Thanks for your answer Jadli
Ill wait the release of this patch before play TES total war !
Thanks for your answer Jadli
Ill wait the release of this patch before play TES total war !
https://soundcloud.com/bmch
Starting the upload now! Sorry for the delay
Last edited by Jadli; January 03, 2018 at 10:31 AM.
Unofficial Patch 1.41 for The Elder Scrolls (BETA)
Features
(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:
- 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....
Bugs:
- There seem be relatively lot of crashes. However most of them can get solved simply by reloading so rather make more saves.
- There are also many bugs, as I didnt have time to test everything properly, thus report everything you find, thus I can fix them asap!
- Help us fix the bugs - Whenever you approach any bug/crash, help us get rid of 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!
- Some battle settleement models might be incorrect.
- A hotfix/patch should be released circa a month from now, fixing the crashes (with yout help), and including several new features from my team, that they havent managed to provide on time.
Install instructions:
1. Download The Elder Scrolls mod 1.4 + The Elder Scrolls Patch 1.41 + Unofficial Patch 1.41
2. Extract it both into your .../Medieval II Total War/mods, in the order written above. Overwrite everything when installing TESTW 1.41 and UP 1.41 (if you werent asked to overwrite, you are extracting the patch into a wrong folder.).
3. You are ready to play!
No other files or patches are necessary.
If you like the mod, reward us with a reputation!
Jadli
K'Sharra The Conqueror
rafmc1989
Tasunke
Gigantus
See the first page for more info
Last edited by Jadli; January 27, 2018 at 03:50 PM.
Big thanks ! going to download this :p
https://soundcloud.com/bmch
Mainly try to test as many things as can you in the upcomming days. There were lotta additions, so it was impossible to test everything, thus you can consider this beta, with a hotfix comming in a week or so (and reuploading the main link)
When is the new patch? (which fixes bugs)
No more than a week.
got this ctd
17:31:36.828 [system.rpt] [always] CPU: SSE2
17:31:36.828 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
17:31:36.828 [system.io] [always] mounted pack packs/data_0.pack
17:31:36.828 [system.io] [always] mounted pack packs/data_1.pack
17:31:36.844 [system.io] [always] mounted pack packs/data_2.pack
17:31:36.844 [system.io] [always] mounted pack packs/data_3.pack
17:31:36.844 [system.io] [always] mounted pack packs/data_4.pack
17:31:36.844 [system.io] [always] mounted pack packs/localized.pack
17:32:08.674 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1068, column 16
Population of 400 is too low for a village - min is 500
17:32:08.675 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1611, column 16
Population of 400 is too low for a village - min is 500
17:32:08.729 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2655, column 5
The city core building level should be one less than the settlement level!
17:32:08.730 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2655, column 5
The city core building level should be one less than the settlement level!
17:32:08.741 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2955, column 1
The character record Prince Torolf is set as faction heir but is not in the family tree.
17:32:08.749 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3271, column 5
The castle core building level should be EQUAL the settlement level!
17:32:08.749 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3271, column 5
The castle core building level should be EQUAL the settlement level!
17:32:08.781 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4077, column 1
The character record Prince Agronak is set as faction heir but is not in the family tree.
17:32:08.803 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4773, column 16
Population of 300 is too low for a village - min is 400
17:32:08.822 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5263, column 16
Population of 300 is too low for a village - min is 400
17:32:08.853 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5917, column 1
The character record Almalexia the Pious is set as faction heir but is not in the family tree.
17:32:08.866 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6463, column 1
The castle core building level should be EQUAL the settlement level!
17:32:08.867 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6463, column 1
The castle core building level should be EQUAL the settlement level!
17:32:08.884 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6555, column 1
The character record Magister Arion is set as faction heir but is not in the family tree.
17:32:08.893 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6812, column 1
The character record Lord Lleril is set as faction heir but is not in the family tree.
17:32:08.914 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7288, column 1
The character record Gulakhan Urshamusa is set as faction heir but is not in the family tree.
17:32:08.931 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7804, column 1
The character record Harrow is set as faction heir but is not in the family tree.
17:32:08.933 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8380, column 16
Population of 2500 is too high for a village - max is 1500
17:32:08.935 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8968, column 16
Population of 14500 is too high for a large_town - max is 10000
Pretty sure its not caused by descr_strat, but by something with launcher. Try to name it as one of kingdoms dlcs and then run the dlc via its launcher
Ok
Doing this: "lowered levels of most of settlements, as they now can be upgraded," without corresponding lowering of core_building (or vice versa) results in this: "The castle core building level should be EQUAL the settlement level!"
And then not adjusting pop numbers on top of it results in this: "Population of 2500 is too high for a village - max is 1500"
Suggest to fix these issues to reduce the ton of error messages based on it, however none of those errors are fatal. If the error was descr_stat based it would have in most cases resulted in a 'back to menu' crash.
A short description of when the crash happens plus compressed, complete trace error logs may provide more insight.
Ok I able to get into the game ian able to click start a campaign button once I select my faction it begins to load up as if the game is about to start then just crashes. Every time at the same spot
That could be invalid victory conditions. While I download and install the whole set up to check please do the following:
Open the CFG file in the mod's directory with Notepad and check the [log entry is set to trace (ignore the blue setting, make sure red is the same):
Run the mod until it crashesCode:[log] to = system.log.txt level = * trace
Compress the log (7Zip is freeware)
Upload the compressed log
Edit: crickey! 3GB for the original mod and 2GB for the 'unofficial' patch, might be a good idea to put everything into one installer as I am quite sure a lot of files are simply replaced\updated by the patch. Extraction installation is the worst possible installation method by default anyhow.
Ok I’ll do once I get back gome
tomrrow
First impression: the unofficial patch has the same size as the original installation and appears to be the complete original installation with the edited files included (instead of just the edited files), I doubt the launcher was modified for the patch.
Massive size of sprite files accounts for 10% of mod size (nearly 800MB installed) - never seen something like this, an average of 7MB per sprite set as compared to 300KB normal size.
But never mind: I'll copy both together, fix some issues and then build an installer.
Thank you for help Gigantus.
I missed some core buildings it seems, which happens pretty often.
Anyway, it works for everyone else, so I assume this was just invalid installation (have you installed 1.4 +1.41 before this)?
We included lot of files, because we edited almost everything, tho I misseed there some files that necessarily didnt need to be there, like Voice file, which will be fixed. Glad you are going to make installer, but I suggest you wait with everything few more days, as this version has expectably lot of bugs, as its BETA. The final version will be released in few days