Summerset Kingdom Reskins
(Credits go to NauticalNate1)
Spoiler Alert, click show to read:
Summerset Kingdom Reskins
(Credits go to NauticalNate1)
Spoiler Alert, click show to read:
Council of Thalmor Reskins
(Credits to NauticalNate1 as always )
Spoiler Alert, click show to read:
Last edited by Jadli; December 06, 2020 at 11:05 AM.
Oblivion gate travel https://www.moddb.com/mods/unofficia...ravel#imagebox
Maormer and Akaviri Invasions
Spoiler Alert, click show to read:
Tip: to get some space between the title (over sized font) and the picture add a 'spacer' line to the historic event definition in descr_event_images, see below. Experiment with the value for best result, 20 might be a bit over the top. You may want to do that for other more common event messages as well:
Code:historic_event icon historic importance high heading_items 3 footer_items 1 format { string center verdana black ; the title spacer 20 image center ; the picture spacer 8 multistring left verdana_sml khaki left ; the text
Thanks a lot!
Talking about that... how would I move to the right side the spot where it says how much money your faction has got (right down corner)?
Moving Stratmap UI elements is not possible to my knowledge. You can shape\resize elements but not change their basic position\anchor point. The only stuff I know you can move (minimal and only vertical) is the text over the center piece. It's done via descr_campaign_db.
Shadow Faction Invasions and Failure
(for Council of Thalmor, Kingdom of Cyrodiil and possibly also for Hold of Eastmarch towars Haafingar)
Spoiler Alert, click show to read:
Bretons Reskins
(Credits to amazing NauticalNate1 as always )
Spoiler Alert, click show to read:
In case you are still not hayped enough
(credits ot CoW guys primarily, and also to PeaMan from Fire and Blood for the retexture)
Spoiler Alert, click show to read:Spoiler Alert, click show to read:
You guys can check out previews for the upcoming release!
Last edited by Jadli; December 22, 2020 at 08:35 PM.
Forgot to mention this when I talked about the 'spacer' - you can replace the color entries (black, khaki) with RGB values, how about some dark blue for the title?
Code:string center verdana 5 10 50 ; the title
Unofficial Patch 2.0 (BETA) for The Elder Scrolls
(BETA released December 26th 2020, FINAL version released 3th January 2021)
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) ...
- 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...
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: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: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: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: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: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: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: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 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 campagn, console commands, change the limits and so on...
- But never decrease religion limit undead 14, or the game will not start!
Things to be included in the hotfix
- I havent managed to include every thing I somewhat promised due to various reasons, but mainly time limitations to be able to release on Christmas.
- However, all the things and much more will be included in the upcoming 2.01. Such as more lore friendly Harcon/joining vampires (tied to whether your factions turns "evil"), hopefully the characters ages (so the elves could live longer), crafting, change 12 turns per year to 2, more various lore and diplomacy scripts, change of bodyguards to werewolves/vampires when you become one of those, ... (there will be more info in an article)
- I have added many game changing overhauls, so while geting those to work, I had much less time than I hoped to have for polishing lesser things, such as campagns and so on, so lot of polishing to starting situation of factions may be done (mainly in regards of starting characters and economies)
- And hence the next chapter below:
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 containreport from log file (Medieval II Total War/logs) or/and a save made justbefore the crash!
- Some battle settlementmodels might be incorrect.
- Custom battle show some vanilla battles instead ot the custom TES ones. Willfigure out how to fix it in the upcoming hotfix.
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....
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 for the "Tool Included" download:
Make sure you are using right download, there are two that you can pick from.
(If you wish to try to set up the EOP tool yourself, see the instructions in the file download on moddb. If you wish to to set the tool yourself, use this download)
1. Download and install The Elder Scrolls 2.0 (Full Version) + The Elder Scrolls 2.0.1.
Of course, you need to apply 4GB patch or LAA patch as well. LINK
2. Go into your The_Elder_Scrolls/data and delete the whole "world" folder"!
3. Download and install TES Unofficial Patch 2.0 final (this "TOOL INCLUDED" download, not the other one), and extract it into your Medieval II Total War/mods folder, so that it merges with your previously installed TES 2.0.1 (you will know that you are doing it correctly if it asks you to overwrite, hit yes).
4. You must use "TES UP" launcher to play the mod, other launchers will not work. Once the launcher opens, disable "full loging" and choose "Start Mod"
5. You are ready to play!
No other files or patches are necessary.
To use any aspects of the mod for other purposes than just playing you need a permisson!
Future plans
- Include many more lore traits, ancillaries and mechanics. Feel free to share your ideas!
- Improve and use Iliac custom map, samely as Vvardenfell map. Possibly more custom campaigns in distant future
- Improve Voice Overhaul
- New custom campaigns - Varen's Rebellion and campaigns from septim era. Also campaigns using the new maps.
- Make more unplayable factions playable
Improving the current content. Especially balancing unit abilites in battles, as there is still many things to improve.
- More units, both new custom and map models.
- Many more balancing and tweaking of all kinds
Current Team
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
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
Fire and Blood - A few strat models and dragon retexture
okiir - Most new banner designs
Carnage752 - Some files in previous versions
Hegemony Submod - A few banners ideas
Video Previews by Rampaned
Last edited by Jadli; January 03, 2021 at 03:42 PM.
Apologies, it appears that loading saves from Black Drake and The Three Banners War cause a crash, trying to figure out why and fix it.
Play the other campaigns for now ...
Thanks for the release Jadli,
Haven't tested the campaigns yet, but I wanted to test the new units/factions in quick battles.
I launched two of them, and had silver surfers in both of them : lots of units in Haafingar, ordinators in mourning for the redorans, defenders of faith for House of Indoryl(btw isn't it supposed to be spelt Indoril?).
Is it me or are there a lot of textures missing?
Last edited by Alzender; December 27, 2020 at 03:36 PM.
A hotfix fixing the most serious issues has been just released! https://www.moddb.com/mods/unofficia...-quick-hotfix1
No, it wasnt just you. They werent supposed to have those units availible in first place. All (99%) issues like this should be fixed now in the hotfix (see the hotfix info).
Well, btw, new units additions of this version are almost purely "only" for nords, imperial, bretons and altmers (due to new factions, both old and new factions of those races got reskins so they wouldnt looks the same, as well as some units additions), so you should probably checking mainly those...
though there are also unit additions from previous versions for the Orsimer, Hlaalu, Telvanni and The Undead (and prob somth else as well)
Great, a hotfix right when I can start a new game !
I tried it and it seems to solve the performance issues on the campaign map and the silver surfers. However, I couldn't find the Clockwork city in custom battle maps. Is it intended?
Also, and this only concerns widescreen users like me, the UI seems all over the place, texts upon each others on the faction selection menu for the campaign, distorted UI etc... I tried different resolutions, the best seems to be 2460x1440 for me (3440x1440 native). But it's not perfect.
I know it's more work for a minority of users, but let me know if you guys work on that.
Its semi intended... I had to remove a certain number of battlefields due to the custom battles crashing, not sure if it was because of the menu or limit or what, I ll readd it in a few weeks with patch 2.0.1 as well as plenty other things. The custom battles maps started acting very weird just before the release, will figure it out.
Well, I have no idea about the ultrawide support, perhaps show some pics, so I have a better idea (in the other thread I guess, so we dont spam the release)? The game might be simply too old for this... prob play with full HD for now
Last edited by Jadli; December 28, 2020 at 06:39 AM.
Is it removed from the campaigns too? Or is the clockwork city mechanic and battlefield untouched and available for the morrowind factions ?
While I am at it a couple of quick questions:
- I've never played the Telvanis before and the family tree / faction leader/ adoption mechanic seems a bit broken. His face always changes after the begining of each turn, from a general, to a boat, to another general (it seems to depend on the last unit played on the previous turn). He can't adopt either, since when I accept an adoption, the adopted son dies immediatly. The settlement in which he is garisonned sometimes disappears until I move the FL out and in. Not sure what's happening there.
- I downloaded and installed your first hotfix, is potion crafting available in this one?
all the battlefields are still in the campaigns, you just cant select them from custom battle right now. I didnt have time to test whether Clockwork stuff work, but it should, eventough the tile is now in Deadlands in Oblivion.
The adoption was broken until I fixed it in the hotfix... I reuploaded it like two times today, so not sure if you got the latest one (its the same link)... probably not, so I suggest you download it one last time . Arion's portrait is just missing or something, shouldnt be an issue itself except it appearing randomly weird... Weird that the settlement would disappear... sounds like something fishy for sure... gonna check it out.
Unfortunately, I didnt manage to finish the crafting due to limited time, but it will 100% be in the patch that will be up relatively soon. You can however get potions as rewards from the mages guilds already (in the patch the potions will also disappear after being "used", right now they dont)