Warhammer 40K Flavor Mod

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Sandow
Posts: 23
Joined: Sun Dec 13, 2020 6:34 pm

Warhammer 40K Flavor Mod

Post by Sandow »

The following mod incorporates W40k terminology into the base game. This mod doesn't change the base stats or change the vanilla game in any way except what is listed below:

Update 9/17/25- added new voices, portraits and fixed spelling errors.
Update 9/20/25- changed Faction overlays on portraits, fixed issue with portraits not displaying properly, fixed more spelling errors.
Update 9/23/25- added missing story table, added new sounds to replace ones that were too loud or jarring, added new graphics to models, fixed more spelling errors.

What: Warhammer 40k Flavor Mod (Compliance Mod)
What it doesn't do: This does not change the base stats for any models or effects.
What it does do:
Fixes numerous spelling and grammar errors. Advisors no longer sound like Hot Topic 90's teens.
Adds 40k themed graphics, splash screens, strat card graphics and overlays. Language changes the way Corporate, Crime and Cults are now presented.
Cults are now considered "Ordos" and divided into five sub-departments of your government. (Officio Prefectus, Adeptus Arbites, Adeptus Ministorum, Ordo Hereticus and Legio Cybernetica.)
Corporate are now "Nobles" and represent the surviving noble houses of your planet. They are willing to help you as long as they can have a piece of the action.
Crime is now "Cults". Cults are willing to help you in an emergency, but the population doesn't like them and you're cautious about embracing heresy.

Scenario: The Age of Strife has ended. After millennia of isolation, travel through the Warp is now possible. With it comes word from Holy Terra. A great Crusade has launched to bring all colonized worlds into one mighty empire. Worlds where civilization still survives are considered "Compliant" and welcomed back into the fold. Worlds such as yours, infested by warp-spawned monsters, deceitful xenos invaders and infiltrated by unnatural cults are considered "Non-Compliant" and are MADE compliant through a hellstorm of fire, crushing any resistance with legendary brutality.

Your government has ordered you to make the planet Compliant in any way possible. Your tech was considered primitive even before Old Night, but it'll have to do. Your government is trying to model itself after this new Imperium while lacking knowledge and resources. There is no other choice. One way or another, the planet WILL be made Compliant. Better through your guiding hand than the armored gauntlet of the Legion.

Instructions:
Create a backup of the "graphics" file! This mod will not work unless both the library and graphics are installed. The easiest way to make sure you can change back if you don't like this mod is to create a copy of the 'graphics' folder and label it something like "graphics_old". To revert back to the original files, copy 'graphics_old' into 'graphics' and overwrite the mod files.
Download the Compliance Mod HERE
Download the Compliance Graphics Mod HERE
Unzip the Graphics Mod into the root file of Shadow Empire and allow it to overwrite duplicate files.
Launch Shadow Empire
On the Main Menu, select "Import SE1ZIP" and select compliancemod5.
On the Main Menu, select "Modlib Picker" and select the Compliance Mod (make sure it has a check next to the name"
Start a new game and you're all set!
Last edited by Sandow on Tue Sep 23, 2025 5:37 pm, edited 2 times in total.
Sandow
Posts: 23
Joined: Sun Dec 13, 2020 6:34 pm

Re: Warhammer 40K Flavor Mod

Post by Sandow »

Screenshots of the Compliance Mod

Portraits, stamps and dialogue:
Screenshot 2025-09-20 133402.png
Screenshot 2025-09-20 133402.png (192.75 KiB) Viewed 320 times
Screenshot 2025-09-20 145929.png
Screenshot 2025-09-20 145929.png (379.98 KiB) Viewed 320 times
New graphics for strat cards:
card1.png
card1.png (274.71 KiB) Viewed 361 times
card4.png
card4.png (205.83 KiB) Viewed 361 times
Last edited by Sandow on Sat Sep 20, 2025 10:02 pm, edited 1 time in total.
Sandow
Posts: 23
Joined: Sun Dec 13, 2020 6:34 pm

Re: Warhammer 40K Flavor Mod

Post by Sandow »

Just a few more images of the strat cards:
Screenshot 2025-09-20 133115.png
Screenshot 2025-09-20 133115.png (236.08 KiB) Viewed 323 times
Screenshot 2025-09-20 133059.png
Screenshot 2025-09-20 133059.png (289.56 KiB) Viewed 323 times
Sandow
Posts: 23
Joined: Sun Dec 13, 2020 6:34 pm

Re: Warhammer 40K Flavor Mod

Post by Sandow »

New model graphics:
Screenshot 2025-09-22 204750.png
Screenshot 2025-09-22 204750.png (235.51 KiB) Viewed 262 times
Screenshot 2025-09-22 204533.png
Screenshot 2025-09-22 204533.png (229.7 KiB) Viewed 262 times
Screenshot 2025-09-22 204444.png
Screenshot 2025-09-22 204444.png (218.35 KiB) Viewed 262 times
Galahad78
Posts: 366
Joined: Mon Sep 28, 2009 10:10 am

Re: Warhammer 40K Flavor Mod

Post by Galahad78 »

Wow, this looks great! Vanilla game only, or does work also with the Oceania DLC?
Sandow
Posts: 23
Joined: Sun Dec 13, 2020 6:34 pm

Re: Warhammer 40K Flavor Mod

Post by Sandow »

The mod works fine with Oceania. I've upgraded the event screen graphics as well. The only issues I've had are with the character responses. Most can be changed, but there are a few hard-coded into the game as far as I can tell. So for every professional, military response, every now and then you'll get an "Ehh... don't like this boss."

I should have mentioned it earlier, but the graphics and sounds are from:
Midjourney
Photoshop (to clean up Midjourney images)
Soundboard101 (online sound and voice creator)
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