The First Place in Modding Awards 2016, category Mods/Submods on TWC!


Unofficial Patch 1.41 for The Elder Scrolls: Total War


Features

(a very short version. See the download for more info)
- Custom stratmap (settlement/ports/...) models for each race.
- New audio, music, IU, animations, battlefield models, skies, water, etc
- New banners for several new factions. New mod logo.
- Added a new religion - Yokudan Pantheon (for redguards). 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 tweaks - adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, et
- Balancing campaigns - Added/removed/changes many scripts. Changed starting balance of all factions (buildings, traits, ....),...
- Decreased movement ranges.
- And more...

Recruitment, units and buildings
- Recruitment based on religion - You need to convert foreign settlements before you can hire there new units.
- Massivel rebalanced unit stats (especially unit costs and upkeeps) and recruitment trees (upgrading military buildings is necessary to get elite units, etc)
- Unit additions - For The Undead, Dunmer, Redguards, Orsimer. Few more variants of siege crews. Readded some units removed by 1.4. . Made generals recruitable for all factions.
- All units now can be recruited.
- Tasunke's Esperitus Sancti mage improvement included.
- List of AoR units:

List of AoR units (not mercenaries) and where to find them:
unit - region - faction
(Dismounted) Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall/Wayrest
Knights of The Rose - Wayrest/Firebrand Keep/Gauvadon - Daggerfall/Wayrest
Abibon-gorah Knights - Abibon-gorah - Clans of Crowned and Forebears
Winterhold mages - Winterhold - Skyrim
Akavir Tsaeci - Imperial City - Empire (Second Era)
Arcane Archmages - Imperial City - Empire
Blades - Cloud Ruler Temple - Empire (Third Era and The Great War)
Wood orc archers - North-western Valenwood - Kigdom of Orsinium
Orcrest Warriors/Archers/Spearmen/Marauders - Orcrest - Kingdom of Orsinium
Skaal Warriors and Hunters - Solstheim - Northern Factions
Dawnguard - Fullhelm Fort/Fort Dawnguard - Northern Factions (Second and Fourth Era)
Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu
Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar - Redoran/Tribunal
Hands of Almalexia - Vivec city/Mournhold - Tribunal
Thanes - Skyrim - Skyrim
Necrom Ordinators - Necrom - Tribunal
Imperial Legion Company units - Skyrim/Morrowind/Black Marsh - Empire
Silstriders - Morrowind - All morrowind factions
Crystal Tower Wizards - Cloudrest - Aldmeri Dominion
Firsthold Wizards/Masters of Age - Firsthold - Aldmeri Dominion
Alinor Wizards - Alinor - Aldmeri Dominion
Psijics - Alinor/Imperial City - Aldmeri Dominion
Telvanni Wizards/Masters of Mage - Telvanni lands - Telvanni
Knights of Iron - Leyaviin/Totambu/Guavadon/Camlorn/Sunkeep/Antiphyllos - Nine Divines factions and redguards
Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Farrun/Northpoint/Taneth - Nine Divines factions and redguards
Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand/Skaven - Nine Divines factions and redguards
Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Divines factions and redguards
Crusaders - Sharnhelm/Ravenwatch Castle/Dvinnen/Rihad/Gilane/Kozanset/Vulnim/Falinesti/Gideon/Lillmoth/Chorrol/Windhelm/Solitude - Nine Divines factions and redguards
Knights of The Nine - Kvatch - Empire (Third Era)
Knights of Horn - Dukfron/Lainlyn - Clan of Forebears
Knights of True Horn - Clan of Crowns lands (Third Era)
Knights of Candle/Moon - Sentinel - Clan of Forebears
Bosmer units - Valenwood - Aldmeri Dominion
If Anequina/Pelletine controls all of Elsweyr, they can hire few units of the other faction in the starting settlements of the faction
Several dagoth units - Ashlands - Dagoth
Wood Sench Riders - Elsweyr - Valenwood
Volkihar Units - Volkihar Castle - The Undead (or northern factions in some scenarios)
Desert Riders/Sench - Elsweyr - Anequina
Blackwod Guild Units - Blackwood - Empire/Elsweyr/Argonians
The Companions - Whiterrun - Skyrim
Wildhunt - Valenwood Event - Bosmer/Altmer


- Added several new buildings, such as temples, knight chapters, etc
- Spies, assassins and Fighters Guild units 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
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...

Custom Campaigns

See the articles for more details


Future plans
- Include many more lore traits, ancillaries and mechanics, such as mages guild. Feel free to share your ideas!
- Improve and use Iliac custom map, samely as Vvardenfell map. Possibly more custom campaigns in distant future
- Improve Voice Overhaul
- New custom campaigns - Varen's Rebellion and campaigns from septim era. Also campaigns using the new maps.
- Few more factions - Kingdom of Sharnhelm, Western Skyrim (Solitude), second faction for The Empire (could be used as Colovian Estates, various rebels and civil wars, etc), and perhaps some more. Some are already in game, but not availible in singleplayer yet
Improving the current content. Especially balancing unit abilites in battles, as there is still many things to improve.
- More units, both new custom and map models.
- Many more balancing and tweaking of all kinds

Current Team
Jadli -
Team leader
K'Sharra The Conqueror -
Most of the new traits and ancillaries, map tweaking, new units, and several other things.
rafmc1989 -
New models, textures, animations, units, sounds and literally few GBs of other things
Tasunke -
mages balance, voice overhaul


Former Team (or members helping out time from time)

Gigantus - Installer and other bugfixing for 1.41. Helping me with modding issues almost daily

Lifthrasir - New menu and mod logos
CommodusIV
- Polishing texts, removing all vannilla references.

ArBo - Map editing
Dragon.
- Help with transferring 1.31 contents into 1.41. Providing a constructive critic.
Socrates1984
- Some custom portraits and other various graphical additions
Dawnbreaker
- Writting descriptions (for older version) and lore advisor
Asbjorn Ironside
- Testing
kmart
- New unit models

Credits
The Original TES developer team
Bethesda Games
Zenimax Online Studio
The Elder Scrolls Wiki
The Unofficial Elder Scrolls Pages

Divide And Conquer - Base for redguard settlement models (retextured)
Europa Barbarorum II - Base for redguard, elven, men and argonian ports (retextured)
okiir - Some banner designs
Macrath - The File allowing me to use custom campaign in hotseats
Carnage752 - Some files in previous versions
Hegemony Submod - Few banners

Recruiting
Unit and custom settlements creators, voice actors, or anythone else, really

Visis our TWC thread!


big moddb screen

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Included in the upcoming version of The Unofficial Patch for TES: TW

- There will be no more random council of nobles missions anymore. All of the missions will be lore based, and also unprecedently tied to the guilds. So basically, you will have to earn the ability to have the missions. And through guilds and missions mechanics, the better guild level you have, the better missions and rewards you might receive.

Basic Guilds mechanics
- For starters, the basic guilds mechanics are the same as in the vanilla. Im sure you all noticed knight orders guilds, assassins guilds and so on, but I assume not everyone actually knows how they work, thus, lets start with a short summary:
- You cant build guilds whenever you want, but only when the guild is offered to you at the beginning of your turn. It is offered only, if you accumulate enough guild points in a settlement.
How to get enough guild points? Well, there are many ways:
- The most basic ways are: upgrading your settlements, the higher level you have, the more points you get every turn (starting from stone wall). Wars, plagues takes many points from all guilds. Destroying/rejecting a guild takes many points from the specific guild faction wise. Taxes, popularity and so on might affect it as well. Presence of governor might affect it. When the faction get a new faction leader, it looses some points. And for example you cant get/loose points by building specific buildings or recruiting specfic units. And it can be tied to diplomacy relations in generals as well.
- I will be more specific about it when I get to talk about our guilds one by one a bit further below.
- Anyway, a few more basic facts you should know. In every settlement, there can be only one guild. So pick wisely. And each guild has 3 levels: The 1st one you can have in numerous settlements. If you manage to please the guild, fulfill their contracts and so on, you will be offered to upgrade one of your 1stlevel guild to a 2nd level, a master guild. You can have only one master guild in your whole faction for ech guild. And if you continue to please the guild even more, you will be offered to build guild's world headquarters, which is the 3rd level. There can be only one 3rd level of the same guild in the whole map!
- I believe I covered the basic, I will now proceed to our mod's specifics. If you would like to know more about guilds, please check out "A Guide to Guilds" by DarkKnight.

TES lore guilds and missions
(I also spoke shortly of guilds in my TES HS guide )

Thieves Guild
Availible to: everyone except the evil factions
How to get guild points:
Apart from the obvious ways mentioned above I will now write Thives Guils specifics (I could write this sentence for every guild, so I will write it only here). Building buildings connected to trade. Recruiting and using merchants and especially spies. Governor not present in a settlement. Although slight bonus low piety or chivalry of a governor or faction leader. A slight bonus from buildings in tavern chain. Unlike other guilds, you get a small amount of guild points by declaring wars and so on. You get points from missions ( I could also write that everywhere, so will not write it again)
How to loose guild points: A Govenor present. Slightly for pious/chivalrous governors and faction leaders. Recruiting priest. You loose points from failing the missions ( I could also write that everywhere, so will not write it again)
Provides:An ability to recruit spies and a trading bonus.
Missions: (I will always try to write it in order from the most easily availible missions to the ones harder to get, often it directly depends on what level of the guild you have, but not always si it possible to code that way)Recruit a spy, recruit a merchant, annex a settlement (diplomatically), send a diplomat.
Special Rewards:(Again I could write the basic ones everywhere, such as money, some units and so on, so will always write only the special ones) If you have a 2nd level of the guild, you might receive a special thieves guild spy upon completing some missions. If you have a 3rd level of the guild, you migth receive a personal service of the The Guidmaster (extremely skilled spy)

Dark Brotherhood and Morag Tong
Availible to: everyone except the dunmers, respectively vice versa
How to get guild points:
Recruiting and using assassins Governor not present in a settlement. Although bigger bonus low piety or chivalry of a governor or faction leader. A bigger bonus from buildings in tavern chain. Unlike other guilds, you get a small amount of guild points by declaring wars and so on.
How to loose guild points: A Govenor present. A bigger lose for pious/chivalrous governors and faction leaders. Recruiting priest.
Provides:An ability to recruit spies and a trading bonus.
Missions:Recruit an assassin, assassinate an agent, assassinate a general, assassinate a faction leader/heir
Special Rewards: If you have a 2nd level of the guild, you might receive a special dark brothergood/Morag Tong assassin upon completing some missions. If you have a 3rd level of the guild, you migth receive a personal service of the The Guidmaster (extremely skilled spy)

Fighters Guild
Availible to: everyone except the evil factions (and yes, it likely shouldnt be for Skyrim at some times, you will have to forgive me.)
How to get guild points:
Buildings armorers and barracks. Recruting elite units. Declaring war against the Undead, and especially The Daedra, and a smaller amount for fighting them
How to loose guild points:Huge loss for allying with undead, and especially the Daedra. Or for conducting other evil activites, such as the necromancers guild. Building Blackwood Company (3rd era)
Provides:A melee bonus for (re)trained units. Being able to recruit Fighters Guild units (including a mounted variant) at special occassions, such as for a short time after completing a mission or being given directly. The Orsimer can recruit there as well their special Orcrest units.
Missions: - the guild offers to build a building for you (its more like a reward. It is similar like when council of nobles gives you money when they are happy).
- Taking a settlement that supports a competition of The Guild (repurposed taking rebel settlement). Availible only to the khajiit, bosmers, argonians and the orsimer, as they dont have their own guilds. (Technically, the argonians have, but only in 4th era)
- A contract to hunt down a daedric general. Hunt down a rebel/bandit general (in battle or assassination)
- A contract to clear a dungeon from the undead, daedra, bandits or worse. Yes, you heard right! I will expand this part ain the end, as it wouldnt be too long. 3 variants based on the level fo the guild. (small/medium/huge). The higher ones are more difficult, but also greater rewards
Special Rewards: Through these missions you might find a powerful artifact (you will not get them randomly anymore) in the dungeon. The Guild might reward you with alchemy potions, pieces from some regular, or irregular armor sets. Possibly also training for your generals. The Ability to get fighters guild unit. . If you have a 3rd level of the guild, you migth receive a personal service of the The Guidmaster.

Mages Guild
Availible to: everyone except the evil factions (and yes, it shouldnt be availible in 4th era. For this version I will keep it availible for the next one I might make variants of the sucessors guilds.)
How to get guild points:
Buildings allowing you recruit mages. Recruting mages. Declaring war against the The Daedra, and especially The Undead, and a smaller amount for fighting them
How to loose guild points:Huge loss for allying with The Daedra, and especially the Undead. Or for conducting other evil activites, especially the necromancers guild.
Provides:Experience bonus for (re)trained magic units. Being able to recruit Mages Guild units at special occassions, such as for a short time after completing a mission or being given directly.
Missions: - the guild offers to build a building for you.
- Taking a settlement that supports a competition of The Guild. Availible only to the khajiit, bosmers, argonians and the orsimer, as they dont have their own guilds.
- A contract to hunt down an undead general. (in battle or assassination)
- A contract to clear a dungeon from the undead, daedra, bandits or worse. 3 variants based on the level fo the guild. The higher ones are more difficult, but also greater rewards
Special Rewards: Through these missions you might find a powerful artifact in the dungeon. The Guild might reward you with magic scrolls, perhaps also potions, pieces from some regular, or irregular armor sets. Possibly also magical training for your generals. The Ability to get mages guild unit. If you have a 3rd level of the guild, you migth receive a personal service of the The Archmage.

Knights Orders
Availible to: 8/9 Divine Factions and The Redguards
How to get guild points:
Facion leaders and governors with high piety and chivalry. Buildings churches and stables. Recruting elite units. Declaring war against the Undead, and especially The Daedra, and a smaller amount for fighting them (a slightly less than the Mages and Fighters Guilds). Declaring war against the orsimer.
How to loose guild points:Huge loss for allying with undead, the Daedra and The Orsimers. Or for conducting other evil activites, such as the necromancers guild.
Provides:A melee bonus for (re)trained cavalry units. Being able to recruit some of knights orders units (though depends in which settlement and so on) at special occassions, such as for a short time after completing a mission or being given directly (and sometimes availible always, for specific settlements). Increases priest limit.
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- A contract to hunt down a daedric general. Hunt down a rebel/bandit general (in battle or assassination)
- Assassinatic an undead/daedra (or heretic) priest
- If you loose some of your home settlements, or some settlement important to your religion, you might receive a mission to retake it.
- A mission to take a settlement from the undead or daedra.
- A mission to assist a crusading noble in his campaign against the Orsimer. 3 variants based on the level fo the guild. For the higher ones you receive more experienced noble with a stronger company. (Availible only to the redguards and bretons. Its availible only when not in alliance with the orsimer). The orsimer get a counter mission.
Special Rewards: You might receive some knight orders units and similar. And the crusader mission has some specific reward as you can see below.

knights preview

Slavers Guild
Availible to: dunmers
How to get guild points:
Building slave farm, mines. Declaring war against the Argonians and fighting them. Low taxes.
How to loose guild points:Huge loss for allying with argonians
Provides:A trade bonus. Being able to recruit some slave units
Missions:
- the guild offers to build a mine or a slave farm for you
- Hunt down a powerful argonian general. (in battle or assassination)
- A mission to assist an ambitious slaver in his slave hunting in Blackmarsh. 3 variants based on the level fo the guild. For the higher ones you receive more experienced slaver with a stronger company. (The whole missions is availible only when not in an alliance with argonians). The Argonians get a counter mission
Special Rewards: You might receive some knight orders units and similar. And the slaver mission itself has some specific reward, as you can see below.

slaverpreview

The Ordinators
Availible to: dunmers during 2nd and 3rd era
How to get guild points:
Facion leaders and governors with high piety and chivalry. Recruting elite units. Declaring war against the Dagoth or The Daedra and a smaller amount for fighting them. Being allied to the tribunal
How to loose guild points:Allying with the undead or the daedra. Fighting the Tribunal. Or for conducting other evil activites...
Provides:An experience bonus for (re)trained units. Being able to recruit some of ordinator units at special occassions, such as for a short time after completing a mission or being given directly. Increases priest limit.
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- Assassinatic a daedra/dagoth (or heretic) priest
- If you loose some of your home settlements, or some settlement important to your religion, you might receive a mission to retake it.
- A mission to take a settlement from dagoth, and a subsequent mission to convert it.
Special Rewards: You might receive some ordinator units and similar.


The Thalmor
Availible to: both altmer factions.
How to get guild points:
Facion leaders and governors with high piety. Recruting elite units. Declaring war against the Imperials, bretons, nords or redguards and a smaller amount for fighting them.
How to loose guild points:Allying with the imperials, redguards, nords or bretons and loosing battles against them...
Provides:An experience bonus for (re)trained units. Increases priest limit
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- Assassinating a 8/9 Divines/redguard priest
- Killing a high ranking redguard or 8/9 Divines general (in battle or assassination)
- A mission to take a settlement from 8/9 Divines /redguards, and a subsequent mission to convert it.
Special Rewards: You might receive some units and similar


An-Xileel
Availible to: the argonians in 4th era
How to get guild points:
Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
How to loose guild points:Allying with the dunmers and loosing battles against them...
Provides:An experience bonus for (re)trained units. Increases priest limit
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- Assassinating a dunmer or ashlander priest
- Killing a high rankingdunmer/ashlander general (in battle or assassination)
- A mission to take a settlement from the dunmers/ashlanders, and a subsequent mission to convert it.
Special Rewards: You might receive some units and similar

Ashlander Tribal Council
Availible to: the ashlanders in 2nd and 3rd era (will be naturally easier to get in 2nd era, when they actually start with some settlements)
How to get guild points:
Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
How to loose guild points:Allying with the dunmers and loosing battles against them...
Provides:An experience bonus for (re)trained units. Increases priest limit
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- A mission to take a settlement from the dunmers, and a subsequent mission to convert it.
Special Rewards: You might receive some units and similar

Dagoth Ash Guild
Availible to: the dagoth faction (possibly to evil dunmers as well? )
How to get guild points:
Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
How to loose guild points:Allying with the dunmers and loosing battles against them...
Provides:An experience bonus for (re)trained units. Increases priest limit
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- Assassinating a dunmer or ashlander priest
- Killing a high ranking dunmer general (in battle or assassination), or as well a very pious one.
- A mission to take a settlement from the dunmers/ashlanders, and a subsequent mission to convert it.
Special Rewards: You might receive some units and similar

Necromancers
Availible to: the evil factions (and perhaps factions that turn evil?)
How to get guild points:
Recruting undead units. Not fullfilling mages/fighters guild missions, and even better, destroying them. Generals and especially faction leaders with special evil traits (of course, usual for the undead faction). Fighting "good" factions. An alliance with evil factions
How to loose guild points:Fighting evil factions. Presence or missions of fighters, and especillay mages and knights guilds. Pious governors and leaders (unless undead/daedra)
Provides:An access to some of undead units (especially on higher levels). However, all other "good" factions will not like it. Migth trigger even more negative traits and it will aswell decrease popularity
Missions:
- the guild offers to build a church for you
- Recruiting a priest
- Assassinating a 8/9 divines priest
- Killing a high ranking 8/9 divines general (in battle or assassination).
- A mission to take a settlement from any other non daedric religion, and a subsequent mission to convert it.
Special Rewards: You might receive some undead units as reward, a friendship with other evil factions. You might receive some powerful "evil" traits, ancillaries artifacts. Possibly access to some events...

Shadow Factions Missions
There are 3 couples of shadow factions(2 skyrim factions, 2 imperial factions and 2 altmer factions). The Shadow mechanics means, that character might revolt from one shadow faction to another based on authority of faction leaders. The Shadow faction might also arrive as an emerging faction, while possibly turning many settlements and generals to their side. (via Barons Alliance in Britania's DLC)- Those shadow factions may ask other factions to take a settlement from their opponent and then gift it to them (so, for example Skyrim Imperial loyalists in 4th era may ask other factions to take land from the Stormcloaks)
- Of course, there are some diplomacy requirements. And fulflling the mission would improve your relations with the shadow faction that tasked you, and they may give you gold.


Dungeons
- As mentioned in Mages and Fighters Guild missions, there will be dungeons. They will be present all over the map via permanent named forts. All of them will be controlled by a separate dungeon faction to make other AI ignore it. You can see how they look below (there will not be so many in the area, I just put ther more for the preview):
(yes, I need to improve those forts flags)

namedforts

- However, the idea would have not been worth doing, if those forts were just normal forts on battle map. They will have custom battle models! Credits, huge thanks and gratitude goes to leo.civils_uefs Alternate Patch for TATW 3.2 for allowing us to their resources.
- You can see below some preview of what will some of the dungeons look like

goblintown

azanulimbar

- To expand on what was said in missions part. There will be many various types of dungeons strat models, garissons and its sizes. The sizes will be tied to the difficulty of the mission and the rewards, thus the better mission will send you against more powerful dungeon garissons. And in the dungeons you will be able to find ancient artifacts and so on...

I hoped you like this preview and that I didnt bore you death! I will try to compile another one soon


PS
Seems I have accidentaly showed you some weird WIP map, perhaps you can now guess some of the factions better? Though, I had to replace the dragon one with the dungeon faction to make it work. The faction originally was Akaviri, which would be just a "funny merc" faction used at some interesting events. Now the rebels will have to handle it

The Elder Scrolls Hotseats

The Elder Scrolls Hotseats

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The Elder Scrolls TW is one of the most favourite mods used for hotseating on TWC. Would you like to join the fray?

Custom Campaigns - Black Drake

Custom Campaigns - Black Drake

Feature

This scenario takes place in 2E 542, during conquests of Emperor Durorach The Black Drake.

Custom Campaigns - Three Banners War

Custom Campaigns - Three Banners War

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This scenario is an adaptation of the event of Elder Scrolls Online, taking place in 2E 582

Custom Campaigns - Oblivion Crisis

Custom Campaigns - Oblivion Crisis

Feature

This scenario takes place during so called Oblivion Crisis, in 3E 433. This is the only scenario that lets players control Hordes of Oblivion.

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Unofficial Patch 1.42 for TES:TW - HOTFIX

Unofficial Patch 1.42 for TES:TW - HOTFIX

Patch 24 comments

A hotfix solving issues of the previous version, such as incorrect voices for some factions.

Unofficial Patch 1.41 for TES:TW (FINAL VERSION)

Unofficial Patch 1.41 for TES:TW (FINAL VERSION)

Patch 38 comments

Final version of Unofficial Patch 1.41, including the hotfix, upgrading features of 1.31 on the new version from the devs. Includes an installer. Read...

Unofficial Patch 1.41 for TES:TW (BETA - OBSOLETE)

Unofficial Patch 1.41 for TES:TW (BETA - OBSOLETE)

Full Version 17 comments

Unofficial Patch 1.41, upgrading features of 1.31 on the new version from the devs. Read the description below...

Unofficial Patch 1.31 for TES:TW (OBSOLETE)

Unofficial Patch 1.31 for TES:TW (OBSOLETE)

Patch 20 comments

Version 1.3 + Hotfix 1.31. Both versions are merged, so you need to download only one file.

Comments  (0 - 10 of 386)
JackiePie
JackiePie

Greеtings, a little suggestion:
•How about adding a kwama mines to dunmers?
A little bonus for food, population and trade but a little penalty for public order and health (since kwamas are really troublesome to handle with, they can easily fall sick or revolt against miners + it's a hard labor) Kwamas are very important for dark elves, they are widely spread across all the Morrowind, and kept as one of main food sourses.
Thank you for reading this.

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Jadli Creator
Jadli

I would love to add this, and plenty other lore buildings. Lets hope Ill have time, as a to-do list of this kind is pretty long :D Though this one sounds like its more interesting than others :)

Cheers

Reply Good karma+4 votes
malhuin
malhuin

If I may make a suggestion (or rather two, I feel generous), since the first release of the mod I expect to see the armies of goblins as the Aldmer and the Hlaalu ( We can see them in the DLC "Tribunal" of TES III Morrowind) are supposed to have. Similarly, the Redguards are supposed to have guns and used them against the Bretons during the Bretony War. I think it would be perfectly "lore" additions for the submod.

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DaedraWarrior
DaedraWarrior

Redguards never used guns. Cannons, although were mentioned in book of jokes, that appeared in TES2, but it is now considered as unlore.
Where is also Iliaс Sorcerer card in TES Legends which art contains deck cannons on the ship, but I am sure it will be redrawn some day (TESL already had issues with bizarre arts like Redoran Enforcer in thalmor outfit).
So gunpowder weapons are considered unlore

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Jadli Creator
Jadli

Ah, alright, gotta look it up properly, probably best not to add it then... :D

Good to see you around once again!

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DaedraWarrior
DaedraWarrior

We were always here, watching and waiting

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Jadli Creator
Jadli

Hey,
If we get any goblin models, I will definitely consider it.

Interesting thing with the guns :D. Will see if I can get it rolling

Thanks for suggestions!

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malhuin
malhuin

You are welcome.

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Panos88
Panos88

Hey guys. I ask for your advice here, because I want to update and start playing TESTW again. Right now I have the base mod installed and patched to 1.6.0 (Tree Fix). I have noticed in its page that the latest update is 2.0.1. But I mainly want to play this submod. What do I install from here?

Thanks.

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Jadli Creator
Jadli

Hey,
Well, for our mod you need official version 1.41, not 1.6 (its availible in their downloads with no issue), so you will have to download that.

Though, our submod overwrites a lot of stuff from the original mod, and I believe 1.6 wasnt that different from 1.41, so I think if you try to install it for the version you have, it might work fine. Let me know, would be a helpful information for others I assume.

Honestly, it might even work if you install it on 2.0.1 :D its just that it would not be using their new additons... worth a try!

Cheers

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Panos88
Panos88

Again thanks a lot!

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