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  1. #1
    Laetus
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    Default Arena of Tamriel: a TES mod for M2TW Kingdoms

    Hi everybody,
    I'm AkaviriGentleman and I've been lurking in the forums for quite a while. I'm a TW lover and also a TES (The Elder Scrolls, for people who don't know) lover.
    I have some experience with texturing and I'm starting to learn modeling and I'm eager to learn new stuff.
    I know that most people will say ARE YOU CRAZY???
    It's a great challenge, I know... But I love challenges.
    I saw another thread about this and now is dead, so I'm going to try to do this my way, myself, with some help obviously.
    Right now I'm going to start only with research and such because my PC has some problems (I'm using my iPad right now) and I'll have to wait for some time and school is also an issue right now. The real modding will start after the end of this month.
    The first release will include only battles, because the map and the cities will require a lot of work.
    This is a FAQ for you guys:
    - What in Oblivion is Tamriel?
    For people who don't know it, Tamriel is a continent and the setting of the Elder Scrolls game series (search on Google for Akatosh's sake!)
    - This mod requires Kingdoms?
    Yes
    - Will there be magic?
    If I'll find someone who can make animations yes
    - Will there be custom cities?
    In the first release of the mod I might include a map, but the cities will be vanilla. With some help I may release custom cities, like the Imperial City and Riften, probably one for each province, even though Morrowind and Cyrodiil might get more)
    - The map will include all of Tamriel then
    Exactly, from Daggefall to Necrom, from the cold island of Solstheim to the hot deserts of Elsweyr
    - Will you make Argonians, Elves and Khajiits?
    Of course, but it'll take sometime. Elves are going to be easier, because M2TW faces are not that detailed, so I won't need to put too many details for them
    - So... What's the timeline?
    The campaign will start on the tenth year of the Fourth Era, 10 years after the end of the Oblivion Crysis.
    These are some questions most will ask. Now I'm going to add some other information:
    AoR, guilds, colonization and "summoning" will be included, making the world more realistic.
    AoR: Area of Recruitment (example: Imperial forces conquer Stormhold in Argonia, there they'll recruit argonian troops)
    Guilds: in TES there are three major guilds, Mages, Fighters and Thieves guilds; these will give some bonuses to the player; these will replace some guilds which are already in M2TW
    Colonization: if Imperial forces conquer Stormhold in Argonia, they will bring imperial citizens to Argonia to "imperialize" argonian people; this will have some pros, like imperial troop recruitment and more income, and some cons, unrest and loss of AoR troops (this works like culture in the Britannia campaign)
    The factions:
    1) The Empire
    No more under the banner of the Septims, the Empire is without a real emperor and has just come out of the Oblivion Crysis. High Chancellor Ocato tried to heal the old giant but has been assassinated. A suitable figure to become Emperor would have been the Hero of Cyrodiil, but after the Auroran Crysis he entered a mysterious gate on a small island in the Niben and mysteriously disappeared.
    The end of the old giant seems inevitable... And many would love to sit on the Ruby Throne...
    A new man has risen...
    Will you save the Empire?
    2) Mede Empire
    Colovia has been one of the regions most ravaged by the invasion of Nirn of Mehrunes Dagon. Kvatch has been plundered and almost completely destroyed by the daedric forces. A Colovian leader named Titus Mede has become very powerful after the Oblivion Crysis and now has control of Colovia and aims to the Ruby Throne and the other provinces...
    Will you become Emperor of Tamriel?
    3) Kingdom of Skyrim
    Even though still loyal to the Empire, Skyrim is getting more and more independent. The High King has to face with great unrest in the east due to the great Dunmer migration caused by the eruption of Red Mountain of the year 4E 5 and with rebellions in the west due to the Forsworn. The internal problems of the province keep the High King from aiming at the Ruby Throne, but these problems can be solved and expansion might be the next move.
    Will you save Skyrim and resurrect the great First Empire?
    4) Kingdom of Wayrest
    Wayrest, as the rest of High Rock, is getting more and more indipendent from the Empire. Orsinium is an annoyance for the nobility of Wayrest: the Orcs are brute, uncivilized, barbaric beasts, and they are very dangerous...
    Also Daggerfall is annoying... With its commerce... With its wealth...
    Will you lead Wayrest to rule all of High Rock?
    5) Kingdom of Daggerfall
    Wayrest is certainly a threat, probably the only one, or at least the closest. The economy of Daggerfall hasn't been damaged too much by the Oblivion Crysis and it is recovering fast. Still, Wayrest is a thorn in the side... Why not plunder it?
    Will you lead Daggerfall to rule all of High Rock?
    6) The Crowns (Hammerfell, the rebellion is not lore, even though it's ok for people who want to play as Hammerfell)
    Hammerfell is still a loyal servant of the Empire, even though some families have been waiting for a moment like this to proclaim Hammerfell's indipendence since Tiber Septim's invasion. The Crowns have recently gathered forces in Stros M'Kai to organize a rebellion.
    Will you free Hammerfell from imperial rule?
    The factions:
    1) The Empire
    No more under the banner of the Septims, the Empire is without a real emperor and has just come out of the Oblivion Crysis. High Chancellor Ocato tried to heal the old giant but has been assassinated. A suitable figure to become Emperor would have been the Hero of Cyrodiil, but after the Auroran Crysis he entered a mysterious gate on a small island in the Niben and mysteriously disappeared.
    The end of the old giant seems inevitable... And many would love to sit on the Ruby Throne...
    A new man has risen...
    Will you save the Empire?
    2) Mede Empire
    Colovia has been one of the regions most ravaged by the invasion of Nirn of Mehrunes Dagon. Kvatch has been plundered and almost completely destroyed by the daedric forces. A Colovian leader named Titus Mede has become very powerful after the Oblivion Crysis and now has control of Colovia and aims to the Ruby Throne and the other provinces...
    Will you become Emperor of Tamriel?
    3) Kingdom of Skyrim
    Even though still loyal to the Empire, Skyrim is getting more and more independent. The High King has to face with great unrest in the east due to the great Dunmer migration caused by the eruption of Red Mountain of the year 4E 5 and with rebellions in the west due to the Forsworn. The internal problems of the province keep the High King from aiming at the Ruby Throne, but these problems can be solved and expansion might be the next move.
    Will you save Skyrim and resurrect the great First Empire?
    4) Kingdom of Wayrest
    Wayrest, as the rest of High Rock, is getting more and more indipendent from the Empire. Orsinium is an annoyance for the nobility of Wayrest: the Orcs are brute, uncivilized, barbaric beasts, and they are very dangerous...
    Also Daggerfall is annoying... With its commerce... With its wealth...
    Will you lead Wayrest to rule all of High Rock?
    5) Kingdom of Daggerfall
    Wayrest is certainly a threat, probably the only one, or at least the closest. The economy of Daggerfall hasn't been damaged too much by the Oblivion Crysis and it is recovering fast. Still, Wayrest is a thorn in the side... Why not plunder it?
    Will you lead Daggerfall to rule all of High Rock?
    6) The Crowns (Hammerfell, the rebellion is not lore, even though it's ok for people who want to play as Hammerfell)
    Hammerfell is still a loyal servant of the Empire, even though some families have been waiting for a moment like this to proclaim Hammerfell's indipendence since Tiber Septim's invasion. The Crowns have recently gathered forces in Stros M'Kai to organize a rebellion.
    Will you free Hammerfell from imperial rule
    7) Kingdom of Summerset Isles
    Summerset Isles is slowly falling under Thalmor control. Will you, the King of the Altmer, embrace the Thalmor philosophy and be a powerful independent nation or will you try to stay loyal to the Empire and become a powerful influential servant?
    8) Kingdom of Valenwood
    Valenwood has become almost independent from the Empire and is watching the actions of the Thalmor. Will you support the Thalmor philosophy and join Summerset Isles or will you remain independent?
    9) Confederation of Elsweyr
    The Khajiit have recently seceded from the Empire and the Thalmor are becoming a dangerous threat. Will you manage to stop them?
    10) Tribal Kingdom of Argonia
    During the Oblivion Crysis the Argonians have been called back to Black Marsh. After the eruption of Red Mountain, Argonia seceded from the Empire and invaded Morrowind. It now controls lands from the southern swamps to Almalexia itself.
    Will you continue the expansion north or will you expand elswhere?
    11) Kingdom of Morrowind
    Morrowind has almost been completely destroyed during the Red Year and the Argonian invasion. Now the only region free is around the northern area of the Velothi mountains, around the city of Blacklight. Thanks to the generosity of the High King of Skyrim, the island of Solstheim is now part of the falling kingdom. Thanks to the ebony mines, Morrowind can economically rise again.
    Will you push back the Argonians or slowly re-inhabit Vvardenfell? Or will you attack Skyrim to find a new home?
    12) Stormcloacks (emerging; possible second campaign)
    The Dunmer are a great menace in Skyrim. Skyrim should be free from the Empire and from the Dunmer menace. The Stormcloacks will bring Skyrim back to its old pride.
    Will you lead the Stormcloacks or will you stick with the Empire?
    13) Kingdom of Orsinium
    Orsinium has been destroyed more than once, but the Orcs survived. Now Orsinium is back, and the Orcs are prouder than before. Wayrest trembles. The king of the Orcs will rule all of High Rock.
    Will you lead the Orcs to glory?
    14) Akaviri (emerging)
    A mysterious people (or race), the Akaviri are also known as snakemen. They have invaded Tamriel more than once. And they might come again...
    I'm going to add more info soon.
    Summoning: this is a special mercenary recruitment that can be used by generals and leaders who have the trait "conjurer"; with a certain amount of money you can "summon" daedric creatures such as dremora (very powerful and very expensive) and scamps (very weak and very cheap, but in large numbers)

  2. #2
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    I've started working on army ideas.
    I've started with the Empire: the descriptions will be improved.
    LEGION


    1. Emperor's Standard
    The imperial banner of the Septims is still widely used in the falling Empire and is always carried with the Legions. It is protected by a selected group of experienced and highly skilled Blades who will defend it to their last breath with their Daikatanas.
    2. The Guard
    The personal guard of the Emperor's family, the Guard is formed by the Blades, famed of having served the Emperor and his relatives for centuries. Blades usually fight on foot but this particular group fights on horses, equipped with katana and shield.
    3. Blades
    These men have been selected and trained at Cloud Ruler Temple to fight with katana and shield against any foe in the name of the Empire.
    4. Veterans
    In these harsh times for the Empire, veterans of the Imperial Legion have been called back to serve their home. These men are very experienced, hardy and determined. Some of them may have also fought alongside with the Hero of Cyrodiil at Kvatch or Bruma. They wear steel armor and fight with the typical army of the Legions: the gladius.
    5. Legionnaires
    These are the backbone of the Imperial army. They fight in chainmail armor and with a gladius.
    6. Guards
    These men are usually deployed to protect the cities from minor menaces such as bandit attacks. They have very good armor and fight with spears.
    7. Hammerfell Legionnaires (only Hammerfell and Anvil)
    These are, as regular legionnaires, part of the backbone of the Imperial army, but are more skilled in fighting with swords.
    8. Sagittari
    These members of the legion are trained to use bow and arrows, even though they are not as powerful as the Bosmeri archers who fight in Valenwood; they wear light leather armor.
    9. Foresters
    The Foresters are the scouts of the Imperial Legion. They use bows and swords in fights and have some light armor such as a helm or bracers and a light leather cuirass.


    LOCAL TROOPS


    1. Knights of the White Stallion
    These are the knights who have sworn to protect Leyawiin from any menace. They fight on horse with lances and wear heavy armor.
    2. Javelinmen
    Argonians still live in the eastern side of the Niben and some still fight for the Empire. They are skilled javelinmen and are quite fast. They should avoid hand to hand fight due to their lack of armor.
    3. Knights of the Nine
    The Knights of the Nine have been recently reformed by the Hero of Cyrodiil, who then mysteriously disappeared. These knights fight to help the poor and to protect the people from the Daedra and spread the word of the Nine. They fight in armor similar to the one of the Divine Crusader Pelinal Whitestrake and fight on horse.
    4. Dismounted Knights of the Nine
    As the ones on horseback, these knights protect the people from the Daedra and spread the word of the Nine.
    5. Dismounted Knights of the White Stallion
    The dismounted equivalent of the regular Knights of the White Stallion.
    6. Raiders
    Groups of Khajiits who still inhabit the western side of the Niben are hired to fight for the Empire. They are equipped with javelins and axes and are fierce warriors.
    7. Imperial Militia
    In case of emergency, the citizens of the Empire are called to arms. These troops are cheap, but they just have shield and a spear to defend themselves.

  3. #3
    Christonikos's Avatar Centenarius
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    First of all I really wish you from the bottom of my heart, good luck!!! I am also a huge fan of TES, although I started a bit late with Skyrim, but then also spent lots of time with Oblivion and Morrowind (Oblivion is my favourite, since I love the Empire). I would like to help you, but it will be extremly difficult because after the summer, a huge amount of reading and studying awaits me. I may can help you with research, game screenshots and ideas, but I have absolutely no idea about modding in TW.

    First, you can't have a Knight of the Nine unit, not a reqeuitable one, because as far as I remember they were nine for a reason. A special elite OP unit maybe.
    Second, it would be nice if you somehow used a script for Empire unification.
    Third, here are the links of the intel about the Empire I had posted at the old thread, thay may help you a bit.
    Imperials in Cyrodiil: http://www.twcenter.net/forums/showt...1#post11538214
    Imperials in Skyrim: http://www.twcenter.net/forums/showt...1#post11540523
    A roster I had proposed back then, although it needs many many changes:
    Imperial Roster Well guys I would like to throw and idea about imperial roster, which I think you won't agree with.
    Castle barracks level 1: Peasants
    Castle barracks level 2: Imperial light infantry and imperial spearmen ( Skyrim imperial light armor, imperial light shield, imperial sword)
    Castle barracks level 3: Heavy infantry/legionnaires ( full set of imperial heavy armour as seen in skyrim, imperial heavy shield, imperial sword)
    Castle barracks level 4: well I don't know. Maybe Palace guards with halberds? Or imperial watch units?
    Castle barracks level 5: Blades, They may be a bodyguard unit, so reqruitable bodyguards

    Castle archery range level 1: Javelinmen (Imperial light armour, hive shield and javelins, I can explain why and how)
    Castle archery range level 2: Light archers (Imperial light armour, imperial bow, daggers as secondary weapon)
    Castle archery range level 3: Imperial crossbowmen (Imperial light armour, there were crossbows in morrowind, they will be included in dawnbreaker expansion, so they never disappeared)
    Castle archery range level 4: Imperial heavy archers, Imperial archers watch, not sure
    Castle archery range level 5: Palace guard archers

    Castle stables level 1: Imperial light cavalry (Imperial armour as in Skyrim, main weapon just a spear)
    Castle stables level 2: Imperial heavy cavalry ( first type of heavy cavalry)
    Castle stables level 3: Imperial armoured cavalry (Heavy horse armour)
    Castle stables level 4: Some kind of horse archers

    City barracks: Well if every city has unique gurads ok, but what about the newly captured areas?
    Castle barracks level 1: Town militia (imperial light armour, imperial sword, no shield, as seen in Solitude
    Castle barracks level 2: Spear militia (as above but with round shield or light imperial shield and spear)
    Castle barracks level 3: Archer militia (like imperial archers but worse)
    Castle barracks level 4: Horse guards (Like imperial light cav?)
    Castle barracks level 5: Heavy halberds? Palace guards?

    As well as the imperial watch units seen in Imperial city in Oblivion games, I believe they should only be reqruitable in Imperial city and be even better that imperial heavy infantry

    And maybe the Imerlia Legion's ranks from Morrowind seem useful to you

    1. Recruit
    2. Spearman
    3. Trooper
    4. Agent
    5. Champion
    6. Knight Errant
    7. Knight Bachelor
    8. Knight Protector
    9. Knight of the Garland
    10. Knight of the Imperial Dragon
    11. Legate
    12. General


    However do you intend to have a barrack system like vanilla game, or will you have all units available from the beginning? Will you use an all settlements are cities model, or will you go for the traditional castle-city model?

  4. #4
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    I started late too with Skyrim. But then I played all the games except the spin-offs.
    You're right about the Knights of the Nine: didn't think about that.
    The units will all be available at the start for the Empire because the Legions have been around for centuries.
    The other nations will have to develop the barracks. I think this will balance the economical and political weakness of the Empire and the rising power of the other nations.
    Made some changes on your roster:

    Castle barracks level 1: Peasants
    Castle barracks level 2: Imperial light infantry and imperial spearmen (Skyrim imperial light armor, imperial light shield, imperial sword)
    Castle barracks level 3: Legionnaires (Imperial chain armor as seen in Morrowind, imperial shield (like Morrowind), imperial sword)
    Castle barracks level 4: Heavy Legionnaires (Imperial armor as in Oblivion)
    Castle barracks level 5: Blades


    Castle archery range level 1: Javelinmen (Imperial light armour, hive shield and javelins)
    Castle archery range level 2: Light archers (Imperial light armour, imperial bow, daggers as secondary weapon)
    Castle archery range level 3: Imperial Forester (like light archers but with better attack)
    Castle archery range level 4: Imperial Watch (heavy archers, imperial chain armor as in Morrowind)
    Castle archery range level 5: Palace guard archers (steel armor as in Morrowind)


    Castle stables level 1: Imperial light cavalry (Imperial light armor as in Skyrim, main weapon just a spear)
    Castle stables level 2: Imperial heavy cavalry (chain armor as in Morrowind, equipped with sword and shield)
    Castle stables level 3: Imperial armoured cavalry (Heavy horse armour, steel armor as in Morrowind, equibbed with spear)
    Castle stables level 4: Emperor's Guard (Mounted Blades)


    City barracks
    Castle barracks level 1: Town militia (imperial light armour, imperial sword, no shield, as seen in Solitude
    Castle barracks level 2: Spear militia (as above but with round shield or light imperial shield and spear)
    Castle barracks level 3: Archer militia (like imperial archers but worse)
    Castle barracks level 4: Horse guards (Like imperial light cav)
    Castle barracks level 5: City Guards (like guards in Oblivion)

    Working on Mede's roster.

  5. #5
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Here's Mede's roster. It has some similarities to the one of the Empire because Mede controls western Cyrodiil, also known as Colovia.

    Castle barracks level 1: Peasants
    Castle barracks level 2: Colovian spearmen (I'm going to work on colovian fur armor, in Morrowind there was a strange helm, so I'm going to work on the whole armor), imperial light infantry
    Castle barracks level 3: Legionnaires
    Castle barracks level 4: Colovian assault infantry (throw spears and charge, colovian armor)
    Castle barracks level 5: Colovian Warband (throw spears and charge, colovian heavy armor, very powerful)


    Castle archery range level 1: Javelinmen (unarmored)
    Castle archery range level 2: Light archers (no armor)
    Castle archery range level 3: Archers (colovian light armor)
    Castle archery range level 4: Forester (imperial light armor, better skilled than archers)
    Castle archery range level 5: Skirmishers (colovian medium armor, fight well both hand to hand with axes and ranged with bows)


    Castle stables level 1: Scouts (light colovian armor, swords)
    Castle stables level 2: Raiders (light colovian armor, spears)
    Castle stables level 3: Lesser nobility (medium/heavy colovian armor, spears)
    Castle stables level 4: Colovian noblemen (heavy colovian armor, lances)


    City barracks level 1: Town militia (no armor, sword, hardier than imperial opponent)
    City barracks level 2: Spear militia (light colovian armor, shield and spear, hardier than the imperial spear militia)
    City barracks level 3: Archer militia (like archers but worse)
    City barracks level 4: Horsemen (like scouts)
    City barracks level 5: City guards (like guards in Oblivion)

    Also the ranks of the imperial legion might be useful as traits for generals in the Empire and the "New" Empire of Titus Mede.

  6. #6
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Here's Skyrim's roster: I don't know what to put in the higher levels of the archery range and the stables.

    Castle barracks level 1: Woodcutters (two handed axes, weak)Castle barracks level 2: Spear warband (javelins, spear, shield, nordic fur armor Morrowind)
    Castle barracks level 3: Axemen (javelins, axe, shield, nordic fur armor Morrowind)
    Castle barracks level 4: Nobles (javelins, sword, shield, chainmail armor)
    Castle barracks level 5: Housecarls (javelins, sword, shield, platemail armor)


    Castle archery range level 1: Javelinmen
    Castle archery range level 2: Hunters (no armor)
    Castle archery range level 3: Archers (no armor, better than hunters)
    Castle archery range level 4: ?
    Castle archery range level 5: ?


    Castle stables level 1: Scouts (no armor, spear)
    Castle stables level 2: Horsemen (nordic fur armor Morrowind, spear)
    Castle stables level 3: Raiders (chainmail armor, sword)
    Castle stables level 4: ?


    City barracks level 1: Town militia (axe, no armor)
    City barracks level 2: Spear militia (spear, shield, nordic fur armor Morrowind)
    City barracks level 3: Archer militia (without armor, worse than regular archers)
    City barracks level 4: Axe militia (axe, shield, nordic fur armor Morrowind)
    City barracks level 5: City guards (like guards in Skyrim)

  7. #7
    Christonikos's Avatar Centenarius
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    First, I think that javelins for skyrim are completely unnecessary. The only reason why Empire even has them is because they actually resemble the Roman Legions. They never appear in TES Games. Second the javellins in vanilla TW are a barracks level 2 unit, not archery units, while empire also use battlemages as read in books throughout the game and seen in Skyrim intro. Besides the faction that will be based in masses and guerrila warfare are the Argonians. So the roster could be like


    Castle archery range level 1: Light archers (Imperial light armour, imperial bow, daggers as secondary weapon)
    Castle archery range level 2: Imperial Forester (like light archers but with better attack)
    Castle archery range level 3: Imperial Watch (heavy archers, imperial chain armor as in Morrowind)
    Castle archery range level 4: Imperial battlemages (Imperial light armour)
    Castle archery range level 5: Palace guard archers (steel armor as in Morrowind)

    and something I don't get is why Medic Empire is so different than the Empire.

  8. #8
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Most units of the Medic Empire are locals from Colovia.
    The battlemages should be recruited in another building: "archery" is archery, magic is magic.
    Skyrim should use javelins because they fight like norse and germanic people: they made a massive use of javelins.

  9. #9
    Christonikos's Avatar Centenarius
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Ok, sure medic Empire use Colovian locals, since Mede was actually a colovian warlord who took the throne with just 1000 men, but after that you can't hold an Empire with colovian tribesmen and barbarians. The Empire we see at Skyrim is the medic Empire, which is fully reorganised with no trace of colovian influence.

  10. #10
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Yes. In fact I had in mind a reform to make the Mede Empire more like The Empire.

  11. #11

    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    There have been so many TES mods the have tried and failed. My friend but Morrowind Total war is going head strong. I do hope you the best. I would say try to contact vercassivela who was the developer and mapper of the Tamriel total war. He might even Give you some files that could help. Good luck

  12. #12
    Laetus
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Thank you MrrRandomDude.

  13. #13
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    If you're going to make a mod you might want with something concrete, like starting on a map. Good luck from another TES lover
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  14. #14
    Razor's Avatar Licenced to insult
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    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Quote Originally Posted by Mhaedros View Post
    If you're going to make a mod you might want with something concrete, like starting on a map. Good luck from another TES lover
    This.

  15. #15

    Default Re: Arena of Tamriel: a TES mod for M2TW Kingdoms

    Is this still a thing?
    "If fighting is sure to result in victory, then you must fight,"

    Sun Tzu

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