Adding Arnor to any map

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Author: The\_Necromancer0

*See more guides here*

Every so often on the Edain Discord we get the question: "will Arnor ever be implemented as a standalone faction?". The answer to that is usually "No", as ET have not mentioned any intent to make it so. But, there are ways to implemented Arnor on any map you want as a replacement for Gondor. Of course, that still won't help you settle the debate of whether Araphant or Denethor was the dad most skilled in weapons but it'll allow you to play Arnor on any map layout such as siege maps. You could also potentially add them to scripted maps although that is more risky.

## Prerequisites

* My .big extraction tool FinalBig v2, available at here.
* The Arnor code, available here for regular maps and here for fortress maps
* The name of a map you desire to convert, in this guide we will be using **Ford of Isen I**

## Adding Arnor to an official Edain Map

Usually, players want to add Arnor to their favorite official Edain map, this is usually the more complex of the two procedures but this guide will attempt to make it simple.

1. Navigate to your game folder (which is by default is **C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king**) and locate \_\_\_\_edain\_maps.big.
2. Open \_\_\_\_edain\_maps.big with FinalBIG then go to Edit > Extract All and extract to a folder (not the game folder)
3. Locate the \_\_edain\_data.big and open it with FinalBIG, extracting it to the same folder (**this is very important**)
4. Navigate to the folder you extracted to and go to the **maps** folder.
5. This is the hard bit, you have to locate the map you want to change based on its folder name. For our map, **Ford of Isen I**, the folder name is **map mp fords of isen i** so it's pretty easy. But if you wanted to add Arnor to **Stoneway Valley**, the name of the folder in that case is **map mp fall back 4p**. If you don't know the folder name you'll have to just guess, opening map files until you find the one you want.
6. In the folder you identified, open the map.ini file, go to the bottom, and paste the Arnor Code
7. Save the map.ini
8. Copy paste the entire map folder into your "My Rise of the Witch King Files" folder
9. The map will now appear in game and selecting Gondor will let you play as Arnor

## Adding Arnor to a custom map

Adding Arnor to another custom map is much more simple.

1. In the map folder, create or open a map.ini file
2. Copy paste the Arnor Code at the bottom of the map.ini file
3. Save the map.ini
4. Launching the map with Gondor will now let you play as Arnor.

## Common Issues

The big risk when copy pasting a huge chunk of code into a map that might already have its own chunk of code is that the two might conflict. It is unlikely because of how specific the concept of switching one faction for another is in terms of code but it is possible. In this case not much can be done if you have no desire to code and it's usually best to just move on to the next map, as removing any part of the original map's code will cause it to error.

If you're a bit familiar with INI coding then your best bet is to have a look at the module causing the error and the error that is being caused. If it's the case of a duplicate name an easy fix could be just changing the name of a module.

More common issues will be added as they are reported...