Unofficial Patch for The Elder Scrolls: Total War

Medieval II: Total War: Kingdoms mod |

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A Submod for The Elder Scrolls: Total War, fixing all bugs in the official release and adding many features, such as several custom campaigns, upgradable settlements, new factions, units, traits, ancillaries and more!

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  • modbdmember1995 modbdmember1995

    I have a few questions that you might be able to help me with in editing one of the custom scenarios to more or less create my own. Hopefully this is an appropriate place to post.

    I am using the White Gold Concordat scenario as my base and want to make blades recruitable again, as well as the knight orders (not sure if they become unrecruitable or not). Also, to make the Dragonguard Recruitable in the Imperial City and Cloud Ruler Temple. I figure it should be an easy fix, just not sure how.

    On top of that, I would like to make a few units of other factions recruitable to the Empire. Like a few Argonian units recruitable but only in Blackmarsh settlements, Khajiit in Elsweyr, etc. I know how to add them to the Imperial Faction, but not how to make it so they are recruitable at certain settlements.

    And last, I'd like to have a few generals of other races that do not just look like Imperials. Not sure if this one is even possible, but I want to take the Argonian general unit and have it as a unique imperial general, atleast as the battlemodel, and if it can be shown as an argonian general holding the imperial banner on the strat map, even better. Same for Khajiit, Orcs, Dunmer, etc. I figure getting the battle model should be pretty easy, but not sure if it is possible to put it on the strat map as a different model?

    Thanks, and hopefully I'm not out of place looking for help here

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    • Jadli Jadli Creator

      Knight orders are still recruitable. I wouldnt call your changes a fix, as those two units are not supposed to be recruitable anymore due to lore, but as you wish.

      You will need to edit export_descr_buildings and descr_regions in world/maps/campaign/custom/Concordat. You can limit restrict units to be recuitalble only in certain regions by adding a hidden resource into EDB, like this for example "and hidden_resource akavir" (as well as to the top of the page. And you also need to add this resource into specific regions in descr_regions, to label such provinces.

      Consideirng the resources are already present in the game, you can make those units easily recruitable by only adding "blades" and "akavir" resources to the specific settlements in descr_regions. Then you need to delete map.rwm (it gets recreated) in the same folder.

      As for the rest, all the stuff with units and battlemodels is pretty complicated, especially if you have no experience with modding. Check this tutorial for example Twcenter.net

      To be clear, you can make units recruitable by other factions relatively easily only by changing ownership in export_descr_units, but the units would silver on battlefield if you dont do what it says in the tutorial.

      If you have more questions, send me a message.

      Good luck :)

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      • modbdmember1995 modbdmember1995

        Thanks, yeah fix was the wrong word since I'm making a non lore friendly scenario just basing it off the map of the concordat scenario. Thanks again!

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  • Jadli Jadli Creator

    To fix bugged voices, simply go to The_Elder_Scrolls/data/sounds and delete events.dat and events.idx. no idea how could I have forgotten about these two files... (apologies it took so long but after the release I didnt have any time to look into it).

    In a few days Ill release a small hotfix, including this fix, further voice polishing/additions, and some other not so essential stuff (like incorrect portraits, buggy general bodyguards,etc. Maybe also something more, as I finally have more free time again)

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    • TheCzarsHussar TheCzarsHussar

      I'm afraid deleting those two didn't help.

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      • Jadli Jadli Creator

        Really? Well in a day or two Ill release the hotfix, so you should have it fixed soon :)

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  • Jadli Jadli Creator

    We are trying to get some public opinion on how to handle some things on the new Vvardenfell map (details here Twcenter.net ), so feel free to dicuss it here too

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  • modbdmember1995 modbdmember1995

    In what scenarios do we see the new factions? I heard somewhere that Colovia shows up with Titus Mede, is that just if you rejet him as Emperor in the Grand Campaign? And if so, does he capture all of Colovia or just one city/fort?

    What about the other faction banners I see, like the Solitude banner, and the other Breton Kingdom and Altmer faction?

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    • Jadli Jadli Creator

      They are not availible in singleplayer for now, as they they dont have assigned unit models yet. For now Im using them in hotseats etc. Some of them should be ready for next version hopefully

      The factions are Kingdom of Shornhelm, Kingdom of Western Skyrim, a rebel imperial faction (called Colovian Estates for now) and another aldmeri faction (tho, might remove that one, not sure yet)

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  • TheWitherBoss876 TheWitherBoss876

    I don't understand the faction banner changes. The Empire is flying the Red Diamond and rebel Nords are flying the Imperial Dragon? May I politely ask where you read your lore?

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    • Jadli Jadli Creator

      I love when people are commenting on the mod without actually playing it...

      If you had played, you would have found out the empire still has the original symbol, its just black instead of silver (the silver one went to human rebels), as shown in the pics. The "Red diamond" banner is used for the second imperial faction (will be used for various events, uprisings etc) that is not currently availible for singleplayer. Considering most of use for this faction will be likely used prior the septims, or during the septims when they still had The Amulet, its pretty fitting.

      Its a dragon, not an imperial dragon (which is already used for other factions)....We never actually got to see an official banner for the entire Skyrim, so the options are pretty much open. The original banner was more or less Solitude banner, which wasnt the best, considering in some scenarios Skyrim faction doesnt even control Solitude. Skyrim culture has lot of references to dragons, especially in the older eras, plus there is lot of nice ESO dragon art to use, so easy pick. In future version it will be likely replaced with something more Windhelm related, as western skyrim will be made playable in the next version (thus the current skyrim faction will no longer be representing the entire Skyrim).

      Most of new banners come from ESO, and especially art related to it (check credits), as its the only game that can provide banners for most of factions with similar design, so the faction banners are not a bunch of pics from 5 different games. Not even mentioning these are the most beatiful anyway... (in most cases its the same symbol anyway, just with a better design)

      By the way, to be clear, there are four new factions present in this version, but they are not playable in singleplayer - Another skyrim faction (thus skyrim divided on two parts), Kingdom of Shornhelm, another imperial faction, and another aldmeri faction (tho not sure if I keep this one). Some of them would have already been made playable, but for the last half year new content like this was moreless on halt as we were upgrading to 1.41.

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      • TheWitherBoss876 TheWitherBoss876

        I've actually played this mod before. I'm kind of on the edge right now because updates for both mods have become more frequent and the downloads are quite large. Thanks for clarifying though. I thought we were going back to 2E for a moment.

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      • Jadli Jadli Creator

        Well, its not that frequent, only hotfixes on both, whats usual when you make such large mods....What do you mean by going back to 2E?

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      • TheWitherBoss876 TheWitherBoss876

        Now that I think about it, 1E would have been more appropriate. The Alessian Empire used the Red Diamond IIRC.

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