Immersive Middle Earth was designed to improve the quality of BFME 1. There are a lot of changes made in this mod, but not many new things have been added. New versions may come out if existing glitches are remedied and if new things are added (Compatible with the recent HD Skin Mod)

Here is a list of things the mod does that were my own work

Version 1.0

* Increased the population limits
* Increased starting cash
* Increased the amount of goblins, wargs and trolls that spawn from lairs
* Bodies stay for about 80-90 seconds on the battlefield instead of instantly disappearing
* Hero bodies stay for less time than other units
* 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 1.1

* Minimum zoom distance has been adjusted to prevent clipping through calvary and heroes on horses
* wild Warg standing death glitch has been fixed
* wild warg do not stand still for an obnoxiously long period of time after standing up from being knockdown
* Gollum making noises after death has been fixed (sort of, 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 reduced for some heroes and units to make the battles look more natural
*Elves, soldiers of rhun and tower guards have been buffed offensively to be more like elite units
*Elves, soldiers of rhun, and tower guards are direct counters to each other

Updates with version 1.3-1.35


*Haradrim/Easterling combo hordes
*New Hero (and Balrog) abilities
*Unit balancing adjusted
*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)
*Orcs formations have more variety
*Evil faction level up effects are red
*Gollum can level up
*Arrows are physical objects
*Evil faction arrow impact effect is black
*Haradrim thrown spear is the actual spear instead of an arrow
*Eagles crash land when killed
*Complete campaign compatibility
*Various bug fixes
*Orc and Easterlings Banner carrier actually physically attack instead of using invisible mind attacks
*Brought back mumakil rampage behavior
*Weather acts independently and does not stack anymore
*Removed files that causes crashes

This mod incorporates codes that are not my own

* 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
* Game can be played without CD
* 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(Inform me if this occurs as I have spent countless hours making sure the bodies finish sinking before disappearing but I may not have optimized this for all of the units)

* 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

* AI sometimes have troubles defeating goblin lairs

* 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

*eagles bodies may (rarely) bug out and pretend to be alive even when dead, but it has no affect besides looking annoying

*Sometimes when haradrim and easterling formations fuse, the haradrim walk in place until another command is given

*evil forces dead bodies glow during darkness

*Gimli and Boromir last stand makes it so enemies do not gain experience from thier defeats

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

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

*Hobbits loose shadows when getting off another heroes horse, using cloak will add it back though


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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If I can find a way to fix some of the issues with my mod I will definitely post another patch, but my main concern is community involvement. If you want to see something implemented in my mod, comment or ask me, however if I can not do it on my own I do ask to offer help if you know how to. My goal currently is to make my mod balanced for the competitive play and I wanted feedback on whether anything seems underpowered or overpowered. Feel free to write reviews and break down the good and bad of my mod! I can take constructive criticism and I welcome it in order to make a better product.

If anyone has downloaded a version of this mod that crashed your game, the simple fix for the problem is to replace the LOTRBFMe.dat file with the original one. I realized a while back that this file is unique for every individual and this determines in your version of the game is a fraud or not. Again I am sorry for including my version of this file.

Thank to you all for the support, I would be happy to hear your response to this.

Immersion mod 1.1 (old news, not relevant)

Immersion mod 1.1 (old news, not relevant)

News 2 comments

A few tweaks were made to the original mod to make it a little bit better than before. However, there are a few things that are being worked on in preparation...

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I.M. A.I. Tweaks and Updated Files

I.M. A.I. Tweaks and Updated Files

Patch 2 comments

A work in progress, do not need this for the mod, but so far it allows A.I. to use new abilities. Further A.I. tweaks will be added in the future. Also...

Immersive Middle Earth v. 1.35

Immersive Middle Earth v. 1.35

Full Version 8 comments

A personal mod of BFME1. Regardless of if you have a previous version or not, get this one. Personal message me if you have any problems. This is the...

Comments  (0 - 10 of 23)
LidlessEye
LidlessEye

is your mod compatible with the HD mod from the t3a team?

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knightsatwar Creator
knightsatwar

Recently tested it out, and the HD mod works like a charm with my mod, however using the original launcher as opposed to the hd launcher will turn virtually all units invisible. If you are into that sort of thing

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knightsatwar Creator
knightsatwar

I will have to test it out to see, but theoretically it should work since my mod incorporates patch 1.06

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Guest
Guest

Heya, half the stuff in this mod doesn't even work. The creeps have more wargs, the bodies stay there for a while, can combine harad but thats it really. No lvling up for gollum, bonuses for nazgul, no level 10 ablities for saru and boro ect, pretty much hardly anything listed in the mod.

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knightsatwar Creator
knightsatwar

The stuff should work now, I back checked with my brothers computer to make sure the files were set, this should work properly this time

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Watman92
Watman92

Does the campaigns work with this mod?

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knightsatwar Creator
knightsatwar

Yes, at least the good campaign functions, I had to make some tweaks to the map file in order to allow the campaign to not crash, but it does work. However, some events like gandalf meeting the balrog (gandalf gets hit by the summoning fire wave) and boromir in amon hen (he sometimes doesn't use his horn to scare the enemies) are effected, nothing game breaking but little things like that may happen. Also, if you build a large campaign map army, some strange things may happen. Generally, it takes everyone forever to walk into the map, sometimes units get stuck in rivers or mountains, or everyone fills up the map space and you can essentially destroy the enemey base in seconds. Also, the ai can be granted huge armies that rival your big armies.

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Guest
Guest

your mod messed up my game dude, instant lose even with your 1.3 version.

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Guest
Guest

would be helpful if you told us which files to keep and which ones screw our game up.

I havent rated you yet but if you can update the error and make the readme more informative then ill give you a high rating.

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knightsatwar Creator
knightsatwar

I accidentally added the LOTRBFMe.dat file, use your original one. Ans saruman has a level 10 ability and boromir however has a level 8 one, I am going through what I can to correct it. There is a more recent version that fixes more things. Sorry busy in college to keep track of it all.

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