7 new races, new units and features for the original 9 races. With the mission to bring all races to Dawn of War, in the style of their Codex, drawing inspiration from the Table Top Game. The complete collection of the Codex Mod to date.

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How to add extra races to the Codex mod by edition the codex.module file.

Posted by boothy_p on May 31st, 2012
Basic Installers.

1. Download and install the mod which includes the race you wish to add.

2. Open the 'codex_3_5.module' using notepad (backup before hand). The codex_3_5.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*, for example 'RequiredMod.1 = BTmod'. 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. .module file first.

Alternatively, you can just copy the codex.module file located in 'C:\Program Files\THQ\Dawn of War - Soulstorm'\codex' and replace the codex.module file located in 'C:\Program Files\THQ\Dawn of War - Soulstorm'. NOTE: This will only add Black Templars and Tyranids. These mods will need to be installed for this way, aswell.

Here is an example of what an edited .module file should look like, with the Tyranid, Inquisition Daemonhunter, Steel Legion and Black Templar mods:

Post comment Comments
boothy_p May 31 2012, 9:36am says:

To find the name of the required mod, look through the soulstorm folder and identify it, most as pretty obvious, eg@

RequiredMod.(whatever number your upto) = inquisition_daemonhunt_SS

+3 votes     reply to comment
xhunkx Jun 2 2012, 5:47am says:

i think btmod need dowai 3.2 to work ...

+2 votes     reply to comment
boothy_p Jun 2 2012, 9:48am replied:

no problem. You'll have dowai anyway for BTmod (of it won't work anyway), and it'll check it's own requirements when it loads that.
Try it, it'll work. If you removed dowai, then BT would fail on it's own, and so would the combiner, but as long as it's there it'll be fine. Doesn't need to be implicitly stated in the combiner.

+3 votes     reply to comment
xhunkx Jun 2 2012, 10:46am replied:

kk ty

+3 votes     reply to comment
gregplays Jul 12 2012, 9:16am says:

I just want to add one thing.... The inquisition mod works well in the codex mod, however, to get the full experience, remember to update the camera LUA files..

replace the one existing LUA file with:


+1 vote     reply to comment
marianoshadow Aug 7 2012, 5:59pm replied:

I'm trying to get the IDH mod to work, but am still unable to. How did you manage to do it?

+1 vote     reply to comment
FGB29X Jul 21 2012, 11:59pm says:

ok i have installed the tyranids & the BT but me AND my bro. can't play lan any help please

+1 vote     reply to comment
Mandulis Aug 25 2012, 10:40am says:

When I try to combine the mods in the example through the module-file, I start the game after that. When I try to switch to the codex mod via the ingame manager the game restarts and an error occurs which is tells me that the game could not be activated. Does anybody has a solution for that matter? Thanks in advance!

+2 votes     reply to comment
boothy_p Sep 6 2012, 7:48am replied:

Find the warnings text file and tell us what it says. It'll be one of the versions of the other mods is old probably, or missing a required mod for one of them.....

+2 votes     reply to comment
ANTIDAD Dec 24 2012, 12:59am says:

do nids work with 3.5? me and my friends did this but there is a sync error. we all followed the steps the same ways. srry to bother just my friends a big fan of the nids :P.

+3 votes     reply to comment
Mighty_Guy Dec 30 2012, 10:52am replied:

The same thing happened to me and my friends. Maybe there's a multiplayer incompatibility for the Tyranids mod when combined with this mod?

+3 votes     reply to comment
STEELTITAN37 Dec 25 2012, 6:59pm says:

Does this combine thing work the same for other mods?

+1 vote     reply to comment
Cambalopales Apr 23 2013, 4:08am says:

i have tried this in the latest 3.5 update but i cant get the mods, i have the exact same layout of the example module and i have all the mods required but i just cant play as them in the codex mod, why is that, please help!!!

+2 votes     reply to comment
Guest Jul 27 2013, 1:31am says:

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WastelandFlash Aug 28 2013, 1:28pm says:

If I have a mod, lets say a Race mod, like Inquisition Daemonhunt, or something like that, will ID work with a No Population Cap mod?

+1 vote     reply to comment
Guest Oct 27 2013, 4:08pm says:

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jacobkachelhofer Dec 7 2013, 2:20pm says:

Quick question: Are these mods, like Daemonhunt and Tyranids supposed to work in a skirmish game while running Codex, or when y'all are talking about mods that work alongside Codex do you merely mean that they are mods that you can access from the Game Manager of Codex?

+1 vote     reply to comment
jacobkachelhofer Dec 7 2013, 2:22pm replied:

I ask because so far, I've only gotten Daemonhunters to work and it seems to only be accessible from the Game Manager, rather than adding the race to the Codex mod...

+1 vote     reply to comment
Guest Jan 25 2014, 5:16am says:

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jONES1979 Jan 29 2014, 1:47am replied:

it is need to see what written in warnings.log file just after unsuccessful game launch. Post it somewhere and put here the link.

+1 vote     reply to comment
noctiferousxuchilbar Feb 10 2014, 9:54am says:

need abit of help how can i get no limit mod, this, and ultimate apocalypse and tyranids all work? when i try to run it , it just fails to work on the game manager menu.

+1 vote     reply to comment
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Released May 30, 2012
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