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Firstly, make sure you have a working install of Medieval II: Total War with the Kingdoms expansion. Also make sure none of your kingdoms expansions have been changed in any way(so if you run a mod by renaming say the Americas campaign you will have issues) Both Steam and retail versions work. If you have a pirated version or cracked version of the game, go and purchase medieval 2 with the kingdoms expansions.

Step 1: Download the latest version of Beginning of The End Times on this page (the 1.5 Beta).

Step 2: Unrar the mod using either WinRar, 7zip, or an equivalent extraction program able to handle .rar files. You should end up with a folder named BOTET containing more folders and the files warhammer.bat and configuration.cfg. If it contains another folder called BOTET, use the one that contains the warhammer.bat and configuration.cfg files.

Step 3: Drag that folder into your Medieval II Total War/mods folder, so it ends up Medieval II Total War/mods/BOTET.

Step 4: (Steam only) If you don't have a kingdoms.exe in your medieval 2 folder, copy medieval2.exe and rename the copy kingdoms.exe(do not put .exe in the name, the files are already an executable)

Step 5: Open the 4GB Patch (you have the link to download the file below this own message, simply scroll down the installation video) and direct it to your medieval2.exe in your Medieval II: Total War folder. If it patches correctly it will create a backup file in the same folder. Do the same thing for kingdoms.exe. Make sure you run the program as administrator.(right click on the patch, properties, compatibility and at the bottom you will see "run this program as an administrator" If you get an error trying to launch the game, delete the .exe files and rename the backup files to medieval2.exe and kingdoms.exe, then try "Large Address Aware" instead. It's the same as the 4gb patch, but might not cause that error.

Step 6: Run the game by double clicking warhammer.bat(it will just be called warhammer) in the BOTET folder. If you want, you can right click on warhammer.bat and make a shortcut to put anywhere you want, so you don't have to navigate to the mod folder everytime.

Excessive campaign map lag: Some with older system might find the campaign map very laggy now, if you find it is far worse then before we have a fix for you to try. In the mods folder you will see a configuration.txt. open in notepad. find the line that says

disable_file_cache = true (make it like this, look down)

;disable_file_cache = true (the ; makes the game ignore the line)

next you will need to rebuild the map.rwm. The game does this on its own but you have to delete the old one and start a new campaign to get it to rebuild. So, go to the BOTET folder. navigate to data/world/maps/base and you will see the map.rwm (delete this or drag to desktop(just in case)

then reload the mod start a campaign and the map.rwm will rebuild. might take a while dont worry this is normal the first time. See if that helps your excessive lag issues scrolling around the campaign map.

Advice: Play only Long campaigns, not Short ones.

Advice: To play sieges in Custom Battles first select fort, then the culture level, then the settlement level.

Advice: If you find old totalwar games give you poor fps for your system this might be why, go to your medieval2.exe and kingdoms.exe right click and go to properties/compatibility you will see a check box for "disable display scaling for high DPI settings" Make sure this is checked(or try it to see if you get an FPS gain) made a huge difference for me with ALL totalwar games.

Possible issues: Many settings that affect the game are found in the configuration.cfg file, which can be edited like a text file. If you want banners on or off, change show_banners = false to true, or true to false. Also make sure the log line looks like this: [log]
to = logs/M2TW.system.log.txt
#level = * trace
level = * error
#level=*script* trace


Installation video tutorial thanks to Stan (WarhammerWeekendTimes):

4GB Patch Link:

Advice: If you get an error 0xc000142 while applying the patch, that means you must update your .Net Framework. If you still can't apply, then use LARGE ADDRESS AWARE:

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Enjoy, its still a beta so don't suspect a totally finished product but compared with 1.01 you all should be happy with the progress.

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1.5 Beta

1.5 Beta

Full Version 107 comments

Here you guys go, still in beta so lot left to add and finish up. But compared to 1.01 you guys should be happy with the progress.

Comments  (0 - 10 of 9,353)

sorry but why high elf spear alway use spearwall ?

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I've played 1.5 beta and garrison spawn script was quite annoying for me.
You're thinking about changing it for the next release?

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Question I am new to this modding do I need the last update for Call of Warhammer then get the new one or can I go straight to this new update

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The BOTET folder download on here is standalone. There's multiple installation instructions right above this comment section that say exactly what to do.

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I´m seing campaign videos in youtube and I´ve seen campaing maps completly explorated in this mod. When I play campaign my map unesplorated is completely black and not explorated.

I've tried with the toggle_fow command but it makes it all visible and not just explored. Any suggestions on how I can have the map fully explored but not completely visible?. Thanks for attention.

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In BOTET/data/world/maps/base there's map_fog.tga. With a program that can edit .tga files (GIMP,, Photoshop, etc.) change it from all black to all white.

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Have you guys considered the idea of replacing the master engineers with hochland long rifles with grenade launchers instead? Not only would this be a chance to show off a new experimental weapon, but it would also make the special unit of hochland feel truly unique.

The grenade launching blunderbuss should be highly effective at piercing armour and could cause some nice disruption as well, but at the cost of having a fairly limited ammo capacity and slightly shorter range than standard handguns.

Any thoughts?

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tomdoof Creator

Yeah we are planning on doing some outriders with grenade launchers, I don't think we will be replacing jagercorps tho. Projectiles recently got an overhaul so the "grenade" actually works like a grenade(small AOE and disruption) instead of that old body piercing projectile.

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Will it replace the outriders with repeaters or is it going to be a separate unit? Regardless, the grenade launchers would surely fit the firing animations a lot better. We already have master engineers with repeaters, so it wouldn't be a total loss if you decide to go down that route.

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Medieval II: Total War: Kingdoms
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Highest Rated (33 agree) 10/10

Excellent mod. Can't wait to see what the devs will do next!

May 24 2016 by WillTheFirst


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