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- 5 new fully playable factions - Kingdom of Evermore, Kingdom of Sharnhelm, Hold of Haafingar, Kingdom of Cyrodiil, Council of Thalmor
- 4 New unplayable factions - Clans of The Reach (horde faction), Akaviri Invaders, Maormer Invaders and Dungeon faction. The Reachmen are always a starting faction, while the Maormer/Akaviri may later invade
- 2 originally unplayable factions are now playable (in some scenarios ) - Worm Cult (The Undead) and Daedric Realms.
- One of the most essential features of this version are lore guilds, missions and dungeons. You can read about them further below.

- 3 couples of shadow factions - Empire/Cyrodiil, Summerset/Thalmor and Eastmarch/Haafingar. Shadow mechanics mean, that characters may revolt from one faction to the other based on loyalty and leader's authorities and also that the faction may emerge throughout the game.
- Ovehauled AI (using Skynet AI now) and difficulty system. The AI get different bonus based on what difficulty you pick. Garisson script is included only for H and VH difficulty.
- Many custom campagns across 3 eras, see below.
- Overhauled factions relations
- New events and invasions (Akaviri/Maormer/...). Several factions can now go horde when they loose all settlements (Orsinium, Ashlanders, Reachmen, Undead, ...)
- Many new units and and especially many reskins. Especially for bretons, nords, imperials and altmers due to the new factions (see the previews)
- New Custom stratmap (settlement/ports/...) models for many cultures.
- New audio, music, IU, animations, banners, battlefield models, skies, water, etc
- Overhauled menu, new logo

- Fixed mages projectiles.
- Added a new religions - Yokudan Pantheon (for redguards), Akaviri, Maormer, The Eight (unused in this version), .... Changed religion of ashlander tribes to deadric cults.
- Added about 1500 new (sur)names and about 250 custom portraits (for ESO characters mostly)
- Changed many of faction leaders/heirs prefixes, priest titles, settlement names, ...
- Fortresses can be upgraded
- Many map changes - Overhauled terrain in many regions, such as Wrothgar or Blackmarsh adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, etc

- Fixed/improved shapes of most of Vvardenfell islands.
- Balancing campaigns - Added/removed/changes many scripts. Changed starting balance of all factions (buildings, traits, ....),...

- Many new descriptions of all kinds...
- Changed movement ranges.
- And more...

Guilds, missions and dungeons
- Overhauled the missions system... Removed the vanilla ones and most the new ones are availible only through various lore guilds (there is now cca 12 guilds).
- Dark Brotherhood, Thieves Guild, Fighters Guild, Mages Guild and Necromancers Guild availible to all fations. Then there is also many specific to various religions, cultures or factions
- There are many dungeons all over the map (I recommend turing character labels on, so you can see their names on the map) and they use custom dungeon battlefields and are occupied by dungeon fation.
- You receive dungeon quests from Fighters Guild and Mages Guild, with possibly great rewards. You can aslo take dungeons on your own (without a mission) with little generic reward (artifacts) but I highly recommend to rather wait for the missions.
- Other guilds of course also have many unique missions of their own.
- You can read about the guilds, missions and dungeon in much greater depth HERE (or in worse formating on moddb)

Recruitment, units and buildings
- Recruitment based on religion - You need to convert foreign settlements before you can recruit new units there.
- Massively rebalanced unit stats (especially unit costs and upkeeps) and recruitment trees (upgrading military buildings is necessary to get elite units, etc)
- Unit additions - New factons. Then also for The Undead, Dunmer, Redguards, Orsimer. Few more variants of siege crews. Readded some units removed by TES TW. Made generals recruitable for all factions.
- All units now can be recruited.
- There are many AoR units (unique to some regions) so make sure to check bulding browser in your regions to see (will include a list of AOR units later). Most of mercenary armies from TES TW you actually also need to upgrade your barracks in the relevant settlements to get them.
- Added several new buildings, such as temples, knight chapters, etc
- Spies, assassins and Fighters/Mages Guild units, slaves, a few undead, can be recruited from guild buildings (thus, you need to accumulate guild points to build them)

Traits and Ancillaries Overhaul
Ratial traits - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions
Alchemy potions - are availible as dungeon Mages Guild rewards. In the hotfix I will enable crafting.
Birthsign traits - Every new character is randomly born into certain star constellation, giving him small bonuses.
Religion traits - Characters with high piety might become dedicated followers of one of the gods, giving them small bonuses.
Khajiit traits - Many traits from khajiit culture has been added, as well as khajiit name suffixes.
Faction leader traits - These traits usually have two levels. The first, basis level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
Vampires, Werewolves - Vampyrism and Lycanthropy is now imgame. Your generals might get bitten...
Governor ancillaries
- Governor ancillaries for most of settlements. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become canonreeve.
Special ancillaries - For various special military units/guilds/orders (for example the companions, dragonguard, etc)
Character Ancillaries - For important characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
And many more...



Features - 2.0.1.

(incuded in 2.0.2.)
- Implemented Alchemy System. Generals with relevant traits are able to collect ingredients and craft potions. Potions give mostly battle bonus, and after a time they are removed. As the character makes more potions, he improves his skill and is able to craft more powerful potions. There is about 30 potions divided into three main trees - health, magicka and stamina.

- Implemented Army Supply Costs Script (from SSHIP) - You have to pay realistic additional upkeep for armies in enemy lands and especially when besieging settlements, based on military and logistics skill of your generals. Along with it, also implemented military and administrative education. You can educate young generals in settlements. (only with Very Hard difficulty). Along with longer sieges, this should be a proper challenge!

- Joining Vampires Script - If your Faction Leader becomes a vampire, you will have an option to lead all vampire clans to conquer Tamriel (Volkihar script semi included). There is also similar script for necromancers from the FINAL version.

- Implemented (again) Red Year, Khanaten Flu and various other (generic) disasters, most importantly plagues and volcanoes. And from the FINAL version, the Dragon Raids.

- Sadras units can now be recruited in the 4th era by dunmers in southern Morrowind.

- Mages Guild and Penitus Oculatus units added.

- Improved AI - The potential of the new Skynet AI is now fully unleashed, in the previous version they were slowed down by the dungeons, which was now resolved by player controlled Dungeon Region.

- Balancing in unit stats across the board - Weaker Mages and Archers, increased prices and upkeep for higher tier units. Slightly strenghtened the orsimer roster. Slightly increased morale for all units.

- Sadras units can now be recruited in the 4th era by dunmers in southern Morrowind. As well as Stormcloack units for Eastmarch.

- Mages Guild and Penitus Oculatus units added.

- Significantly decreased population growths, religion conversion and slightly unit replenishment rates

- Slightly optimized performance (less lagging when moving generals, etc) by improving some scripts, as well as turn times.

- Improved starting economies, balance and general stats

- Shadowing between the shadow factions (altmers, imperials and nords) now works properly and to both sides, and all the 6 factions are re-emergent. Increased chances of rebellions. Be careful whom do you entrust to lead your armies!

- Divided Alchemy Academia and Mages Barracks into two separate trees. You need Mages guild in order to build Mages Barracks.

- Made the major scripts hotseats compatible - dungeons, missions named forts and supply script.

Current Difficulty Settings

(each difficulty includes the one above it)

Easy - AI receives only a small bonus to income

Normal - AI Turn 1 Auto-expansion, income bonus

Hard - Garrisson Script, Last Stand Script (when an AI faction is almost dead, it may receive an elite army), income bonus

Very Hard - Army Supply Script, an additional starting AI army, income bonus

Independebly on a selected difficulty, all AI factions receives various minor trade, law, recruitment and population growth bonuses


Features - 2.0.2

Expanded Necromancy

20210327123720 1

Necromancers can now raise executed enemies after every battle via mercenary window. You are also able to turn turn your characters to necromancers with a small chance when they in a settlements with a necromancer guild. Once you potetionally accept Mannimarco Event, those chances grow up significantly.


Expanded Vampirism

Added an ability to send characters to Volkihar (once you take it) to purposely turn them vampires, including your faction leaders. Hence, this way you would be able to the Vampire Event faster. Also increased "random" chances of being infected by Vampirism (when fighting vampire generals, etc).

- For both, added more consequental trait triggers - If you accept either above, necromancers/vampires will be more loyal, while the other generals will be less loyal.


Alchemy Improved

- Improved alchemy triggers in a way, that is easier to get crafting started. On the first levels of Alchemy trait you can gather only ingredients that you can use, hence it is easier to know which ones you can use


Forts as Minor Settlements

20210326170414 1

- Ashlanders can recruit units in their camps (permanent forts), therefore the forts can now serve as "minor" settlements.


Missions and Guilds

Dungeons contracts targets will now not be that far away (via decreasing movement points of assassins)

- Enabled several missions that were not working in the previous version - Primarily capture and convert type of missions and more Dark Brotherhood missions

- Increased rewards for missions significantly, implemented a new type of reward based on your income. The Factional Guilds are not a bit harder to get


Units and Balance

- Added Royal Chosen while keeping the original reskinned Heavy Altmer tier, hence the altmer roster is expanded. The Royal Chosen are availible to Summerset Kingdom, however if Council of Thalmor destroys them, they are allowed to recruit them as well.

- Re-added The Thegns.

- Increased movement pace of several infantry based factions - primarily the orsimer and argonians.

- Added many more availible armor upgrades - the orsimer are only faction able to upgrade armors for all their units fully

- Various other balancing - stats, prices, attributes, availiblity


Turns Times Optimization and Stability

- Reworked large portion of the scripts to shorten turn times and increase stability

- Garrison Script replaced with one that is much more optimized. The AI reinformences appear once you choose to "maintain siege".

- Added an option to download the mod with and without Engine Overhaul Project Tool (EOP) as for many people it doesnt seem to be compatible.


Other

- Fixed Akaviri and Maormeri invasions, their forces should now be actively invading.

- Blackmarsh can now turn horde when they loose all settlements (as well as Orsinium, Reacchmen, Ashlanders and The Undead from previous versions)

- Campaign AI improved further, the Battle AI reverted back to Germanicus.

- The King and Crusader Event expanded to Forebears, Colovia and Thalmor.

- Custom bodyguards should now work properly.

- Morale for AI slightl even more increased, as well as their recruitment priority.

- Fixed the bug in custom battle select, there were some vanilla locations.

- Added missing descriptions for new units (credits to Jorven Greshnar).

- Added The Prophet to The Three Banners War (using the new model from TES TW 2.0.2). Implemented some other minor things from the main mod that I left out last time, such as Silt Striders trade resource.

- Replaced "Dont loose me!" portrait with "Dont lose me!" :D


Custom Campaigns:
You can read in much greater depth HERE (will add in 3rd/4th era soon), or in worse formating on moddb articles
- Each campagn is unique towards others, in many areas - campaign dificulty/lenght, starting positions, developement, events and so on.

2E 542 - Black Drake
Map
Drake

2E 582 - Three Banners War
Map
Banners

3E 427 - Main Campaign
MapMain


3E 433 - Oblivion Crisis

MapCrissi

4E 172 - Great War
Map
War

4E 175 - White-Gold Concordat
Map
Concordat

4E 201 - Stormcloak Rebellion
Map
Stormcloak

Changes to official 2.0 TES TW
Almost all features of the official 2.0 included, except - their recruitment and unit balance system (overhauled), changes to events - you can no longer obtain Mannimarco (as you can play the undead faction instead now). Dawnguard script moved to the 2nd and 4th era campaigns, Harkon script not availible , you can usually play as him as Undead faction usually. You can no longer choose whether Oblivion Crisis happens (and of course, the invasion was improved, so its no longer that imbalanced). Garisson script moved to H and VH difficulty and made it less intense. No military reform, you can now upgrade fortresses to citadels. Fighters guild turned to actual guilds. Replaced governor ancs with our ones. Removed/didnt use some other ancillaries (=replaced with our variants), added triggers to armor/weapon/shield/banner ancs. Added more ports, changed some borders, and really lot of smaller things naturally....



AWARD - The First Place in Modding Awards 2016, category Mods/Submods!

If you like the mod, follow and rate us here on moddb!

Check out our forum at TWC

LINK

You can also join our official TES discord!
Discord.gg


You can check out campaign and battle previews from Rampaned as well!

Youtu.be


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The Elder Scrolls Guide of Features
(Unofficial Patch)
moddb sig

The guide by no means serve as a full list of mod features of the Unofficial Patch for TES:TW, for that see the official lengthy release article/changelog, but rather as a guide to provide you with more information about specific unique features of the mod and how they work, overview of the events, and also a deeper knowledge of the factional features, i.e., what maks each faction/race different towards the other factions and also of the lore of the factions within the context of the mod.


As the the guide is pretty long, go and see it on Total War Center, where it was also possible to format it nicely in its whole entirety

USE THIS LINK


The contents of the TES guide:

(even if you are not fan of UP, you might want to read VIII. to know how to get all the mercenary armies)


I. Units and Recruitment

II. Buildings and Settlements

III. Lore Guilds, Missions and Dungeons

IV. Traits and Ancillaries

V. Alchemy Crafting

VI. Necromancy - Raising the Dead

VII. Forts as Minor Settlements

VIII. Recruitment Events - "Mercenary Armies"

IX. Game Lore Events

X. Army Upkeep Script

XI. Difficulty Settings

XII. Natural Disasters

XIII. Dragon Raids

XIV. Map and Campaign Overhaul

XV. Shadow, Horde, Emergent, and Re-Emergent Factions

XVI. Custom Campaigns

XVII. General Tips

XVIII. Factional Features and their brief lore

XIX. The Art of War and Magic - How to Win a War



Dont forget to check the newly released HOTFIX for 2.0.2 (30th April 2021)!

LINK



If you like the mod, follow and rate us here on moddb!


You can also join our official TES discord!
Discord.gg

Unofficial Patch 2.0.2. HOTFIX Features Changelog

Unofficial Patch 2.0.2. HOTFIX Features Changelog

News

New hotfix for the mod has been released, bringing major fixes for Unofficial Patch 2.0.2.

Unofficial Patch 2.0.2. Features Changelog

Unofficial Patch 2.0.2. Features Changelog

News

New version of the mod has been released, bringing major features once again and upgrading to the official 2.0.2. version of TES. This version doesnt...

Unofficial Patch 2.0.1. for TES RELEASED - Features Changelog

Unofficial Patch 2.0.1. for TES RELEASED - Features Changelog

News 6 comments

Patch 2.0.1 has been released. In order to be able to launch the mod, you need the previous 2.0 FINAL version as well as the base official TES TW 2.0...

Unofficial Patch 2.0 BETA for TES - RELEASED - Features Changelog

Unofficial Patch 2.0 BETA for TES - RELEASED - Features Changelog

News

A new version has come out. It includes many new features, as well as upgrade to TES 2.0.1 as a base.

Add file RSS Files
Unofficial Patch 2.0.2. for TES:TW - HOTFIX

Unofficial Patch 2.0.2. for TES:TW - HOTFIX

Patch 6 comments

New version of the mod has been released, bringing major fixes to the official 2.0.2. version of Unofficial Patch. This hotfix by default doesnt include...

Unofficial Patch 2.0.2. for TES:TW - Reuploaded with the HOTFIX

Unofficial Patch 2.0.2. for TES:TW - Reuploaded with the HOTFIX

Full Version 34 comments

New version of the mod has been released, bringing major features once again and upgrading to the official 2.0.2. version of TES. This version is FULL...

Unofficial Patch 2.0.1. for TES:TW (OUTDATED)

Unofficial Patch 2.0.1. for TES:TW (OUTDATED)

Patch 17 comments

Patch 2.0.1 has been released. In order to be able to launch the mod, you need the previous 2.0 FINAL version as well as the base TES TW 2.0 + 2.0.1...

Unofficial Patch 2.0 FINAL for TES:TW (OUTDATED) (TOOL INCLUDED)

Unofficial Patch 2.0 FINAL for TES:TW (OUTDATED) (TOOL INCLUDED)

Full Version 36 comments

This is the FINAL 2.0 version, it contains 2.0 BETA as well as the hotfixes and some content not previously included in either BETAs or hotfixes. This...

Unofficial Patch 2.0 FINAL for TES:TW (OUTDATED) (SET THE TOOL YOURSELF)

Unofficial Patch 2.0 FINAL for TES:TW (OUTDATED) (SET THE TOOL YOURSELF)

Full Version

This is the FINAL 2.0 version, it contains 2.0 BETA as well as the hotfixes and some content not previously included in either BETAs or hotfixes. This...

Unofficial Patch 2.0 QUICK HOTFIX (OUTDATED)

Unofficial Patch 2.0 QUICK HOTFIX (OUTDATED)

Patch 10 comments

A quick hotfix that adressess the most essential bugs and issues - loading crash in BD/TBW campaigns, missing unit models, wrong portraits for name labels...

Comments  (0 - 10 of 663)
Guest
Guest

Im not sure if this is a bug, but I tried playing the Septim Campaign and Indoril Faction and both of them start off losing a ton of money.

For Septim Campaign, every turn costs 7000. Is this intentional?

Reply Good karma Bad karma0 votes
Jadli Creator
Jadli

If you were an AI, you would be given additional cca 7000 bonus to kings purse :D

But you are not, hence you are smarter :) so you can probably manage to get it down easily. You just need to move some units to freeukpeep, and use the additional armies to take rebel settlements asap, or disband them.

Having additional starting men should be an advantage, as you can expand faster, and in undeveloped campaigns you usually cant even recruit some of them for quite some time.

Of course, Im usually trying to not make factions not start loosing that much money at turn 1, but not possible to check everything every time

Also, ofc if you play on VH, you gotta watch cerfully the army upkeep script

Reply Good karma+1 vote
Elcuramerino
Elcuramerino

The game crash between 2 and 3rd turn, because an "unspecified error", and yes, i installed the 4gb patch.

Reply Good karma Bad karma+1 vote
Jadli Creator
Jadli

what campaign, what faction and what version (with or without EOP :)

Reply Good karma+1 vote
Elcuramerino
Elcuramerino

201 4E, wayrest, without EOP, but it happens with the rest of campaings.

Reply Good karma Bad karma+1 vote
Jadli Creator
Jadli

Resolved. He fixed it by disabling antivirus while playing :)

Reply Good karma+1 vote
Guest
Guest

How come the price of many buildings has gone up? And how come most of my mines only say like +80 to mining income now?

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Jadli Creator
Jadli

Life is hard ... :D

Well, its intentional... depends on resource, some mines still make a lot

Reply Good karma+2 votes
vargarjulian
vargarjulian

I have the latest version without EoP.
I can't seem to be able to recruit cavalry as the Empire. I have deleted all map.rwm files, and started a new game. The problem persists. I also can't seem to build stables and archery ranges.

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Jadli Creator
Jadli

You mean in cities? You can recruit it in castles just fine afaik

Reply Good karma+1 vote
vargarjulian
vargarjulian

Oh. OH! So that was the thing. I was just stuck looking at the Imperial City and crying without checking the other settlements. :P\
Thanks for the headsup.

Reply Good karma Bad karma+2 votes
Jadli Creator
Jadli

Yea, np.

Prepare for a bit more challenging ride than the base mod, you will have to think harder when playing about what is the best thing to do with your settlements, etc :)

Reply Good karma+1 vote
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