_script = 1
rebuild_geography_db = true
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While you are at it, also check out the following submods for MOS:
CRS submod by Trailhog250
Expanded Map by Mike Golf
dIRECTOR's cUT 1.41 for MOS 1.41 by dIRECTOR
Epic campaign by Son of Romans
Traducción al español v3.2 - Third Age Total War 3.2 & MOS 1.41 (Spanish Translation) by HG LordKoal
Before playing:
- It is recommened to use the cleaner.bat before playing.
- If you want custom battle heroes, you should use the CG-launcher to make this available or to turn it off.
- If you want to use the "Arnor from the start" function for Eriador properly, use the FAR launcher.
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We also present you a link to Germanicu5 Guide for fixing stability
and we present Trailhog250's guide for increasing performance
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One mod to join them all!!
High Quality Sky Texture Project by Hereje
Various Unit Cards by Maltacus
Optional Boromir in plate armour by Emperor of Hell
Heirs of Isildur by Smoesville
Heroes 2.0 by Louis Lux
Animation Submod by Warman22
Interactive Gameplay Mod by Germanicu5
New music by Scout of Imladris
Heroes avoid bad traits by Caralampio
Sauron & The One Ring by Baron Samedi
Start with Arnor script by Baron Samedi
Faction symbols by Small Projects Mods
Free Ancillary Resource by Small Projects Mods
Event Video Mod by Small Projects Mods
Immortal Nazgul by Kai
Counter Invasions by Baron Samedi
The Elves Departure by Hero of the West & Baron Samedi
Lost Capital Events by Baron Samedi
Immortal Heroes by Baron Samedi
Real Alliances by TNZ
AUM by Agostinos
The Beacons of Gondor by Baron Samedi
The Reforging Concept Of Elvish Factions by Aikanar and Louis Lux
Faction heir Script by Small Projects Mods
Loading Screen and menu by Cedric37
Water 2.0 by Davide Cool
RR/RC by Point Blank
Arnor Reemergence mod by Zack Fair
Fred the Taxmen script by Fred Putz
Spawning Additional Units Submod 1.4.2 by Withwnar
Strong Mordor script by Fred Putz
Orcnose script by Fred Putz
Unique Buildings 2.0 by Axsnan
New rebel units by Alleycat and MOS
Dunland rises script by MOS
Voice pack by Kaisser1993
Legio Submod by Hero of the West
MOS EP by Minas Moth
Quotes submod 2.5.2 by Ngugi
Event Pictures submod by Ngugi
Total Diplomacy 1.8.2 by Withwnar
Message Icons by El Cid
Rhun Clansman Visual Upgrade by Yarrum
Dunedain Beastslayers by Louis Lux
Parts of FROME by Koultouras
RPG missions by MOS
Parts of OOG mod by the Gunbang team
AUI gold edition by Cedric37
Custom Battle Generals by HOTW
Campaign AI by Alreadyded
Total Effects Point Info v1.1 by Withwnar
Dunedain Counter Invasions by Ngugi
ICS by Maestro Ugo
CRS by Maestro Ugo
Gondor Units by Taro M.
Additional Mercenary Mini-Mod (AMM) by Ngugi
ReallyBadAI 5.7 by Germanicu5
BAI Switcher 5.7 by Germanicu5
Parts of the Return of the King (RotK) mod by Kiliç Alì
3 tier road system by mike golf
Submods previously included by MOS, now in TATW vanilla
Axe Throwing by Griffin 795
Crossbow Fix by Griffin 795
The Palantir by Theodotus I
Corsair Invasions by Archeon
Spiders of Mirkwood by Alreadyded and MOS
Sauron's Eye and the Mirror of Galadriel 1.3 by Withwnar
Many other new content, small improvements, tweaks and bugfixes
******
Active members
Hero of the West modleader/ Coder/ 2d artist/ Writer/ P.R.
Stylix Coder
Mike Golf Coder
Lü Bu Modeller, Skinner
Trailhog250 Game balancer
| Screenshots |
Menu screen

Spiders

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| Changelist |
Changelist for v1.4.1
- Fixed: Incorrect faction icon appearing in the lower right corner, near production and recruitment buttons, when Arnor is reformed.
- Fixed: Incorrect strat map models appearing for Arnor after it is reformed
- Fixed: Some Rohan generals have incorrect Epithet or title
- Added Fiefdom titles with ancillaries and traits for Harad, Dunland, Dale and Rhun by MIKE GOLF
- Fixed: 'Silver Surfer' bug for SAUS Dale Calvary owned by Dwarves.
- Added faction character names by MIKE GOLF and Spice Master (http://www.twcenter.net/forums/showthread.php?t=573398)
- Added upkeep costs for AOR units
- Replaced Denethor's strat map model with Steward model from RotK mod by Kiliç Alì (http://www.twcenter.net/forums/showthread.php?t=457639)
Changelist for v1.4:
Fixed Dale Woodsmen texturing problem.
Fixed Dale Rivermen trying to fire their javelins like arrows.
Fixed Dunland Huntsmen trying to fire their javelins like arrows.
Fixed unit card unit info not appearing for Orc Volunteers and Goblin Volunteers.
Fixed Rhudaur Archers 'unattached bow' condition
Fixed Mumakil archers fire arms sound.
Fixed several more 'silver surfer' bugs
Fixed Lorien settlement upgrade bug that occured when upgrading to cities and large cities, vanilla generic settlements were used instead of the new Elven settlements by Emperor of Hell
Added Elite Dunedain Rangers to the HE roster.
Improved Immortal Nazgul script. Removed Nazgul ring trait, added description to ancillary. Presence of ring tested by script, not ancillary trigger.
Removed the Additional Nazgul script. Totally redundant as MOS starts with all nine Nazgul.
Reorganized optional script order of appearance to streamline the selection process; rewrote event triggers to make them more efficient
Implemented 4 tier road system by MIKE GOLF
Changed hording message title from 'Mordor annihilated' to 'Faction Annihilated' and replaced Mordor message with a generic message hinting that a horde may emerge.
Updated region numbers in the Beacons of Gondor script, reward should work now; Fixed Theoden appearing as Lord of the Dead when aiding Gondor.
Removed Hungary faction icon in Faction Standing Scroll
Fixed Start with Arnor script, banners not being changed for AI player
Added starting garrison to Henneth Annun
Added starting garrison to Barad Dur
Removed ability to recruit Ithilien units in Cirith Ungol, added to Minas Morgul.
Edited code in the DCI scripting to fix Silvan Elves receiving incorrect religion
Added code to the DCI script to include the Lorien Elves religion assignment
Added Counter Invasion script to the read me file
Unique buildings cards improved by Trailhog250
New portraits added for generals compiled by MIKE GOLF
New Pelargir unit info ui's by Trailhog250
Ancillaries available for Dunland and Lorien Elves by MIKE GOLF
New banner ancillaries for Arnor, Dunland and Lorien Elves by MIKE GOLF
RR/RC unit balancing by Trailhog250
Removed text from sunrise sky textures by MIKE GOLF
Fiefdom traits, family trees, and ancillaries for Eriador/Arnor and Rohan by MIKE GOLF
Changelist for v1.3:
- Fixed many faction rosters that were missing unit cards and information.
- Corrected 'silver surfer' issues for Isengard snagas and Rhudaur mercenary units.
- Added the name of the Lorien elves special unit above it's picture in the faction selection screen.
- Fixed Counter Invasion Script.
- Fixed Diplomacy Script.
- Fixed One Ring script not displaying ring found event.
- Fixed Allied Resurrection Script.
- Fixed autonomous regions script; Ents and hobbits not being removed, Dunland and Lorien Elves added to script
- Added South Tharbad to Centralised Administration script.
- Changed description for Nosse-en-Fingolfin to reflect jewel-smith must be constructed in Ost-in-Edhil, not Imladris.
- Replaced Rhudaur Axemen (javelin) with Axemen of Rhudaur (axemen).
- Added 3 tier road system by MIKE GOLF.
- Moved Harad general Qusay and his army into Umbar at start of campaign.
- Changed description for the ancillary Elendilmir to contain the settlement names required for the Arnor Union.
- Hobbiton, Michel Delving and Longbottom belong to Eriador at start. Changed starting ownership of Weathertop (Amon Sul) from Eriador to Bandits.
- Replaced Hobbits and bandits given to Eriador in the Counter Invasion script with more appropriate and capable units.
- Strong Isengard (Sarumans Forces) and Strong Mordor (Eastern Shadows) can now be selected by evil factions as well, as long as the player is not one of the factions to directly benefit from this selection
- Total Effects Point Info v1.1 by Withwnar included. (http://www.twcenter.net/forums/showt...3#post11749933)
- Upgraded Total Diplomacy to v1.8 by Withwnar (http://www.twcenter.net/forums/showt...02#post9842202)
- Changed terrain type of Weathertop (Amon Sul) to grassland from mountains.
- Increased recruitment slots from 2 to 3 in large cities, huge cities, fortresses and citadels, FOR HUMAN PLAYERS ONLY.
- Limited Hobbit autonomy road building settlements by MIKE GOLF.
- Hobbit units now retrainable in Bree by MIKE GOLF
- Added Dol Amroth units and a few Gondor units by Taro_M to the roster for Gondor. Dol Amroth units only recruitable in that city.
- Gondor fiefdom barracks in Minas Tirith can now retrain all Dol Amroth units and other AOR units for Gondor.
- DCI now part of MOS by Ngugi (http://www.twcenter.net/forums/showt...9#post10664879)
- Other smaller fixes, enhancements, improvements and additions too numerous to mention individually.
Changelist 1.12 for 3.1
- includes 1.1 and 1.11 features
- New voices for Gondor's units
- Many bugfixes including but not limited to:
- BR Dunedain stats fixed
- Amon Sul had the Barrow Downs building instead of Weathertop, this has been fixed
- Dunland no longer ends up with ridiculous amounts of money on the campaign as the AI (they have been included in the money scripts so they also will not run out) Should be working
- Historic events grammar corrections by ozzi
- Game breaking Arnor bug fixed; in 1.1 and 1.11 you could not reform Arnor due to a bug
- Many other stat fixes for units + improvements
- Lots of other bugfixes I inevitably forgot about
- Hero of the West's Heroes mod for custom battle (Heroes can be used in custom battles to replicate lore-based battles)
- As usual, many small features that are forgotten about during the compiling process
Changelast 1.06 for 3.1
- added trailhog's hotfix 1.05
- added RR/RC stat changes
- fixed rammas echor tooltip
- fixed diplomacy talk Gondor
- Took Anduril, athelast from Aragorn and gave Narsil
- changed Eriador general starting positions
- fixed Boromir battle model picture
- made sure that victory armour, swords and shields are only held one at a time (to free up anc slots)
- decreased the cost from corruption with 20%
- decreased the generals wages by 10%
- fixed the dunland starting buildings
- removed lumbercamp for evil from all factions except Isengard
- removed old ent spawn
- added fires of industry script, which spawns ents as a revenge
- added heirs of isildur by Smoesville
- fixed video event mod (12 new vids)
- Aragorn RPG working again
- fixed dunland prevails script
- upgraded aragorn with Louis Lux model
Changelast 1.04 for 3.1
-Latest Germanicu5 Battle AI and interactive gameplay mod
-Arnor Armor upgrade
-Isengard Culture submod
-Some small stat changes and fixes
-Boromir Plate armor Battle model (optional through a yes/no event in turn 1)
-Total Diplomacy
Changelist 1.03 for 3.1
Fully implanted heroes mod (fixes Lurtz crash)
Implented the reworked unit cards mod
Fixed the Isengard declares war on dunland bug
Updated the dunland and Eriador maps (you know, the one you see in the faction selection screen)
Added Snaga stalkers for Isengard (Just remebered I forgot to include the unit cards , will fix it in the next version)
Added the heavy galahdrim from FRoME
Fixed crashes with some silvan elves units
Might have fixed the crashes with the spiders
Fixed the missing building pic for the lumber camp (only for dunland)
Fixed the crash when using AUI to launch the game
Changelist 6.3
- Dunland rises script added
- Taro M units deleted
- Dol Amroth units from RR/RC implemented
- AUI gold edition from Cedric37 added
- Allycat rebel units added
- A lot of minor fixes added
- Elven stratmap sounds added
- Rohan battlemap voices added
Changelist 6.0 to 6.12
- Dunland faction from Frome Added
- MOS AP added
- New ancillaries
- New units from Taro M added
- New sounds added for Isengard, elven rangers and nazgul special ability cries
- various bugfixes and soundfixes added
- new artwork
- Aragorn RPG
Changelist 5.2
- new voices for most of gondors units
- new Taro M units for Gondor
- some ancillary changes
- changed the splashscreen
- Numerous fixes
Changelist 5.1
- Isengard Culture Submod added
- Removed Total Recruitment
- Eye of mordor added
- Removed the AUM choice, not AUM itself
- Newly made UI
- Numerous fixes
Changelist 5.0
- New skins and UI for Gondor Soldiers
- Unique buildings added
- Improvements in SAUS mod
- Improvements in Germanicu5 AI
- Optional Expanded Map added
- Mirror of Galadriel mod added
- Numerous fixes for both UI & code
Changelist 4.2
- Fred the Taxmen script by Fred Putz
- SAUS by withwnar
- Strong Mordor script by Fred Putz
- Orcnose script by Fred Putz
- UI from RR/RC
- Some fixes and minor improvements
Changelist 4.1
- added much artwork from RR/RC
- better water submod
- arnor reemergence mod
- new loading screen and menu
- some fixes and minor improvements
Changelist 4.0:
- added some missing entries
- changed some units stat to prevent errors
- removed the yes/no pop up screen for event video's because it did not function therefore redundant
- but all previous fixes into the main mod to prevent installation problems
Changelist 3.2:
- added a mod which makes sure the important heroes don't get negative traits like alcoholic and such
- removed the battle crown, leafcrown and hadhafang ancillary for now because of errors
- made some grammar corrections
- put in a fix for textures which helps when updates on units are made, this could prevent CTD's in the future
- fixed a few errors
- added new marriage art for the dwarves
- added some new ancillary descriptions
Changelist 3.1:
- added an rare Elven ranger unit to eriador, which is given 2 and can be retrained in certain cities
- fixed the axe throwing animation bug
- made it so the game starts in fullscreen
Changelist 3.01
- Made the mod modfoldered
- Made it so that the game can run in the background
- Made a desktop icon with the proper links
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| Known Bugs |
- Fellowship campaign is not playable with MOS.
- When having crashes before the battle load, delete descr_geography_new.db and descr_geography_new.txt
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