Immersive Middle Earth was designed to improve the quality of BFME 1. There are a lot of big changes made in this mod but the integrity of the base game remains largely the same. Portions of the mod are reactivated and reworked unused assets within the game's files. This mod is compatible with the recent HD Skin/Model Mod and has complete Good and Evil Campaign functionality.

To install, simply open the file directory and replace the mod files with the game files. Recommended to back up the game files before running the mod.

WORKS BEST IF BASE GAME WAS UPDATED TO THE OFFICIAL PATCH 1.03. Remove _patch105.big and _patch106.big files if the unofficial patches were installed as they overwrite a majority of the mod coding.

The game.dat file included in the mod pack (which comes from patch 1.05) is needed for non disk play.

If you have any epic screenshots or footage of in-game moments of my mod, email me at and I can post them on the mod page. Make sure you send the moddb user name for credit and the title of the picture.

Hope you Enjoy!

Note: While the mod is essentially complete, updates will continue to be released in order to address performance issues, faction balancing, and glitches. If there is anything you do not like about the mod and/or want to change, I can do walkthroughs, send links to help, or even make a personal variation to help make the Immersive Middle Earth experience that you want (within reason and in the scope of the mod). Keep in mind I am a novice at modding so there is only so much I can do. I am personally looking for reviewers and people willing to test out the balance of this mod in pvp sessions. Please send a personal message or go on the mod's forum about any questions or concerns.

Here is a list of things the mod does that were my own work (a near complete list as there may be some things I have changed without remembering between versions)

Version 1.0

* Increased the population limits (2 Players: 1500 G, 3000 E, 3 Players: 1250 G, 2500 E, 4 Players: 1000 G, 2000 E, 5/6 P players: 750 G, 1500 E, 7/8 Players: 500 G, 1000 E)
* Increased starting cash (4000)
* Increased the amount of goblins, wargs and trolls that spawn from lairs (40 Goblins, 10 Warg, 4 Trolls)
* Bodies stay for about 90 seconds on the battlefield instead of instantly disappearing
* Hero bodies stay for less time than other units (about 80 Seconds)
* Body sink rates have been altered
* Gondor archers do not use the melee punch attack
* One of the Gondor archer death animations was switched (on high graphics)
* Boromir has a small splash damage radius and arc
* Camera can zoom in very close
* Saruman has knock back properties and splash damage with his normal attacks
* Lurtz's carnage ability has a larger splash damage radius
* Gimli's slayer ability has a larger radius on both the knock back and splash damage
* All splash damage affects neutral objects like wild animals and destructible scenery
* Some knock back distances have been tweaked

Updates with Version 1.01-1.03

* Minimum zoom distance has been adjusted to prevent clipping through calvary and heroes on horses
* wild Warg standing death glitch has been fixed
* wild Wargs not stand still for an obnoxiously long period of time after standing up from being knockdown
* Gollum making noises after death has been fixed partially fixed, sometimes he still makes noises but it is faint when he does)

Updates with Version 1.2

*Saruman has stronger armor
* Saruman has an electrical effect when he attacks
*Wichking leadership affects nazgul, and nazguls have thier own leadership that help each other and the witch king. Also the nazgul/witch king have an increased heal rate when they are in a group
*The delay between attacks and the melee attack ranges have been altered for some heroes and units to make the battles look more natural
*Elves, Soldiers of Rhun, and Towerguards have been buffed offensively to be more like elite units
*Elves, Soldiers of Rhun, and Towerguards do additional damage to each other

Updates with Version 1.3-1.35

*Haradrim/Easterling combo hordes
*New Hero (and Balrog) abilities
*Unit balancing adjustments
*Units dropped by air units kill those underneath
*Particle system tweaks
*Mumakil flaming rampage is back
*Hobbits can ride on hero horses (except for Eowyn) and will throw rocks if in ranged mod prior to mounting
*Orcs formations have more variety
*Evil faction level up effects are red
*Gollum can level up
*Arrows are physical objects and still have the white trails
*Evil faction arrows hitting enemies will leave black arrows in the body
*Haradrim thrown spear will leave the actual spear instead of an arrow in the enemies' body
*Eagles crash land when killed
*Complete good and evil campaign compatibility
*Various bug fixes
*Orc and Easterlings Banner carriers actually physically attack instead of using invisible mind attacks
*Weather acts independently and does not stack anymore
*Removed files that causes all units to spontaneously explode after a few minutes of gameplay

Updates with Version 1.36

*Hero Passive abilities tweaked
*Darkness has no aura placed on units (still has bonuses)
*Last stand abilities have been reworked in skirmish (unaffected in some campaign missions)
*Witch king new ability: Malice, use to stun large enemy forces
*Goblin and warg lairs produce slightly less units
*Some ability descriptions updated

Updates with Version 1.37

*Some hero ability descriptions improved
*Aragorn’s new ability level requirement and Anduril prerequisite properly coded to match the label
*Army of the dead appearance after summoning is not as instantaneous

Updates with Version 1.38

*Fx changes
*Labels on some abilities changed
*Abilities added to Boromir and most Rohan heroes

Updates with Version 1.39

*Word of Power abilities modified
*Health increases for Theoden, Eoywn, Saruman, and Gandalf the White
*Eoywn starting and revival costs decreased
*Legolas’ Eagle Eye ability description fixed
*Hero Resist knockback changes

This mod incorporates codes that are not my own taken from patch 1.05-1.06

* Unit movement issues fixed
* HD skins (on high graphics)
* Armor, experience, and other problems fixed
* Units can now guard each other and buildings with "U" as the abilities hotkey
* Haradrim have two skins that are randomly chosen (on high graphics)
* Cut audio clips have been reinstated
* AI has been enhanced
* White is now a player color
* Intros are skipped automatically
* Resting cursor on units shows the color of the faction they belong to

Unlike patch 1.05 and 1.06

* no zoom out feature
* lumber mills can set rally points
* no new maps

Possible issues with the mod

*Bodies may not sink all the way before disappearing when on uneven slopes

* Calvary and siege tower bodies on uneven slopes like hill sides will sometimes wobble around until sinking

* Zooming in too close will see through some units or buildings

* You can have multiple Merrys, Pippins, and Smeagols if you construct them before thier initial corpse disappears (All other hero bodies disappear before they can respawn)

* AI sometimes have troubles defeating goblin lairs early game

* AI will use war chant or related powers on deceased troops (doesn't happen that often)

* Units may become cluttered in one area if cramped (spreading out units and micromanaging units of large armies is a needed skill to be successfully with battles)

*eagles bodies may (rarely) bug out and pretend to be alive even when dead, also Eomer stands still if killed while throwing a spear, these have no affect besides looking annoying

*Sometimes when haradrim and easterling formations fuse, the haradrim walk in place until another command is give (the formation behaves perfectly normal after this)

*Units killed when a faction is eliminated will kill units physically touching them (a result of the unit dropping from flying units programming)

*Certain campaign exclusive models will not change colors to match faction colors in skirmish

*Some campaign missions will have changes in the the timing of certain events, but nothing gamebreaking

*Hobbits lose 2D shadows when getting off another heroes' horse, using cloak will add it back though

*The player character can not remove thier hobbit if placed on an allied heroes' horse, unless the allied hero dies, dismounts from horse, or the allied human player manually kicks out the hobbit

*Human controlled allied mounted heroes can steal ally hobbits

Credit to:
THORONGlL of BFME patch 1.05 related codes

For BFME patch 1.06 codes
ICT - Map Editing, Coding Echo - Map Editing, Coding Rider of Rohan - Coding, HD Patch Artist Mathijs - HD Patch Artist, Map Editing

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I.M.E. v. 1.39. A.I. Tweaks and Updated Files

I.M.E. v. 1.39. A.I. Tweaks and Updated Files

Patch 2 comments

If you already own 1.3-1.38 of the mod, just get this one which has all updates for 1.38. If this is your first time downloading the mod, the game should...

Immersive Middle Earth v. 1.39

Immersive Middle Earth v. 1.39

Full Version 9 comments

A personal mod of BFME1. Download this if you have do not already have the mod or if you have a version prior to 1.3. If this is your first time downloading...

Comments  (0 - 10 of 57)

Hello, I really like your mod. But I noticed some bugs with animations, namely with the animation of the Itilion Rangers and the riders of Rohan. And I have another question, could you insert the models from HD EDITION.

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knightsatwar Creator

The animation bugs are already present in the base game and I am not the best at fixing them, I may look at the codes for BFME2 and see what I can do. Since the HD Edition is not owned by me, you can download it and install it to my mod since they are add on files instead of changing anything.

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Thank you.

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where I can get a 1.03 mini image or crack?

I have patch switcher, when I change to 1.03 opens "insert cd-rom" error
1.06 opens the game normally but without your mod

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knightsatwar Creator

Simply remove the 1.06 and 1.05 files in your directory. Unlike an official patch, these files overwrite sections of the the ini instead of outright replacing it, meaning most of the code in my mod is rendered useless.

Reply Good karma+1 vote

Reinstalled original unmodified version and then 1.03 patch but the same thing happened, "cannot locate de dvd-rom, please inser the correct dvd-rom"

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knightsatwar Creator

The game.dat file of patch 1.05 is needed for non cd gameplay, my bad for the misleading information

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knightsatwar Creator

I included it in the mod download which should work now without a disk.

Reply Good karma+1 vote

Nice, thank you...

Now when I open then game appear this

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knightsatwar Creator

I currently added every possible file to the download that you could possibly need to remedy this issue so hopefully this will help.

Reply Good karma+1 vote

this works with patch 1.06?

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knightsatwar Creator

As stated in the description, this mod is not compatible with any of the unofficial patches, however the mod itself incorporates some codes from those patches

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