Edain Mod Mapping Guide

This page is a **Guide**. **Guides** are written by users to share their experiences and advice with others. They can contain opinion and biases. Only the author of the guide and the Wiki Team are allowed to edit this page, any other contributions will be reverted. If you want to make suggestions then do so in the comments or by reaching out to the author.

Author: OakenShield224

*See more guides here*

This page will serve as a compilation for guides and tutorials for anyone wishing to start making maps for the Edain Mod.The process of making maps can be quite difficult and requires a lot of patience, however it can be very rewarding once you understand how everything works.

## General Map-Making

The following guides will give an understanding of how the mapping works:

The Extended Guide to Mapping - This guide was compiled by \_Haldir\_ (a big BFME mapper), and contains a lot of his own knowledge as well as information from EA tutorials and m@tt (another big BFME mapper). While it is primarily for BFME 1, a lot of it will apply to BFME 2 as well.

Beginner's Guide to Mapping - A series of 3 WB tutorials by EA that covers basic tools and functions.

Multiplayer Map Process - tutorials for setting up maps for skirmish and multiplayer by EA. This includes plots, waypoints and tactical markers.

Map Beautification Tips - a list of tips and advice for making BFME 2 maps by EA.

Guide to Water and Atmosphere for BFME 2 - by Rohara from Gamereplays

## Edain Specific Guides

Create your own maps - this guide from hoho96 will enable you to make Edain specific maps that use Edain's castles and camps, as well as ensuring that there are waypoint paths for units like the Mordor Evil Men.

Build up your fortress - another guide by hoho96 that will explain how to create fortress maps in Edain.

## Scripting Guides

The Extended Guide to Mapping linked above has some information about scripting however the following guides have more detail as well as information about how scripting is used in a BFME 2 campaign level

Basic Scripting (EA)

Singleplayer Scripting (EA)

## Miscellaneous

How to add Gollum/Ring Heroes to your maps - Gollum isn't automatically enabled when you make a map, so a combination of scripts and spawn waypoints would be required.

Final Big Editor File - this would be required if you wish to open and edit any official maps made by the Edain Team or by EA in general. It is also required for modding.

## German tutorials

You can find some german worldbuilder tutorials from the modding union over here https://modding-union.com/index.php/board,35.0.html and download other tutorials from the old website over here: https://modding-union.com/php/url.php?id=44

## Common Worldbuilder/ mapping errors

1. **Worldbuilder doesn't start** - If you have copied your games installation folder and start the worldbuilder from within this copied folder, it might not work. Try starting it from a different folder. If you want to use it with the newest version of Edain, copy all Edain big files into that other folder before starting the worldbuilder. If that doesn't work, reinstalling the game if often the safest way.
2. **The Worldbuilder crashes all the time** - use large address aware on it. Using the 4GB patch onto your Worldbuilder might help. You can find it through the Edain Switcher. Opening the map directly instead of opening it from within the Worldbuilder might also help. After a crash, you can load autosaves in *C:\Users\\*Username\*\AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files*
3. **Trees and shrubs disappear** - adding too many trees and shrubs causes them to dissapear in World Builder or the game. If it has happened, a way of fixing it is described over here: https://forums.revora.net/topic/112776-tutorial-how-to-fix-your-map/
4. **How to fix water gaps** - make the terrain invisible.
5. **How the terrain mesh works, why the terrain mesh at the edge of the map is bad** - your map is the wrong size, don't use the edge of the map.
6. **How to properly resize your map and not ruin terrain textures** - its to do with the texture size and texture mapping on the terrain, you'll need to add the full size of your largest terrain texture.
7. **unable to autosave** - if you installed your base game in german it doesn't find the folder to save. This message wont occur when installing RotWK in english
8. **Game Crashes after Scripting and removing an object from the scripts** - If you've removed an object that you used in a script and saved the map, it may not be enough to just bring back an object and give it the name of the deleted unit. Change the objects name in the script to a name that exists.
9. **Outposts loosing their buildplots ingame when being bildup the first time** - Delete Objects like trees or stones in the area of the outpost
10. **Outposts loosing their buildplots ingame but not the first time they were built** - Check the angle of the outpost. It should be at 0.00 (not rotaited)
11. **Using camps and fortresses als starting positions** does work, but players will start with extra ressources (camp +2000, fortress +1000)
12. **Errors when transfering the map online** often happen, if the receiving player joinend the 2nd or the 7th spot. To avoid this, close theses spots and open others