Warhammer 40,000: Dawn of War - Dark Crusade

Warhammer 40,000: Dawn of War - Dark Crusade

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Dark Crusade Mod Guide
By Perdiccas
An overview of many of the mods still available to this game, including download links and installation instructions.
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Introduction
This guide is designed to showcase many of the mods available for Dark Crusade. The game has enjoyed an active modding community for many years, even if many modders have since moved on to the sequel (Soulstorm) or other games.

I am not responsible for any of these mods and had no involvement in their creation.

Please rate and leave comments!


Scope Of This Guide
This guide is a repository of mods for the game. Many mods have faded into oblivion and all that is left are broken links to mod websites. I have included only those mods that are publicly available and still work (though some are older versions or in beta).

Some guidance and tooling for making your own mods is provided, but it's merely an introduction.


Words Of Warning
Everything you download is done so at your own risk. I can speak for the files mentioned in this guide, but only at the time of writing.

However, there are always risks to downloading mods. If you don't like the look of a site or mod file, then play it safe and don't bother. As always, you take responsibility for anything you choose to download/install on your PC, regardless of what is said here.


Preliminaries
If I ever refer to the game's directory, I am talking about where the game's files are stored. For Steam users, on Windows, that will be something like [drive letter:]\Program Files\Steam\SteamApps\common\Dawn of War Dark Crusade\. You can also access this by going to your games library in Steam, right-clicking on Dark Crusade and going to 'properties'. In 'properties', click the tab for 'local files' and select the 'browse local files ...' option.


Glossary Of Abbreviations
CSM - Chaos Space Marines
DC - Dark Crusade
DoW - Dawn of War
F-o-K - Firestorm Over Kronus
IG - Imperial Guard
LOS - Line of sight
SM - Space Marines
SS - Soulstorm
TW - Titanium Wars


Guide History
  • 2016/11/08 - First draft finished
  • 2017/01/18 - Added two new mods and checked on the links
  • 2019/04/25 - Added a new mod and updated an old mod version
  • 2020/04/01 - Added my copy of autoexec.lua
  • 2020/05/16 - Updated Titanium Wars to 1.00.38
  • 2020/06/07 - Made some changes to the Annihilation mod and uploaded the mini version. Added some new map packs.
  • 2020/06/13 - Reorganised and reformatted several sections
  • 2021/07/16 - Removed a broken link for Firestorm Over Kronus
  • 2023/04/16 - Updated some mod versions and modified backup links

Finding & Installing Mods
Locating mods
Given how old DC is, and the demise of certain mod hosting websites, it is not always easy to locate quality mod content. I have posted links to all of the mods mentioned in this guide, so you should have no problems there.

If you're looking for a specific paint scheme, then it's usually best to search for it by name. Even if the scheme is listed for another DoW game (e.g. Soulstorm), it will probably work (and similarly for maps).


How do mods work?
I've included this section to give some details on how mods actually function so that you can understand what you're downloading.

There are two different ways that people make and distribute mods for this game.

The simpler, but less useful, method is to simply add to or overwrite existing game files. For example, if I want to install new maps, I can just add the map's files to the right place and it will be available.

However, DC is set up very well for mod support. Thus, the 'correct' way to make and add mods is through the addition of '.module' files. Any of the large mods in this game come with two things:
  • A folder full of mod files
  • A .module file

The .module file tells the game that a mod exists. This means that when you use a mod manager (or the in-game 'game manager'), it will look for .module files. And if it finds them, it will then read the information within and look for the associated mod files.

We'll take a look at an example file here:


Lines beginning with semi-colons are comments and are not read by the game. The really key elements are the 'ModFolder' parameter and the 'DataFolder.1' parameter, as well as the list of required mods.

The 'ModFolder' parameter tells the game where to find this mod's files. In this case, it will look for another folder in the game's directory called 'Titanium_Wars_Mod'. The 'DataFolder.1' parameter tells the game which subfolders are important. The game will also check for, and load, the required mods, which will happen recursively.

Essentially all that happens with a mod is that you tell the game where to find the mod files (as we have done in the .module file), and the game will then load these and prioritise them over the base game.


What are DXP2 and W40k?
These are essentially the base game, but delivered as mods. W40k is the absolute base and DXP2 is an expansion/patch of it. These are created by the developers. The vanilla, unmodded DC that you get when you install the game is DXP2.

You will see that every .module file lists these as required mods, because they are literally the base game.


Why do some mods come as .exe files?
A lot of people who make mods wanted to streamline the installation process, so they bundle the mod as an .exe to make sure that things go in the right place. Sometimes these .exe files can be unpacked to give you just the mod files which you can then move yourself.

Also, sometimes the installer adds extra files which personalise the intro page before you reach the main menu. These are not necessary, but not harmful either.


Additional remarks
The main disadvantage of the module format is that mods tends to be loaded independently and cannot be easily mixed. Thus, if you included things colour schemes or new maps as standalone mods, then you would either be able to have the gameplay mod or the colour schemes/maps.

As a result, small mods like maps and colour schemes don't really need to be included in the module fashion. They can just be added to the base game and will generally then be a part of any mod.

Also, you can list mods as requirements to a larger mod, ensuring that they are all loaded, but this then leaves open the possibility of mod conflicts, as well as forcing players to download additional stuff.

In general, then, complex mods tend to be standalone, but smaller mods can be added at will. You'll see in my section on mixing mods how we can achieve some good results when mixing complex mods, but such a process can be tricky.


Installing mods
I've included instructions on how to install each mod when I discuss each one. Basically, you'll just need to copy and paste some files to the right place or run the installer. Hopefully now, though, you understand a bit about the how/why of the process.


Mod Manager
In order to manage and play mods, the first thing you'll want to install is the DoW Mod Manager. There's nothing wrong with the game manager within DC, but this is a neater program and seems to prevent some errors. You can find the latest version at: https://github.com/Fragjacker/DoW-Mod-Manager/releases

Backup (v2.3.2.2.7)[mega.nz]

Unzip the file; copy the .exe into your DC directory. When you launch the mod manager by running the .exe, you will be asked for a directory. Choose the DC directory. After a few seconds of waiting, you will receive a list of mods and can then select the one you want (see pic).



In general, instead of launching Steam from your game library, launch the mod manager first and then select your required mod. If you want a neat way of doing this, go to Steam, select the 'Games' tab and go to 'Add a non-Steam game to my library'. Select 'Browse', go to your DC directory, and select the Mod Manager .exe. It will show up in your library as DoW Mod Manager, but you can change name by right-clicking and selecting 'Properties'. You can then do something like this:



Any time that you want to play mods, you can just run the new item, which starts the mod manager.
Troubleshooting
You'll want to check things in a specific order to eliminate problems:

DC won't boot at all
Try loading up vanilla DC (DXP2 Version 1.0). If you can't load it, then you've got problems with your vanilla files. Right-click on the game in your library, click on 'properties' and select the 'local files' tab. Then click 'verify integrity of game cache'. Hopefully some files should be reacquired.

If nothing happens, check the forum for people complaining of similar problems in case it's on Steam's end. If there is nothing to report, restart your PC (worth a try). If it still doesn't work, then try some of your other games. If they work fine and it's just DC, then you'll need to uninstall everything and re-install. Make sure that everything in the DC directory is deleted (so that any mods causing problems get removed too).

If this clean re-install doesn't work, then you'll need to contact Steam support.


Autoexec LUA issue
If you're having trouble with this specific file, I have uploaded my own copy here:

Link[mega.nz]

Please copy this into your main directory.


DC boots, but the mod doesn't
Check the 'Game Manager' on the main DC screen. If the mod you're interested in doesn't come up, then the game can't see it (i.e. it's not in the right place).

Go to your game directory and check that you have some files named according to the mod (e.g. a folder called Titanium Wars). Check, in particular, for .module files. If you can't see anything that looks like the mod, then you've extracted the mod to the wrong place (probably).

If you can see files that look like they match the mod, but the game can't find them, then re-read the installation instructions. Did you forget to copy an important file somewhere? If all else fails. uninstall the mod and try again. Make sure that you do everything exactly as you have been asked.

Also note that the mod manager lists any other prerequisite mods. If you are missing any of these, then the mod won't boot.


The mod boots - what now?
Now, if the mod has booted, you should see some changes to the UI (at least in many of the larger mods). If you're installing new races, go to the 'Army Painter' and you should see them. If all looks fine, try a quick skirmish with the AI to check that everything is working.

If you run into problems playing against the AI, then there are problems with the mod and you should refer to the section above.


People can't see my games in the lobby
If you are online and host a game, but your friends complain that they can't see it, then you're probably not running the same mod. This happens sometimes with Annihilation in particular (for that particular mod, I wrote some specific troubleshooting help in that game's entry - scroll down to 'Larger Mods').


Sync-Error
This occurs when playing online and two players have differing game files (i.e. different mods). Note that you are free to have your own paint schemes and that this won't (shouldn't) cause problems.

Typically it's because someone has the wrong mod version or they're missing an extraneous game file. Firstly, you need to isolate the problem.

Jump back to the main game menu and check the top left of the screen - it should detail the game version and mod version that you have. Compare this with your friend.

Assuming that you are running the same mod and you can both play freely against the AI, we need to go further to isolate the problem. Try first playing a game against each other without any mods.

If that works, then load the mod and go back into online. Choose a vanilla map, with vanilla races and vanilla game rules. Try playing. If all goes well, then you need to start eliminating other causes - check if you run into sync errors when playing with new races etc.. If you can isolate the problem, then you can start comparing files and reinstall mods where necessary.

Also note that sometimes mods add extra game rules that don't work online. Indeed, certain vanilla rules may not work (Quick-Start usually). The usual caveats with regards to internet security, firewalls and parental controls also apply.

I also strongly advise you to always run your mods through the mod manager that I mentioned.
Paint Schemes
Paint Schemes refer to new colour schemes along with badges and banners for the army painter. Whilst the army painter offers lots of customisation for amour colours, it has only a limited selection of badges and banners.

Fortunately, DC allows you to download and install custom schemes that other players have made. You can download banners/badges individually or an entire scheme.

Installation is very simple:
  • Download the required army scheme.
  • Extract the files.
  • Any file labelled banner goes in ./Banners
  • Any file labelled badge goes in ./Badges
  • Any file labelled teamcolour goes in ./W40k/Data/Art/team_colours. You will likely not have this folder and will have to create it. Furthermore, within this folder, you should create a folder for each separate race: chaos_marine_race, eldar_race, guard_race, ork_race, tau_race, necron_race or space_marine_race (see picture).



  • Place the teamcolour file in the folder for the corresponding race. Strictly, it doesn't appear that you need these folders since the teamcolour file already contains information about which army it is for i.e. placing a scheme meant for space marines in the necron_race file still keeps the scheme as a space marine one in the game. However, this is the method dictated by most of the readmes, and keeps things a bit neater, so we'll stick with it.
  • If you now boot up DC, you should find these new schemes in the army painter and they should be selectable for battles.


Other Notes
Some of the larger mods add additional schemes of their own. If you intend to try one of the larger mods, then see if it contains extra paint schemes before bothering with this.

Badges and banners are available to all races and are simply added to the multitude available in the army painter.

Note also that paint schemes should not interfere with online play. The game checks for mods to ensure that players playing with/against each other have the same mods running (for fairness). Paint schemes do not confer an advantage and hence do not need to be synced.


Locations
W40K Banners & Badges[wh40k.ei8ht.net]
Hive World Terra[skins.hiveworldterra.co.uk]

There are lots of schemes rattling around. If you have a specific scheme in mind, you are usually best off searching for it by name; if it's a popular scheme, then chances are that you can find a link.


Making Your Own
If you're not satisfied with what you find, then you can always create your own. See this guide on Steam for more information: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=307374080
Extra Maps
In this section, we'll discuss how to add additional maps to the game. These are a way to spice things up without altering the gameplay dramatically.

Map installation process:
  • Download and unpack all of the map files somewhere (it doesn't matter where).
  • Navigate to your DC directory.
  • In this directory, navigate to DXP2\Data\Scenarios\mp
  • You should see that you already have some files for a map called Temple of Cyrene. This was a free map included as part of a game update
  • In this folder, you'll want to dump everything unless the readme says otherwise.

If you're having any trouble, there's a slightly more thorough guide here or consult Youtube: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=439953018


Where To Find Maps
Maps are the easiest mod type to find and there's a lot kicking about. Check places like Moddb and Gamefront.

Below are some examples. I have not checked every single map in these packs but they look fine.

Map Packs
Relic community revival map pack:
Relic released an additional set of maps. Their forums are now gone, so this file is all I have left. If you don't want to run the .exe, you can just unpack it to see what's there - looks like it came with some additional art/textures to support new map features.

Backup[mega.nz]

RedAlertt602's map packs from Moddb:
Link (Part I)
Backup (Part I)[mega.nz]

Link (Part II)
Backup (Part II)[mega.nz]

Link (Part III)
Backup (Part III)[mega.nz]

F-o-K map pack
Map pack bundled with the Firestorm over Kronus mod discussed later in the guide.

Link
Backup[mega.nz]
Quality Of Life Improvements
Camera Mod
Description
With the improvements to technology, playing DC in 1080p on large screens can be unpleasant due to the extreme zoom level. Included here is an incredibly useful little mod which allows you to zoom out further i.e. increase field of view. If you're planning to install larger mods, then they might include their own camera modifications; hence, you might want to try them first, then add this if you're not satisfied.

You should be able to play multiplayer without other players making any adjustments.

Installation
This is under Soulstorm, but should work for all DoW versions. Unpack the folder and copy all three files into [DC directory]/Engine/Data/

Link
Backup[mega.nz]


Bugfix Mod
Description
This is a bugfix mod. The mod focuses only on fixing what truly appear to be bugs, mistakes or omissions without trying to modify or add other features, with one exception: it does incorporate the Skirmish AI mod for Dark Crusade, thus improving computer AI.

An extensive readme is included, which details the fixes. This mod is about the closest thing to perfected vanilla that exists.

Installation
Run the install .exe.

Link (v30.0)
Backup (v30.0)[mega.nz]


AI Mods
This section contains mods that change/improve the game's AI.

Skirmish AI Mod
Description
A mod for the game's AI that fixes a few of their issues and allows much greater difficulty customisation.

Changes & Tweaks
  • Modifications to AI behaviour including build choices, resource management and tactical deployment.

Review
This mod actually has two elements. The first promotes general bug fixes to AI behaviour, particularly its tendency to box units in. Secondly, it also comes with a config file that allows the user to customise AI behaviour e.g. whether they focus on tech or rushing, whether they can use relic units etc.

Installation
This one comes as a generic .exe that handles the installation. There is a config file that you can find under Start>Programs>THQ>Dawn of Skirmish which you can use to modify AI behaviour (there's also a readme here). You can also modify AI behaviour from 'Dawn of War Dark Crusade\Dowai_mod\Data\ai\AIControlPanel.exe'.

The mod also bundles a heroes mod within it. This allows units to gain experience over the course of battle which leads to buffs. You can select this during the installation.

Link[forums.revora.net]
Backup (v2.6.0)[mega.nz]


Gameplay Mods (Vanilla Extended)
DoW Kingdom
Description
A slight tweak of vanilla with some QoL mods and a new campaign

Changes & Tweaks
Lots of these can be customised somewhat
  • Increased cap limit for units and vehicles (both now go to 30)
  • New campaign (similar structure, but all new maps)
  • Lots of new maps
  • Some additional QoL mods included like better AI, auto-reinforcement, heroes etc.
  • Tactical changes around unit behaviour, characteristics
  • Experience gain for units

Notes
This a significantly tweaked version of vanilla, with quite a few tactical changes around unit range and the experience system. The QoL stuff is really nice. The campaign itself is similar to the original, just with new maps.

Review
This adds some freshness to the vanilla, without losing much of its spirit. I think the pack of QoL tweaks in use is quite a nice selection too. Probably the best part is how it is easy to customise a lot of the game characteristics, like unit range.

However, the campaign is less interesting than the original, because the scripted battles like strongholds have been replaced. It also feels somewhat unfinished (though is perfectly playable). If nothing else, you could steal all of the new maps, some of which are very good.

Installation
Just download the .zip and extract - there's an executable which handles the installation. There's also a readme to explain additional features.

Link (v1.0.1)
Backup (v1.0.1)[mega.nz]

Gameplay Mods II (More Carnage)
Annihilation Mod
Description
Increased unit caps, removal of certain limits on units/buildings, a handful of new units and some gameplay tweaks.

Changes & Tweaks
  • Increased cap limit for units and vehicles (both now go to 40)
  • A few new units
  • Commander wargear mod included
  • Weapon effectiveness vs unit types has been tweaked. For example, anti-infantry weapons do far less damage to vehicles/buildings
  • Many uber units dramatically improved with more HP/armour
  • Unit cap contribution from certain units tweaked
  • AI tactics improved (might be an unexpected artefact rather than intentional)
  • Removed the ability to fire through terrain (e.g. when fighting up hills), so terrain is slightly more important
  • Additional options for game rules

Notes
This mod dramatically increases the scope of the carnage in DC. With extra unit cap and some changes to build limits e.g. IG can now have 4 Leman Russ tanks, 5 Basilisks; Tau can now build both Mont’ka and Kauyon buildings etc., there’s plenty more firepower on the field.

Generally, the AI responds well. It appreciates the ability to spam more units and does make use of new units where appropriate. They also seem to change some of their build choices and utilise their units slightly differently. It mostly represents an increased challenge.

The tweaks to damage modifiers on certain guns means that upgrade choices need more thought - it is no longer enough to spam heavy bolters on marines. The fire-through-terrain comment reflects those moments when units firing up (or down) a hill fire through the hill in a straight line to hit an object on top that would otherwise be out of LOS. This no longer happens.

Similarly, many of the uber nasties like the Bloodthirster and Avatar have significantly more HP and armour. They are now capable of leading assaults into even the most heavily fortified areas.

Campaign support is included insofar as you can play the campaign as normal, except with the modifications. It generally seems to represent a more rigorous test, and some of the stronghold battles can be very protracted. Tau stronghold currently seems to cause crashes.

Optimisation seems good. Despite the extra units, performance didn’t suffer too much, though you might want to turn off persistent bodies.

Review
If you’re looking for more carnage and a slightly sterner test, then this mod may be for you. The balance seems to be pitched about right and the tweaks to battle mechanics and the AI do make it more interesting.

Installation
Note that I repacked the original download because it can cause some bugs with the install. I've left the link here, but I recommend that you use my Mega link.

Download the file and extract it. Copy the files into your DC directory. If you run into problems with sync-errors, check some of your dlls and luas and whether they match with your friend. This is a notoriously tricky mod to make work.

Link (v1.7.1)
Backup (v1.7.1)[mega.nz]


Titanium Wars
Description
Think of the Annihilation Mod, but with all the codex units and titans!

Changes & Tweaks
  • Increased cap limit for units and vehicles (both now go to 40)
  • Full range of new units, pretty much every codex unit and more besides
  • Every colour scheme you can think of
  • Commander wargear mod included
  • Weapons more in line with the tabletop - their ranges reflect tabletop ranges and power. For example, lascannons are now extremely potent to infantry as well.
  • Titans!
  • Tweaks to build limits/cap contributions from certain units
  • Removed the ability to fire through terrain (e.g. when fighting up hills), so terrain is slightly more important
  • Reworked campaign
  • Additional options for game rules

Notes
This mod is quite similar to Annihilation, but goes one step further. It now contains many more units (as well as tweaking the originals). Weapons have also been re-balanced somewhat as well. This sounds unnerving, but actually fits really well.

If your main concern is whether titans are balanced, then you might be surprised. They work extremely well. Armies that canonically wouldn’t necessarily get titans get their own super-uber units to compensate. In fact, the balance all round is absolutely superb and is one of the strengths of the mod.

The campaign has also been revamped with changes to the stronghold missions (see bugfix note below). They have been upgraded for the new units, and it’s a much more interesting fight. Similarly, honor guard units are more powerful.

Optimisation seems good. Despite the extra units, performance didn’t suffer too much, though you might want to turn off persistent bodies.

Review
If you’re looking for more carnage, more units and a tougher test, then this mod may be for you. The balance seems to be pitched about right and the tweaks to battle mechanics and the AI do make it more interesting. The sheer breadth of units can be a little overwhelming, but certainly freshens the game. The campaign is also a real highlight if you felt that it was too easy the first time around.

Installation
Download the .rar and extract into your game directory.

Link (v1.00.50).
Backup (v1.00.50)[mega.nz]

Gameplay Mods III (Overhauls)
These mods provide significantly different gameplay from the original game.

DoW Pro Mod
Description A significant rebalance of gameplay to take things back to the DoW 1 meta.

Changes & Tweaks
  • Rebalance of gameplay, tech trees and AI
  • Feels more like DoW 1
  • Unit counters tweaked extensively
  • Additional options for game rules

Review
This is quite an interesting one. In contrast to some of the mods that are centred on more carnage, this mod aims to rework gameplay and tech trees to change playstyles. The meta feels closer to DoW 1 and encourages greater importance on map control whilst teching more slowly. All in all, it's a slightly different flavour of DoW that might be to your taste.

Special recognition goes to the breadth of introductory materials, bundled mini mods and control over Ai difficulty.

Installation
Install the main 3.40 then the 3.4.1 hotfix patch. I recommend that you read the introductory guide, which may be found in the mod folder once installed.

Link (v3.4.0)
Additional Patch (v3.4.1)
Backup (v3.4.0, 3.4.1)[mega.nz]


Firestorm Over Kronus
Description
The tabletop game ported into digital form!

Changes & Tweaks
  • Force organisation - you are capped on amounts of troops, elites etc.
  • Many new units and changes to existing ones
  • Battle mechanics overhauled to closely mirror tabletop
  • Black Templars added as a playable race

Notes
The mod is a complete conversion for the game into a mirror of the tabletop hobby upon which DoW is based. The power of weapons, the HP of units and so on are all scaled according to codex values. The attention to detail in some of the unit models is phenomenal.

The downside of this mod is that it's more or less unfinished and progress has stopped (everyone moved onto Soulstorm). Small things lack polish, but these are are relatively minor quibbles.

Oh, and you can only reinforce near structures and transports!

Review:
If you're looking for something different, or just fancied a digitsed version of the tabletop game, then this mod is for you. It has a very different feel to the original game that takes some getting used to.

Installation
Use the following link. You (might) need, eventually, the password for installation which is "red unz goes fasta!" without the quotation marks.

Link (v3.6)
Backup (v3.6)[mega.nz]

See also the Firestorm Over Kronus Steam community group that will answer your questions and help you to find people to play with.


Cinematic Battles
Description
A major overhaul of units with a focus solely on combat.

Changes & Tweaks
  • New races!
  • New units for all races
  • Battle mechanics completed overhauled to bring in line with tabletop
  • Reduced focus on research

Notes
Don't be fooled by the name - this mod is not about graphics. Instead, it's a complete change to the combat system. Research of any kind is basically gone and units are built in fully researched squads. The combat system is overhauled and death comes much more quickly!

Mechanics carry over into the campaign, though the new races are not supported in any fashion.

There are a few UI bugs, but it seems stable.

Review:
This one is quite a departure from the main game, and the feel is very different. The addition of new units/races freshens things up, but you're in for a steep learning curve around the combat system.

Installation
Install 1.9.1 for DC, and then install 1.9.2 for DC over the top, overwriting files as required.

Link (v1.9.1, 1.9.2).
Backup (v1.9.1, 1.9.2)[mega.nz]

New Races
If you want to branch out, there are mods to add extra playable races to the game.

I have removed some of the older options here, because they were never finished.

Third Generation
If you're looking for the most functional option, I would recommend the Third Generation mod. This contains Tyranids, Sisters of Battle, Dark Eldar, and Daemonhunters. It also adds additional units to the vanilla races and campaign support.

Link[www.nexusmods.com]
Backup (v3.2.1)[mega.nz]

Steel Legion

Steel Legion
Backup (v1.0)[mega.nz]

Mixing Mods
Inevitably you may enjoy features from several different mods and want to combine them. This is possible in some cases, but not in others.

Maps and paint schemes should be interchangeable with other types of mods with the caveat that maps may not have been designed with new units in mind (e.g. archways may be too small for titans). The camera mod should also be fine with anything.

Some mods make cosmetic changes to loading screens. Generally the last mod that you install is the one that makes the changes since it overwrites whatever was there before.

Some of the gameplay mods contain many smaller mods bundled within. Stuff like bugfix and better AI usually come as standard (or have their own versions). You might be able to mix these between other major mods by just copying files. However, you may encounter crashes, or things might get overwritten by other mods. I'll show one example here:

Example: Titanium Wars + DoW Kingdom + Skirmish AI
DoW Kingdom has some nice mini-mods within it, including:
  • Auto-reinforce
  • Fallback
  • Auto-abilities

I love Titanium Wars as a base, but wanted to include these. It is possible? Yes (with the caveat that there may be some crashes down the line, though it seems stable enough).

So, you'll probably want to do a fresh install, though this might not be necessary. Regardless, make sure you have installed TW, Dow Kingdom and Skirmish AI.

In your game directory, open up the folder 'dowkingdom', then 'Data'. Copy the 'scar' folder. Then, in the game directory, open up 'Titanium_Wars_Mod' -> 'Data' and paste it.

Now, boot up TW as you would normally. You should now be able to play TW with some extra tweaks - tick 'Tactics DC' in the game options for a skirmish to enable these new abilities. There is a slight visual bug on the menu, but it doesn't seem to impact anything.

You can tweak this further. The files that we brought from DowKingdom have tons of customisation options. If you go into your newly copied Titanium_Wars_Mod\Data\scar\winconditions, you can edit the files in here (e.g with Notepad). Tacs.scar will allow you to tweak some of the new features (which makes quite a few adjustments to various things). Tacs_local.lua has a switch called 'always_on' - if you set this to 'true' it will force your changes in Tacs.scar to be ported into the campaign.

As an example, Tacs.scar has a line called 'tac_BuilderBuff'. If you alter the value, you can set builders to construct buildings much more quickly (or slowly). Now when you boot into a skirmish with 'Tactics DC' ticked, your changes will manifest.

If you want the DoW Kingdom maps as well, go back into 'dowkingdom' -> 'Data' -> 'scenarios' -> 'MP'. Copy everything except the top two folders. Then go back to the game directory, open up 'DXP2' -> 'Data' -> 'Scenarios' -> 'mp' and paste it all into this folder.

For AI improvements, open 'dowai' -> 'Data'. Copy the 'ai' and 'scar' folders. Paste these into 'Titanium_Wars_Mod' -> 'Data'. Note that the TW AI is pretty excellent anyway, so I don't know if this has an impact.


Gameplay Conversion
The gameplay mods do not mix with each other, but Annihilation contains commander wargear and Titanium Wars more or less contains Annihilation. F-o-K is a totally different conversion and does not work with any of these.

Additional races also do not work with any of these. In theory, I don't imagine it would be so difficult to combine additional races into something like Titanium Wars (balance issues notwithstanding), but no such thing exists for the moment.

Which Mod Should I Choose?
This is THE question. Most map and colour scheme mods fit with everything else. Plus, they’re fairly self-explanatory. The only thing to be aware of is that maps may not have been made with certain units in mind (read: titans). Hence, you might run into some trouble in this regard.

Because of the way that most colour schemes work, they just change the handful of colours in the army painter and add new banner icons. This shouldn’t interfere with new units.

In terms of gameplay, I would consider Titanium Wars to be the best of the bunch, and if you want just one mod to really enhance your experience, then I think it's an excellent choice. I strongly recommend trying the campaign, though it's definitely not easy.

If that's a bit much, try some of the enhanced vanilla mods, or maybe Annihilation.

If you're interested in new races, Third Generation is definitely the best implementation of it. Cinematic Battles does also contain new races, but it's a very different experience.

Making Your Own Mods
Actually making mods is a bit beyond my expertise. The modding scene for DC is very quiet, though does still exist for Soulstorm, which has the same techniques. If you need help, I recommend going to Revora, which still does DoW modding https://forums.revora.net/forum/478-warhammer40k-dawn-of-war/. In this guide, we're just going to scratch the surface.

In order to make our own modifications, we need to do the following:
  • Acquire some new modding tools
  • Set up a mod so that it appears as a separate entity
  • Unpack the archive formats for the base game files so that we can make modified copies
  • Actually make meaningful changes

Mod tools
Included here is the set of mod tools for Dark Crusade. I do not make mods, so these are included here for reference. Documentation is limited, but you might be able to find some help on the forums or other communities.

These programs allow you to edit .sga and .rgd files, which you will find useful. I recommend the top 2; I have kept the official tool set, but the community ones are better/simpler.

SGA Unpacker[www.gamefront.com]
Backup[mega.nz]

Corsix Mod Tools[forums.revora.net]
Backup[mega.nz]

Official Mod Tools
Backup[mega.nz]

Creating a mod file
Let's start by making our own test mod. In your DC directory, create a new file called 'testmod.module'. Open this folder in a text editor and add some lines to it:

[global]

UIName = testmod
Description = Mod test for Dawn of War
DllName = WXPMod
Playable = 1
ModFolder = testmod
ModVersion = 1.0
TextureFE =
TextureIcon =

DataFolder.1 = Data

ArchiveFile.1 =

RequiredMod.1 = DXP2
RequiredMod.2 = W40K



Now create a folder in your DC directory with whatever you put in the 'ModFolder' entry above - testmod in this case.

Leave the folder empty, and start the mod manager. You should see 'testmod' in the list of available mods. You can start this mod, and vanilla DC should boot.

Note that the loading screen may display an image from other mods. I think that you can find these in [DC]\Engine\Data\art\ui\textures - if the folder is empty, it will revert to default.

Note that we haven't actually modified anything about the base game. But, essentially, every file that we put in our testmod folder will be included over the vanilla game. As a bonus, if we mess something up, it just causes an issue for our mod, not the base game.

Unpacking files
We'll start by just making small tweaks to vanilla. And we'll start by unpacking the game's archive file format - basically all of the game files are stored in a compressed state to save disk space. However, we also can't edit them in this format.

Download and run DawnOfWarUnSGA (or another SGA extractor) on [DC]/DXP2/DXP2Data.sga and set the output to anywhere. Once it extracts, you should get a folder called __DXP2Data.sga. Inside this folder is another one called 'data'. Grab this and place it inside your testmod folder. Should look like below:


Run a quick test that the mod still works by booting it again - you should just get vanilla DC as before.

What have we done? We've essentially unpacked the vanilla game and put it into our mod folder. Now that it is unpacked, we can actually start to modify folders.

Simple changes
Let's start by making some easy to verify changes.

Go into your testmod folder and go to data\scenarios\sp\races. This set of files dictate global settings for the Kronus campaign.

Select any of the .race files (e.g. chaos_marine_race.race) and open with a text editor. Scroll down a little to 'ReinforcementSquads = ' and change the 'Cost' for 'chaos_marine_squad' to 10. This sets the cost of reinforcing campaign regions with squads.

Let's test it! Start up the mod and start a new campaign as Chaos. If you try to reinforce your starting region, you should see that the cost for a chaos marine has changed to 10 requisition.



Yes, it can be that simple.

You could also modify the conditions for getting wargear so that they are much easier (or set them all to 'Conquered Territories = 1' and get all 10 wargear selections as soon as you complete one conquest.

You can play around as you wish - most files are text that you can read through and modify. As games go, most of the stuff is reasonably easy to understand, at least if you want to make tweaks.

RGD files
The filetype that causes problems is .rgd. To modify these, we need special tools. You can use rgd editor tools, but it's not simple. I would strongly recommend using the Mod Tools bundle which contains 'Corsix Mod Studio'. Here you can delve into attributes for things like units and buildings.

At this point, you're delving into true modding. Most stuff is self-explanatory, but be aware that values may not always correspond exactly as you expect e.g. changing a unit cost is per troop in the unit, so setting the cost of a 4 troop squad to x requisition, actually means that it will cost 4x when you play (since the cost value sets the reinforcement cost if I understand correctly).

SCAR files
The other major filetype is .scar. This covers scenario and logic elements. Again, we'll delve into a simple example.

Go into /data/scenarios/sp and find cl_pavonis.scar; open it with a text editor. This is the scenario for the 'Spaceport' campaign modifier, which lets you attack non-adjacent regions.

It's actually pretty self-explanatory. Head to function Rule_EndGame_Win() and set if t_player_totals.win[1] >= to 1

Then, you should win if you find just 1 servitor, instead of 6. Note that the objective text will still say 6, which needs to be modified separately.



Other remarks
If you want to make your own units, you'll obviously need things like 3D models. Of course, you can take bits and pieces from other mods. I would say that it's generally best to see what other mods have to offer and then try to understand how to take those pieces and build your own.

Troubleshooting
As I mentioned, you can ask for help on Revora (https://forums.revora.net/forum/478-warhammer40k-dawn-of-war/) or the forums here. I am far from a modding expert, so cannot help.

You can also view the 'warnings.log' file in your DC directory, which might help to troubleshoot.

Frequently Asked Questions
Q) Why haven't you included X mod?

A) Probably because I don't know of its existence or it no longer exists. If there's a mod that you feel is valuable, then please respond in the comments with a link to it.


Q) Why can't I play with my friends?

A) If you're getting sync errors and so on, this is caused by the game thinking that you don't have matching files. Refer to my troubleshooting section.


Q) Are these mods safe?

A) I can vouch for the links that I have posted at the time of writing (Novermber 2016). However, your computer security is your responsibility. Maps and colour schemes are pretty safe - it's the .exe files you should worry about.

If there is any doubt in your mind, then don't download it.

Concluding Remarks
I hope that those of you looking for a means to spice up DC have found something to your liking. I know that installing them and getting them to work for battles with friends can be a hassle, but it is worth it.

I value feedback on my guides, so please rate and comment as you see fit. I am particularly interested in how you feel some of these mods are balanced, whether they are worthwhile and any troubleshooting tips that you may have as well as suggestions for other mods that I have not included.
98 Comments
Vanist Meira 12 Sep, 2024 @ 5:09am 
I still will only use 3rd Generation mod from nexus mods. Its my favorite by far above all others and the easiest to install. Even add new units and missing factions.:nmsatlas:
Mantha 8 Aug, 2024 @ 2:49pm 
A directory is the location on your PC where a file/folder is stored.
Like the directory for the System32 folder would be: "C:\Windows\System32"
ironpipman 8 Aug, 2024 @ 1:47pm 
what is a directory?
Proud Facebook Mom 6 Jul, 2024 @ 9:19pm 
Anywhere else to get Third Generation from? MEGA is a paid subscription service and Nexusmods is blocked by my ISP.
naffered 1 Jun, 2024 @ 9:09pm 
Thanks so much for this. DoW is in my top 5 all favourite games, but I've only just recently returned. I was really hoping that the Closer to Tabletop mod was still availlable, but maybe I'll give carnage a shot.
Lord Dindu 69 28 Mar, 2024 @ 10:19am 
Anybody have a link to a mod that restores the non censored intro video ?
The NA version is decidedly less gory than the original and it bothers me everytime i click skip, lol.
The Suede Uzi 12 Feb, 2024 @ 5:26am 
Thank you, this has breathed new life into one of my all time favourite games!
TheGreatAuk 6 Dec, 2023 @ 6:00pm 
hey, so i put all the third generation mod files in the dawn of war dark crusade folder, and i tried to start it up but it says that it failed to activate sound card, what do i do?
TheGreatAuk 6 Dec, 2023 @ 4:26pm 
in confused, how do i install the third generation mod?
Quite Possibly, 'Fraid So 4 Jun, 2023 @ 3:12am 
@Perdiccas did you ever come across the Lights of the Warp mod by Magnor? It was one of my favourite overhaul mods back in the day, but the version that survived the death of Filefront (over at ModDB https://www.moddb.com/mods/modders-resources-and-tutorials/downloads/lights-of-the-warp-v151) obviously isn't optimised for installing on Steam.