Ever since the original Elder Scrolls: Total War released back in 2015, players have been able to dive feet first into the world of Tamriel and experience Nirn in a way never before seen: In the scope of one of the greatest strategy games ever made. And though the original project and its sister submod, the Unofficial Patch, are indeed ambitious, there is room for a project of much greater scale. The Elder Scrolls: Total War Remastered (TESTW Remastered) seeks to patch out and fix many of the translation issues and bugs present with the original project, as well as completely overhaul the factions, rosters, campaigns, world map, and scripts of the original Elder Scrolls: Total War while preserving the classic feel of Medieval 2: Total War. Featuring a fully AI-voiced cast for every unit, announcer, and faction and 3 massive campaigns spanning the events of Morrowind, Oblivion, and Skyrim, this is to be the penultimate Elder Scrolls project! Add me on Discord to help with the project!

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The Elder Scrolls Total War and The Unofficial patch are relatively young projects, being only 8 years old and 6 years old, respectively. But both of these projects are lacking in key areas, and The Elder Scrolls Total War Remastered exists solely for the purpose of building on what the original mod created and providing a truly spectacular Elder Scrolls experience.

The Elder Scrolls Total War is one of my favorite mods for Medieval 2 Total War and has single-handedly done what Skyrim never could: Made me fall in love with the world of Nirn and the stories told there. I have spent countless hours studying the lore of the peoples of Tamriel and listening to the soundtracks of all the games. I have played dozens of games in this mod and had an absolute blast in each one, whether it be conquering all of Tamriel as the Cyrodiilic Empire or speaking for the law and the land as Lord Dagoth Ur of Red Mountain. But unfortunately, the original state of The Elder Scrolls Total War leaves much to be desired.

The original mod creators, for all their hard work and vision for what the project could be, were not native English speakers. As such, many of the unit names and descriptions are either overly long, poorly translated, or simply copy-pasted from the Wikipedia articles about the games. In addition, the units themselves are under-scaled, under-balanced, and lack a sense of factional cohesion that is greatly missed when compared to other mods like Divide and Conquer. Every single unit in every single faction requires a complete and total overhaul, and each faction deserves a distinct identity and play style.

Another issue with the original project is scripting. The current game allows the player to amass huge armies of Undead, Dawnguard, Rimmen, Reachmen, and Stros M'Kai Pirates (as well as many others) that are utterly broken as far as balancing is concerned, and completely outside the pale of what would be considered appropriate for any kingdom in The Elder Scrolls to acquire. This project will purge this system in favor of brand new scripts and brand new factions, allowing the player to enjoy the content originally implemented in exciting new ways that fit with the lore of The Elder Scrolls. In addition, the Oblivion Crisis, which is locked behind the Third Era campaign, is almost impossible to access or enjoy. By the time of the counter reaching the proper turn for it to trigger, the Long Victory Conditions can be easily achieve dozens of turns before. A brand new campaign will be my answer to this oversight, and new scripts will make every faction have a purpose beyond painting the world map a different color.

The final issue this article will touch on is why this project exists when The Unofficial Patch exists. Though the Unofficial Patch adds a truly insane amount of content to the game and provides many engaging campaigns to experience, I personally believe that this sub-mod strays too far from the original intent and idea of The Elder Scrolls Total War and even Medieval 2 Total War in general. Alchemy, Lycanthropy, Vampirism, dungeon raiding, and overall far too many campaigns with far too little depth make stepping into the Unofficial Patch unappealing at best. There is much that the original Elder Scrolls Total War does not deliver enough on, but the Unofficial Patch is far too many steps in the completely wrong direction, and as such, I cannot recommend that anyone who enjoys The Elder Scrolls Total War give the Unofficial Patch much attention beyond installing it for themselves and giving it a few play-throughs.

This project will add fully voiced AI scripts to all characters, agents, and armies, including the sorely missed battle speeches of the original Medieval 2 Total War. It will feature a fully updated and expanded world map, featuring dozens of new settlements, additional factions, brand new scripts, fully reworked faction rosters, and 3 fully fleshed out campaigns with unique world settings and playable heroes. I hope this article has helped to bring to light the reasons I believe this project exists and why I have decided to go public with it at this time.

Thank you for your attention. If you have any interest in helping me with this project, please add capcoldblood7 on Discord and send me a message explaining your modding experience and ability to add to the project. Thank you again.

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TESTW Remastered Image 3

Post comment Comments  (0 - 10 of 47)
Keshinz
Keshinz - - 1 comments

This mod looks like its going to be hot garbage. Especially considering your primary concern is adding "MUH ELITE FEMOID SHIELDMAYDINZ" because you are disgusting coomers who get off to the idea of being dominated by females. The original mod is good because it doesn't push a agenda and the lack of female units is a testament to it's historical accuracy and quality since women did not fight in war. I will stick to the original and if anyone else wanted more features they'll just play the unofficial patch instead of this feminist garbage.

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RoyalistRook Creator
RoyalistRook - - 21 comments

My primary concern is making a version of the mod that is polished and very well balanced for the entire setting of The Elder Scrolls. We are making entire new factions and rebalancing every single trait, ancillary, and roster in the game as well as creating new voice lines, scripts, and units. Adding specific female units where they don't need to be added is not one of our goals.

If you believe that the addition of a few units that feature women in order to diversify the game is such an egregious slight, then I'm not sure what to tell you. I have no political agenda when creating this project, and the addition of female units is actually very accurate to the setting. Who could forget, in Skyrim alone, the mighty female warriors know as Lydia, Mjoll the Lioness, and (my personal favorite companion) Uthgerd the Unbroken? To say that women in battle in The Elder Scrolls is historically inaccurate shows a gross disrespect for the lore.

I could delete your comment, but I'd prefer that everyone be able to see your hatred for what it is: Projecting, misplaced, and entirely fabricated.

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Mr_Nygren
Mr_Nygren - - 3,812 comments

The main thing Elder Scrolls: Total War is lacking is female units for the Empire, Skyrim and so on - in the official games ever since Morrowind there's been female Imperials, Nords and what-not - it also makes sense to have shield maidens of Skyrim.

Yeah, too many men and not enough women in the mod.

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RoyalistRook Creator
RoyalistRook - - 21 comments

There are going to be some female specific units in the game, actually! For example, the Stormcloaks, to help with their low morale, are going to get a unit of elite Battle Maidens that use the Chant mechanic from the Americas DLC to bolster the troops on the front line!

We will see where more units of the feminine variety can be slotted in!

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primmnotslim
primmnotslim - - 4 comments

are there any plans to add mage units along this line? instead of every mage belonging to the school of destruction, it would be nice to have units with abilities like the special abilities added in Kingdoms, such as byzantine politics, which seems to me like it would be a fantastic illusion spell. Mage Armor, bound weapons, and Frenzy all seem like they would translate well into the already existing systems of the game

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RoyalistRook Creator
RoyalistRook - - 21 comments

Most factions are actually going to have their magic taken away from them or changed slightly to make them less powerful. However, there will be a full list of traits and ancillaries that let generals acquire mages from different schools that have different benefits.

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primmnotslim
primmnotslim - - 4 comments

well, I wasn't a big fan of how magic was handled in the base version, so I look forward to any change. What about the telvanni, who lacked non magic unit variety?

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Guest
Guest - - 690,292 comments

You’re right about non-magical units for Telvanni! Their whole roster had less than a dozen units!

I plan on fashioning the Great Houses of Morrowind after the Italian factions from the base Medieval 2 game. In essence, all the factions will share a pool of core units so you at least have something substantial, but all of the specialized units will be diverse and give each faction an edge in certain areas.

Telvanni get the most and best magicians! We’re still working out what that means, exactly, but it’s on the list!

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Guest
Guest - - 690,292 comments

interesting choice to give the stormcloaks low morale. Wouldn't it make more sense to give them high morale but lower troop quality (to reflect the game), and possibly some sort of morale debuff for opponents?

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RoyalistRook Creator
RoyalistRook - - 21 comments

Almost every single Stormcloak unit is going to have armor-piercing and good morale response. However, on the lower end of their roster, overall morale is going to be relatively low because they are an unprofessional force fueled by belief in their cause. They are not professional soldiers. Their morale is going to be balanced to reflect this.

As much as I love Ulfric’s boys personally, they can't be perfect. XD

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