I. Présentation

The War of the Houses (Lotharingia) is a mod project for Medieval II: Total War that aims to change the player's view of the game compared to what has been done in other mods so far.I'm happy to announce that this mod is no longer a project and has become a reality! With the help of dadasauvage , TEN.Sylvain and SVNOB*REPVS who takes care of the modding part, we hope to release a version 1.0 by the end of 2021! As you will have understood from the title of the mod, you will not play a kingdom or a people, as in most mods, but you will play a dynasty or a great noble family.

The campaign starts as in the base game, i.e. in the year 1080. But unlike the base game, the game does not take place in the same geographical area. As head of the family, you will have to make your family more powerful than the other families, in particular by taking over the various lordships on the map, which act as regions. By building alliances and expanding your holdings, your family will have to compete with other houses to become the most powerful.

II.Content already made for the mod :

  • New campaign map (2x bigger than the old map. It is now the size of the large M2TW campaign).
  • The campaign runs from 1080 to 1250.
  • 2 turns in the campaign equals one year.
  • 25 playable factions.
  • Factions based on noble houses that existed during the Middle Ages.
  • Regions based on historical principalities of the time (1080-1250).
  • New loading screens.
  • New events
  • (+/- 30).
  • Historical family tree in the mod (as historical as possible, but designed to keep the mod stable).But the desire to establish more complete family trees going back to the year 1000 or even earlier...
  • M2TW vanilla units (for the moment, but we're looking for people who know how to create units for the game).
  • Added titles of nobility.

III. The factions present in the mod (in brackets the faction it represents as a feudal state) :

  1. House of Berthout. (Lordship of Grimbergen and Mechelen)
  2. House of Namur. (County of Namur)
  3. House of Hainaut. (County of Hainaut)
  4. House of Looz. (County of Looz) ==> Removed as it threatened the stability of the mod (not ruled out that the faction will reappear).
  5. House of Billung. (Duchy of Saxony)
  6. House of Hengebach. (County of Gelderland)
  7. House of Normandy. (Kingdom of England and Duchy of Normandy)
  8. Capetian House. (Kingdom of France)
  9. Salian House. (Holy Roman Empire and Duchy of Franconia)
  10. House of Flanders. (County of Flanders)
  11. House of Leuven. (Landgraviate of Brabant, future Duchy of Brabant)
  12. House of Wessex. (Pretender to the throne of the kingdom of England, county of Cambridge, county of Bedford and county of Hertford)
  13. House of Rethel. (County of Rethel)
  14. House of Dunkeld. (Kingdom of Scotland)
  15. House of Boulogne. (County of Boulogne and Bouillon)
  16. House of Hohenstaufen. (Duchy of Swabia)
  17. House of Ardenne. (County of Luxembourg)
  18. House of Blois-Champagne. (County of Blois and Champagne)
  19. House of Montgommery. (Viscounty of Hiémois and County of Alençon)
  20. House of Ponthieu. (County of Ponthieu)
  21. Ecclesiastical principalities. (Ecclesiastical principalities that remained loyal to the Pope in the Investiture Dispute)
  22. House of Chiny. (County of Chiny)
  23. House of Enghien. (Lordship of Enghien)
  24. House of Lorraine. (Duchy of Lorraine)
  25. House of Holland. (County of Holland)
  26. Imperial Church. (Ecclesiastical principalities that remained loyal to the Holy Roman Emperor in the Investiture Dispute)

IV. Cultures of the factions present on the mod (For the time being, but it may change in the future) :

  • French.
  • Flemish.
  • Lotharingian.
  • Dutch.
  • Germanic.
  • Anglo-Norman.
  • Latin.
  • Scottish.
  • Heretic.

V. Content that is in progress or still being planned :

  • Include AOR feudal troops such as Flemish knights, Champagne knights and Luxembourg knights.
  • Include AOR mercenaries such as Flemish or Brabant mercenaries or Breton mercenaries.
  • Include historical events and "history sheets" that will trace the political, cultural and religious history of the regions on the campaign map.
  • Work on the design of the mod so that the player is totally disoriented and thinks he is playing a new Medieval 2: Total War.
  • Addition of new music.

VI. Ideas that could happen if everything goes ahead for the main campaign (Don't get carried away, nothing is certain about the following) :

  • Battle maps for customised battles (Hastings in 1066, Cassel in 1071, Bouvines in 1214, etc.).
  • Creation of other campaigns but whose campaign map could be reduced in size and/or regions: 1066 (Norman conquest of England), 1070 (Dynastic crisis of the House of Flanders in Flanders and Hainaut), 1089 (Godfrey of Bouillon has just been appointed Duke of Lower Lotharingia), 1127 (The House of Lorraine seizes the county of Flanders under Thierry of Alsace), 1135 (English anarchy between the House of Blois-Champagne and the House of Normandy), 1196 (Reunification of the House of Flanders and the county of Flanders and Hainaut), 1213/1214 (Franco-English war that ended with the Battle of Bouvines), 1216 (First Barons' War) and 1225.
  • Whether this type of mod is just the first of many...


Bataille de Worringen

Image showing the Battle of Worringen (5 June 1288)



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We need your help !


Recruitment

We are currently looking for people with experience in modding M2TW :

  • Person(s) who can make scripts.
  • Person(s) who can make skins (units or characters on the campaign map).
  • Person(s) who can modify the campaign map and add items to it (castles, fortresses, resources, etc.).
  • Person(s) who can modify the campaign menu.

There are no requirements except that you have modding skills and time. As far as language is concerned, we speak French and English. Join us on the discord : Discord.gg

176031363 299676138429854 470259

The latest news

  1. We intend to create a public discord in the near future. It will gather all the people who help to create the mod, the people who test the mod before its release. We also plan to welcome all the people who want to join it to give their opinion and their experience of the mod but also to give us ideas or things to improve in the mod.Link to the discord : Discord.gg
  2. As you can see above, we are currently looking for people to complete the mod team as we do not have all the skills to work on certain aspects of the mods such as scripts or skins.
  3. We want to make a French version. From now on, there will be 2 versions published for this mod, the English and French versions.
  4. We want to make scripts that will make the campaign more dynamic. Some of these scripts will involve marriages between the different families but also crusades. We also want to make sure that the titles of nobility are transmitted directly from a father to his son(s), the eldest always having the title giving the most bonuses and the highest title held by the father.
  5. We want to start thinking seriously about what will happen to the mod about units. Indeed, we would like to make the units more historical while keeping a certain playability. That's why we are looking for people who have already modded units on M2TW.
  6. We want to implement the vassal system in diplomacy. It will be possible to have a
    faction which is the vassal of another faction as of the first turn but unfortunately, that will not be seen in the diplomacy tab of the game. A vassal will be seen as an ally, we will however try to make faction summaries from the first round of the campaign so that you are aware.
  7. There is a desire to give certain factions, of Lotharingian cultures, a choice. That is, to remain in the Holy Roman Empire or to leave it. We realised that the Lotharingian factions that were part of the Holy Roman Empire at the time were not included in the papal system of the game because they had a different culture. So we would either give the player the choice on turn 1 to leave the Holy Roman Empire and go to war with the Emperor but adopt the Lotharingian culture at the same time, OR the player would have to meet certain conditions before having the choice to leave the Holy Roman Empire or not. We have yet to decide which would be best for the mod.
  8. For the next version, we will do everything to finally fix the game's crusade and jihad mechanics to fit the mod.
  9. Improve the game interface both in the campaign selection menu and in the campaign itself.
  10. We will try to rework the map to make it more natural and add historical fortresses and navigable rivers.

Carte des rgions du mod copieCarte des rgions du mod copie


Carte des rgions du mod copie 1


Thank you for reading the article to the end and don't hesitate to share your opinion in the comments below or to talk about the mod around you !


Mod FAQ, news and information

Mod FAQ, news and information

News

This article informs you about what has already been done for the mod but also informs you about what is coming and how far the mod will be taken ! If...

Presentation of the faction: House of Leuven

Presentation of the faction: House of Leuven

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In this article, you will find a presentation of the faction "House of Leuven". But also the history around the family, the composition of the family...

Presentation of the faction: House of Flanders

Presentation of the faction: House of Flanders

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In this article, you will find a presentation of the faction "House of Flanders". But also the history around the family, the composition of the family...

Presentation of the faction: Salian House

Presentation of the faction: Salian House

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In this article you will find a presentation of the "Salian House" faction. But also the history around the family, the composition of the family present...

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[ALPHA 1.3] Guerre totale - La guerre des maisons (Lotharingie)

[ALPHA 1.3] Guerre totale - La guerre des maisons (Lotharingie)

Full Version 9 comments

The War of the Houses (Lotharingia) is a mod that aims to change the player's view of the game compared to what has been done in other mods so far. As...

[ALPHA 1.2] Total War - The War of the Houses (Lotharingia) (Outdated)

[ALPHA 1.2] Total War - The War of the Houses (Lotharingia) (Outdated)

Full Version

Total War - The War of the Houses (Lotharingia) is a mod that aims to change the player's view of the game compared to what has been done in other mods...

[ALPHA 1.1] Total War - The War of the Houses (Lotharingia) (Outdated)

[ALPHA 1.1] Total War - The War of the Houses (Lotharingia) (Outdated)

Full Version 17 comments

New version with corrected error and some additions for the family, the name and the portrait of the factions. There is a possibility that the mod crashes...

[ALPHA] Total War - The War of the Houses (Lotharingia) (Outdated)

[ALPHA] Total War - The War of the Houses (Lotharingia) (Outdated)

Full Version 7 comments

Total War - The War of the Houses (Lotharingia) is a mod that aims to change the player's view of the game compared to what has been done in other mods...

Total War - The House War (Lotharingia) : Deuxième bêta-test (Outdated)

Total War - The House War (Lotharingia) : Deuxième bêta-test (Outdated)

Full Version 2 comments

Second version of our beta on the game. Don't hesitate to read the article that was published on it and that includes all the information related to this...

La Guerre Des Maisons : Beta (Outdated)

La Guerre Des Maisons : Beta (Outdated)

Full Version

Here is beta of the mod. We hope you will give us feedback on the mod page via the comments area.

Post comment Comments  (0 - 10 of 45)
Thunderofcannons
Thunderofcannons - - 190 comments

I just tried this mod just out of curiosity and it looks cool, keep up the good work.

I did find a bug playing the House of Billung the mailed knights horses have no textures they are white or grey, didn't try any oter factions just the House of Billung.

The mission was to attack Hamm and on the battle the mailed knights horses didn't have any textures, just wanted to make sure it's not on my end since I have a few Medieval 2 mods installed.

Edit: It's the newest Apha 1.3 version.

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dadasauvage
dadasauvage - - 71 comments

Hi, thanks for your feedback. Yes it's my fault, i forgot to add a texture to this unit. I would be added for the next version

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moneyman2018
moneyman2018 - - 164 comments

The discord link is invalid. Can you send me a working link to your discord server? I want to join it!

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Guest
Guest - - 690,308 comments

I am very confused on how to exactly install this the file page doesn't make it clear

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Andrew1830 Creator
Andrew1830 - - 37 comments

Hi, there's no problem. If you're a regular Medieval 2: Total War mod, we've used the same installation as most mods. So you download the Alpha 1.2, it will download in a Winrar format, so you have to unzip it, but if you have a "normal" folder (like any other file), you just have to follow this path: SteamSteamapps\common\Medieval II Total War\mods.

When you get to the "mods" part you will find the different campaign DLCs of M2TW (Britannia, Teutonic, ...). You drag the file which you have in it. Then, you rename one of the campaign DLC to another name (for example TRUE Teutonic) and you rename the mod file Teutonic.

When you launch M2TW via Steam, don't forget to choose so that it looks like you want to play the Teutonic campaign but since the file has been replaced, you will actually play the mod. I hope I've made myself clear!

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Thunderofcannons
Thunderofcannons - - 190 comments

I just extracted your mod from winrar into Medieval 2 mods folder and used your launcher and it worked, this is Apha 1.3 version though?

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TEN.Sylvain
TEN.Sylvain - - 11 comments

Intéressé par un coup de main d'un confrère belge ? Je n'ai pas énormément de connaissance dans le modding mais je peux vous accorder de mon temps pour vous aidez dans la réalisation de ce chouette projet ^^

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Andrew1830 Creator
Andrew1830 - - 37 comments

Je t'ai envoyé un message en privé

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dadasauvage
dadasauvage - - 71 comments

Salut Sylvain, content que le mod te plait. Il est encore en développement avec une pause depuis les fêtes de fin d'année. La prochaine version doit contenir des scripts, denouvelles unités, du texte, etc. Ce qui prend du temps à être réalisé, surtout quand il faut apprendre à le faire. La dernière version a déjà été un grand pas en avant en enlevant les bugs tout en ajoutant du contenu et la prochaine sera encore plus conséquent.
De l'aide est toujours la bienvenue, je te laisse voir cela avec Andrew1830Andrew1830Andrew1830

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