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About this mod

High-resolution blood decals that complement the violence level of the Fallout series

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Detailed Description
Basic version features:
-Replaces combat blood splatter, screen blood, and decapitation spurts
-Increased blood amount. All hits and decapitation effects will now cause more blood stains
-New wounds: blunt, bladed, claws, unarmed, and energy weapons
-Increased screen blood size with shorter duration
-Fix bloodstain creature glitch
-Improved vanilla hand-placed blood decals

-Optional files for subtle screen blood, color, and splatters
-Includes alternate blood splatters which are more realistic focused

Standard version features:
-Blood pools
-Additional blood stains from hits and torso explosions
-Blood trails when at low health
-Robots and synths will bleed oil
-Spasms for dying characters
-Brawl bug fix
-Includes basic version features
*WIP. There are current limitations with the scripted decal placement. Most surfaces will not get any scripted blood decals on them and will appear cutoff.

Video uses version 0.3

For manual install please click on the README tab in this mod page

- Open mod in a mod installer and pick the options that you want.

- After install go to your Fallout4Custom.ini

Located here:
...\Documents\My Games\Fallout4

- Add these lines:

If [Display] already exists in your ini then just copy the fdecal lines below [Display]

fDecalLifetime will increase the lifetime of all decals. The number can be changed to further increase or decrease the duration.
fDecalLOD0 increases the distance that blood decals appear.

- Save the file

- Check that you have your decal quantity graphic settings on ultra or high

Compatiable Blood Texture Replacement Mods ect.:
Feel free to create or edit and upload your own version of the mod's decals. Just tell me about it and your mod's page I'll post them here
Bloody Mess by Nikonthenet
Alternate decals

Gore Overhaul by Nero1n
Alternate wounds and decals. Replaces gore bits, skull and neck cut textures

Head Wound Decals by altered beast
Adds wound decals to head and neck area

-Added Limited Blood Decals optional plugin. This will revert the decal amount to vanilla that can improve performance on lower end systems. (can be used with both versions of the mod)

Standard Version Changes:
-General edits to scripts and plugin
-Reduced amount of decals produced by blood pools making the "animation" less smooth to improve performance when looking at them

Standard Version WIP UPDATE 4:
-Synth will now bleed oil
-Blood pools will now appear when a victim was only hit with melee weapons
-Added dying spasms: 50% chance of occurring and won't work on dismembered victims due to limbs and gibs reacting to impulse. You can stop someone's spasm by dismembering them

Standard Version WIP UPDATE 5:
-Reduced spasm chance to 15%
-Reduced spasm duration and impulse
-Chance can be changed or disabled through console command (0-100): set zxblood_spasmchance to 15
-Fixed damage over time effects and other "magic" damage causing blood splatters (Burning, electricity, ect.)
-Flamer and Cryolater will no longer cause scripted bleeding. The game's normal blood splatters will still produce a lot of blood from the weapons.
-Fixed issue with non-bleeding attacks causing the scripted blood splatters and pooling to stop working.

Added scripted version as a separate WIP download. There are current limitations with the scripted decal placement. Most surfaces will not get any scripted blood decals on them and will appear cut off.

Standard WIP Version Features:
-Blood pools
-Additional blood stains from hits
-Blood trails when at low health
-Robots will bleed oil

Basic Version changes:
-Fixed incorrect color for institute laser impact effects

Standard Update 2:
-Reduced cutoff impact decals on ground terrain that are not meshes (plugin updated)
-Added installer with all optional files included
-Blood trailing and blood pools now apply to insects and robots
-Modified game brawl scripts to ignore magic effects and spell hits. Unarmed quest scripted fights don't all of a sudden end. (brawl bug)
-Script optimization

-Removed some unintended changes to impact decals
-Plugin will now install automatically
-Darker color option now changes wounds and spurts
-Added optional plugin for longer lasting screen blood
-Added optional plugin for smaller blood splatters
-Added option for vanilla screen blood textures


Known Issues with the Game Engine
*  Buggy looking wounds and fading out after one hit. Loading a save game twice in a session is one way that wounds will stop working.
*  Most surfaces don't accept script created decals. You can see this with indoor areas or roads. This appears to be an issue with the game engine.
*  Most creatures do not cause wounds such as the yao guai. Even with the Creation Kit I'm unable to find out why this is so. I've checked the unarmed weapon used by each race. When a human uses a creature unarmed weapon they will cause wounds like normal, but not the other way around. It might have something to do with creature animations preventing this
*  Cannibalism blood splatter will glow in the dark. A known graphical issue with shaders.
*  Problems with white blood reflections are caused by a bug with the game's lighting. It can appear randomly, after rainy weather, or loading a save at an indoor location. This will have the same effect on the vanilla decals. Water puddles / Hand placed vanilla blood / Visual
* The cubemap can also be missing and only reflect the sun. This can cause blood decals and puddles to look very dark or flat.

Uninstalling (Standard)
-Open the console ~ key
set zxBlood_isEnabled to 0
StopQuest zxBleedingModQuest
-Remove all textures and plugins that came from this mod
Use of mod installer is recommended

-Use lower resolution textures if you are experiencing slowdowns with many blood decals in the area
-Use the plugin file called Limited Blood Decals. This will revert the blood amount back to vanilla default
-Deleting or reducing the customini changes to fDecalLifetime and fDecalLOD0 settings number
-Disabling surface reflection will also improve performance

-Issues with wounds are a result of the game and not the mod. The best way to increase the appearance of splatters and wounds is to edit your ini files and set your decal quantity to ultra.

-Blood color is heavily affected by ENB and lighting mods. Typically, it's better to choose the darker options if you have an ENB mod installed

-Spasm chance can be changed by entering a console command ## is the number between 0 to 100.:
set zxblood_spasmchance to ##

It can be turn off by changing this line in the Fallout4.ini: