Jump to content


Photo

Codex Mod for Soulstorm


9 replies to this topic

#1 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 02 July 2012 - 11:31 AM

Posted Image

Description

The Codex mod aims to increase the the level of enjoyment with each existing Soulstorm race, but at the same time increase the amount of Codex units in each race, adding many new units, characters, researches and upgrades . On top of this there are seven, yes seven, new races:
Chaos Daemons
Chaos Renegades (The Lost and the Damned)
Grey Knights
Adeptus Mechanicus
Blood Angels
Space Wolves
Dark Angels


In addition, there are expansions on some of the Soulstorm races, such as Chaos Legions (9 Original Traitor Legions and Renegades) and Space Marines (Remaining 6 First Founding Legions, and 3 Second Founding Legions), Orks (Clans) and Eldar (Craftworlds).


Posted Image

Posted Image

Installation


Once downloaded, just extract all 3 parts to your Dawn of War - Soulstorm directory ('C:\Program Files\THQ\Dawn of War - Soulstorm', unless you are running the steam version, in which case it is 'C:\Program Files\Steam\steamapps\common\dawn of war soulstorm'). Note: in Windows 7, open 'Program Files (x86)', not 'Program Files'.

Then download and extract Hotfix 3.2 (to the same location) and select "Dawn of War: Codex" from the in game manager.

Download links
3.0 full and 3.2 patch:

http://www.moddb.com...codex/downloads

Codex badges and banners (Some were missing in the army painter, so this should fix that). Just extract to Soulstorm directory. Note: If you do not want badges and banners overwritten, do not download).
http://www.moddb.com...dges-and-bannes.


NOTE: The new races are not the same as other independantly released versions, just to avoid confusion. These are the Codex versions, developed seperately.

Credits

FOK Team - Without who's models this would not be possible, simply the best...
_Warsmith_ - Fantastic models and assests
Titanium Wars (GrOrc) - Models, assests and OE pointers
Apocalypse Mod - Fantastic models and assests
Horus Heritic - Models and skins
ZanyReaper - Assets from TTRU
Dawn of Skirmish Team (and Thudo) - For the wonderful AI, a joy to work with!!

Corsix - For the great mod studio
jONES1979 - For little items, and alot of knowledge and insight
CutterShane and Arkhan - Heroes mod, love it!!!!
Torzel - For the lovely space wolf skins
dkpisme - For testing, advice, and motivation
Whiteshield - For Specular textures
Winterdyne - The warhound titan
Catwell - Great Unclean one, Keeper of Secrets and others
Mudflaps - Bikes, and other models
RavenwingRetribution - Icons, lots of.....
Combat_Sheep888, - Dark Angels Vehicle Skins
O-CuKChainz - Blood Angels Vehicle Skins
Relic and THQ - For the wonderful game that is Dawn of War (make 3 as good!!!!!!!)
Games Workshop - For the IP, fluff and 40k universe, and allowing this sort of endevour
To anyone I might have missed, sorry (tell me, and I'll update).
To all those who have already downloaded and ejoyed/commented on the mods to date.


Frequently Asked Questions

Can I add extra races to the mod?
Yes, you can, providing they are a race mod (so do not alter gameplay) and do not replace any existing races. How to do this:
1. Download and install the mod you wish to include.
2. Open 'Codex.module' using notepad (backup before hand). Codex.module is located in the Soulstorm directory (usually 'C:\Program Files\THQ\Dawn of War - Soulstorm').
3. On the line above 'RequiredMod.1 = DXP2', enter 'RequiredMod.1 =*mod.module file name*'. All mods have a .module file located in the Soulstorm directory, just copy and paste this name in.
4. Rename 'RequiredMod.1 = DXP2' and 'RequiredMod.2 = W40k' to RequiredMod.2 = DXP2' and 'RequiredMod.3. = W40k'
5. Save the file.
6. To add more race mods, simply add extra lines in above DXP2 and W40K, but always make sure they are at the bottom with the highest numbers Eg. they would become 'RequiredMod.3' and 'RequiredMod.4' if another mod were added.


Are you looking for extra team members?
Yes, but only really modellers/texturers. If you would like to apply, please mail boothy_p.

My game crashes after the Soulstorm splash screen, what should I do?

This is simple. It will usually be a result of you having added extra mods, but not placed the 'RequiredMod's in the right order. Just follow step 4/5 in the 1st FAQ.

I get 'no range' errors and am playing a non-English version of Soulstorm, what should I do?
1.Go to 'C:\Program Files\THQ\Dawn of War - Soulstorm\codexcomplete\Locale\English'
2.Copy these to the "required locale" folder (eg: German):

Apocalypse.ucs
Blood_Angels.ucs
Blood_Ravens.ucs
BT_KauravaCrusade.ucs
BT_units.ucs
Characters.ucs
Dark_Angels.ucs
DoW40k_XP.ucs
Space_Wolves.ucs
Ultramarines.ucs
3. Re-start the game. It's only in english (sorry), but should reduce the number of no-range errors you are seeing.


Current mod team:

boothy_p (Team leader).
deathteam15 (Community Manager).
deathwatch78 (Textures/FX).
dkpisme (Tester)
xhunkx (Tester)
Count Bagatur (Tester)

We also have ModDB page, so feel free to visit there:

http://www.moddb.com/mods/codex

If you have any questions or problems, please do not hesitate to Inbox me or post below (You can also Inbox or post on ModDB, both boothy's and my ModDB names are the same as on here).


CURRENT BIG NEWS

Version 3.2 has been released!


Posted Image


Posted Image

A new, pretty amazing, terminator texture.

Posted Image

A gunwagon for those ork fans!

Some new Grey Knight machine cult images. (By deathwatch78) Very impressed myself, especially by the FX :)

Posted Image

Edited by Alphacpt, 02 July 2012 - 11:33 AM.

deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#2 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 02 July 2012 - 04:24 PM

Looks good man but what are you looking to do @ Revora? We don't have Balance mods with their own public/private forums as we generally deal with DoW1 faction mods.

Looks real pro though.. lots of work to do in a balance mod especially the net-new units/buildings you have done. New Inquisitorial units/buildings look especially great!
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#3 Shodar87

Shodar87

    title available

  • Members
  • 1,247 posts

Posted 03 July 2012 - 04:16 PM

Just wonder if Codex team will fix issues I´ve pointed out, removal of Blood Letter DoW2 model to get to RN but at the same time keeping BloodCrusher (Army Painter name, Juggernaut of Khorne ingame) DoW2 model is just wth. Anyway good luck.

#4 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 03 July 2012 - 08:36 PM

Hey Thudo, thanks very much; the Inquisitorial stuff is done by deatwatch78 (not sure if he has a Revora account....), but he's on Relicforums and ModDB.

We're pretty much using it for advertising, with hopefully the potential of suggestions from the community.

@Shodar, they're already fixed; download the latest version (3.2) here: http://www.moddb.com...codex-32-update
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#5 Shodar87

Shodar87

    title available

  • Members
  • 1,247 posts

Posted 03 July 2012 - 09:35 PM

Nope it wasn´t but nice try,http://www.mediafire...c5fnxwrdcfscbhh (screen inside). Besides the rest I´ve talked with you and this stuff, theres more things to fix (I´m not talking about horrible balance). Just don´t forget to finally fix Chaos Deamons branches since just by getting lets say one squad of Fleash Hounds and ordering all 4 Marks to fruit up tech tree (and I hope that boothy is enough experienced to handle it but since he prefers to cry over admitting the truth i doubt about that). Anyway in case that you want to talk with me about something PM me.

EDIT: Forgot one more thing, why are you using an extra module file with same name in codex directory. I understand that it allows you to play Codex with BT or Tyranids (you just need to replace default file) but just change it´s name and place it in SoulStorm directory. Those who don´t have BT and Tyraninds should not have problems (you just can´t activate current module) and those who has both mods actually installed can simply play it after copying file to SoulStorm folder.

Edited by Shodar87, 04 July 2012 - 04:57 AM.


#6 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 04 July 2012 - 10:10 AM

Turns out I may have been slightly mistaken, i'll PM you ;)

Regarding the marks, i'm not sure he's able to fix that, but i'll ask anyway (I noticed you took advantage of it on the screen you sent anyway hehe :p)

Are we? I only seem to have one Codex.module file...unless when copying patch 3.2 over the original folder, you created an other copy of the .module file instead of replacing the original one? All in all, though, there should only be one with whatever race mods you want (of course overwriting the file will mean you have to enter the races again...but that's not too bad ;) )
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#7 Shodar87

Shodar87

    title available

  • Members
  • 1,247 posts

Posted 04 July 2012 - 12:31 PM

Just about module file. You have one original module file which comes with 3.0 and patch 3.2 has another module (which allows you to play with Tyranids and BT mod (require those mods to run) but for some reason it´s placed within Codex directory with the explanation what you have to do to make it work. I think it should be easier to have both modules in main directory and simply explain that if you with to play it with Tyranids and BT you have have them installed otherwise it will not work.

The rest solved via PM. Cheers

#8 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 04 July 2012 - 02:25 PM

Ah so there is, silly me. Personally, I think it's best how it is; both boothy and I have had many people coming to us asking how to do it or saying it doesn't work, and most of the time it's down to human error, which obviously can be fixed if a ready-made file is provided.
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#9 deathwatch78

deathwatch78
  • Members
  • 44 posts

Posted 04 July 2012 - 05:14 PM

yes Iam a member of this site dont check it that much but I will now.

#10 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 04 July 2012 - 05:19 PM

Ah, well there we go! ;)
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users