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Replaced the config file with in-game mod options.
Potentially fixed bug that made the mod stop working after playing for a while.
Version 0.10.1
Fixed orange texture bug on AMD GPUs.
Version 0.10.0
Added support for Update 12.
Fixed bug with armor collision.
Version 0.9.1
Potential fix for bright orange decals on some GPUs.
Version 0.9.0
Fixed decal texture changing with LODs. All LODs now share the same decal texture.
Added automatic texture resolution scaling based on model size. Body and head resolution should be more similar now. Pixel density can be adjusted in the config file.
Minor improvement on decal drawing at UV seams.
Version 0.8.0
Fixed for U11 full release.
Version 0.7.1
GPU performance optimizations for U11 beta.
Version 0.7.0
Fixed for U11 Beta.
Version 0.6.1
GPU performance optimizations for U10.
Version 0.6.0
Fixed for U10.
Version 0.5.2
Fixed bug in last patch that made blunt hits no longer bleed.
Version 0.5.1
Increased delay of mouth and nose bleeds from torso stabs.
Fixed blood drops sometimes spawning in the air.
Improved error handling.
Version 0.5.0
Major performance improvements.
Moved configuration from Level_Master.json file to a dedicated config.yaml file.
Any hard enough hit to the head will now cause nosebleeds.
Overall reduced size of blood streams.
Version 0.4.1
Fixed bug in last version that caused character expressions to stop working.
Fixed blood sometimes appearing on newly spawned characters.
Reduced the surface friction for blood closer to what it was before and added a multiplier config variable.
Made slash wounds more likely to bleed.
Version 0.4.0
Significantly improved performance. If you stopped using the mod because of performance issues, try this version.
Added visible blood dripping off of characters and splashing onto the environment.
Added mouth and nose bleeding after stabbing torso.
Version 0.3.1
Fixed mirror glitching out while blood is actively flowing
Reduced the default maximum active blood drips from 12 to 8
Increased blood flow from head wounds more
Version 0.3.0
Added nosebleeds. Punches, blunt weapons and hard enough collision to the nose will cause it to bleed profusely.
Increased duration and blood flow from wounds on neck and head.
Added slight randomness to the path the blood travels.
Version 0.2.0
Major performance improvement
Increased max active blood drips from 6 to 12, thanks to the performance improvement
Overall increased blood flow and duration
Added configurable multipliers for blood amount, duration and width of streaks
Added blood dripping off surfaces and hitting other surfaces
Version 0.1.0
Added bleeding from exit wounds
Added bleeding from hard blunt impacts
Improved bleeding out of slashes
Increased default max active blood drops from 5 to 6
Added config option to change the max active blood drops in the Level_Master.json
Version 0.0.1
Initial version.
Adds realistic physically simulated blood from wounds, similar to the bleeding effect in Overgrowth.
There are no known conflicts with other mods (except outdated mods) and because of how it's implemented, I don't expect any conflicts in the future.
Features include:
Wounds bleed realistically,
Blood drops drip off and can land on other characters and the environment,
Noses bleed when hit with enough force,
Blood comes out of the mouth and nose when the torso is stabbed
There are a couple of variables you can configure in the config.yaml file (For versions 0.11.0+, these have been moved to the in-game mod options page):
BleedingFromWoundsEnabled: Whether wounds should bleed,
NoseBleedsEnabled: Whether the nosebleed feature is enabled,
MouthBleedsEnabled: Whether characters should bleed from the mouth when stabbed in the torso,
MaxActiveBloodDrips: The maximum number of active/flowing blood drops at one time (lower = better performance),
BloodAmountMultiplier: Modifies the amount of blood drips that spawn out of wounds,
BleedDurationMultiplier: Modifies how long wounds bleed,
BloodStreakWidthMultiplier: Modifies the width of the blood streaks/trails,
BloodSurfaceFrictionMultiplier: Modifies the amount of friction the blood moves against on surfaces (lower = faster flowing blood),
UpdateDecalsWhenFarAway: Whether blood decals should be updated on models at lower quality LODs,
DecalPixelsPerMeter: The pixel density of the automatic decal texture resolution scaling. (lower = better performance, but lower resolution)