Allegedly (I'm not 100% sure), Dirt and Blood (and thus this mod as well) creates a glowing effect on animals when combined with FluffWorks. This happens in the rain and is visible when an animal is further than 30 feet or so. Another user posted this image, which is exactly the issue I have as well. The fixed bottom picture is a solution someone got from changing a setting in RASS, but I'm using an ENB, so I have the same issue, but I'm not sure what the solution is. Any insight would be greatly appreciated.
Hey jayserpa! Fantastic mod as always. One nitpick behavior I spent way too much time hunting down and it is present on vanilla Skyrim: If you kill a 'Protected" NPC, their Health for some reason resets to their max health. This of course leads to Just Blood removing all signs of the pummeling I just gave the Ebony Warrior :).
I've checked all of the source scripts and couldn't find anything obvious as to why this is occurring (and I hope this isn't an engine level thing). In any case, if you have any ideas on why this behavior exists and/or any methods to work around it, that would be great!
His blood disappears because his health regenerated. Blood is tied directly to the amount of health the NPC has. It's working exactly as the mod author described.
This doesnt work on console right? Only partially? My character got bloody, but not npcs. I guess the spell distributor is a must? Just asking to be sure so i dont need to try and mess with load order and so on😅.
Not sure if this is the right place to ask, I'm trying to make a patch to cast the Covered in Blood spell on dead npcs via SPID. Purpose is immersion, why are these dead NPC so clean despite being murdered or KIA. NPCs with editorID such as TreaCorpse, VeezaraDead, GabriellaDead, MS11Susanna have been assigned a new Keyword.
It worked if I spawn the NPC in via console using the BaseID, but were bloddless when I force trigger various stages (DB10. MS11) or coc to certain locations (DLC2's Sacrifice). Any advice would be helpful. Thanks!
Afaik, dead NPCs can't have spells like that. It's fine if they start alive and then die, but if they're dead from the start, it won't work. One way to work around this I found was installing FEC. That mod must have a DLL or something that changes this.
Niche Request and i don't expect this, but can you make a simple bloody mouth decal after feeding, i know DVA does it but it tanks FPS, i'd like a version where my mouth and face get more and more bloodier if i don't wash or wipe my mouth lol
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All the mod works just no blood pools :( I know it has something to do with decals I even set some of those values to 500
https://staticdelivery.nexusmods.com/images/1704/70866038-1732464999.png
I've checked all of the source scripts and couldn't find anything obvious as to why this is occurring (and I hope this isn't an engine level thing). In any case, if you have any ideas on why this behavior exists and/or any methods to work around it, that would be great!
Nice mod btw!
Not sure if this is the right place to ask, I'm trying to make a patch to cast the Covered in Blood spell on dead npcs via SPID. Purpose is immersion, why are these dead NPC so clean despite being murdered or KIA. NPCs with editorID such as TreaCorpse, VeezaraDead, GabriellaDead, MS11Susanna have been assigned a new Keyword.
It worked if I spawn the NPC in via console using the BaseID, but were bloddless when I force trigger various stages (DB10. MS11) or coc to certain locations (DLC2's Sacrifice). Any advice would be helpful. Thanks!