The game expects the explosion texture to have 4 decal textures to choose from, but the texture is actually only 1 decal, resulting in the texture being cut off on the decals in game. This mod fixes the grenade explosion decals on the environment to not be cut off.
I am getting the same problem with explosion/grenade/mine crater textures on concrete or roads. Only a quarter of the crater shows up just like the blood does in your pics. Would you know of fix for that as well? Thanks for all your work!
So this mod gets more than 670 endorsements for mapping a diffuse map to a specular map resulting in abysmal visuals without a working alpha channel... editing a singular texture set entry... and messing it up... STUNNING. I'm impressed how you pulled that one off.
Could you make it so that when i install this along side enhanced blood textures, it uses the same texture and color variant i choose for enhanced blood textures. Because right now the ghouls have a different blood texture than humans.
So this mod works, however for me it changes the blood back to default. I use Enhanced Blood Textures with the darker colored blood spatter since the default color looks too cartoonish. Using this mod the blood goes back to the cartoonish red color.
Sure, I'll look into it. Do you know where I can find more info on the Fallout4Snip save instability? I've seen some .esps get messed up, but the ones I've made are simple and seem stable. I've seen some .esps that didn't properly reference fallout4.esm as the master, which seems like it could cause issues (I've seen some weird things with them in the NMM load order and enabling). The .esps I've made all have the fallout4.esm as the master.
Edit: I saw the threads linked in the bullet holes mod, it sounds like it depends on what the mod edits, if it's a simple data type like Game Settings that hasn't changed since FO3, then it should be safe. There are new data types in FO4 that FO4Snip doesn't read correctly (it just displays the hex data), like the new weapons, and if modified could potentially cause some kind of issue. My mods only edit Game Settings, and use properly formatted headers with fallout4.esm defined as the master.
The creature blood fix edits Texture Set Data, which seems to be a well defined and safe data type that hasn't really changed since FO3 and is well supported in FO4Snip. I'll still look at remaking the mods with FO4Edit later just to be on the safe side.
Plugin checks out just fine in FO4Edit; structure is a-okay and there are no dirty/wild/incorrect edits.
That being said remaking it should be a snap, I'd just send you a file myself if not for the fact that it'd take longer for you to download/extract it than to redo the file from scratch. (Though, why spend the time at all since it's not really necessary?)
Thanks for the mod, of course. Really stupid that these kinds of easy to see, easier-to-fix oversights are still making it into (Bethesda's and others) games.
Just redoing in FO4Edit, even if nothing is wrong with the current version, could save you some times later (like, not having to explain to people this one is ok ^^). But yeah, no error visibles.
Btw, someone started to compile bugfixes here : http://www.nexusmods.com/fallout4/mods/2142/?
Maybe sending him a message to merge yours into his mainfile would be a good idea
It definitely could be for other creatures. I can change the name to make it more generic. The mod picture shows it happening with the default blood too, but it's not as obvious with the default textures.
54 comments
Congratulations. I really admire you.
I updated while I had "Enhanced Blood Texture" active, but when I installed Creature Blood Texture Fix for the first time, I also had EBT active ...
https://dl.dropboxusercontent.com/u/38282964/ScreenShot1.png
Edit:
I saw the threads linked in the bullet holes mod, it sounds like it depends on what the mod edits, if it's a simple data type like Game Settings that hasn't changed since FO3, then it should be safe. There are new data types in FO4 that FO4Snip doesn't read correctly (it just displays the hex data), like the new weapons, and if modified could potentially cause some kind of issue. My mods only edit Game Settings, and use properly formatted headers with fallout4.esm defined as the master.
The creature blood fix edits Texture Set Data, which seems to be a well defined and safe data type that hasn't really changed since FO3 and is well supported in FO4Snip. I'll still look at remaking the mods with FO4Edit later just to be on the safe side.
That being said remaking it should be a snap, I'd just send you a file myself if not for the fact that it'd take longer for you to download/extract it than to redo the file from scratch. (Though, why spend the time at all since it's not really necessary?)
Thanks for the mod, of course. Really stupid that these kinds of easy to see, easier-to-fix oversights are still making it into (Bethesda's and others) games.
Btw, someone started to compile bugfixes here : http://www.nexusmods.com/fallout4/mods/2142/?
Maybe sending him a message to merge yours into his mainfile would be a good idea