Page 1 of 35 123456789101126 ... LastLast
Results 1 to 20 of 710

Thread: [UP]TES UP 2.0.5. RE-RELEASED on the 17th March 2024

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default [UP]TES UP 2.0.5. RE-RELEASED on the 17th March 2024

    Unofficial Patch 2.0.5. for The Elder Scrolls
    (BETA released December 26th 2020, FINAL version released 3th January 2021, 2.0.1. released 2nd February 2021, 2.0.2. released the 30th March, second Hotfix released 29th October 2021, 2.0.4. released the 15th April 2022, 2.0.5. released on the 28th December 2022, re-released with crash fixes on the 17th March 2024)


    The First Place in Modding Awards 2016, category Mods/Submods!



    See the Guide to the Features of the Mod - READ HERE

    Features
    (a very short version, likely forgot most of stuff)
    - 5 new fully playable factions - Kingdom of Evermore, Kingdom of Sharnhelm, Hold of Haafingar, Kingdom of Cyrodiil, Council of Thalmor
    - 4 New unplayable factions - Clans of The Reach (horde faction), Akaviri Invaders, Maormer Invaders and Dungeon faction. The Reachmen are always a starting faction, while the Maormer/Akaviri may later invade
    - 2 originally unplayable factions are now payable (in some scenarios ) - Worm Cult (The Undead) and Daedric Realms.
    - One of the most essential features of this version are lore guilds, missions and dungeons. You can read about them further below.
    - 3 couples of shadow factions - Empire/Cyrodiil, Summerset/Thalmor and Haafingar/Eastmarch. Shadow mechanics mean, that characters mey revolt from one faction and join the other, based on loyalties and leaders' authorities.
    - Ovehauled AI (using Skynet AI now) and difficulty system. The AI get different bonus based on what difficulty you pick. Garisson script is included only for H and VH difficulty.
    - Many custom campagns across 3 eras, see below.
    - Overhauled factions relations
    - New events and invasions (Akaviri/Maormer/...). Several factions can turn horde when loose their settlements - Orsinium, Reachmen, Ashlanders, Undead, ...
    - Many new units and and especially many reskins. Especially for bretons, nords, imperials and altmers due to the new factions (see the previews)
    - New Custom stratmap (settlement/ports/...) models for many cultures.
    - New audio, music, IU, animations, banners, battlefield models, skies, water, etc
    - Fixed mages projectiles
    - Overhauled menu, new logo
    - Added a new religions - Yokudan Pantheon (for redguards), Akaviri, Maormer, The Eight (unused in this version), .... Changed religion of ashlander tribes to deadric cults.
    - Added about 1500 new (sur)names and about 250 custom portraits (for ESO characters mostly)
    - Changed many of faction leaders/heirs prefixes, priest titles, settlement names, ...
    - Fortresses can be upgraded
    - Many map changes - Overhauled terrain in many regions, such as Wrothgar or Blackmarsh adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, et
    - Fixed shapes of most of Vvardenfell tiny islands
    - Balancing campaigns - Added/removed/changes many scripts. Changed starting balance of all factions (buildings, traits, ....),...
    - Many new descriptions of all kinds...
    - Changed movement ranges.
    - And more...

    Guilds, missions and dungeons
    - Overhauled the missions system... Removed the vanilla ones and most the new ones are availible only through various lore guilds (there is now cca 12 guilds).
    - Dark Brotherhood, Thieves Guild, Fighters Guild, Mages Guild and Necromancers Guild availible to all fations. Then there is also many specific to various religions, cultures or factions
    - There are many dungeons all over the map (I recommend turing character labels on, so you can see their names on the map) and they use custom dungeon battlefields and are occupied by dungeon fation.
    - You receive dungeon quests from Fighters Guild and Mages Guild, with possibly great rewards. You can aslo take dungeons on your own (without a mission) with little generic reward (artifacts) but I highly recommend to rather wait for the missions.
    - Other guilds of course also have many unique missions of their own.
    - You can read about the guilds, missions and dungeon in much greater depth HERE (or in worse formating on moddb)

    Recruitment, units and buildings
    - Recruitment based on religion - You need to convert foreign settlements before you can recruit new units there.
    - Massively rebalanced unit stats (especially unit costs and upkeeps) and recruitment trees (upgrading military buildings is necessary to get elite units, etc)
    - Unit additions - New factons. Then also for The Undead, Dunmer, Redguards, Orsimer. Few more variants of siege crews. Readded some units removed by TES TW. Made generals recruitable for all factions.
    - All units now can be recruited.
    - There are many AoR units (unique to some regions) so make sure to check bulding browser in your regions to see (will include a list of AOR units later). Most of mercenary armies from TES TW you actually also need to upgrade your barracks in the relevant settlements to get them.
    - Added several new buildings, such as temples, knight chapters, etc
    - Spies, assassins and Fighters/Mages Guild units, slaves, a few undead, can be recruited from guild buildings (thus, you need to accumulate guild points to build them)

    Traits and Ancillaries Overhaul
    Ratial traits - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions
    Alchemy potions - are availible as dungeon Mages Guild rewards. In the hotfix I will enable crafting.
    Birthsign traits - Every new character is randomly born into certain star constellation, giving him small bonuses.
    Religion traits - Characters with high piety might become dedicated followers of one of the gods, giving them small bonuses.
    Khajiit traits - Many traits from khajiit culture has been added, as well as khajiit name suffixes.
    Faction leader traits - These traits usually have two levels. The first, basis level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
    Vampires, Werewolves - Vampyrism and Lycanthropy is now imgame. Your generals might get bitten...
    Governor ancillaries
    - Governor ancillaries for most of settlements. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become canonreeve.
    Special ancillaries - For various special military units/guilds/orders (for example the companions, dragonguard, etc)
    Character Ancillaries - For important characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
    And many more...

    Features - 2.0.1
    - Implemented Alchemy System. Generals with relevant traits are able to collect ingredients and craft potions. Potions give mostly battle bonus, and after a time they are removed. As the character makes more potions, he improves his skill and is able to craft more powerful potions. There is about 30 potions divided into three main trees - health, magicka and stamina.
    - Implemented Supply Costs Script (from SSHIP) - You have to pay realistic additional upkeep for armies in enemy lands and especially when besieging settlements, based on military and logistics skill of your generals. Along with it, also implemented military and administrative education. You can educate young generals in settlements. (only with Very Hard difficulty). Along with longer sieges, this should be a proper challenge!
    - Joining Vampires Script - If your Faction Leader becomes a vampire, you will have an option to lead all vampire clans to conquer Tamriel (Volkihar script semi included). There is also similar script for necromancers from the FINAL version.
    - Implemented (again) Red Year, Khanaten Flu and various other (generic) disasters, most importantly plagues and volcanoes. And from the FINAL version, the Dragon Raids.
    - Sadras units can now be recruited in the 4th era by dunmers in southern Morrowind.
    - Mages Guild and Penitus Oculatus units added.
    - Improved AI - The potential of the new Skynet AI is now fully unleashed, in the previous version they were slowed down by the dungeons, which was now resolved by player controlled Dungeon Region.
    - Balancing in unit stats across the board - Weaker Mages and Archers, increased prices and upkeep for higher tier units. Slightly strenghtened the orsimer roster. Slightly increased morale for all units.
    - Sadras units can now be recruited in the 4th era by dunmers in southern Morrowind. As well as Stormcloack units for Eastmarch.
    - Mages Guild and Penitus Oculatus units added.
    - Significantly decreased population growths, religion conversion and slightly unit replenishment rates
    - Slightly optimized performance (less lagging when moving generals, etc) by improving some scripts, as well as turn times.
    - Improved starting economies, balance and general stats
    - Shadowing between the shadow factions (altmers, imperials and nords) now works properly and to both sides, and all the 6 factions are re-emergent. Increased Rebellions.
    - Divided Alchemy Academia and Mages Barracks into two separate trees. You need Mages guild in order to build Mages Barracks.
    - Made the major scripts hotseats compatible - dungeons, missions named forts and supply script.

    Features - 2.0.2
    Upgrade to the new TES 2.0.2 release of the main mod - The King and Crusader Event included, as well as all other main features of that version

    Expanded Necromancy

    Necromancers can now raise executed enemies after every battle via mercenary window. You are also able to turn turn your characters to necromancers with a small chance when they in a settlements with a necromancer guild. Once you potetionally accept Mannimarco Event, those chances grow up significantly.

    Expanded Vampirism
    Added an ability to send characters to Volkihar (once you take it) to purposely turn them vampires, including your faction leaders. Hence, this way you would be able to the Vampire Event faster. Also increased "random" chances of being infected by Vampirism (when fighting vampire generals, etc).
    - For both, added more consequental trait triggers - If you accept either above, necromancers/vampires will be more loyal, while the other generals will be less loyal.

    Alchemy Improved
    - Improved alchemy triggers in a way, that is easier to get crafting started. On the first levels of Alchemy trait you can gather only ingredients that you can use, hence it is easier to know which ones you can use

    Forts as Minor Settlements
    - Ashlanders can recruit units in their camps (permanent forts), therefore the forts can now serve as "minor" settlements.

    Missions and Guilds
    Dungeons contracts targets will now not be that far away (via decreasing movement points of assassins)
    - Enabled several missions that were not working in the previous version - Primarily capture and convert type of missions and more Dark Brotherhood missions
    - Increased rewards for missions significantly, implemented a new type of reward based on your income. The Factional Guilds are not a bit harder to get

    Units and Balance
    - Added Royal Chosen while keeping the original reskinned Heavy Altmer tier, hence the altmer roster is expanded. The Royal Chosen are availible to Summerset Kingdom, however if Council of Thalmor destroys them, they are allowed to recruit them as well.
    - Re-added The Thegns.
    - Increased movement pace of several infantry based factions - primarily the orsimer and argonians.
    - Added many more availible armor upgrades - the orsimer are only faction able to upgrade armors for all their units fully
    - Various other balancing - stats, prices, attributes, availiblity

    Turns Times Optimization and Stability
    - Reworked large portion of the scripts to shorten turn times and increase stability
    - Garrison Script replaced with one that is much more optimized. The AI reinformences appear once you choose to "maintain siege".
    - Added an option to download the mod with and without Engine Overhaul Project Tool (EOP) as for many people it doesnt seem to be compatible.

    Other
    - Fixed Akaviri and Maormeri invasions, their forces should now be actively invading.
    - Blackmarsh can now turn horde when they loose all settlements (as well as Orsinium, Ashlanders and The Undead from previous versions)
    - Campaign AI improved further, the Battle AI reverted back to Germanicus.
    - The King and Crusader Event expanded to Forebears, Colovia and Thalmor.
    - Custom bodyguards should now work properly.
    - Morale for AI slightl even more increased, as well as their recruitment priority.
    - Fixed the bug in custom battle select, there were some vanilla locations.
    - Added missing descriptions for new units (credits to Jorven Greshnar).
    - Added The Prophet to The Three Banners War (using the new model from TES TW 2.0.2). Implemented some other minor things from the main mod that I left out last time, such as Silt Striders trade resource.
    - Replaced "Dont loose me!" portrait with "Dont lose me!"

    Features - 2.0.2 Hotfix
    - Signifiant improvement to AI and turn times
    - Fixes to Mannimarco and Vampire scripts. Fixed the missing vamp recruitment for Orsinum
    - Lowered chance of being infected by Vampirism and Lycantrophy
    - Fixed the Army Upkeep Script - The secondary generals no longer receive the upkeep traits (and hence money were removed for them as well) and fixed the issue with the upkeep not working for characters at sea.
    - Administrative education can now be improved due to town hall building chain, not Alchemy Academia.
    - Rebalanced imperial roster, renamed some units, and made order in their recruitment tree (properly divided the recruitment tree into auxillary cohorts and "home" cohorts that are better trained)
    - Fixes stats for some units, such as low tier skeletons, aldmeri, stormlords, ...
    - Fixes the issue with Dungeon faction not sallying (no more easy dungeon taking )
    - Assigned correct models for some agents of evil factions, so that they use daedric acolytes.
    - Balanced Alchemy - Potions now give much higher bonuses
    - Fix the crash that was happening on other factions' turns due to a typo in logistic traits
    - Solved the issue with graphical "cube" bug during sieges
    - Correct battle banners given to factions that had incorrect ones (such as Undead)
    - Imperial City battle map will no longer be showing up for Evermore and Sharnhelm city
    - Fixed the issue with some reward units being silver.
    - Fixed the model for Rynandor.
    - Argonians are now immune to diseases as well
    - Fixed the issue with stables not being availible in wooden castles
    - Fixed the issue with KOTN event not working properly when both sides were allied (war is now enforced)
    - Added more loyalty traits to Haafingar in Stormcloak Rebellion (so that they all dont rebel)
    - Building bonus of some factional buildings now apply only to the faction that is supposed to have it (for eample farms vs hunting hut)
    In a few days, I will try to compile a guide to the mod- to each faction, scenario and so on...

    Features - 2.0.3 Hotfix
    LINK
    - Fixed several causes of crashes during end turns. Therefore, the campaigns should now be much more stable.
    - Balancing to starting positions and economy of factions - Increased trade, replaced non upkeep starting units,...
    - Improvement to AI (new version of Skynet. Credits to z3n). Added custom recruitment and building characterics to all fations based on the newly published new list.
    - Fixed all the remaining issues with unit textures - Mostly missing armour upgrades for general bodyguards, mythic dawn, etc
    - Fixed the issue with custom settlements Windhelm, Markarth, Solitude (and other) incorrectly showing up for some citadels and huge cities in battles.
    - Dragons are now (finally) spawning correctly ( in Second and Fourth Era).
    - Fixed the issue, when the game let you recruit guild units eventhough you failed a mission.
    - Undead units now move slower at battlefield.
    - Settlement towers power decreased slightly. Time to hold city plaza decreased to 10 minutes.
    - Added legio naming of units feature (for the Imperial Legion)
    - Masters of Mage are now recruitable
    - Ashlanders can now recruit some of their cav units from Ashlanders Tribal Council.
    - Nerevarine can now spawn for the Ashlanders as well.
    - Fixed upkeep of Redoran general's bodyguard unit, as it was ridiculously high due to a typo and was killing the faction.
    - Added shield defence stats to the Blades
    - Added missing vampire general texture to some factions
    - Increased durations between dungeon missions. Unqiue fighters and mages guild moved later into the game.
    - The game should be now more modifiable without saves crashing (removed hotseat settings in cfg)
    - Unique generals now have lower bodyguard count and upkeep.
    - Uriel Septim now can move (but still a bit slower)
    - Added Mankar Camoran (as a priest )
    - Fixed the issue when sons of Torygg had no traits when they reached adulthood.
    - Fixed some incorrect or misleading directions. Updated missing information, such as that you need to destroy churches of other religions to build unique buuildings, such as Toneaka and vampire/undead buildings. Or that you need to take Herne along with Stros to recruit the pirates.
    - Added missing strat models for Vedam and Orvas Dren
    - Added many clan surnames to the reachmen, new first names for the daedra, etc
    - Ancano is no longer part of rebels. Fixed a few other incorrect lore names, etc
    - Fixed the issu with newborn baby pic showing an arg baby each time
    - UI crash fix (Credits to Carnage)
    - Added some new descriptions for several imperial units (Credits to Abeam)
    - Implemented parts of Undead Invasion submod (Credits to Farin Frostgeir), such as banners, buildings, cursors, etc
    - Added most of Crimson Tide graphics mod. There is now better dust, blood, dirts, etc in battles.

    Features - 2.0.4.
    LINK
    (previews are included in the previous posts and moddb)
    - New version of Engine Overhaul Project included!

    Alchemy Crafting Improved (thanks to EOP)
    - Due to EOP, it now works more smoothly. You can craft potions immediately once you have the right ingredients (and skills), you dont have to return back to a settlement with alchemy lab to craft it.
    - It is now also easier to find ingredients and craft in general, and potions now give slightly higher bonuses.

    Oblivion Gate Travel (thanks to EOP)
    - Similarily as crafting, due to new version of EOP the proccess now works considerably smoother. The portal travel happens instantenously the moment your character "steps on" an Oblivion gate.
    - Oblvion gates are included in Oblivion Crisis in scenario from the beginning of the campaign, if Mehrunes Dagon is defeat, the gates dont function anymore.
    - The gates now spawn during Septim Campaign as well (spawning models like would be impossible without EOP)!
    - Fixes some issues during Oblivion Crisis in Septim campaign, that seemed to have caused crashes for some people.

    Missions and Guilds
    - Added a new Guild Standing Window, showing you whats your standing with available guilds in each settlement, when you open buildings browser! (would be impossible without EOP again)
    - Increased rewards for some missions significantly (mainly dungeons).
    - Fixed/balanced some rewards, namely removing "best available unit", as that one is bugged and always give you the best units, no matter the price. Replaced with "one of the available" units, but with high price cap.

    Other
    - The shadowing (Cyrodiil vs Empire, Thalmor vs Summerset, Haafingar vs Eastmarch) is now working more of a one way (though not completely), to avoid some rebelling settlements eternally rebelling between these two factions.
    - Therefore now, characters/settlements rebelling from the main faction (Empire, Summerset, Haafingar) will always join their shadowing factions, but characters/settlements rebelling from the shadowing factions will rebel back to the main faction only sometimes.
    - Added more explanations on how to use necromancy trait to raise the executed enemies as undead after battle
    - Replaced "Legio" number of imperial units with "Legion" (EOP)
    - Berserkers fixed (EOP)
    - Religion (and hence, partially cultures) and ancillaries limit increased (EOP)
    - Various EOP features and fixes included as well, such fixed console commands scripts for hotseats, movement points bug of mercs recruited in forts, etc, in
    Various bugfixes and minor features
    - Added some additional explanations and descriptions, for example how to use alchemy, portals, necromancy, etc
    - Removed shadows from name labels.
    - Fixes some crashes during Oblivion Crisis
    - Disabled disbanding to pools, as its bugged in Medieval 2
    - Fixed stats for some imperal units and missing armor upgrades (mainly archers), fixed misplaced shieldwall ability.
    - Fixed lore ancillaries for merchants, their effects now work correctly (vanilla bug)
    - Fixed incorrect trigger for shipwright ancillary, giving bonus movement points for admirals

    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.
    - Nerevarine has wrong strat models for ashlanders.
    There may still be some crashes (make sure to apply the anti crash tips below!)

    Note
    - Vvardenfell will be part of the next release, this was more of a technical update

    Credits
    - 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!

    Features - 2.0.5.
    - read the post

    Current Difficulty Settings
    (each difficulty includes the one above it)
    Easy - AI receives only a small bonus to income
    Normal - AI Turn 1 Auto-expansion, income bonus
    Hard - Garrisson Script, Last Stand Script (when an AI faction is almost dead, it may receive an elite army), income bonus
    Very Hard - Army Supply Script, an additional starting AI army, income bonus
    Independebly on a selected difficulty, all AI factions receives various minor trade, law, recruitment and population growth bonuses


    Custom Campaigns:

    You can read in much greater depth HERE (will add in 3rd/4th era soon), or in worse formating on moddb articles
    - Each campagn is unique towards others, in many areas - campaign dificulty/lenght, starting positions, developement, events and so on.

    2E 542 - Black Drake
    - This scenario takes place about 40 before events of TBW, during Black Drake's invasion of High Rock and rise of First Daggerfall Covenant.
    - Undeveloped starting settlements - Average starting armies - Local starting wars - Experienced starting generals - Extensive family trees - Regular events (plus some lore big events, such as Khanatan Flu, possibly Akaviri and maormeri raids, etc later in game)
    Spoiler Alert, click show to read: 

    Durcorach the Black Drake was a reachmen Emperor, who led an invasion against the Bretons of High Rock during the Interregnum. Nothing is known about Durcorach's early life. At one stage in his life, he became the chieftain of his tribe, and eventually the Emperor of Cyrodiil, beginning a decades long dynasty of Reachmen Emperors known as the Longhouse Emperors. He married Veraxia Tharn of the prominent Tharn family of Nibenay to bring himself closer to power and to legitimize his claim to the Ruby Throne. In 2E 541, Durcorach amassed an army and invaded High Rock. Camlorn and Evermor have already fallen. Durcorach is marching to seize Daggerfall, leaving besieged Wayrest behind....

    Map
    Spoiler Alert, click show to read: 


    2E 582 - Three Banners War
    - An adaptation of the events of Elder Scrolls Online
    - Hardcore event campaign (especially if you play as empire and the main alliance factions) - Powerful factions, many large events,... However in this version I moved most of events to starting factions.
    The Scenario is much more complex and detailed than any other other currently existing TES scenario. It contains hundreds of characters from game.
    There is also many interesting events, including for example an expedition into Oblivion. They are mostly invading events against player, what is increasing difficulty a lot. The scenario in general should be more difficult and time demanding then usual scenarios. All events should happpen in circa first 45 turns. However, if you fail to defeat Molag Bal, some of the events shall continue.
    - Highly developed starting settlements - Large starting armies - Global starting wars (Alliance War) - Several experienced starting generals (hundreds of characters from ESO) - Extensive family trees - Hardcore events (Planemeld, numerous alliance events,..)
    Spoiler Alert, click show to read: 

    The Five Companions were able to retrieve the Amulet of Kings and begin the ritual to light dragonfires in the year 2E 578. The Five gathered at the Temple of the One in the Imperial City, and began to perform the ritual. At that moment, Mannimarco immobilized everyone present and revealed his true intentions: he was an agent of Molag Bal, and the ritual did not reignite the Dragonfires, but in fact did the exact opposite, weakening the ancient barriers between Nirn and Oblivion in an event known as the Soulburst.
    This event allowed Molag Bal to initiate the Planemeld. As the Soulburst occurred, aftershocks were swept across every corner of Nirn. Mages died or went mad, Red Mountain trembled in Morrowind, earthquakes shook Skyrim and heavy storms devastated the coastlines of Elsweyr and Valenwood. The constellation of the Serpent grew so large that it seemed to threaten every star sign at once. And dark anchors of Molag has spawned at many places, bring death, enslavement of mortals and despair...
    After the Soulburst, Varen Aquilarios mysteriously went missing. Lyris Titanborn was captured by Mannimarco to be sacrificed, Abnur Tharn simply fled from the city altogether and Sai Sahan fled with the amulet, and hid it in the depths of Sancre Tor.
    Afterwards, the Tharn family, who were now the new rulers of Cyrodiil through the new Empress Regent Clivia Tharn, made a secret pact with Mannimarco who had agreed to strengthen the Imperial armies of Cyrodiil by resurrecting their soldiers. Abnur, Clivia's father, had grown a deep hatred for Mannimarco after the Soulburst, and he was soon captured, brought to the Castle of the Worm in Coldharbour and imprisoned there...

    Map

    Spoiler Alert, click show to read: 


    3E 427 - Main Campaign
    - Original campaign. Adaptatin of events of TES II, III and IV
    - Undeveloped starting settlements - Minimal starting armies - No starting wars (except Dagoth and Undead) - Inexperienced starting generals - Average family trees - regular events (+Nerevarine and Oblivion Crisis)
    Spoiler Alert, click show to read: 

    The Septim Dynasty was founded by the legendary Talos, who took the Cyrodilic name of Tiber Septim and later established the Third Empire of Tamriel in 2E 897 after decades of conquest, thus marking the end of the Second Era and the advent of the Third Era.
    Under the Septims, Tamriel prospered and its provinces enjoyed peace and stability that had not been seen since before the chaotic centuries of the Interregnum. New conflicts would still arise, however, which would stretch the Empire to the breaking point throughout the Third Era. A battle over the royal succession ensued during the War of the Red Diamond between 3E 120 and 3E 127. The Camoran Usurper seized control of Valenwood and Hammerfell from 3E 249 to 3E 267. Emperor Uriel Septim V spearheaded an ill-fated invasion of Akavir in 3E 288, resulting in the emperor's death and the loss of a considerable portion of the Empire's military strength. Imperial Battlemage Jagar Tharn overthrew the rightful emperor and ruled for a decade beginning in 3E 389, a period that would become known as the Imperial Simulacrum.
    Through all of these challenges, the Empire held and the Septim line survived.

    Map
    Spoiler Alert, click show to read: 


    3E 433 - Oblivion Crisis
    - Hardcore campaign (especially if you play as empire or the daedra) -
    - The only scenario where you can play as The Daedra. Oblivion Gate travel included. You can also play as the most factions in this scenario
    - Undeveloped starting settlements - Average starting armies - No starting wars (except Daedra and Undead)- Experienced starting generals - Average family trees - regular events (+Oblivion Crisis at the beginning of the game)

    Spoiler Alert, click show to read: 

    The Oblivion Crisis, also known as the Great Anguish, was a total war between the Daedra and the population of Tamriel. Uriel Septim VII and all of his known heirs were assassinated. Shortly afterward, Oblivion Gates to the Deadlands opened across Tamriel and Daedra poured out as the result of a fanatical cult of worshippers of Mehrunes Dagon known as the Mythic Dawn. Widespread devastation and casualties resulted across entire provinces. The Daedra besieged Skyrim, and laid waste to the Old Holds. In Black Marsh, the Hist called back many Argonians to fight off the Daedra. The Daedric commanders closed many gates to stop the united Argonians from entering. In Cyrodiil, the city of Kvatch was entirely destroyed. The Empire earned the hatred of the Dunmer by pulling Imperial forces out of Morrowind during the crisis in order to better protect Cyrodiil. The Empire is near collapse, but Uriel VII's illegitimate son, Martin Septim, has risen up with the help of a mysterious hero...

    Spoiler Alert, click show to read: 



    4E 172 - Great War
    - Recommneded if you want to skip slow expansion part, and jump right into action.
    - Developed starting settlements - Large starting armies - Global starting wars (Empire vs Dominion, Morrowind vs Blackmarsh)- Experienced starting generals - Minimal family trees - regular events
    Spoiler Alert, click show to read: 

    It has been 171 years since Martin Septim sacrificed himself to stop the Oblivion crisis, and in this time the problems of Tamriel have not abated. Only a few years later, the Red year devastated Morrowind and the Argonians succeeded from the Empire mounting a vicious campaign of aggressive expansionism into weakened Morrowind, all of southern Morrowind fell and the Argonian advance was only halted by the warriors of House Redoran. In the 49th year of the Fourth Era out of Black Marsh came the floating city of Umbriel spreading undeath and plague wherever it went.
    Orsinium was sacked and the orcs have fled south East to the Mountains between Skyrim and Hammerfell to set up their New Orsinium. Daggerfall and Wayrest the two chief Kingdoms of High Rock remain prosperous secluded from the troubles of Tamriel, for now.
    In Hammerfell the Crowns and Forebears continue to wage war on one another for the right to rule all Redguards.
    The Dunmer begin to pick up the pieces of their broken Kingdom in Morrowind with House Redoran taking the reigns of power as the saviors of the Dunmer people.
    Perhaps most worryingly a political party in the Summerset Isles known as the Thalmor managed to take control of the Isles and rename them Alinor, their influence soon spread as they backed a coup in the government of Valenwood which led to Valenwoods succession from the ever weakening Empire and joining the newly founded Aldmeri Dominion. Elsweyr succeeded from the Empire and serves as a vassal state to the Aldmeri Dominion.
    The new Emperor of Tamriel, Titus Mede II, only ascended to the throne 3 years ago in 168, but now faces a challenge like no other. The day is the 30th of Frostfall and an unannounced ambassador of the Aldmeri dominion has arrived in the Imperial City, he makes a list of demands to the new Emperor among the demands are hefty tributes, the outlawing of Talos worship, the disbandment of the Blades and ceding large areas of Southern Hammerfell to the Dominion, the Emperor refused at which point the Ambassador uncovered a cart he had brought to reveal hundreds of severed heads, the heads of ALL Blades agents in Summerset Isles and Valenwood. Thus the Great War Begins.
    The Thalmor general Lord Naarifin emerges in the South of Cyrodiil from hidden camps in the borders of Elsweyr, and quickly takes a control of Leyawiin. Simultaneously an army led by the Thalmor Lady Arannelya marched through Cyrodiil from Valenwood bypassing Anvil and Kvatch and moving to Hammerfell and other Thalmor forces quickly began to land on the Southern coast of Hammerfell...
    The War has begun, the fate of the Empire and perhaps all Tamriel hangs in the balance, now is the time of TOTAL WAR!


    Map
    Spoiler Alert, click show to read: 



    4E 175 - White-Gold Concordat
    - Something between short and a long campaign.
    -Averagely developed starting settlements - Average starting armies - Local starting wars (Hammerfell vs Dominion, Morrowind vs Blackmarsh ) - Inexperienced starting generals - Minimal family trees - regular events

    Spoiler Alert, click show to read: 

    4 Years have passed since the Great War began. Since then Southern Hammerfell has been conquered by the Dominion as well as southern Cyrodiil and even the Imperial City was sacked and occupied.

    Titus Mede II, Emperor of Tamriel has made his last, bold, move, he gathered his legions for a march on the Imperial City itself to retake it from the Thalmor, in a surprise attack the City was surrounded and liberated.
    The Thalmor general Naarifin who led the conquest of Cyrodiil and the infamous sacking of the Imperial City itself inflicting untold horrors on the innocent residents, was hung with a rope from the White-Gold Tower and kept alive for thirty-three days as Justice and vengeance for his actions. Yet the battle of the Red Diamond was a Pyrrhic Victory for the Imperials, they have lost too many men to keep this war going.. Titus knows that this may be his last and only chance for peace, while Alinor still reels from the news of the loss of Cyrodiil the Emperor sends word he is ready to make a peace and end the war. The treaty holds many of the same demands the Thalmor had asked for before the war, the outlawing of Talos worship in the Empire and the disbandment of the diminished Blades are both accepted terms, as well as the Emperor agreeing to cede southern Hammerfell to the dominion. The treaty is signed by the Emperor in the White-Gold Tower itself thus earning the name "The White-Gold Concordat".
    Meanwhile the former rivalries of the Clans and Forebears have been put aside, the Redguards stand together against their common foe. They denounce the Imperial submission and most of all blatantly refuse to hand over southern Hammerfell to the Dominion, they continue the fight against the Elves and the Emperor has no choice but to disown them and declare them no longer a part of the Empire, this causes relations between the Empire and the Redguards to cease, and this abandonment will not soon be forgotten.
    Meanwhile in Morrowind House Redoran has managed to push further south ever so slightly retaking formerly annexed lands from the Argonians, full scale war does not erupt as the Argonians begin to pull back allowing the Dunmer some small amount of their past lands.
    In Skyrim the Forsworn Reachmen manage to conquer Markarth in the chaos of the war forcing the Nords out. Ulfric Stormcloack Jarl of Windhelm leads a Nord Militia in the retaking of the city with the assurance from Igmund the rightful Jarl of Markarth that the ban on Talos worship would be lifted if he retook the city. Ulfric and his militia defeated the Forsworn occupying the city and captured their King Madanach. Igmund keeps his word as Jarl allowing the worship of Talos, but when Imperial reinforcements arrived to restore rule of law Ulfric wouldn't allow them entry until they agreed to allow the worship of Talos in the Empire, with looting and death on Markarths streets the Imperials accepted Ulfrics terms thus possibly jeopardizing the peace with the Aldmeri Dominion. Eventually under pressure from the Thalmor the Empire rescinded their agreement with Ulfric and had he and his Militia are ousted from the city and arrested.
    One Great War has ended, but the peace will not last, what shall be the fate of Hammerfell and the Empire in this time of TOTAL WAR...

    Map
    Spoiler Alert, click show to read: 


    4E 201 - Stormcloak Rebellion
    - An adapation of events of TES V Skyrim
    - Undeveloped starting settlements - Minimal starting armies - Local starting wars ( Skyrim vs Empire, Morrowind vs Blackmarsh )- Experienced starting generals - Minimal family trees - regular events (Diplomacy scripts)
    Spoiler Alert, click show to read: 

    4E - 201 A year that will go down in history and legend both, the year of the last Dragonborn.
    5 years after the Great War had ended, the Redguards of Hammerfell were still fighting against the Aldmeri occupation.
    They had been abandoned by the Empire and left alone, but this struggle had brought the bickering clans of Hammerfell together, the Crowns and Forebears put aside their age old rivalries and stood united against the Elves, alone, they managed to fight the Elves to a standstill, and in the year 180 the Second Treaty of Stros M'Kai was signed, all remaining Dominion forces withdrew from Hammerfell.
    High Rock had been spared many of the horrors of the Great War due to it's position far from the fronts, but its time of peace did not last. In the year 188 Corsair pirates sacked the Great trade city of Wayrest and took it over, a golden age in the Kingdom of Wayrests history quickly came to a violent end. Meanwhile in Cyrodiil unrest was rife, criminals roamed freely as the weakened Empire clung to what strength they had left. In Bravil two major players in the Skooma trade decided to use the city as their battleground. Riots and looting took over the city, even the Lucky Lady statue was destroyed, and it took weeks for guards to restore order.
    In Skyrim the young High King Torygg ruled, his father Istlod, who had led Skyrim in the Great War had died a few years earlier and Torygg had been near unanimously voted High King, one who spoke against Torygg was Ulfric Stormcloak, Jarl of Windhelm.
    After the Markarth incident Ulfric began to lose faith in the Empire, he believed it was no longer the proud strong Empire it had once been, the Empire forged by Talos, had abandoned him... No longer would Ulfric bend his knee to Torygg, no longer would he sit by while the Elves steal away people in the night. Ulfric rode to the Great Capital of Skyrim, Solitude. There before the Kings court he issued a challenge to Torygg, an old Nord custom, a duel of Honor and Strength. Torygg knew Ulfric was a greater warrior, and that Ulfric could use the Thu'um, he respected Ulfric, and he was no coward, he accepted his death like a true Nord. And so Ulfric used his Thu'um and shouted the brave young King apart, he then fled the city on horseback with guards in pursuit. The Imperials decried him as a traitor and coward guilty of regicide, and ordered his arrest, Ulfric raised his banner in Rebellion and several of the holds of Skyrim followed him.
    Skyrim is split in two, the Civil War has begun. Yet... their may be greater threats on the horizon... For the Scrolls have foretold of Black Wings in the Cold that when Brothers Wage War Come Unfurled!!

    Map
    Spoiler Alert, click show to read: 



    FINAL VERSION CHANGELOG
    (features that werent in either BETA or hotfixes, for those see the article)
    - New unique late game missions for Mages and Fighters Guild, requirement is a sufficient guild rank (you need the highest level of the guild building)
    - Joining the "evil" side final testament - If you choose to support the necromancers via Necromancers Guild, (and thus oppose the "good" side) once you build the highest lvl of Necromancers Guild, you may let Mannimarco join you and recruit more undead units, however significantly damaging relationship with other factions and some other guilds.
    - Improved Molag Bal (Three Banners Wars) and Mehrunes Dagon (Oblivion Crisis) Events
    - Added missing strat custom models for generals from TES TW 2.0
    - New armour upgrades to a few imperial/altmer units and more officeers to imperial units.
    - Fixed plenty of bugs dicovered in the BETA. Most importantly - long turn times, too passive AI due to dungeons, loadig saves crashes, ability to upgrade settlements, missing unit models, new Telvanni generals, reachmen invisible banners, etc.... oh, and most importantly, fixed the bugged Arion Telvanni portrait!

    Medieval II Engine Overhaul Project included
    - You can visit the project forum (here) or join discord (here) to find more info.
    - The Project has succeeded in removing several hardcoded limits from the M2TW game, such as limit to religions/ancillaries, scripting, ability to add more strat features on the map, ability to use all console commands, etc.
    - In this version Im using directly label overhals for crafting and to allow more interesting scripts (Oblivion gate travel, etc), increased religion limit, increaed number of ancillaries, increased cost of siege equipment, berserks ability for soe units, and so on. In the upcoming hotfix will include much more, such as alchemy crafting, etc
    - You can also use many of its features in game, such as changing your faction during singleplayer campaign, console commands, change the limits and so on...
    - But never decrease religion limit undead 14, or the game will not start!

    Bugfixing and Minor Features
    - Fixed the cause of crash in 4th era campaigns, all campaigns should now be fully playable.
    - All Factions shuold have now correct voices and music.
    - Fixed victory conditions for all the campaigns.
    - Removed most of reposition commands in TBW to avoid AI generals being bugged. Also added guild armies to the Vestige.
    - In campaigns where some factions start with many generals I changed several of those to lower tier units.
    - Polishing of missions and guilds.
    - Settlements can properly upgrade
    - Birthsigns are now shown via ancillaries as well.
    - A few new portraits for the undead and daedra.
    - Added missing descriptions and pictures.
    - Added "Hist Rituals" to the highest Hist temple (using "games" from americas, similar as races)
    - The Undead, Daedra and Dagoth are immune to plagues. The Reachmen and Ashlanders cant build siege towers.
    - Locked morale of the units that are not supposed to break.
    - Fixed bugged fires in dungeons.

    Bugs:
    - Help us fix the bugs - Whenever you approach any bug/crash, help us get ridof them, by reporting it to me (messages or posts). The report should contain report from log file (Medieval II Total War/logs) or/and a save made just before the crash!


    Changes to official 2.0 TES TW
    Almost all features of the official 2.0 included, except - their recruitment and unit balance system (overhauled), changes to events - you can no longer obtain Mannimarco (as you can play the undead faction instead now). Dawnguard script moved to the 2nd and 4th era campaigns, Harkon script not availible , you can usually play as him as Undead faction usually. You can no longer choose whether Oblivion Crisis happens (and of course, the invasion was improved, so its no longer that imbalanced). Garisson script moved to H and VH difficulty and made it less intense. No military reform, you can now upgrade fortresses to citadels. Fighters guild turned to actual guilds. Replaced governor ancs with our ones. Removed/didnt use some other ancillaries (=replaced with our variants), added triggers to armor/weapon/shield/banner ancs. Added more ports, changed some borders, and really lot of smaller things naturally....


    If you like the mod, visit our moddb page, follow and rate us!
    (thats also where you can find more previews)



    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. (= the new release) 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. You are ready to play!
    To launch the mod, use "M2TWEOP GUI.exe" launcher!




    If you like the mod, reward us with a reputation!

    Jadli
    K'Sharra The Conqueror
    rafmc1989
    Tasunke
    Gigantus

    Changelog:
    (dont use the links, unless you want to be using an outdated version)

    Spoiler Alert, click show to read: 
    Unofficial Patch 1.4+41+42
    (a very short version)
    - Custom stratmap (settlement/ports/...) models for each race.
    - New audio, music, IU, animations, battlefield models, skies, water, etc
    - New banners for several new factions. New mod logo.
    - Added a new religion - Yokudan Pantheon (for redguards). Changed religion of ashlander tribes to deadric cults.
    - Added about 1500 new (sur)names and about 250 custom portraits (for ESO characters mostly)
    - Changed many of faction leaders/heirs prefixes, priest titles, settlement names, ...
    - Fortresses can be upgraded
    - Many map tweaks - adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, et
    - Balancing campaigns - Added/removed/changes many scripts. Changed starting balance of all factions (buildings, traits, ....),...
    - Decreased movement ranges.
    - And more...

    Recruitment, units and buildings
    - Recruitment based on religion - You need to convert foreign settlements before you can hire there new units.
    - Massivel rebalanced unit stats (especially unit costs and upkeeps) and recruitment trees (upgrading military buildings is necessary to get elite units, etc)
    - Unit additions - For The Undead, Dunmer, Redguards, Orsimer. Few more variants of siege crews. Readded some units removed by 1.4. . Made generals recruitable for all factions.
    - All units now can be recruited.
    - Tasunke's Esperitus Sancti mage improvement included.
    - List of AoR units:
    Spoiler Alert, click show to read: 

    List of AoR units (not mercenaries) and where to find them:
    unit - region - faction
    (Dismounted) Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall/Wayrest
    Knights of The Rose - Wayrest/Firebrand Keep/Gauvadon - Daggerfall/Wayrest
    Abibon-gorah Knights - Abibon-gorah - Clans of Crowned and Forebears
    Winterhold mages - Winterhold - Skyrim
    Akavir Tsaeci - Imperial City - Empire (Second Era)
    Arcane Archmages - Imperial City - Empire
    Blades - Cloud Ruler Temple - Empire (Third Era and The Great War)
    Wood orc archers - North-western Valenwood - Kigdom of Orsinium
    Orcrest Warriors/Archers/Spearmen/Marauders - Orcrest - Kingdom of Orsinium
    Skaal Warriors and Hunters - Solstheim - Northern Factions
    Dawnguard - Fullhelm Fort/Fort Dawnguard - Northern Factions (Second and Fourth Era)
    Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
    Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu
    Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar - Redoran/Tribunal
    Hands of Almalexia - Vivec city/Mournhold - Tribunal
    Thanes - Skyrim - Skyrim
    Necrom Ordinators - Necrom - Tribunal
    Imperial Legion Company units - Skyrim/Morrowind/Black Marsh - Empire
    Silstriders - Morrowind - All morrowind factions
    Crystal Tower Wizards - Cloudrest - Aldmeri Dominion
    Firsthold Wizards/Masters of Age - Firsthold - Aldmeri Dominion
    Alinor Wizards - Alinor - Aldmeri Dominion
    Psijics - Alinor/Imperial City - Aldmeri Dominion
    Telvanni Wizards/Masters of Mage - Telvanni lands - Telvanni
    Knights of Iron - Leyaviin/Totambu/Guavadon/Camlorn/Sunkeep/Antiphyllos - Nine Divines factions and redguards
    Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Farrun/Northpoint/Taneth - Nine Divines factions and redguards
    Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand/Skaven - Nine Divines factions and redguards
    Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Divines factions and redguards
    Crusaders - Sharnhelm/Ravenwatch Castle/Dvinnen/Rihad/Gilane/Kozanset/Vulnim/Falinesti/Gideon/Lillmoth/Chorrol/Windhelm/Solitude - Nine Divines factions and redguards
    Knights of The Nine - Kvatch - Empire (Third Era)
    Knights of Horn - Dukfron/Lainlyn - Clan of Forebears
    Knights of True Horn - Clan of Crowns lands (Third Era)
    Knights of Candle/Moon - Sentinel - Clan of Forebears
    Bosmer units - Valenwood - Aldmeri Dominion
    If Anequina/Pelletine controls all of Elsweyr, they can hire few units of the other faction in the starting settlements of the faction
    Several dagoth units - Ashlands - Dagoth
    Wood Sench Riders - Elsweyr - Valenwood
    Volkihar Units - Volkihar Castle - The Undead (or northern factions in some scenarios)
    Desert Riders/Sench - Elsweyr - Anequina
    Blackwod Guild Units - Blackwood - Empire/Elsweyr/Argonians
    The Companions - Whiterrun - Skyrim
    Wildhunt - Valenwood Event - Bosmer/Altmer


    - Added several new buildings, such as temples, knight chapters, etc
    - Spies, assassins and Fighters Guild units can be recruited from guild buildings (thus, you need to accumulate guild points to build them)

    Traits and Ancillaries Overhaul
    Ratial traits - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions
    Birthsign traits - Every new character is randomly born into certain star constellation, giving him small bonuses.
    Religion traits - Characters with high piety might become dedicated followers of one of the gods, giving them small bonuses.
    Khajiit traits - Many traits from khajiit culture has been added, as well as khajiit name suffixes.
    Faction leader traits - These traits usually have two levels. The first, basis level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
    Vampires, Werewolves - Vampyrism and Lycanthropy is now imgame. Your generals might get bitten...
    Governor ancillaries
    - Governor ancillaries for most of settlements. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become canonreeve.
    Special ancillaries - For various special military units/guilds/orders (for example the companions, dragonguard, etc)
    Character Ancillaries - For important characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
    And many more...


    Changes to official 1.41
    Almost all features of the official 1.41 included, except - their recruitment and unit balance system (overhauled), changes to events - you can no longer obtain Mannimarco (as you can play the undead faction instead now). Dawnguard script moved to the 2nd and 4th era campaigns, Harkon script availible only in campaigns where the undead are not playable. You can no longer choose whether Oblivion Crisis happens (and of course, the invasion was improved, so its no longer that imbalanced), you can now upgrade fortresses to citadels. Fighters guild turned to actual guilds. Replaced 1.41 governor ancs with our ones. Removed few other ancillaries (=replaced with our variants), added triggers to armor/weapon/shield/banner ancs. Added more ports, changed some borders, and really lot of smaller things naturally....

    Included hotfix (made for TES TW Unofficial Patch 1.41 FINAL VERSION):






    Spoiler Alert, click show to read: 
    - Fixed Voices for all factions
    - Fixed Ghostagte custom settlement model
    - Fixed bugged general that caused a crash when entering a manual battle
    - All characters/buildings/units should now have correct pictures
    - Polished some unit descriptions
    - Small changes to starting positions of some factions, changed some traits...
    - Fixed undead small faction logo
    - Included Tasunke's New Version of Esperitus Sanctis, improving mages - their stats, projectiles, ranges, prices, etc-Missing castle free upkeep
    -Fixed khajiit and dunmer temples
    -Fixed inconsistencies in unit stats
    -Fixed thanes texture, mythic dawn textures, removed Dismounted Knights of The Dragon
    -Fixed incorrect settlement levels/walls
    -Fixed fighters guild triggers
    -Slight script/campaign balancing, especially Oblivion Crisis
    -Missing buildings pictures, names etc
    -Editing to map borders
    -Various other minor bugs/crashes fixed
    Spoiler Alert, click show to read: 


    Improvements by Gigantus
    Spoiler Alert, click show to read: 
    - fixed all unit sprite file sizes
    - corrected formatting in EDB
    - removed duplicates from export_buildings, added missing descriptions
    - removed duplicates from export_units
    - removed duplicates from export_ancillaries
    - removed duplicates from export_vnvs
    - removed duplicates from historic_events
    - corrected formatting in campaign_script
    - corrected formatting in descr_strat
    - added missing names to descr_names and text\names
    - removed files with Cyrillic lettering (causes error during installation)
    - compiled automatic installer with file verification after installation
    - changed log path to default (possible non generating otherwise)
    - adjusted vertical text off set in campaign HUD tabs
    - corrected formatting in descr_strat
    - corrected settlement errors in descr_strat (core level and min\max pop errors)
    - compressed map TGA files and generated new map.rwm file

    Unofficial Patch 1.31
    - The majority of crashes related to traits/ancillaries should now be fixed.
    - Fixed a bug when generals of house Dagoth were receiving a bosmeri ratial traits.
    - Taking a last settlement from The Tribes of Ashlanders should not be causing a crash anymore (hopefully).
    - No units should be silvering now.
    - AI should now be recruiting better units, instead of militia units (credits goes to Sir Richard Richard for the base file. However, I ve done many changes into the file).
    - Fixed prices/stats of some units.
    - Decreased population growth.
    - Fixed bugs in custom settlements (Dunmer huge cities no longer look like Mournhold, Custom settlement cannot be upgraded, Ghostgate battle model readded, etc).
    - Added all missing names.
    - Minor changes in some scenarios.
    - Added the 4th priest level for khajiits (so now the levels are moon priest/high moon priest/lunar champiom/mane)
    - Some factions were assigned different accents.
    - Battle Editor is now working.
    - Removed the "Medieval II Total War" title from the main menu.
    - Fixed a bug in battles, when instead of missile stance for a reinformencing army there was a large of "box"
    - Fixed a bug, when there was a building button instead of a button for controlling AI allied armies in a battle, shown in pre battle scroll.
    Link (above)

    Unofficial Patch 1.3
    - Settlements, both cities and castles, now can be upgraded.
    - Added a new faction - Kingdom of Valenwood. There are also some other new factions, which are not availible for singleplayer use yet.
    - Added 2 new religions - The Green Pact (for Valenwood), and Yokudan Pantheon (for redguards). Changed religion of ashlander tribes to deadric cults.
    - Added about 1500 new (sur)names and about 250 custom portraits (for ESO characters mostly)
    - Changed plenty of faction leaders/heirs prefixes, priest titles, settlement names, ...
    - Rebalanced recuitment trees, unit stats (especially unit costs and upkeeps). Added few new units (Sandguard Cavalry and Dagi-raht mages). Made generals recruitable for all factions.
    - Added new buildings, such as for example temples for new religions, knight orders chapters etc.
    - Many map tweaks - adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, etc
    - Decreased movement ranges.
    - Improved triggers for guilds
    - Changes in music.
    - And more...

    3 new custom campaigns
    (to the current 4)
    The Three Banners War - An adaptation of the events of Elder Scrolls Online
    The Scenario is much more complex and detailed than any other other currently existing TES scenario. It contains hundreds of characters from game.
    There is also many interesting events, including for example an expedition into Oblivion. They are mostly invading events against player, what is increasing difficulty a lot. The scenario in general should be more difficult and time demanding then usual scenarios. All events should happpen in circa first 45 turns. However, if you fail to defeat Molag Bal, some of the events shall continue.

    Black Drake - This scenario takes place about 40 before events of TBW, during Black Drake's invasion of High Rock and rise of First Daggerfall Covenant. It is s more "peaceful" version of The Three Banners War, where you dont have watch out for events. About 90% characters from TBW should be younger than 16, however I kept there most of them here, so the huge work on TBW is not used only in one scenario.

    Oblivion Crisis - This scenario was created solely to give players an option to play Hordes of Oblivion. Only a few changes to the main campaign, such as replacing some characters and giving teritories to daedras. However, playing other faction than Oblivion would certainly be also interesting/difficult, as Oblivion is much stronger here, than in the original script (if played by AI). Not even mentioning that almost all factions are undeveloped, as its the only the first turn

    New traits:
    Ratial traits - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions
    Birthsign traits - Every new character is randomly born into certain star constellation, giving him small bonuses.
    Religion traits - Characters with high piety might become dedicated followers of one of the gods, giving them small bonuses.
    Khajiit traits - Many traits from khajiit culture has been added, as well as khajiit name suffixes.
    Faction leader traits - These traits usually have two levels. The first, basis level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
    Vampires, Werewolves - Vampyrism and Lycanthropy is now imgame. Your generals might get bitten...
    And many more...

    New Ancillaries :
    Governor ancillaries
    - Governor ancillaries for most of settlements. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become canonreeve.
    Special ancillaries - For various special military units/guilds/orders (for example the companions, dragonguard, etc)
    Character Ancillaries - For important characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
    And many more...

    List of AoR units (not mercenaries) and where to find them:
    unit - region - faction
    (Dismounted) Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall/Wayrest
    Knights of The Rose - Wayrest/Firebrand Keep - Daggerfall/Wayrest
    Abibon-gorah knights - Abibon-gorah - Clans of Crowned and Forebears
    Winterhold mages - Winterhold - Skyrim
    Akavir Tsaeci - Rimmen - Empire
    Arcane archmages - Imperial City - Empire
    Blades - Cloud Ruler Temple - Empire
    Wood orc archers - Valenwood - Kigdom of Orsinium
    Orcrest Warriors - Orcrest - Kingdom of Orsinium
    Skaal warriors - Solstheim - Skyrim
    Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
    Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu/Morrowind
    Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar/ Redoran/Tribunal/Morrowind
    Hands of Almalexia - Vivec city/Mournhold - Tribunal/Morrowind
    Thanes - Skyrim - Skyrim
    Necrom Ordinators - Necrom - Tribunal/Morrowind
    Imperial Legion Company units - Skyrim/Morrowind/Black Marsh - Empire
    Silstriders - Morrowind - All morrowind factions
    Crystal Tower Wizards - Cloudrest - Summerset Isles
    Firsthold Wizards/Masters of Age - Firsthold - Summerset Isles
    Alinor Wizards - Alinor Summerset Isles
    Psijics - Alinor/Imperial City - Summerset Isles
    Telvanni Wizards - Telvanni lands - Telvanni/Morrowind
    Dres Wizards - Dres lands - Morrowind (Dres can hire them "everywhere")
    Knights of Iron - Leyaviin/Tava's Blessing/Firebrand Keep/Camlorn/Sunkeep - Nine Dvines factions and redguards
    Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Northpoint/Taneth - Nine Dvines factions and redguards
    Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand - Nine Dvines factions and redguards
    Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Dvines factions and redguards
    Crusaders - Sharnhelm/Ravenwatch Castle/Dvinnen/Rihad/Abah's Landing/Kozanset/Valkwasten/Haven/Gideon/Lillmoth/Chorrol/Windhelm/Solitude/Whiterrun - Nine Dvines factions and redguards
    Knights of The Nine - Kvatch - Nine Divines factions
    Bosmer units - Valenwood - Summerset Isles
    If Anequina/Pelletine controls all of Elsweyr, they can hire few units of the other faction in the starting settlements of the faction
    Several dagoth units - Ashlands - Dagoth


    - Link (old version) - TES Unofficial Patch 1.3 (if MEGA doesnt work for you, try to use this link)



    2nd version
    The main feature of this bew version of my patch are the three 3 new campaigns. However, thats not all.
    - Rebalanced unit stats, buildings, ships and faction rosters again.
    - AI now uses ships much more.
    - Improved Oblivion Crisis.
    -Assassins and spies now can be hired only in guilds.
    -Added custom portraits for characters from TES V Skyrim

    LINK (its an old version)






    1st version
    -The Recruitment is now based on religion, not your homeland, so you have to convert foreign settlememts first, but after that you can hire there units ( for basic units its 25%, medium 50%, elite 75% and in some special cases its 85%).
    -Priests added.-Added all units into recruitment list into game, (minimally 1/4 of them was missing ) - its for example all generals bodyguards, Knights of The Rose, Nomad light cav,...)
    - And some special like Knights of The Iron, or Lily,... you are allowed to hire in special provincies due to lore, and some of them shared with factions with the same reĺigion.
    - Upragading barracks, stables is now profitable.
    -Improved and recruiting - Some units are cheaper, some more expensive. In most cases recruiting takes at least two turns ( 1 for basic inf, 2 for medium/heavy, 3 for elite, etc). Ship recruitment is also improved - they are now more expensive and takes at least 2 turns to be built.
    -Balanced units - every faction now has at least one elite unit.
    - You are now allowed to build religious buildings and roads in villages.
    -Villages now can be upragded.
    -Ballista towers can be build in the fortresses.
    - Highger levels of ports now can be also built.
    -Every province with fishing village can build/ have a port.
    -All factions now can hire a diplomat, spy, etc...

    Future plans
    - Include many more lore traits, ancillaries and mechanics. Feel free to share your ideas!
    - New maps (either expanded Tamriel or added continents) and improving unused Iliac custom map, samely as Vvardenfell mapm so that they can be used.
    - New custom campaigns - Varen's Rebellion and some campaigns from the Septim reign. Also campaigns using the new/old regional maps maps. And in the next version will surely be (non lore) 1 starting settlement per faction scenario.
    - Daedric Missions and storylines, such as Shivering Isles!
    - Ability for generals to change their bodyguard as well as their own model, when becoming a vampire/werewolf, etc.
    - Include crowns and claims mechanics (loosely based on SSHIP)
    - Include Ages Overhaul and remove 12 Turns per year (will probaby use 2 TPY instead)
    - Make more unplayable factions playable
    - Improving the current content. Especially balancing unit abilites in battles, as there is still many things to improve.
    - Customizing AI and diplomacy for some races/factions.
    - Find a way to use papal mechanics and missions (for Elder Council?) and jihads (for the altmers perhaps, to help them expanded over the sea?)
    - More units, both new custom and map models.
    - Many more balancing and tweaking of all kinds

    - Further optimilization of scripts to decrease turn times.

    Current Team
    (2.0 and newer)
    Jadli - Team leader. Everything except modelling.
    NauticalNate1 - Unit retextures for all new factions and also many old ones. New Banners
    Bantu Chieftain - New units and models. Importing units. Mages projectiles fix
    Serious Potato - Lot of advice and help in optimizing the mod for 2.0.2 release to reduce turn times
    Carnage752 - UI fix

    Commander Sol - Testing
    Abeam - new descriptions for imperial units
    Jorven Greshnar - Writting descriptions
    Caly6000 - testing


    Former Team (or helping out time from time)
    PeaMan - Dragon retexture, animations, mapping.
    makanyane - help with adjusting dungeon models
    K'Sharra The Conqueror - Most of the new traits and ancillaries, map weaking, new units, and several other things.
    rafmc1989 - New models, textures, animations, units, sounds and literally few GBs of other things
    Tasunke - mages balance, voice overhaul
    Gigantus - New installer and various bugfixing for 1.41. Helping me with modding issues almost daily
    Lifthrasir - New menu and mod logos
    CommodusIV - Polishing texts, removing all vannilla references.
    ArBo - Map editing
    Dragon. - Help with transferring 1.31 contents into 1.41. Providing a constructive critic.
    Socrates1984 - Some custom portraits and other various graphical additions
    Dawnbreaker - Writting descriptions (for older version) and lore advisor
    Asbjorn Ironside - Testing
    kmart - unit models

    Credits
    The Original TES developer team
    Bethesda Games
    Zenimax Online Studio
    The Elder Scrolls Wiki
    The Unofficial Elder Scrolls Pages

    Divide And Conquer - Base for redguard settlement models (retextured)
    Europa Barbarorum II - Base for redguard, elven, men and argonian ports (retextured)
    Third Age Unofficial Patch - Custom battlefields for dungeons by leo.civil.uefs
    BOTET - Dragon model. To Serious Potato for his Garrison Script and huge help!
    Fire and Blood - A few strat models and dragon retexture
    Skynet AI - Implemented and expanded upon
    Undead Invasion -a banner, buildings, cursors, etc
    Crimson Tide graphics mod - new dust, blood, dirts, etc in battles.
    okiir - Most new banner designs
    Carnage752 - Some files in previous versions
    Hegemony Submod - A few banners ideas

    Recruiting
    Unit and custom settlements creators, voice actors, or anythone else, really


    Preview and how to install by Rampaned





    Hotseats

    "As a solo player, you had it easy. You blitzed the AI. You turtled against the AI. You conquered your computer opponents in every conceivable fashion. When endless stacks marched against you, you directed your forces on the battlefield and personally left the ground littered with enemy corpses. You came, you played, you conquered.

    Now, a new challenge awaits you.

    Enter a world of chaos and intrigue, of wonder and death. Only the clever among you will survive here, in this tumultuous land where every decision could lead to glorious victory…or utter destruction. It is not enough to be a great tactician. You must learn every aspect of military strategy, from the grandest of concepts to the minutest of details. Armies must be moved wisely, agents trained and deployed, diplomacy carefully cultivated. Your economy must be a golden industry, driving your empire to impossible heights. Through it all, you test your mettle against living, breathing humans, opponents with their own dreams and ambitions. Do you hold to honor and expect your allies to do the same? Or are you a knife in the dark, plunging into the backs of those who least expect it?

    The choices are yours. All you need to do is join. Join a Hotseat Campaign. Experience Total War at its most breathtaking, and embrace the intricacies which capture men’s souls…or drive them mad.

    Your destiny awaits you. Do you have the courage to claim it?"

    text by joerock22


    The Elder Scrolls has quickly became one of the most popular mods used in hotseats. There is many interesting TES hotseats projects going on, dont hesitate to participate if you are interested!

    If you wish to play TES hotseats, post here or
    contact me. Ill help you to get started and find a suitable spot.


    All hotseats are hosted here.
    Last edited by Jadli; Yesterday at 10:43 AM. Reason: updated

  2. #2
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    i finally finished my final patch! I believe game is now much more balanced.
    LINK
    I originally made this just for hotseating but it also incredibly improves singleplayer .

    First of all i give credits to Carnage752 for few aspects he made and i used them ( Ghostgate province fix and some fixes about morrowind generals) and to Vythodias for his silver units fixes, more difficult sieges and some ideas about EDU.

    So here is all my work:
    -The Recruitment is now based on religion, not your homeland, so you have to convert foreign settlememts first, but after that you can hire there units ( for basic units its 25%, medium 50%, elite 75% and in some special cases its 85%).
    -Priests added.
    -Added all units into recruitment list into game, (minimally 1/4 of them was missing ) - its for example all generals bodyguards, Knights of The Rose, Nomad light cav,...)
    - And some special like Knights of The Iron, or Lily,... you are allowed to hire in special provincies due to lore, and some of them shared with factions with the same reĺigion.
    - Upragading barracks, stables is now profitable.
    -Improved and recruiting - Some units are cheaper, some more expensive. In most cases recruiting takes at least two turns ( 1 for basic inf, 2 for medium/heavy, 3 for elite, etc). Ship recruitment is also improved - they are now more expensive and takes at least 2 turns to be built.
    -Balanced units - every faction now has at least one elite unit.
    - You are now allowed to build religious buildings and roads in villages.
    -Villages now can be upragded.
    -Ballista towers can be build in the fortresses.
    - Highger levels of ports now can be also built.
    -Every province with fishing village can build/ have a port.
    -All factions now can hire a diplomat, spy, etc...
    -....

    And isnt anybody interetsed in TES hotseating?
    We still need some players http://www.twcenter.net/forums/showthread.php?690993-Tamriel-II-TES-HS-Clan-of-Crowned-SPOT-OPEN!
    Last edited by Jadli; October 06, 2015 at 12:06 PM.

  3. #3

    Default Re: The Elder Scrolls: Total War

    Jadli you are talos send!!

  4. #4
    Vythodias's Avatar Libertus
    Join Date
    Sep 2010
    Location
    Northern Catskill Mountains; upstate New York
    Posts
    89

    Default Re: The Elder Scrolls: Total War

    i finally finished my final patch! I believe game is now much more balanced.
    LINK
    I originally made this just for hotseating but it also incredibly improves singleplayer
    .
    And, the peasants rejoiced!

    Non nobis, Domine, non nobis, sed nomini tuo da gloriam.

  5. #5

    Default Re: The Elder Scrolls: Total War

    Nice work Jadli. Did you model completely new units or just adapt existing models? I wanted to create new models for new units but hit a rut because it seems it would cost money to purchase the software necessary to do so.

  6. #6

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Jadli View Post
    i finally finished my final patch! I believe game is now much more balanced.
    LINK
    I originally made this just for hotseating but it also incredibly improves singleplayer .

    First of all i give credits to Carnage752 for few aspects he made and i used them ( Ghostgate province fix and some fixes about morrowind generals) and to Vythodias for his silver units fixes, more difficult sieges and some ideas about EDU.

    So here is all my work:
    -The Recruitment is now based on religion, not your homeland, so you have to convert foreign settlememts first, but after that you can hire there units ( for basic units its 25%, medium 50%, elite 75% and in some special cases its 85%).
    -Priests added.
    -Added all units into recruitment list into game, (minimally 1/4 of them was missing ) - its for example all generals bodyguards, Knights of The Rose, Nomad light cav,...)
    - And some special like Knights of The Iron, or Lily,... you are allowed to hire in special provincies due to lore, and some of them shared with factions with the same reĺigion.
    - Upragading barracks, stables is now profitable.
    -Improved and recruiting - Some units are cheaper, some more expensive. In most cases recruiting takes at least two turns ( 1 for basic inf, 2 for medium/heavy, 3 for elite, etc). Ship recruitment is also improved - they are now more expensive and takes at least 2 turns to be built.
    -Balanced units - every faction now has at least one elite unit.
    - You are now allowed to build religious buildings and roads in villages.
    -Villages now can be upragded.
    -Ballista towers can be build in the fortresses.
    - Highger levels of ports now can be also built.
    -Every province with fishing village can build/ have a port.
    -All factions now can hire a diplomat, spy, etc...
    -....

    And isnt anybody interetsed in TES hotseating?
    We still need some players http://www.twcenter.net/forums/showthread.php?690993-Tamriel-II-TES-HS-Clan-of-Crowned-SPOT-OPEN!

    What is the mod installation order?? 1.0, 1.3 , 1.2 from Jadil or moddb? I am confused

  7. #7
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    I have no clue how to model units. I only made some units stronger and weaker, so every faction has elite units.

  8. #8

    Default Re: The Elder Scrolls: Total War

    Thank you so much for the Patch Jadli, really improves the game.
    May i ask you if you could give us some more detail about the tweaks? For example the religious Orders. Which factions can hire them, and in which provinces?
    Sorry in advance, I'm not really deep in the elder scrolls lore

  9. #9

    Default Re: The Elder Scrolls: Total War

    Oh and also you made the Undead and the Ashlanders playable. Was that intended, meaning are they actually playable and balanced?
    Cheers

  10. #10

    Default Re: The Elder Scrolls: Total War

    Oh#2 Did you also find a way to balance the mages? Not the normal ones, but the OP ones with infinite Range, like the Ascended Sleepers, Psjich and Telvanni Spellmasters. I dont mind the beeing incredibly, but please, give them a Unit Cap or something.

    And sorry for Spam, but i still can't edit my posts

  11. #11
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    1) There are knight orders for factions following Cult of The Nine like Knights of Lily, Knigh Mentors, etc ( most of them appeared in TES II i guess), i searched where they have bases ( mostly in provincies High Rick and Hammerfell) - For example Knight Mentors has base in Aibon-Gorah, and almost all remaining settlements in Iliac Bay can recruit some knight order. Each order follow one of The Nine, so i also searched where those gods have big chappels devoted to each of them in rest of Tamriel and made they availible here. So you can also hire them in almost all big cyrodill cities ( for example in Anvil is big chappel devoted to Dibella, so you can recruit here Knights of The Lily,...) and in few skyrim settlements. You need to upragde your chappells and churches to hire them. + Blades are availible in Cloud Ruler Temple and Knights of The Nine in Colovia. And in Morrowind there is Hands of Almalexia unit ( highest level of barracks). Oh, and you gotta reach 85% of your religion to hire such units.

    2) They have working recruitment system, so i guess they are playable.

    3) Not really . They are just so expensive that it would ruin your economy

  12. #12
    Vythodias's Avatar Libertus
    Join Date
    Sep 2010
    Location
    Northern Catskill Mountains; upstate New York
    Posts
    89

    Icon4 Re: The Elder Scrolls: Total War

    Quote Originally Posted by Jadli View Post
    ... Blades are availible in Cloud Ruler Temple and Knights of The Nine in Colovia. And in Morrowind there is Hands of Almalexia unit...
    Jadli,

    That is utterly remarkable, so that's what you've been tinkering with over the past couple of weeks! I too, am grateful for your patch but I am curious as to how you overcame the texturing issues of making other faction's units accessible to other factions? From my (admittedly) layman's understanding, without carefully and laboriously working on the battle_models.modeldb file, they [all units aforementioned] will eventually and inevitably render as texture-less while on the bat.map. For example, the blades and/or the K.O.T.N. should only render for the imperial and slave factions... My tweaks in question, as I had said, were specifically designed to address the (Skyrim) thegns-issue and to add (again Skyrim) Imperial officers to Northern regiments. Did you test to see if these [aforementioned] units would actually show up in battle? (I haven't gotten nearly that far in my personal campaign as yet to ascertain.)

    If not, let me know. It would take a while to do, even by labeling them as a mercenary faction, but I can try to address it. That file is notoriously fickle, one extra space typed in the code can create a parsing error that can result in a CTD... fun for the whole family, needless to say.
    Last edited by Vythodias; October 02, 2015 at 08:11 PM. Reason: Typos
    Non nobis, Domine, non nobis, sed nomini tuo da gloriam.

  13. #13
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,350

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Jadli View Post
    1) There are knight orders for factions following Cult of The Nine like Knights of Lily, Knigh Mentors, etc ( most of them appeared in TES II i guess), i searched where they have bases ( mostly in provincies High Rick and Hammerfell) - For example Knight Mentors has base in Aibon-Gorah, and almost all remaining settlements in Iliac Bay can recruit some knight order. Each order follow one of The Nine, so i also searched where those gods have big chappels devoted to each of them in rest of Tamriel and made they availible here. So you can also hire them in almost all big cyrodill cities ( for example in Anvil is big chappel devoted to Dibella, so you can recruit here Knights of The Lily,...) and in few skyrim settlements. You need to upragde your chappells and churches to hire them. + Blades are availible in Cloud Ruler Temple and Knights of The Nine in Colovia. And in Morrowind there is Hands of Almalexia unit ( highest level of barracks). Oh, and you gotta reach 85% of your religion to hire such units.

    2) They have working recruitment system, so i guess they are playable.

    3) Not really . They are just so expensive that it would ruin your economy
    The Ashlanders are the "Hordes of Oblivion" am i right?

    I tried making them playable but the game crashed when i made them spawn at an earlier date. You have made them playable? Are they still over powerful or have they been nerfed?

  14. #14
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    Ill check. Knight orders were availible for all factions since beginnin, there was just no place to hire them.
    From my post it may look like KOTN and blades are availible for all factions following The Nine. Thats not true, they are available only to TE, knight orders are available to all factions following The Nine.

  15. #15
    Vythodias's Avatar Libertus
    Join Date
    Sep 2010
    Location
    Northern Catskill Mountains; upstate New York
    Posts
    89

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Jadli View Post
    ... Knight orders were availible for all factions since beginnin, there was just no place to hire them.
    No, I get that buddy. Adding them to the recruitment pool was ingenious; however you should've added the mentors of Julianos to Winterhold

    Quote Originally Posted by Jadli View Post
    ... it may look like KOTN and blades are availible for all factions following The Nine. Thats not true, they are available only to TE, knight orders are available to all factions following The Nine.
    Apologies Jadli, but I'm having difficulty in understanding you. Are your additions going to render or not? Hands of Almalexia will very likely be silver-surfers, their ownership (by default) is listed as Milan and France, slave and Mercenary is not even mentioned.

    Just in case, later on today, when I get some free time - I'll test it too, and if there are any problems, I'll gladly lend a hand in helping; assuming that's alright with you, of course.
    Non nobis, Domine, non nobis, sed nomini tuo da gloriam.

  16. #16
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    Sure, i actually havent tested KOTN yet, neither Hands of Almalexia

  17. #17

    Default Re: The Elder Scrolls: Total War

    Thank you for your answers Jadli, I did test the Hands of Almalexia in campaign, they look normal, no silver surfer look

  18. #18
    Vythodias's Avatar Libertus
    Join Date
    Sep 2010
    Location
    Northern Catskill Mountains; upstate New York
    Posts
    89

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Quetzalcoatl44 View Post
    Thank you for your answers Jadli, I did test the Hands of Almalexia in campaign, they look normal, no silver surfer look
    I just logged on to update as to my progress and then read this... The Hands of Almalexia? What you're suggesting makes no sense. Can anyone else confirm this?

    No offense to you, but what you're claiming is highly unlikely. Which faction were you playing them as? And can you upload an image? Because I tested it myself, numerous times now, in numerous different combinations and they were not rendering because no texture path had been selected in the modeldb file. You can't just "add" other units, to other factions arbitrarily, without altering that file accordingly, and unless you were playing as the "Milan" or "France" factions, you really should not have been able to see them render successfully, that is of course assuming you haven't altered the file in question yourself...

    So Quetzalcoat, in the interest of expediting any wasted effort on my part, can you give me more detail as to how they were rendering? Because either I'm fundamentally misunderstanding something somewhere, or what you're suggesting is simply functionally impossible.

    Jadli, in the interest of organization, I'll keep you apprised as to my progress via PM.

    Post Script: I've successfully managed to get all the units thus described to both render on the strat.map and bat.map, along with their unit info. Refer to attached:
    Attached Thumbnails Attached Thumbnails Template.jpg   Template1.jpg  
    Last edited by Vythodias; October 03, 2015 at 02:13 PM. Reason: Addendum
    Non nobis, Domine, non nobis, sed nomini tuo da gloriam.

  19. #19
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: The Elder Scrolls: Total War

    Nice job,
    And about hands of Almalexia dont know what do you mean. Only "Milan/Tribunal" and "France/Kingdom of Morrowind" have them in their list and only these factions can hire them, other factions cant. You can simply hire them in Vivec city as there is already armoury, you just gotta wait couple turns to reach 85% of Tribunal religion.

  20. #20
    Vythodias's Avatar Libertus
    Join Date
    Sep 2010
    Location
    Northern Catskill Mountains; upstate New York
    Posts
    89

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Jadli View Post
    Nice job
    Glad, you like. It's a process, but an obviously rewarding one.

    Quote Originally Posted by Jadli View Post
    And about hands of Almalexia dont know what do you mean.
    Well, when you had said, in post #345, "And in Morrowind there is Hands of Almalexia unit ( highest level of barracks). Oh, and you gotta reach 85% of your religion to hire such units." I had taken that to mean, that such units could eventually be hired by anyone who happened to be in possession of Vivec or Mournhold; that essentially, those units could eventually be recruited by anyone, pending religious dominance... But based upon your explanation, I am suspecting I misunderstood what you meant. So, to clarify, because I am a simple man, the Hands of Almalexia are only to be recruited by the Tribunal and Morrowind factions; yes?

    Edit: I've finished making the necessary tweaks to the model.db file and I will now upload it.
    Attached Files Attached Files
    Last edited by Vythodias; October 05, 2015 at 07:29 AM. Reason: Addendum and file upload
    Non nobis, Domine, non nobis, sed nomini tuo da gloriam.

Page 1 of 35 123456789101126 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •