Version 1.3 + Hotfix 1.31. Both versions are merged, so you need to download only one file.
Install Instructions:
Download The Elder Scrolls:Total War mod 1.0 (visit their moddb page to find links) + TES Unofficial Patch 1.31.
(It is aslo compatible with TES TW 1.2
Changelog - 1.31
(features of 1.3 are listed in the summary)
- The majority of crashes related to traits/ancillaries should now be fixed.
- Fixed a bug when generals of house Dagoth were receiving a bosmeri ratial traits.
- Taking a last settlement from The Tribes of Ashlanders should not be causing a crash anymore (hopefully).
- No units should be silvering now.
- AI should now be recruiting better units, instead of militia units (credits goes to Sir Richard Richard for the base file. However, I ve done many changes into the file).
- Fixed prices/stats of some units.
- Decreased population growth.
- Fixed bugs in custom settlements (Dunmer huge cities no longer look like Mournhold, Custom settlement cannot be upgraded, Ghostgate battle model readded, etc).
- Added all missing names.
- Minor changes in some scenarios.
- Added the 4th priest level for khajiits (so now the levels are moon priest/high moon priest/lunar champiom/mane)
- Some factions were assigned different accents.
- Battle Editor is now working.
- Removed the "Medieval II Total War" title from the main menu.
- Fixed a bug in battles, when instead of missile stance for a reinformencing army there was a large of "box"
- Fixed a bug, when there was a building button instead of a button for controlling AI allied armies in a battle, shown in pre battle scroll.
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 - Daggerfall/Wayrest
Abibon-gorah knights - Abibon-gorah - Clans of Crowned and Forebears
Winterhold mages - Winterhold - Skyrim
Akavir Tsaeci - Rimmen - Empire
Arcane archmages - Imperial City - Empire
Blades - Cloud Ruler Temple - Empire
Wood orc archers - Valenwood - Kigdom of Orsinium
Orcrest Warriors - Orcrest - Kingdom of Orsinium
Skaal warriors - Solstheim - Skyrim
Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu/Morrowind
Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar/ Redoran/Tribunal/Morrowind
Hands of Almalexia - Vivec city/Mournhold - Tribunal/Morrowind
Thanes - Skyrim - Skyrim
Necrom Ordinators - Necrom - Tribunal/Morrowind
Imperial Legion Company units - Skyrim/Morrowind/Black Marsh - Empire
Silstriders - Morrowind - All morrowind factions
Crystal Tower Wizards - Cloudrest - Summerset Isles
Firsthold Wizards/Masters of Age - Firsthold - Summerset Isles
Alinor Wizards - Alinor Summerset Isles
Psijics - Alinor/Imperial City - Summerset Isles
Telvanni Wizards - Telvanni lands - Telvanni/Morrowind
Dres Wizards - Dres lands - Morrowind (Dres can hire them "everywhere")
Knights of Iron - Leyaviin/Tava's Blessing/Firebrand Keep/Camlorn/Sunkeep - Nine Dvines factions and redguards
Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Northpoint/Taneth - Nine Dvines factions and redguards
Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand - Nine Dvines factions and redguards
Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Dvines factions and redguards
Crusaders - Sharnhelm/Ravenwatch Castle/Dvinnen/Rihad/Abah's Landing/Kozanset/Valkwasten/Haven/Gideon/Lillmoth/Chorrol/Windhelm/Solitude/Whiterrun - Nine Dvines factions and redguards
Knights of The Nine - Kvatch - Nine Divines factions
Bosmer units - Valenwood - Summerset Isles
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
Thanks
I've had a bug where when the Oblivion conflict started, all the Oblivion generals would attack the settlements but when it started to attack my settlement in the summerset isles, Shimmeren, the game would just stop. It wouldn't be un-responsive but nothing would happen and the Oblivion forces would just stand around and my game wouldn't end the turn.
You probably have to wait. Sometimes it takes time before all sieges all over Tamriel starts. You can see it if you press toggle_fow
Unavoidable crash after the oblivion crisis takes place. The game crashes as a result of certain buildings from what y log says. Spent more then 20 hours on this campaign. Super ****** off.
This always happens with these elder scrolls mods.
Could you kindly provide a name of that building, or a log?
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22763, column 45
Building level name artist_studio not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22772, column 45
Building level name merchant_bank not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22780, column 45
Building level name theatre not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22796, column 45
Building level name public_baths not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22804, column 45
Building level name library not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23512, column 43
Building level name artist_studio not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23523, column 43
Building level name theatre not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23557, column 43
Building level name library not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23579, column 43
Building level name library not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23896, column 40
Building level name eastern_assassins_guild not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23905, column 40
Building level name m_eastern_assassins_guild not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23914, column 39
Building level name gm_eastern_assassins_guild not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 24013, column 43
Building level name m_merchants_guild not found as a level in building database
21:13:18.966 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 24022, column 39
Building level name gm_merchants_guild not found as a level in building database
21:15:14.610 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Sorry for being so blunt, I was just getting into it an boom game over... :( It was the imperial/the elder scrolls campaign btw. Wasn't sure how to send the whole log so just sent the last bits that caused the crash i assume
Are the custom campaigns buggy or do the run smoothly?
Most of them have less scripts, or basically none, except difficulty, so there is not much that could go wrong.
is it save compatible?? because i have the normal elders mod and have spent countless hours on it?
Its not
Also how do you recruit dawnguard?
Dawnguard is a feature of 1.4, which releases on the 1st sept, so wait for that. After, it will be naturally part of new versions of UP too
are you guys gonna make this combatable with 1.4?
Yes
Is this compatible with 1.4.1?
mmh, not yet the UP is stopped to TES 1.2 atm...
Btw, Jadli will take care to release a new version, compatible for the later TES versions, as soon as he can.
is this compatible with TES v1.4?
nvm i see it was answered already
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Is it save compatible if i have a older version of your unnoficial patch?, i mean if i download will i be able to acces my stormcloack campaing?