You could implement a better election system for Das Heilige Romish Reich.
You could implement a better election system for Das Heilige Romish Reich.
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
Thank you for the perspective. I understand you are working within the limitations of the base game. Playing as the Orcs I found most of the quests were near but outside my territory. I was able to walk to the quests without triggering diplomatic consequences but I know it is possible to do so. I will keep trying them in newer versions.
All of Christendom will be awed by the victory we have won here today.
Hey, thanks for the hard work on the UP.
Is it possible to play full screen?(not windowed) otherwise is pretty hard to control the camera on battlefield.
Of course, just change it in The_Elder_Scrolls.cfg file (or in EOP GUI launcher choose to use "standard" vanilla config)
Dont really know about camera... I assume you mean camera in dungeons and so on? Dont think that can be fixed, thats simply how it is...
Hi Jadli,
I started a new Wayrest campaign in the Black Drake campaign for 2.0.4. However, I get an end turn CTD around the 5th turn for unknown reasons (the usual "unspecified error" one). When I try to reload, I get a CTD before I can even exit the loading screen. The log says this:
This repeats for many similar lines for most of the factions.22:38:35.321 [system.rpt] [always] CPU: SSE2
22:38:35.322 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
22:38:35.329 [system.io] [always] mounted pack packs/data_0.pack
22:38:35.329 [system.io] [always] mounted pack packs/data_1.pack
22:38:35.330 [system.io] [always] mounted pack packs/data_2.pack
22:38:35.331 [system.io] [always] mounted pack packs/data_3.pack
22:38:35.332 [system.io] [always] mounted pack packs/data_4.pack
22:38:35.332 [system.io] [always] mounted pack packs/localized.pack
22:38:41.988 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
22:38:41.989 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
22:38:41.989 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
...
22:38:41.991 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
Building DB error - faction slave has gap in building prior to golden_tower (unavailable at level zero)
22:38:41.991 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
Building DB error - faction slave has gap in building prior to blue_palace (unavailable at level zero)
...
22:38:54.896 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
The advice about compatibility mode and administrator more didn't work for me. Any suggestions (save is attached if you want to take a look)?
2E Drake Marble City.zip
ah, sorry for late answer... the log is just a generic one, not saying anything useful.
I will check if it crashes for me as well or not and get back to you
Though when it crsshes so soon, it might be the usual compability, maybe you didnt apply those settings correctly... it works a bit differently for everyone, so you can try different compability mode....
Some suggestions:
-Cyrodiil should start with the imperial road network:the Black Road,Blue Road,Gold Road,Gold Road,Green Road,Orange Road ,Red Ring Road,Silver Road and Yellow Road.At least during the third and fourth era starts.
-Raven rock was founded as a mining town and should start with a mine building.The mining income for some provinces should be changed as well ,one of the main reason Vvardenfell was opened for colonisation by the Septim empire was the ebony and vulcanic glass .Yet ingame most of the Vvardenfell provinces have low mining income even those that had large ebony mines liek Caldera.
-Nibenay is the main agricultural center of Cyrodill and should start with more farms while Colovia has always supplied most of the soldiers for the legion and should have more recruitment buildings.
-There i some diaolgue in Morrowind that mentions the imperial light cavalry using sabres.No clue if there is any plan to add new units but the current Imperial scouts units just looks like mounted townsguards and it would be nice if they were a bit more unique.
Edit: Is the Oblivion Crisis supposed to start eariler?So far in my two playthroughs it always starts in 427 instead of 433 which would be the year it happened in the lore.
Edit2:There seem to be two campaign scripts for the ImperialCampaign.One in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign\campaign_script has the date for the Oblivion Crisis at "and I_TurnNumber = 144" and the other in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign which seem to be the one used in the septim campaign has it at "and I_TurnNumber = 81" .
Last edited by Sint; August 06, 2022 at 05:19 AM.
Hi, I am enjoying the mod very much, but is there a way to skip the intro video? Constant end turn crashes force me to restart several times.
well, if you press esc, space or something, it aint closed? Anyway, since you have many crashes, have you tried applying compability settings (desribed in anti crash tips in the install thread)? That largely fixes the issues mostly for most people
Thanks for the input
- Hm, well, adding it as unique building would be probably overstretching it... Simply starting with upgraded roads would be a solution of course. And I think it is already done that way in some scenarios with more developed starting positions... but for example as the main camapign starts undeveloped, all settlements starts undeveloped, mainly in the economical sense, hence the roads. Either way, in this game/mod you are supposed to build most of things by yourself... of course all the settlements lorewise had pubs, blacksmiths, cathedrals and so on ... but if you start with it already in the mod, then it takes away large part of the game mechanics and fun (in the initial versions of the mod, I had the same ideas as you, and had many settlements start super developed... but in time I changed my opinion, as less developed starting settlements in general work better in this game...)
- Well, kind of the same answer. But I can surely look into redistributing the mine resources and their values
- I think this is already done by what is called the base farming level... it is the base farming bonus provided to the regions, and Im pretty sure I already gave it to those regions long ago, but will recheck...
- Im not able to add new units myself, but will see what the guy doing it thinks
- Crisis... hm, maybe there is some issue, due to changing turn order and start year, will check and change it to correct data then
- Scripts: The one within the folder is simply an obsolote back up. The Campaign always use just one script for its whole duration. Its name is specificed at the begining of descr_strat by line "script"... and thus it used the one thats in the same folder. Just ignore the other one
Thanks for your reply! Yes I did and am switching between Compatibilities, Run as Admin On/Off for both .exe. Sometimes it goes through sometimes not. First couple of turns run smoothly, but after Turn 30 it started crashing every 3rd turn or so.
Hey guys I'm having a crash problem
So I just downloaded M2TW from steam again to play this mod I haven't played forever but since there is no kingdoms.exe mod I just copied medieval2, renamed it and patched it with the 4gb patcher.
So I played normally the 4th era campaign until around turn 12 I had a crash problem whenever I would end my turn. It said unspecified error. I initially bypassed it by just reloading the autosave and hitting end turn again which worked but I would get crashed every 2-3 turns, until I got to turn 30. Now it won't pass the turn without crashing. Any ideas how to approach this? Thank you so much for the amazing job.
Also a suggestion that the engine probably wouldn't allow but it would be awesome if you can start as the Dragonborn controlling a horde faction and you can initially conquer like an undead castle and begin your playthrough from there to form a new Empire. Right now I managed to get Titus Mede to adopt the Dragonborn so I'm excited nonetheless to continue the campaign!
Hey, sorry for late response.
Habve you tried applying compability settings? That should help with crashes greatly... how to do that is described in the install thread on moddb
Interesting idea... I dont have a space for a new faction, but perhaps could be done with other factions... for example Blackmarsh or Ashlanders could start as a horde faction in some scenarios... will see
Hi Jadli! Could you help with this?
I'm having an issue with frequent crashes. I've set compatibility for both kingdoms.exe and medieval 2 to Windows 7 and it definitely helped 50-60 turns ago but I'm now in a situation where the game crashes every 15-20 minutes. Moreover, the game now crashes upon loading just about every recent save.
I tried setting medieval2 to "run as administrator" but that results in M2TWEOPGUI.exe crashing instead.
I've changed the .cfg file to show more detail in the log - would you be able to take a look and tell me what I could change to fix it? https://www.sendspace.com/file/fcbxa5
I've been enjoying the mod a lot and would like to continue playing but these crashes are making it nigh-unplayable now.
Thank you!
PS: Also, if you get a chance to respond, how do I get to Coldharbour? I've only gotten to Sigillus through the oblivion gates.. (imperial campaign)
Last edited by a1aska; October 27, 2022 at 05:39 PM.
Yea, its a weird issue, hopefully its now fixed in the hotfix below, by disabling autosaves...
For Coldharbour, you can go only in Second Era as part of Planemeld. There is an event for it
Unofficial Patch 2.0.5. for The Elder Scrolls
See the Guide to the Features of the mod - READ HERE
Features - 2.0.5.
LINK
Vvardenfell Provincial Campaign!
- A new custom campaign with a highly detailed map of Vvardenfell added. Take the opportunity to experience Vvardenfell island during the events of TES III: Morrowind!
- You can take command of one of the 8 playable factions (dunmers, ashlanders, imperials, ash vampires and undead/vampires) across 70 regions.
- The provincial campaign also includes all other events and features from the global campaigns relevant to Vvardenfell.
- Some characters start off Vvardenfell (Helseth, Almalexia, Sotha-Sil...) but may be brought to the island.
Various bugfixes and minor features
- The serious issue with corrupted saves from late in campaign is now hopefully fixed by disabling the autosaves (do not re enable it).
- (Hopefully?) removed the trigger of crashes during Oblivion Crisis for some people.
- Slightly decreased unrest (but increased it in castles).
- Fixed some incorrect descriptions for Governor and Military educations, as well as incorrect trait effects-
Both altmer faction should now be using lore strat models from the main mod, the other old models should now be used by Maormer only.
- Fixed wrong general models for Ashlanders (Nerevarine, etc)
- Fixed recruitment of Hands of Almalexia and Mournhold temple should now be possible to build only in Mournhold (on the global campaigns)
- Added the missing necromancer trait to spawned Mannimarco (the irony!). The trat now also mentions the ability of raising the dead.
- Added missing merc pools for Wrothgarian orcs.
- Fixed issues in recruitment trees of some factions, when some building levels didnt offer anything new.
- Added missing vampire bites for Dungeons-
- Added/removed ability to build roads and farms to some regions that missed it, or shouldnt have had it.
- Firearms references in text replaced with magic.
Bugs
- Some fortresses and citadels may still use wrong model in battles.
- Some dungeon battles/maps not working properly due to bugged terrain on strat map.
- Actually, not all khajiit epithets are used, should fix it.
- There may still be some crashes (make sure to apply the anti crash tips below!), please give reports, so that we can fix it.
If you like the mod, please rate and follow us here on moddb.
Credits
- Original Vvardenfell: Total War mod by WImPyTjeH
http://www.twcenter.net/forums/showt...fell-Total-War A "playable" version was ported to Bare Geomod (ver 1.15) by Gigantus
- Apart from the usual credits (see the main list of features), this upgrade wouldnt have been possible without people developing Engine Overhaul Project (youneuoy, jojo) and also several other people contribute to it (Fynn, Erken, Callistonian, Medik), who all helped to include the amazing new features via the EOP lua scripts!
If you like the mod, follow and rate us on moddb!
You can also join our official TES discord!
https://discord.gg/c52HPFx
Install instructions
0. If you have a previous version of this patch or the main mod, i.e., 2.0.3., you need to delete it first and start over.
1. Download and install The Elder Scrolls 2.0.2 Standalone. Of course, you need to apply 4GB patch or LAA patch as well, its located in your TES folder.
2. Go into your The_Elder_Scrolls/data and delete the whole "world" folder"! Otherwise your start campaign menu will be all messed up.
3. Download and install TES Unofficial Patch 2.0.4. (this) by extracting it into your mods folder. You will know you are doing it correctly when it asks you to overwrite files, hit yes.
4. Download and install this hotfix (TES Unofficial Patch 2.0.5. Hotfix) by extracting it into your The_Elder_Scrolls folder. You will know you are doing it correctly when it asks you to overwrite files, hit yes.
5. You are ready to play!
To launch the mod, use "M2TWEOP GUI.exe" launcher!
See the OP (first post) for the full features
Hello there! I've been playing TWTES with UP for awhile and I've been absolutely loving it. But I've run into a problem of the game always crashing during End of Turn.
Playing as Stormcloaks in Stormcloak Campaign. I've restarted the campaign multiple times, and it's always around Turn 35 - 40 that the game starts crashing. When it get's to Minor Factions it always crashes, right at the end before it's the Stormcloaks turn again, sometimes I can see the Terrain trying to switch from Winter to Summer before it crashes. I've tried everything, fresh install, Compatibility mode (tried various versions), Administrator Rights, Console Commands (toggle_fow let me get through Round 37), various graphic settings, etc. I want this to work properly sooo baaaad, I'm in love with this mod but with these continuing crashes I'm really struggling.. I did have a look at the log, and at the very end it says this:
15:50:26.027 [game.script] [error] Script execution error for <if>, at line 8864, in mods/The_Elder_Scrolls/data/world/maps/campaign/custom/Stormcloak/stormcloak_script.txt: I_IsFactionAIControlled needs a valid faction type.
when testing <I_IsFactionAIControlled> condition
15:50:36.497 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I've downloaded Notepad++ in an attempt to figure it out but to no avail... Please for the love of Talos help me!
Ah, sad to hear. You can upload the save and I will check whats up
Greetings, I just recently got back into Med 2 TW and its mods and so far your's been the most fun, I been loving the Septim campaign and the Three Banners War, I just had a question when it comes to unique models for settlements on the campaign map like the Direnni Tower, the Ghostgate, Markath, and others like the Wood Elves or Telvanni settlements change models when upgraded, I havent seen if the also change battlefield models but is there a way to get the old models back?
PD: I noticed that the mod uses the M2TWEOP Project is the a way to see which implemented console commands are there aside from the vanilla ones?
Thanks a lot for your time and sorry if my English confused you in any way I'm just beginning to study it.
Hey, glad you enjoyed it!
These settlements shouldnt be possible to be upgraded, are you sure you are on the newest version? But yea, some citadels use wrong models for sure, I have to hunt that down. I will recheck in the newest version, whether somehow this got enabled again...
Yea, there is the list, lot of nice commands to use... (such as "control faction" so that you can switch your faction in a singleplayer)
Spoiler Alert, click show to read: