A mod that changes the scale and the scope of battles. The goal is to make the Battle for Middle Earth experience more engrossing and more personal.
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 the mod, the game should be updated to the official patch 1.03 to run properly. Personal message me if you have any problems. This is the near final version as I try to fix some things, but everything is mostly done.
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. Keep _106patchtexture file unless using the HD rework mod. Remove the _WSMaps file if you do not like zooming out that far.
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
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
Updates with Version 1.391
*Amon Hen Crash fix
Updates with Version 1.392
*Zoom out feature
Updates with Version 1.393
*Evil Amon Hen Crash fix
Updates with Version 1.4
*Normal Arrows, Flaming Arrows, and Thrown Spears have more special effects
*Eomer has a new spear throw effect
*Slight melee attack speed buff for Eowyn, Theoden, Lurtz, and Saruman
*Slight melee attack speed nerf for Aragorn and Boromir
*Easterling/Haradrim Combo Horde won’t be last priority to kill by AI
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
Уменя все здания рушатса((
Я не говорю русского, а попытки для установки только INI и 1,06 текстур в папку. То может предотвратить небольшое затруднение сброса давления здания. Я думаю который чему вы ссылаетесь к.
спс) помогло
Is latest patch required?
it is not required but it adds a lot more
Has anyone done a mod that includes the Balrog's CUT ability that was shown in the demo? He picks up a single soldier and roasts him. Is this is any mod at all?
I have seen some things in the files related to it, but I have not messed with it, i am not sure if that ability really adds anything to the balrog as all of his attacks can basically kill a large number o people very, roasting one unit would be a simple waste of his lifespan, but it would be cool though if he could grab heroes and do that
Hi there Knightsatwar,
You say that you can play the game without a CD but I still get the splash screen telling me to insert it.
Do you mean it applies the 3:30 min fix?
Also my second question, are the AI files in the other section required?
Thanks for your hardwork!!
I am not sure why that has occurred for you as I have never encountered the issue, the AI files are not required, they just basically allow for the new abilities to be used
I installed the mod, but it crashes and says "Expected floating point value or predefined macro, but found 'ELROND_BOW_RANGE'
Error parsing field 'AttackRange' in block 'Weapon' in file 'DATA/INI/WEAPON.INI' line 7033
And a lot of other errors... Did i something wrong? i've got patch 1.03 and 1.05 and worked fine
I am not sure how you got this error, do you have the patch switcher? because that may effect how my mod works
fixed the issue!
Most of the changes are great and just wanna give some of my advices,
1-Command post is unnecesseraly high, it could be 1000 for evil and 600 for good side.
2-If its possible, ability to mount unmount for WİTCH KİNG would be awesome.
3-Starting cost is so much, i wish it could be selected by player in game menu, it kills 1k player base, i think 1k was good and usual players got used it
4-Warg and troll numbers also so much, what was the reason for that, it kills strategy and gameplay a lot, previus numbers were okay.
5-Aragorn attacking animation speed is so fast its not realistic and op with anduril it should slow down
6- When i give order heroes to attack, they stop at some point. you need to always give order to attack.(noticable on WK and fellbeasts) I assume its a bug.
thats all for now i hope you fixed these issues.
i have been playing bfme series for 10 years and i dont like most of the mods but this one has a potential.
(You did saruman great and i really appreciate you)
i installed and it works fine but there is one problem that command points are still the same starting with 150 same as the cash i also have the latest patch any ideas?