As a preface to people visiting this mod for the first time, this mod fundamentally changes the core gameplay of Command and Conquer 3: Kane’s Wrath. For those wanting a mod that simply makes basic changes to the gameplay or new units, I do not recommend this mod. Thank you. :)
Tiberium Dusk is a gameplay overhaul mod which aims to completely change the way Kane’s Wrath plays from the ground up, it features classic C&C music, new units, core gameplay changes, new models and skins, a remade menu, voice acting and much more.
The mod features music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.
Mod Features:
And much, much more.
I'm happy to announce that 1.26 has finally become a Beta and will be receiving a full ModDB release! This version of the mod has a whole hoard of changes but is still yet a work in progress so expect some jank, bugs etc every now and then!
Below are some examples of what surprises await in store for you in the new version!
Revel in the power of the revamped Nuclear Missile for Nod. Now upgraded for the latest version of Tiberium Dusk. This absolute monstrosity can wreak havoc in an enormous area and costs 5000 credits to fire once the timer has elapsed.
The new GDI Marv (aptly named the Pacifier Supertank) has an active protection system that can defend it from various ingame threats. Not seen here, this new revamp of the MARV features a battleship cannon that can cause tremendous destruction. The vehicle also provides build radius for nearby structures as well as quality defensive turrets that can cause a real headache for enemy commanders.
To add to the nuclear armageddon seen above, basic engine physics have been added allowing the nuclear missile to be more destructive than ever! This may be added to other units and effects over time.
The Classic Obelisk of Light Returns in all of its glory! Pictured on the left is the classic Obelisk in pristine condition. This hasn't seen combat. The middle image is the Classic Obelisk pictured alongside its more modern relative and the final picture is the Classic Obelisk when damaged, red steam spewing out the side.
The classic Obelisk is available for players of Nod as an exclusive defense tower.
This Marked of Kane exclusive variant of the flame tank comes in the Beta of 1.26. This vile monstrosity spews vicious corrosive toxins that melt through armor and contaminate large areas of the battlefield. The Tiberium Tank is specifically designed to wreak havoc amongst enemy light and medium armor and can cause enemy infantry to mutate into visceroids.
Purifying flames upgrade has received a massive buff and change in the latest version of the mod. Now virtually all black hand units benefit from this upgrade allowing you to raze enemy infantry, vehicles and bases even easier! Leave them in ashes!
Lots of fresh unit cameos and descriptions have been made for this version of the mod. There is still work to be done on this front, but it makes the game look much more diverse as I've tried to blend them with the original game artstyle.
Honestly the changes are too numerous to list. The mod has come a long long way from version 1.25 and I'd like to say thanks to all those who've been following along at the Discord during this long journey.
Speaking of Discord, its open for everyone to join! For all those who want updates on the mod feel free to hit up here. I don't bite. :)
Tiberium Dusk will forever stay a free mod, as I'm a firm believer that mods are made for fun and to expand the games that we love; however if you wish to donate I would massively appreciate it!
Below is my Patreon link, if you want to consider supporting the development of the mod (and help pay for my coffee working late at night ^^) its available for those who can donate. All donations are welcomed.
Get ready to join the Tiberium Dusk discord server and play an early access version of 1.26! :)
Answer to the previous poll and what I plan on doing with the mod in the future, which will be an implemented dual system catering to those who wanted...
Poll to decide who wins. Singular infantry or squads. Singular infantry may or may not be replacing squads in update 1.26 and will come with many differences...
Tiberium Dusk 1.26 "ION STORM!", an upcoming update for Tiberium Dusk which will include various new gameplay mechanics, faction changes and much more...
Tiberium Dusk 1.26 BETA is here. Changelog is within the file download. Enjoy this huge new update to the mod featuring new art, sound, physics, game...
Long awaited release of Tiberium Dusk 1.25! Tiberium Dusk 1.25 - Features 5 new maps, new menu UI, some new music tracks, a music changer system, numerous...
Tiberium Dusk 1.24 - Brutal KW contains a new gore system, a new map, new units, large (existing) unit changes, a few new music tracks, new artwork ...
Release of Tiberium Dusk 1.23! Released earlier than I wanted, but still relatively complete; this is version 1.23 of the mod which contains many new...
The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium...
Can anyone help me with this?? The mod was working fine a week ago but I mistakenly changed the properties of the documents folder as read only, I already reverted that and tried playing this mod but it says missing on many units and buildings, some things still work fine but I can't see the upgrades and some other stuff.
I already tried removing and adding back the mod but it still doesn't work and its the only mod not working for me (I have One Vision, Tiberium chaos, tiberium insanity, unofficial patch, and tib dusk).
I would recommend getting the latest version from the Discord if you can. Its still an alpha version of 1.26 (0.12b) but it has a lot of the unit strings / descriptions bugs fixed.
This problem was down to a certain custom version of the compiler and / or modding tools I've kind of cobbled together for myself for maximum compatibility / modding potential.
Downsides to this is it didn't work with how I had the unit strings setup on certain launchers, but if you grab the latest released version that shouldn't be an issue as its been patched.
(disregard this comment as it seems using commandpost fixed it so its all gud now :D)
i reinstalled the game and tried both 1.25 and 1.26 and for some reason even if the upgrades work the buildings and the units are broken? at start the game shows the one vision as the title, the faction names either take the names from one vision or the base game, the buildings for the factions are all based on the base game rather than the mod(steel talons not having the separate factories instead using the original one), im going to see if using commandpost and the download there would work.
You've probably got OV and tiberium dusk mixed in the same folder.
They need to be properly separated because the skudef file included with each mod is what tells the game which files to load, I suspect its probably trying to read both.
Tiberium Dusk has its own menu built into the mod files, so the fact its showing another menu is a telltale sign that it needs to be setup in its own directory. :p
Best thing to do is delete both, reinstall both in your mods folder but keep both separate. You can't mix mod folders together with Kane's Wrath.
Command Post might be better if you want it to all be managed automatically. :3
Use CommandPost instead of WrathEd, Check the patches for conflicting mods and the main Skudef of the game located in your installation directory and see if it is applied correctly.
Should be the lines of
add-config ..\..\..\Users\User\Documents\Command & Conquer 3 Kanes Wrath\Mods\Tiberium Dusk\$TIBDUSK_VERSION$
yep using commandpost fixed it, im not sure but i think one the fixes at the setup actually fixed whatever was wrong
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can you make nod militias wear the nod armor again?or make it so they hold their guns with both arms,i find it strange no kane's wrath mod do this yet tiberium wars mods do.
So is there a way to select which music plays? it seemed to me that the option to select which music plays whilst in a map is possible, but when I select the options when in the pause menu I just see the vanilla options and none to select the music itself. Still, the fact that the crappy TW/KW is removed and replaced with the VASTLY SUPERIOR TD, RA1 and TS music is a VERY MUCH-NEEDED thing for any longtime C&C fan such as myself, really. ^-^
There is, but unfortunately not during gameplay. The main way to change music is by using specific music packs that I provided with 1.25, but its still limited compared to the classic games unfortunately. (I really miss the ingame changer too lol)
If you mess around with the .skudef file you can pick a pack of your choosing (think I wrote instructions for it in the readme of 1.25 iirc).
The main music packs are an all-stars pack (contains everything), CNCextrascontent (contains some of the weirder CNC music), RedAlertContent (RA1 / RA2 music), TiberianSunContent (TS music).
Personally I leave it as either all-stars or Tiberian Sun myself. :p
The file for 1.25 is no longer available via Command Post, perhaps it is something on your end, perhaps the folks behind Command Post need to take care of it? Either way, I simply thought I'd bring it to your attention. Perhaps they can add something akin to an addon section for patches/mods like GenLauncher did for C&C ZH, and you could post different music packs there? Would make it easier for the 'average' user, just sayin'.
Ah, I see. That's a wise move imho, since having a mix of all the best C&C music from those days is very nice imho.
There's NO WAY i'm going through KW's campaign vanilla, hence mods are THE No. 1 choice to do and i'm hoping this mod introduces a good few new units and structures to un-bland-ify the boring vanilla experience. :3