New patch for 1.4. Hotfix is already included in this version.
Installation process:
- This version is now fully compatible with Steam. Just move all files from "The_Elder_Scrolls" folder in this archive to your The_Elder_Scrolls folder in Medieval 2 Total War/mods.
- Those, who have already installed TES:TW 1.4 for Steam version by replacing one of Kingdoms Campaigns, should rename your mod (americas\teutonic\british_isles or crusades) to The_Elder_Scrolls and delete all these files (not folders): Launcher, .bat file and .cfg file before installing patch.
- IF YOU ARE INSTALLING TESTW 1.4 AND 1.4.1 FIRST TIME, JUST LOOK AT THE BEGINNING OF INSTALLATION INSTRUCTION
- Start the mod with TESTW Launcher in mod folder
TESTW v 1.4.1
- Changelog added
- This new patch is fully compatible with Steam version of Medieval 2 Total War
- Some text errors have been corrected
- Menu interface has been improved
- New portraits added for orcs, khajiits and argonians
- Little stratmap fix - added Nibenay bridge near Imperial City
- Added watchtowers for some factions
- Added new models for heroes: Emperor Uriel Septim VII, Jauffre, King Gothryd, Lord Bridwell, King Ragnar, King Camoran Kaltos
- Portrait of Uriel Septim has been changed
- Added new icons for buildings like Mages Guild halls, Ash Pit and Sleeper's Pit
- Strategic models for Aldmeri Dominion settlements have been reworked
- Strategic models for Black Marsh settlements have been reworked
- Added new unique model for Scourge Barrow
- The unique model of Mournhold has been changed
- Added models for watchtowers
- Balance of spearmen and pikemen has been improved, the balance of mages, Fighters Guild and Silt Striders has been reworked (thanks to comrad DarMut_mh for his council)
- The error of unability to make some buildings for khajiits has been corrected
- The error of Castle growth has been corrected
- The balance of "Kingdom of Pelletine" has been improved
- The bug with death of House Indoryl generals has been corrected
- Orsinium may become horde
- Added new garrison script for "Azra's Crossing" settlement
We apologize for the delay, as well as for the fact that not all the mistakes had been corrected and not all the flaws finalized.
NOTE: You can install 1.4.1 on clear 1.4 version, hotfix is already included in new patch.
Thumbs up!! :)
like up!
Well done guys.
Changes for this patch? Emperor of tamriel and he s sons couls get too skins , great job
Changelog is in installation instructions, also yiu can see it in archive
There is a crash regarding the telvanni masters. After their fireballs clash into enemy units, the game crashes with this error: "Medieval II has encountered an unexpected error and will now exit". I do not tested this with other units or factions.
Edit: I think this error ocurrs when battling agaist the daedra, and only when the fireballs kills a lot of enemies at once.
Whenever I start up the game, it goes to the opening loading card then crashes, with 'Medieval II has encountered an unexpected error and will now exit.'
It's steam or nonsteam version? Are you using any mods which cnhamge files of vanilla Medieval 2?
Hey! first of all, im sorry if im late, but better late than never eh? If you get the error message "Medieval II has encountered an unexpected error and will now exit" chances are high you downloaded the mod WRONG. Youtube.com this video explains how you correctly download and launch medieval 2 mods.
Thank you guys so much, this is my favorite mod that I play all the time.
Is House Dagoth updated?
Last time played they had no archers, no cav, no diplomats, u could build archers recruiting buildings but there was nothing there and all the mages where bugged...
And all the Dark elves houses when all died they wouldn't disapear from map
It's the point that House Dagoth's army - if you can even call that an army - has no archers, no real cavalry and generally doesn't offer much variety at all. All he ever commanded were hordes of brainwashed and mind-controlled cripples and deseased madmen. As missile units, he has the acended sleepers and other ash servants that use magic. You don't even need more, because every "unit" of house Dagoth spreads fear to the enemy forces all the time so even elite units will rout together with any less professional militia against the lowest corprus stalkers after 2 minutes when you bring enough of them to battle.
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Is it a thing done by the patch or why am I no longer aksed if I want to enable the Oblivion script? I played as Indoril and Daggerfall in 1.4 and the window asking me if I want to enable the script popped up in round 2.
In 1.4.1 this seemingly no longer happens, only the Nerevarine announcement pops up.
Your patch notes don't say anything about the oblivion crisis script though.
When progressing through the game, I see Mythic Dawn agents spawning. Does this mean that the script is enabled then or would they spawn anyways? Because without the oblivion crisis there'd be something missing.
How do you get rid of the orcs, they lost all their settlements already yet they do not show "faction defeated". And they just rack up the money in the faction rankings..
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I am having trouble installing the patch ( Reason is I am not English and dont understand all of it ) is there like a video or something that could help me download this?
Oh btw while I'm here how come there isent any custom campaigns? Like When I click on it nothing shows up and I just end up with the normal campaign screen
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Its awansome but i cant detroy the Dagoth
How can i fix it?
One issue I happen to see is with the Redoran Warmasters. So they boast very good stats and perks/attributes, but are practically useless in battle. All they constantly do is their bash attack and they end up getting killed by militia. I believe a good all around fix would be to what Third Age did and get rid of the shield bash/weapon bash attacks so units can do their best. Thank you.
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What does it mean to "Orsinium may become a horde"? Because i play as Wayrest, and i cant eleminate this fraction. I have occupied all their cities, defeated their armies and killed their agents that I found, but they are still in the game.
*NEED HELP*
If I start the mod with the launcher or the .bat I can't play: when I choose historical battles, campaigns or custom battles the game always crashes (with no error messages).
If I rename The_Elder_Scrolls folder into, for example, teutonic and start the game via steam I can play some historical battles, custom battles, the Elder Scrolls campaign but not the Custom campaigns.
I tried everything, reinstalling, doing the kingdoms.exe - medieval2.exe trick but nothing.
PS: I use the 1.4 version with the 1.4.1 patch
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So i did it i changed one of my campaign folders name to The_Elder_Scrolls i deleted all the inital version 1.4 things execpt the folders and it isent working still i am honestly confused……...
Hi, I tried to play this by going to the TESTW Launcher but it said that Windows couldn't find the 'kingdoms.exe' folder, am I missing something?
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