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: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: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: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: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: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: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: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:
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.