



If you have, make sure to switch back to 1.06 before installing using the switcher. Usually, if you haven't installed the unofficial 1.09 patch you don't need to worry about this. It is highly likely that the installer will fail to create the required Options.ini file, go to %appdata%/My The Lord of the Rings, The Rise of the Witch-king Files and download this file into itīFME2 needs to be patched to 1.06.Download the Rise of the Witch-king v2.01 Patch in your language on this page.This will mount the RotWK disk to a virtual drive.

Open rotwk.iso by either double clicking or right-clicking and selecting mount.Download the Battle for Middle-earth II v1.06 Patch in your language on this page.(Note: some antivirus programs will flag the keygen. This will mount the BfME 2 disk to a virtual drive. Open tBfMe_II.iso by either double clicking or right-clicking and selecting mount.Download The Battle for Middle-earth ™ II.If you have the original BfME 2 disk then please skip to step 3 and use your legitimate CD key. If you have installed a fan-made patch such as 2.02 or 1.09 you can usually disable them using their patch switchers. The instructions here will help you get started there are many fan-made patches out there so for Edain it is key to make sure that BFME2 is set to the last official patch which is 1.06 and ROTWK is set to the last official patch which is 2.01. Just in case, make sure your hardware matches at least the recommended settings in order to play the mod.īecause EA lost the license to LOTR, and at this point mainly because the game is so old, it's hard to find a CD. Make sure to keep your graphics low, especially shadows. This means that usually, regardless of your specs, the game can have a tendency to lag. We expect the development speed to skyrocket after the upcoming release of the beta-version with two factions, so adding another four factions to the game will be comparatively quick.The BFME series is built on top of the SAGE engine, an old game engine from the single-core processor era. Our programmers have gone far in developing the essential gameplay mechanics. Though our project is non-commercial we can do things on a high level by paying attention to all details and honing our own skills in game creation. We can even provide characters with various animations. That’s why now we are capable of creating optimized and beautiful models, textures and effects quicker. With combined forces we did a lot: We experimented on all aspects of the game and found the best way of creating the gameplay assets. Some dedicate large amounts of their time to the game (doing something on almost a daily basis), some dedicate a little time. What is already done and what is in the works: After we released the teaser we gathered a team of dozens of people.
