Because this changes some of the blood in the new cell added by Halloween Workshop. If you don't have or don't want to use Halloween Workshop in your installation, use the GOG edition instead. It's literally identical aside from not editing or requiring content from the Halloween Workshop CC addon.
As much as I agree, Fallout 4's entire world design and visuals are based on an aesthetic that Bethesda wanted to work with, and so I limited myself to simply drying the blood out rather than removing it outright. Does it make sense? No, almost never. Would the game feel incredibly different without it? Yes, absolutely.
based on an aesthetic that Bethesda wanted to work with
Dont believe all the story tellers. The truth is, they copy paste the Fallout New Vegas and Fallout 3 meshes, add some new textures, and overkiller the engine with as much as many objects you can place to do so. Something a player actually will not see but if you have the chance, look at the lighting sources, the quantity usage, its insane, they had no idea how to optimize the game (whoever did it) i cant believe it was on purpose. Then needed a solution to make the trash work on consoles, and used a new compression to overshadow all the mess. Clever ... this ruined the old fallout community to some extend. Absolute celver game design.
had a similar idea but you should be going full dark brown. a skeleton with no meat on it is only gonna leave stains, making a darker red is a first step, but it really needs to be some brown looking stuff
I didn't actually edit the color of the dried blood textures Bethesda made, in part because the age of the blood seems to vary from "dried out in the last day" to "dried out two centuries ago" and in part because Bethesda relies too heavily on how things feel rather than how things should be. If the dried blood was properly colored a ton of players would no longer recognize it as such, especially when it's on the wrong surface and turns black or orange (as opposed to black or red) due to how the game mixes colors.
In particular, because the game's color mixing seems to be additive, the green sheets of the bed in my third set of screenshots dramatically brightened the blood in a way that I can't actually fix.
As for what I did edit:
I adjusted the transparency of some of the dried blood decals to make them match the rest.
I dramatically reduced how reflective the dried blood decals were, because they still looked very wet.
There were a few cases where I used one of the equivalent decals from the random decal sets in place of the standalone texture (or vice versa) because the texturing was inconsistent. In particular, there was a standalone texture that was just a reddish blur, while the equivalent random decal was properly detailed.
I created a brand new dried handprint texture to match the existing dried blood textures.
All that said, I would not call myself a skilled texture artist, so anyone who wants to should feel free to make a replacer for the textures I included in this mod.
Nice addition, will have to give it a go; honestly just assumed they chose to unify them since the gloss and brighter color makes the decals pop more, anyway.
Have you ever noticed that pretty much all of the blood in Fallout 4 is fresh? Even when it's been there for over two hundred years? It's bugged me for a while, and I just recently decided to fix it...
You know almost all of the blood doesnt make sense at all, especially next to skeleton, so if you do 100 % remove the blood from the skeletons, its total unimmersive. Or they replaced the dead npcs later with skeletons ... that game is just unfinished to the core xD
I may ask are you able to add a script on top of the blood which deletes the textures after a while after cell exploration ?
i really love the cubemap of concord in almost all the textures. With your replacer its at least gone for most blood. With Unreal 5 engine in a couple of years for Fallout 4 we finally have perfect SSR.
...only to realize Bethesda had textures for dried blood packed in with the game and simply didn't bother to use them. So I used the textures for them.
They have two dried blood decals, specifically. But they had unused textures for dry equivalents to nearly every other blood decal in the game, and simply didn't use them. At all.
I actually did this in two passes. The first pass was to dry out blood with no evident source, or where the source was just a skeleton. If there was any flesh, I left the blood alone. For the second pass, I used the two dried blood decals Bethesda did use as reference for converting more blood to dry decals instead.
I understand this for the base game, your logic about why to place blood on certain skeletons. Besides it seriously unneeded if you brainstorm further. Your very talented, did you ever thought about adding to the skeleton based on gamehour or something?
For example, there a many stages for skeletons. It should be possible to add fleshed skeletons to more places very easily, its a material swap, then add a script which mimics rot, decay paired with the Gnat Swarm fly script. You could also add a hazard, or fake explosion which spawns your blood, dry, shiny, whatever. All paired it would generate a super immersion. Maybe? :)
No, I didn't consider removing the blood at all because this game relies far more heavily on aesthetic and feeling than it does logic and realism. For example, the institute really should be researching super mutants for their ability to prevent nearby blood from coagulating. Edit: As for dynamically rotting bodies... no. I could probably do it, but I would hate every step of building that mod.
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Can I use the loose files for OG ?
thank you :)
Dont believe all the story tellers. The truth is, they copy paste the Fallout New Vegas and Fallout 3 meshes, add some new textures, and overkiller the engine with as much as many objects you can place to do so. Something a player actually will not see but if you have the chance, look at the lighting sources, the quantity usage, its insane, they had no idea how to optimize the game (whoever did it) i cant believe it was on purpose. Then needed a solution to make the trash work on consoles, and used a new compression to overshadow all the mess. Clever ... this ruined the old fallout community to some extend. Absolute celver game design.
In particular, because the game's color mixing seems to be additive, the green sheets of the bed in my third set of screenshots dramatically brightened the blood in a way that I can't actually fix.
As for what I did edit:
All that said, I would not call myself a skilled texture artist, so anyone who wants to should feel free to make a replacer for the textures I included in this mod.
You know almost all of the blood doesnt make sense at all, especially next to skeleton, so if you do 100 % remove the blood from the skeletons, its total unimmersive. Or they replaced the dead npcs later with skeletons ... that game is just unfinished to the core xD
I may ask are you able to add a script on top of the blood which deletes the textures after a while after cell exploration ?
i really love the cubemap of concord in almost all the textures. With your replacer its at least gone for most blood. With Unreal 5 engine in a couple of years for Fallout 4 we finally have perfect SSR.
They used it in a couple of cells.
I actually did this in two passes. The first pass was to dry out blood with no evident source, or where the source was just a skeleton. If there was any flesh, I left the blood alone. For the second pass, I used the two dried blood decals Bethesda did use as reference for converting more blood to dry decals instead.
For example, there a many stages for skeletons. It should be possible to add fleshed skeletons to more places very easily, its a material swap, then add a script which mimics rot, decay paired with the Gnat Swarm fly script. You could also add a hazard, or fake explosion which spawns your blood, dry, shiny, whatever. All paired it would generate a super immersion. Maybe? :)
Edit: As for dynamically rotting bodies... no. I could probably do it, but I would hate every step of building that mod.
Thanks.