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Adding mods with Final Sun (TS Mods Included)


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This topic provides a very simple and fun way for both noob and pro modders to easily insert a mod into your map using Final Sun. Each INI file in this topic is an insertable mod. For the ones who don't know yet: CnCnet has uploaded a pack of the most popular fan made mods. Here you will find a seperate ini file for most of them, and how to add them in your map. Plus other usefull normal mods, like ion storms, reveal map, auto ally, pretty trees, etc.  and the rules in each mod is modified to be already playable after inserting. (SEE BELOW FOR ALL GIFS AND MODS)


There are 46 new units, 27 new buildings, and 21 map mods provided in this topic. Each are explained and shown with a GIF or image. Each have a single download, and a full category download, and DOWNLOAD All of them here >> MODS v1.3.rar  <<<< Extract where ever you think is convenient.

NOTE: The buildings and units in this topic are uploaded on CnCnet only! You can share maps with these mods and play this online on CnCnet. How? because they are uploaded on cncnet, if you want to use them on a different client, you can find them inside the mix and ini folders, (or click here to download them)


How to add the mods using Final Sun

  1. Open Final sun and make or load a map
  2. Make sure Beginners Mode is disabled. Click Option > Beginner mode.
  3. Now you go to Edit > INI Editing. 
  4. You can Insert your desired mod simply by clicking "Insert another INI file content"

947277360_AddingINIs.gif.de78cbdc2f635825eb55c02aed1c9a95.gifIn this Gif i inserted the Big Sam

Ofcourse you might want to edit the rules of a mod, when you can build it and how much it costs, how strong. For your convenience, under all the mods in this topic i added Tutorials on how to do this in FInal Sun (see 5th comment), plus a bunch of other tutorials for certain mods that need more doing. See the 5th comments of this topic

Other Notes: 

  • I did not make any of these images and animations, they're a collection of fan art, publicly released on ppmforums.com. 
  • Some of the mods can also be used for any TS client, they will be marked with: (Works on every TS)
  • I have not made a gif and ini for each of the fan made uploaded units and buildings, please see them all here: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ or view image:

    1489803292_Allmods.thumb.jpg.79f1803cb584ed7d8589942b9bc2d7bd.jpg (Click to view full image)

All little tutorials are in the 5th comments of this topic

Some more modding tutorials are found here:
Adding a new unit: https://ppmforums.com/viewtopic.php?t=518
Editing weapons: https://ppmforums.com/viewtopic.php?t=28056
My own tutorial on modding: https://forums.cncnet.org/topic/6277-brand-new-tutorial-for-new-map-makers-create-your-own-mods/

Some mapping tutorials:
Triggers, taskforces, teams, and scripts (***) https://ppmforums.com/viewtopic.php?t=33824
Tunnel Tutorial https://ppmforums.com/viewtopic.php?t=44324
LucasSK's Complete Final Sun Tutorial: https://forums.cncnet.org/topic/9934-finalsun-complete-tutorial/

Here we go:


(Download vehicle pack: All Vehicles.rar or download individual link)

Big Ion Tank

1888224590_IonTank.gif.a41bdfe559f64fe32f788e3c0322672a.gif Big Ion tank.ini

LKO's Scorpion


LKO's Mechs (just a few of them for now)


Small double canon mech exciter.iniSmall Laser mech Kesselbrut.iniSmall sniper mech Umgi bolver.iniSmall yellow laser mech blackhawk.iniSpalters peewee gun n double laser gun.iniBig Mech Thor.iniBig Mechs DAISHIG and DAISHIN.iniCOLOG deployable heavy artillery nukes.iniFatboy.ini


Tarantula.gif.b7063c94c7f5baa0cb223061daa13f73.gif Tarantula.ini

Redeployable Oblisk

oblisklol.gifredeployable oblisk.ini

Predator Tank

74250047_Predatortank.gif.aa628a89ffafc39311559a1b9722482c.gif Predator tank.ini


Mongoos Mech

Mongoosmechfire.gif.d2db0055a939b801435b13eef1e2827f.gifMongoosmech.gif.606fc521df3f7e504768147023e1e82f.gif Mongoosmech.iniMongoosmechdualproton.ini

Heavy Assault Mech

Heavy assault mech.gif Heavy assault mech canon.ini


818695381_deploystosleepingttripod.gif.cbbaed7f7d7715ba13cb8ad1ec26c247.gifSleeping Tripod.ini


Editing INIs.gif


Edited by Holland
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(Download Infantry pack: All Infantry.rar or download individual link)


There are some more i wanna post, but just these for now

211090986_C4specialist.gif.7a5a7626a60e55f62ab2bbd31df69f7e.gifInfantry C4 specialist.ini

Turn Infantry into viscs (Works on every TS)529810522_ViscSpawner.gif.33f5b1353131f043c94f7b5f5011c640.gifInfantry Oxanna the visc maker.ini1545691153_StormTrooper.gif.e8a5a66b3c48aba2d9974529741c1782.gifInfantry machine gunner Disrupper.ini1508466723_NapalmNader.gif.e71f82753f3f8ea168b27f086be9d733.gifInfantry Napalm grenadier Zone.ini

Some more, did not make a gif for all:

Infantry Flybug.iniInfantry Elite.iniInfantry mortar warrior massn.iniInfantry Laser slavick.iniInfantry Gaspy.ini


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(Download building pack: All Buildings.rar or download individual link)


959346535_FortressTowers.gif.836eb00d9764b6c072efca67340109ef.giffortmissiletower.inifortsinglecanon.inifortsonic.inifortdoublecano.inifortmg.inifortartillery.inifortress canon tower WHITE LASER.in

399754394_Flametowerproton.gif.dfe5b93e64153ad1fdf65f390ab3b334.gifSmall flame tower with zap.iniThere is a flame version too, forgot to make gif, but its cooler: Small flame tower with flames.ini




Sam tower.gifBig sam.iniBig sam for capture on map.ini


Saturn Canon.gifBig saturn canon laser.ini


Empire tower.iniA small Ra2 Rapid firing Tower, (no gif yet). its pretty dope.


ion charge collector.iniICC_ingameanim.gif

Place on map, or edit prerequisite, techlevel and ownerposted imageSTRUCTURE Cabal Radar with droppod superweapon.ini


radar has superweapon uplinks.ini radaruplinks.jpg.c24e8c7a2cce4d1d99039d25e8bb4d1b.jpg& droppods: droppods uplink to upgrade center.ini

178889544_Meteorsuperweapon.gif.60dd39a9b3ac867c06f29831990cec8a.gifTurn EMP in Meteorite superweapon with tech.iniThis mod turns EMP into a Meteorite Superweapon (you give up EMP)(Works on every TS)


This turns Hunter seeker into Meteorite superweapon (No GIF) Turn Seeker in Meteorite superweapon.ini(Works on every TS)


 Tower Emp cloned and turned into emp laser for if used meteorites superweapon.ini1540805790_EMPLaser.gif.bfc43f6a131613d6748f656ff53a7eef.gif; Tower Emp cloned and turned into emp laser for if you turned emp into meteorites superweapon,(Works on every TS, just edit railgun laser)



Mech factory for GDI:  GDI Mech factory.iniMech factory for Nod:Nod Mech factory.ini 

Mech Factory for Both GDI and Nod: Mech Fact for both.ini


2032978520_CrystalSilo.gif.68f73435ecfc8f60894a7f6cf526ffb2.gifCrystal Silo.ini


Crystallisk.gif.8d6dd4cdaefcd92fdfe07616650698a7.gifCrystallisk fix.ini



Turn Seeker in Meteorite superweapon.ini GDI Mech factory.ini All Aircrafts.rar

Edited by Holland
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(Download map mods pack: All Map mods.rar  or download individual link)

Map Mods



; After adding this ini into final sun, double click a building that you want to be your oil derrick, then on the bottom of that window, attach a trigger that has the word 'attach' to it. Up to 8 oil derricks. (in this gif i used Ion collector) If too hard for you to use the same building, let me know :)

Auto ally:

Auto Ally 1234v5678.ini

 Change teams by finding AllyBySpawnLocation1 in Edit > INI Editing

Day and Night loop, Standard times and darkness.

day n night loop.ini(Works on every TS)

Make your map have 'Giants of war' Mods (not recommended, just play ww style)  Giants mods.ini(Works on every TS)

Inserts all codes for fona's and big blue tree, so you don't need Firestorm enabled for them:Fonas and blue tib trees.ini

This turns all buildings super speed (Using [GDI]BuildTime=0.1) :Instant build for testing.ini(Works on every TS)

This max queue's (build amount) to 20.; Change the amount of units you can build by finding General in Edit > INI Editing, and changing MaximumQueuedObjects's value
max queue units 20.ini(Works on every TS)

Pretty ra2 treesPretty Trees.ini

prettytrees.jpgAfter adding this file you have to change the trees to pretty ra2 trees, or to add them, see this topic: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/

Get random ion storms!Random Ion Storms.ini(Works on every TS)

Random Meteorites, copied from the map Tiberium Garden. ; Uses waypoints 26 to 39, place them on your map where u want the strikes to happen Random Meteorites place waypoints 26 to 39.ini (Works on every TS)


Start with Hijacker, Start with hijacker.ini Make sure to turn off short game and bases(Works on every TS)

Humble's Veteran patch 2.46 vet patch v246.ini(Works on every TS) 

For if you quickly need to add all Spawn houses in map fileSpawn Houses.ini 

Looping waves from my map Maze Waves, for if you wanna make an AI Wave style map with triggers

LOOPING WAVES.ini(Works on every TS)


Reveals all map on start of gameReveal all map.ini(Works on every TS)



Weed growth, Very fast and double fast (then original)Weed grows double fast.iniWeed grows superspeed.ini(Works on every TS)



Turn Neutral into Enemeny, and make mcv's not deploy (for if u make AI map)(Works on every TS)

Neutral enemy and ai mcvs dont deploy.ini

Alright, last and not least so far:


harbors and boats.ini2023702948_NodBoats.gif.3f6f180b2bcd847dc2ffb19edb7fcdb7.gif293400796_GDIBoats.gif.cbf357aaf3b136d66c7462006dca360a.gif

This will give Nod and GDI a buildable shipyard, 3 buildable boats each.
The only issue that warfactory has to be primary or vehicles can come out of the shipyard.
The patch for that is to use this fix, instead u can build a deployable vehicle that turns into a shipyard and solves the issue: 

Harbors and boats deployable fix.ini
But there is already a fix for it by giving all warfactory units a 2nd House as well, i don't have the mod ready yet. Read how to do it on Http://ppmforums.com/viewtopic.php?t=15319

Ini's from TSclient:All TsclientGame Options.rar

No Silos.iniNo Baddy Crates.iniInfinite Tiberium.iniImmune Harvesters.iniHarder AI.iniDisable Visceroids.iniDisable Super Weapons.iniStorms.iniShroud Regrows.iniReveal Shroud.ini


Edited by Holland
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Little Tutorials:


A quick Modding Tutorial:
Normally, modding is done with the use of wordpad, or with Notepad++ (recommended), but in this tutorial we keep things simple and stay in Final Sun, see below under Buildings

How to EDIT mods using Final Sun

First off, a little explanation on How to edit WHEN you can build it, WHO can build it, IF you can build it, and its primary weapon.
For tutorial purposes, we are only concerned here with these 4 lines: Owner=, TechLevel=, Prerequisite= and Primary=
Owner=Nod                              Makes only Nod be able to build, use =Nod,GDI for both factions 
TechLevel=-1                           Minus one (-1) makes this UNable to build, any Tech Level you set here will ofcourse, decide with wich TechLevel you can play this with.
Prerequisite=GACNST            GACNST is the building code for Construction yard. You can do up to three building for example: =PROC,NARADR,NATECH
Primary=LaserFire2                This gives any building or unit Nod's Laser weapon. Again, look in rules.ini to see who uses which 'Primary=' (weapon)

To know all building codes, you can look inside rules.ini (Download rules.ini  or see in this page) (and use 'find function' with 'ctrl+f)



You can Also Click Add, type in an existing tag from rules.ini, like GAGATE_B (gdi gate), find GAGATE_B in the dropdown menu, under keys: press 'Add', type a value like TechLevel=-1 and pres Ok.

To make the prerequisite codes easier for you now, here are some of the most common buildingcodes used for prerequisite:
PROC,GASILO (Tiberium refinery, Tiberium Silo)
NAPOWR,NARADR,NAHPAD,NAWEAP,NATECH,NATMPL  (NOD'S: Powerplant, Radar, Helipad, War factory, Tech center, Temple) 
GAPOWR,GARADR,NAHPAD,GAWEAP,GATECH,GAPLUG  (GDI's: Powerplant, Radar, Helipad, War factory, Tech center, Uplink center)
GACNST,BARRACKS,FACTORY,HELIPAD,TECH (Both faction's: Barracks, War factory, Helipad, tech center)


PLACING WAYPOINTS FOR THE RANDOM METEORITE mod Random Meteorites place waypoints 26 to 39.ini



Make Bridges blow up using c4 Bridges C4able see tutorial.ini


After inserting this mod in your map, you have to do 3 things to each bridge:

  • Attach a trigger to the Bridge huts,
  • Place the trigger's cel underneath bridge
  • Place the corresponding waypoints

Made a little gif tutorial to show you how:


So to clarify what i did in the gif:

  1. Double click repairhut, and select an trigger that contains the word 'ATTACH', use the same trigger for both repair huts
  2. The middle 5 letters i selected are the ones you look for in Trigger Editor, this tag i used was 'SP5E1' ( Disable beginner mode in options, then Edit > Trigger options)
  3. Select the trigger SP5E1BridgeDestroyed, then click 'Place on Map' and place the cell underneath the bridge.
  4. Select the trigger SP5E1BridgeC4, select the tab 'Actions', and see which two waypoints are used, and select "Create waypoint with special ID", and place them right under the end and start of the bridge. 

Thats it, save your map.

Hot to use different images in game

for example you want to make make all light infantry be the girl Umagon, we have to find out the codes for them inside of rules.ini. It is always good to keep rules.ini handy when you're making a map. In this case we turn E1 into UMAGON, simply using Image=UMAGON

Again, in final sun go to Edit > INI Editing (disable beginner mode in options if you dont see it)


This works for all vehicles, aircrafts, infantry and buildings, note that for buildings have attached animations like lights so it might look odd without a proper edit in the art.ini file. And also TurretAnim can be added or changed, find out more about that in this topic

How to be able to build concrete cliffs in Final Sun

CnCnet uploaded the first version of Terrain Expansion (concrete cliffs and such) 

If you havn't updated CnCnet's Final Sun to the latest version,  DOWNLOAD IT HERE, and drag the files to the TS folder as described in pack, that way final sun will read them too.


After doing that, you can find them in final sun at Terrain/Ground


To use/display all mods (all trees, buildings, vehicles etc) in final sun, we have to extract these files into TS folder

,Extract in ts folder.7z <<<<<<< Download

Extract these files in the TS Folder, so Final sun will read them. BUT DELETE or move the rules.ini when playing online!!

The rules.ini in this pack contain all the uploaded mods. Since CnCnet is meant for original TS gameplay, we can't touch the original rules.ini
we have to add the uploaded mods in our maps. 

Also note: When using for example the RATREE's, we have to add the ini 'Pretty trees', same for any mod building/unit used, make sure you insert the mod, 
or add it manually in your map by copy/pasting the code inside this rules.ini to your map file


and once again
DELETE or move this modded rules.ini
rules.ini when playing online!!

(also recommended when testing in skirmisch)

Edited by Holland
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Holland! I must to agree with NOOB2, you did a huge work and making all .ini files so they can be used so easy. Thats not all.
Also I like to quote that you have a nice looking shp file mods of your game that I would like to get more information about. (You don't mind right?)
There was something special I was looking for a white.. I couldn't find any of files, literly nothing and you have it all here. I'm talking about Meteor Shower! Yeah! 
I played on xwis years ago and the 1st time I saw this SuperWeapon I had no clue what it is? It wasn't in Campaign right? Sure not, but I knew It's still there. 
I'll be the 1st one who go thru your new file directory and make some decent downloads

Great Work Holland! ?

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18 minutes ago, |Noob| said:

Holland u r awesome

Those units are awesome


But those aircrafts

If u can show us how powerful they are on structures/units

they dont pretty seem powerful on Ground TBH

Anyways gj  ??

Yes i was thinking the same, but it seemed better to leave that a mystery so u can find it out for yourself. Also because balancing mods is so difficult, it will make people judge the mods and so not try them out, also.. i will add a tutorial on how to change a weapon's destructiveness under Little Tutorials.

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I noticed the 8 Oil Derricks mod doesn't contain the spawn houses and without them, the game crashes when an oil derrick is captured. Here's the houses needed.











Edited by GradualyWatermelon
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Extract it wherever you want, I'd make a folder named Mods,inside the ts directory.

Then in final sun, disable beginner mode under 'options'

Then, Edit>ini editing > 'insert another ini file content'

Then just browse to that folder and select the one u want, thats it. Save ur map


Thanks for telling me about the 'bunch of text' i'll edit it and make it easier to read and understand

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Updated visc spawner Oxanna. in this version she spawns full grown visceroids, lmaoo just cuz its so funny:

Infantry Oxanna the ADULT visc maker.iniadultviscspawner.gif.bec38cb7a0b61969d7c4c6a6da9bfde1.gif


Also, a quick disabling of Radars,gates,walls and pavements. No radar gate wall pave.ini


Should have a disabling of everything, anyone wanna help me make some more like this??

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  • 3 weeks later...

Mr popo throws a bag of some of his explosive poop at everybody bro, when you deploy him, him shoots fireballs out of his behind.1300972269_mrpopo.gif.9dadfbd465a90c03f92b67fec08174ed.gifmr popo GOLEM.ini

Found some ini's at twisted insurrection too, gotta go through them cuz someare for twisted insurrection, im too lazy to seperate it rn lmao srry Uncrushable Infantry.inShroud Regrows.iniReveal Shroud.iniNo Silos.iniNo GT Units.iniNo Factory Bonus.iniNo Epics.iniNo Engineers.iniNo Baddie Crates.iniMessage delay 3 min.iniInfinite Tiberium.iniImmune Harvesters.iniHarvester Bounty.iniHarmless Tiberium Lifeforms.iniFree Radar.iniFlybug.ini


I'll add them in the new version of MOD INI's full pack soon, also need oilderricks in there, the oilderricks in the MODS v1.3 needs the spawn, the one in the topic is good now. ill do it later


Base Decals.ini Capturable Defenses.ini Disable Super Weapons.ini Disable Support Powers.ini Storms.ini TPI.ini

Edited by Holland
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  • 2 weeks later...

All hot air balloons

posted imageHot air balloons.ini

Owner=Special, TechLevel=-1, Prerequisite=GADEPT

Change these if you wanna be able to build them, right now its for city's for a trigger


And here the mod that will insert hot air ballons AND already have them flying across the map :) Just place the waypoints 8,9,10 and 11 after adding this ini file into final sun: Hot air balloons loadable fly to waypoints 8 9 10 11.ini

Hot air balloon 1 starts from waypoint 8 and goes to waypoint 9
Hot air balloon 2 starts from waypoint 10 and goes to waypoint 11

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  • 4 weeks later...


This includes 2 triggers for garrisons for only spawn 1 and 2, also included the Vulcan Fortress (weaker then original)

Only need 1 engineer like the oil derricks. I tested a bunch using the only garrison codes TS has: Hospital and armory but they glitch together with this trigger, so just need 1 engineer


Easy stuff; Just double click on the garrison building and add attach the trigger.Also, to this messages I attached the map that has oilderricks and the garrisons, 2peaks, ra2 maps originally. If anyone wants an 8 player one, please let me know i could make it pretty quick.


And also saved this for future use :):

City Buildings light up When its night (When added the day and night loop)

 Attach the 'attach' trigger to city buildings after you added this inside final sun.

DownloadDay and night buildings light up.ini (it includes 2 triggers and adds a glow and power to all CITY buildings)


Here is a little trick on how to quickly attach triggers to all city buildings:

  •  First, attach the trigger to a single City building, save and then open the map file
  • use Ctrl+F to find the tag [Structures] and find the trigger tag u attached
  • copy (ctrl C) the tag, and use Column selection (holding alt) to get as many buildings as u can for the proper paste.



If its easier for you to make all buildings in map have the same trigger, you also select everything under [Structures], press Ctrl+F, click the tab Replace, Select the checkbox "In Selection", paste "0,None,1,0"   and replace with: "0,Triggertag,1,0"  .

Easy peasy




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Alright i thought it would be good to start the new year ending what i've been wanting to end a few years now lol: Release all my ts modding knowledge and inputs. I might still take me a while cuz it includes making videos on map making and to include this topic and all the new stuff that has been added:

xtx and civ exp.jpg


Most of all of this is all part of XTX - eXtreme Terrain eXpansion!

Its all uploaded now, and you can make maps with these. Bittah has been helping me to hack final sun (with all the latest hacks) to make it where everyone can just use cncnet's final sun and use this. But for now you have to add rules.ini, temperat.ini and all the ecache mix files that are in the expand.mix files inside the MIX folder. I wanna make this very very noob friendly, but for now check this topic.


For simplicity it is most likely gonna be a Standalone final sun to create maps, and i will put that in my upcoming videos too. Stay tuned 

Oh and here are all the new stuff already to add in your map if you already have the ecaches and ini files in the tibsun folder for final sun to read:

xtx Civlians.ini Red tiberium.ini Tiberium sparky crystal.ini xtx civilian buildings.ini xtx new trees and rocks.ini

xtx civilian vehicles.ini

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  • 1 month later...

Map makers are gonna be very happy with this one!

I made an INI file with all the triggers needed to create a group of buildings to be captured with only 1 engineer,


So for example you can make a powerplant, when its entered by an engineer, the spawn house will own other buildings that you attached the trigger to!

it works for all spawns, and you use up to 8!  This INI works just like the oil derricks trigger, where u have to attach a trigger with the name "ATTACH"


It works as follow: Attach "Attach power 1" - trigger to the main building, and attach the "Attach canon 1-" trigger to all the corresponding buildings you want to be owned by the spawn entering the main building, just like this: 

(first, enter the INI file from Edit> Ini editing> Insert another INI file content)




I called it "2stealbuildings"  cuz i made it just to capture a building on water for a map, then i realized it could be used for as many buidings as u want.


Edited by Holland
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the FLYBUG now flies, its still buggy, deal with it, just wanted to be able to have a bird  flying over maps lol


Infantry Flybug.ini


Alright, so the following INI file will have 1 (harmless, unbuildable) Flying from waypoint 50 to 51 with random delay, Just place waypoint 50 (bird start) and 51 (where u want him to fly to), just make sure it doesnt start on water:

Flock of birds.ini

Delay is random (50% to 150%) of 900 ts seconds

Edited by Holland
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  • 3 weeks later...

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