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Comment History
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Buoyant Armigers are recruitable in Vivec, Ghostgate, Ald'Ruhn and Molag Mar in the 3rd Era campaign(I don't think they are available in the 4th Era). You need to buld high-level barracks to recruit/retrain them(I think that Ald'Ruhn have them from the start).

Also, Winterhold College is supposed to be fixed now - some changes were missing from 2.0.1 first upload, but bug was reported to mod team and patch was reuploaded with them.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I'm runnig out of ideas, I hate to admit.

I would recommend you to reinstall the mod and ask on the TES:TW page at Total War Center forum - ModDB comments aren't good for dedicated troubleshooting. But, before doing so - can you start 4th Era campaign without a problem?

There is one unfortunate bug(engine-related, and therefore unfixable) - it is impossible to switch between 3rd and 4th Era campaigns at will - after starting mod you can choose only one of them, trying to select another will result in crash.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ Patch 2.0.1 for TESTW 2.0

Moddb.com - here it is. One would expect people to take a look on the mod's files page(its literally 3rd one)...

Also, there is quick youtube installation video from zachman1201 in the comments on 4gb patch page, if someone needs it.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I just launched several 3rd era campaigns for various factions, and all went well - likely not patch 2.0.1 error.

It may be some incorrect text files, through
Try to delete all txt.strings.bin files from Medieval II Total War\mods\The_Elder_Scrolls\data\text, and report back, if its working
Also, try to lauch 4th Era campaign - if its text, error will be there too

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Any faction crashes, or someone specific?

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ Patch 2.0.1 for TESTW 2.0

Ah, well.

TES;TW installation order stands as follows:

1)Download version 2.0, patch 2.0.1 patch, and 4gb patcher. Hotfix is supposed to be included to 2.0 main archive already.

2)If you use Steam version - locate medieval2.exe at Steam\steamapps\common\Medieval II Total War. Copy it, and rename said copy to kingdoms.exe.

2.5)Patch both medieval2.exe and kingdoms.exe with 4gb patcher, so they can use more memory.

3)Unpack TES:TW archives to Medieval II Total War\mods folder - modpath should look like Medieval II Total War\mods\The_Elder_Scrolls after unpacking.
First, you should unpack 2.0 main archive, then patch 2.0.1. As I said earlier, hotfix is no longer nessesary.

4)Launch TESTW Launcher.exe(it should be in Medieval II Total War\mods\The_Elder_Scrolls folder, if you did everything right), select options, then choose languadge in lower right corner.
Optionally - change other settings to your preferrence.

5)exit options, select start, and launch the mod. If your game is on english, you good to go and play.

6)If launcher don't like you for unknown reasons, and your game is russian, you have to change languadge manually.
Go to "Medieval II Total War\mods\The_Elder_Scrolls\data\text\english" folder, select all .txt files copy them, then past to main "The_Elder_Scrolls\data\text" folder and replace when asked to. At last, delete all .txt.strings.bin files from "The_Elder_Scrolls\data\text" folder, so you game will rebuild them, using .txt you just copied.

7)Launch TESTW Launcher.exe, select start, launch the mod, and enjoy. You may even want to create a shortcut for TESTW Launcher.exe on your desktop, to launch the mod without going to all the way down to "Medieval II Total War\mods" when you want to play TES:TW.

P.S. Just in case, if after all of above you still have problems with launching campaigns, go to "Medieval II Total War\mods\The_Elder_Scrolls\data\world\maps\base" and "Medieval II Total War\mods\The_Elder_Scrolls\data\world\maps\campaign\custom\Fourth_Era" folders, locate map.rwm file in both folders, and kill it with fire.
This file stores campaign map-specific information, and is recommended to delete, when significalt map changes are made. Don't worry - game will happily regenerate it, when you start TES:TW campaign again.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ Patch 2.0.1 for TESTW 2.0

They are - Orcs faction set to use French accent in the game files. All factions still use vanilla voices on the battlemap.
Its not like we have better options, through. Especially with Bretons and Redguards still using Imperial voices on the campaign map...

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Look to unit card of recruitable archers. If its 4th Era - you have Skyrim-styled units, if its 3rd era - you have Morrowind\Oblivion-styled units. In the 4th Era campaign you have to decline the reform to keep Skyrim-style legions in your army, as the reform text indicate(it did in my version, at least).

Also, currently reform does not touch your mages, city guards, and two lower tier units(Empire Spearmen/Swordsmen) - they always retain Morrowind\Oblivion-style.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

TES:TW has Era event_counter in both of its camapign_script files for Era-specific things(you can't train Blackwood company in 4th Era, for example). And, correct me if I'm wrong, but triggers from export_descr_ancillaries and export_descr_character_traits can use event_counters as conditions. So it just need someone with EDA/EDCT knowledge to correct those ancillaries.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

About models - look to export_descr_unit for model names("company X" for light units, and "elite X" for heavy cohorts), to battle_models.modeldb file for model entries and to "Medieval II Total War\mods\The_Elder_Scrolls\data\unit_models\_units\imperial" for models and texures themselves.

About hidden resources - they are govering area recruitment and building. So, by adding them, you extend faction recruitment/building zones.
Personally, I extend them to areas claimed by provinces in lore, even if said areas aren't officially part of them(Bruma/Dragonstar for Skyrim, Rimmen/Arenthia for Cyrodiil, and so on). It does overlap in some regions, but borders in Tamriel far from static anyway...

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Well, you can replace flies from 3rd Era campaign map with 4th Era ones, so 4th Era will became main campaign and you can hotseat it.
In theory, it is even possible to create .bat launcher to automate switching between Eras(considering examples of TATW sub-mods using them to change files). But I'm no expert in such things, and TES:TW modders aren't specialists either. Perhaps, someone more versed in programming can lend a hand here...

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Thank you for answer! Managed to discover some well-hidden errors with those checkers (I used only TWTECV earlier).

I sill think that College of Winterhold should be present in Fourth Era - we visit Winterhold in TES games set in said Era(TES-V Skyrim and TES: Legends, to be specific), and it is exactly what you described - village + College.

Also, Sadras generals and family members are still silver surfers(I think). They use "morowind_general" model, which lack entries for normans(House Sadras).

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Time to correct myself - Nords are better of with English accent(big "thank you" to non-English verisons of Medieval 2:TW missing certain accents).

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I recommend Mediterranean accent battlemap lines for the Altmer and Scottish for the Nords. Scottish accent is closest to Skyrim, in my opinion, if we don't have Scandinavian ones around, and totally unused in TES:TW.
Mediterranean choice for altmer is subjective, but ESO: Summerset went for Greece/Italy aestetic for High Elves homeland, so its not entirely unreasonable. It is also used by argonians, but I don't think its a problem, through - TES:TW doesn't touch battlemap voices(French Orcs say hello).

There is another silent battlemap faction in the mod - Great House Dagoth, but I don't have any idea which accent would suit them(if any) - too alien for each.

Also, may I ask which checker(-s) you use? I dabble in Med-II modding from time to time(mostly just change stuff in TATW submods for personal use), and tool like those sounds really helpful for hunting down errors.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I don't think it would help - nords and altmer use unique accents, which are not added to .txt files govering battle voices and sounds. Their campaign map voices are fine, through.
BTW, your fix already vanquished Tullius CTD.

If you want some more bugs to solve -
1)Galmar Stonefist has Ulfrik model in campaign(his unique model is present in BMDB and named "galmar"),
2)Sadras generals are silver surfers,
3)College of Winterhold unique building wasn't added to Winterhold in 4 Era campaign.

For everyone who still has Tullius crash, here are the correct lines from battle_models.modeldb:
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 121
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 900
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 2500
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 6400

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

For immersion? Also, because TATW says so, and everyone who don't have them are inferior(and properly forget that TATW custom settlements have quite a history behind them).
And, speaking of unit stats, I've found that politely presented suggestions with some work behind them can do wonders...
No idea why are you hate the Clockwork City, through - its one of ESO best parts.

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Tullis bug - fixed. Here are the correct lines from battle_models.modeldb:
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 121
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 900
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 2500
59 unit_models/_Generals_and_Captains/heroes/tullius_lod0.mesh 6400

BMDB errors are nasty ones, yes?

Good karma+4 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Let me guess - you don't like more additions from ESO?

Good karma+3 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

As far as I know, redguards getting free upkeep slots in barracks is intentional(somewhat). TES-TW team is trying to represent Redguard warrior culture - Hammerfell have no standing army like, say, Empire, but can form strong militia quickly. So redguard units are expensive but they have free upkeep boost in settlements. Also, it helps an AI.

As for garrison script - yes, unfortunately garrison units don't disappear after the siege. TES:TW use similar garrison script to Third Age: Total War, which has certain limitations. Some TATW submods, like DaC or MOS, improved upon TATW script, but their permissions are "TATW and sub-mods only", so TES:TW can't use their versions of the script. And modders consider garrison script valuable part of the campaign balance, so its not going anywhere anyway.

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ Viscount Star Defender

I'm beating a dead horse probably, but Viscount Star Defender WAS, actually, pictured in all it 17 km glory, in "Starships of the Galaxy (Saga Edition)" sourcebook. Back in 2007, Wizards of the Coast decided to give rebels some counterpart for Executor for their board game. WotC took Viscount(which was only mentioned in novels couple of times before), gave it pictures(including one, where it fights Executor), model, 17 km length, Executor-level armaments, et cetera...

And an unexpected problem arose: in novels Viscount itself was said to be twice larger than Mediator battlecruiser. 17 km long Viscount = 8,5 km Mediator.
Next comes Guide to Warfare and its decision to downscale Mediator back, as novels said NR built a large fleet of them. So, EGTW introduced Viscount prototype, 3 km large(and never pictured, btw), and pair of actual 17 km dreadnouhts(one appeared in novels, yet never described in details), to keep consistency with WotC.
So, Mediator went to 1,5 km as a supposedly new version of MC-90. Ironically, MC-85 cruiser from Disney trilogy could make an excellent Viscount prototype model. Even their size are close.
Still, very well done model and texture, just not an actual 17 km Viscount(nose section betray it). Maybe, you can scale it to 3 km or like this, use as hero ship, and add classical Star Defender model too.

Good karma0 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I saw elsewhere that devs recommended to avoid playing Red Ring Battle for now. Something with Imperial City tactical architecture: IC was changed between 1.4 and 1.5, and Red Ring wasn't yet updated to include changes.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

I don't think they are really missing, more like purposely not included for unit variety: Skyrim-style choice gives Empire acsess to pike unit, while Oblivion-style gives 2H-unit. And horses isn't really Legion theme(unlike High Rock, or Crowns), so their heavy cav is AOR to Cyrodiil.
But yes, Palace Guard armor is indeed missing at least from archers(cavalry bodyguards has it already).
Empire does lack one valuable unit - archers in light armor from Morrowind. As is, it needs reform event to start recruting any(!)archers.

Just my two cents.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Less than one per faction, actually. Morrowind Great Houses(4 factions, 5, if we count future House Sadras) all can use same unit, just as Breton kingdoms, Redguard clans and Khajit factions. Slave doesn't need one either. So, 20 active factions, and 14 garrison unit slots. Skyrim garrison can be used for Stormcloacks too, and Sadras already covered.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

The thing is, Dynamic Garrison script(which DaC uses)while well done, was creared as TATW submod. And TATW asset usage policy is "for TATW and submods only".
Not sure if its possible to get permissions to use script in TES-TW, as original author long gone.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

No, UI bug is still there. Saw it, while storming Wayrest. Shame, as I reported that one even in 1.4.1. Perhaps 1.5.1 will help(it'll get a lot of unit balance changes too, including bretons, from what I know).

It depends, I guess. When you fight some 2-3 stacks of Wayrest troops, including a lot of elite and cavalry(some FG too), you need everything you got, just to held the line. And those rare cav. bodyguards(new generals get only inf. ones) are pretty helpful.

Good karma+2 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Just opened mod page, didn't even need to scroll down. Article about 1.5 release, very first bold sentence:
"The Elder Scrolls: Total War v 1.5 standalone".

4)Oblivion Crisis Script affect everyone. Several cities receive scripted attacks, and daedra appear all over Tamriel(1-2 stack attack every faction).

Well, I check here in case of bugs from time to time, and your comments provided few valuable information. They also tend to bury comments from other people.

And to quote my own earlier comment, which you must have missed, because of spamming:
"Got curious, so I downloaded your save and checked in-game.

Switched turn with zero problems. Saw none of your issues from the log either, even through my copy is a bit modified(unit fixes, building fixes, some personal map changes and text fixes). It may be text problems, but unlikely.
Try to reinstall TES:TW 1.5(no previous version needed), and Medieval 2. Apply LAA patch(may help with memory problems). Do not replace any Kingdoms campaign with TES:TW. If you have Windows 10, check about any compability problems with Med-2(as this one heard about some).

BTW, this is some strange strategy on your end(from my exp as fellow Daggerfall player). Best generals(King and lord Bridwell) kept in cities, Camlorn left without governor, and why do you need that large fleet? Not even speaking about second army around Daggefall, which do nothing, but drain your money..."

Good karma+3 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

1)This one is really suprised at some ppl reading skill. Aren't humans supposed to learn reading when they go to school as kittens? At least, thats what khajits usually do...

Yes, its very, very sarcastic. But when someone post question which answered literally on the mod front page above, I'm starting to think like this.

2)Crashed 2 or 3 times, when playing hotseat as all factions(memory overload, I guess). 0 crashes at single faction campaigns, got to turn 77(or 78, don't remember)as Daggerfall mostly without problems.

3)Stop spamming comments, please. A single thread would be just as helpful for devs and other players, and far better to navigate, then your spamfest.

Good karma+3 votes
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

No such province name in TES:TW 1.5. At all.
Inform UP devs, if you want that bug fixed.

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Got curious, so I downloaded your save and checked in-game.

Switched turn with zero problems. Saw none of your issues from the log either, even through my copy is a bit modified(unit fixes, building fixes, some personal map changes and text fixes). It may be text problems, but unlikely.
Try to reinstall TES:TW 1.5(no previous version needed), and Medieval 2. Apply LAA patch(may help with memory problems). Do not replace any Kingdoms campaign with TES:TW. If you have Windows 10, check about any compability problems with Med-2(as this one heard about some).

BTW, this is some strange strategy on your end. Best generals(king and lord Bridwell) kept in cities, Camlorn left without governor, and why do you need that large fleet? Not even speaking about second army around Daggefall, which do nothing, but drain your money...

Good karma+1 vote
Starackbar
Starackbar - - 30 comments @ The Elder Scrolls: Total War

Disclamer: I'm not developer, but mere fellow user following TESTW news.

As far as I know:
a)So far TESTW grand campaign events cover the timeline spanning from 3E 414(aftermath from Miracle of Peace) to early 4E(exact date unknown, certainly before 4E 122 - destruction of Winterhold). Certain 4E events were pushed back to 3E for sake of gameplay(Elsweyr split, Aldmeri Dominion formed, southern Tamriel not being part of the Empire, etc)

b)yes, grand campaign events finish long before Stormcloack Rebellion, because by 4E 201 each faction would have conquered all of Tamriel couple of times already.

c)There wasn't mention of any plans to create provincial campaign based on events from TES-V, yet.

d)If you want to see nord-imperial conflict, you can reenact it by playing as Empire and invading Skyrim(or play as Skyrim and invade Cyrodil).

e)Or you can try to install unofficial patch which does feature Stormcloack Rebellion, although I wouldn't recommend doing it - its pretty unstable

Hope, that clears some things for you, outlander...

Good karma+2 votes