Also, what this Mod actually needs is a feature that makes blood show also on our swords during and after Combat. I mean i would really like to see my swords drenched in blood after Combat. This feature is a MUST. Without this feature this mod is incomplete. Someone even mentioned this earlier here and i support what he has said.
Hello, wich of the three mai version of the mod are compatible with NextGen Better FX 6.01? Unfortunately, the author didn't update the "NoBlood" version. Thx
Among the various versions that you offer, I use the one with 100% chance and Long Duration. Is it possible to have 100% chance of splatter on face but for a slightly lesser duration? I know there are other versions that make the splash on face go away quickly but they dont have 100% chance.
Also can you make it so that if Geralt goes to take a dip in the water, the splatter goes away?
Sadly, but in that moment - i cant, emmiter work on entire model, depends of strike position, and its doesnt clearly affect head when i link it to the head bone for example. Also about water - i have some ideas, but it depend from how Wet Geralt status writen in scripts.
i am having an issue with this mod, sometimes it works correctly but sometimes it does not work at all. i gave the blood covered stock mod file highest priority when merging it with other minor blood mods but the blood splatter effects still don't always show on my face during combat. i renamed a bit the other complementary file inorder to manually give it more priority than i gave the main blood covered stock mod file inorder to ensure that the blood effects will always show during combat but still the damn blood does not always show. Really need a fix for this please.
Look, that not a literally a bug,its more a limitation of additive shader maded by CDPR - only one additive texture per material. If Geralt head have a blood splash on the back of the head under hair, or at the bottom of the neck and it barely visible for player - then, yes, it will block any new texture on face before disappear by decal lifetime. Theoretically it can be avoided (or lowering chances) by destroying blood effects EVERY hit and placing new one - but it can be laggy and can be more buggy. I will little experiment with that.
I see. But this type of a mod would be really fun if we have blood splattered on our face or armor everytime we have a combat encounter. If this mod is able to deliver something like this without any bugs or lag than that would be really nice.
so i can use 100 long duration file with castrated minimal version?I test it a little bit and seems everything is ok, blood lasts 10 minutes everything is working fine but this file confuse me(Use only one (work with Stock and Standalone versions).txt)
In description of changes author of Classic Grass Collision says he fix Geralt wrong voice set. I think in my patch this problem is not presented, bcs i port Grass Collider Parts into my player.w2ent without any voice changes. Btw - if i wrong and changes are more deep - pm me, friend
Yes, I disabled the original mod, I put your compatibility patch on higher priority than standard version. I also have the max chance version in a higher priority than standard and compatibility patch. Thanks
Is there any chance to add even more blood to appear and extend the blood decal duration? like to make it 100% appear whether it is a light or heavy attack? and make the duration of the decal to be 300 seconds or even more?
call it an "exaggerated" version lol, cause I know it is extremely exaggerated, and I am aware of the possible consequences of it (cutscene bugs among other things), but I wonder if it's possible.
There's this "Blood on Geralt" mod in which the author made an optional 5-minute decal duration of said mod which built my whole curiosity to applicate it in your mod. Thank you.
Well, duration can be extended to 300 s and even more. Also chance can be 100% even for light attack. But limitation of additive shader make only one texture to spawn on geralt and armor in only one position and size , then will be locked sadly. So i dunno that have any sense. First version that i made - contain 100% chance and extended life size, but its strike diversity and make game looks like glitching mess. So i make diff version for diff attacks
First and foremost, I thank you for the response. Secondly, that is completely alright (the consequences of bugs and gameplay mess I mean).
So if you don't mind sharing that version, I would be very grateful. And uh.. I know it's not my place to ask, but can you make that version have 300 s (5 mins) duration? or at least tell me how to change it myself if you don't mind that is.
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Unfortunately, the author didn't update the "NoBlood" version.
Thx
Also can you make it so that if Geralt goes to take a dip in the water, the splatter goes away?
Great mod, btw. Keep up the good work.
Thanks
But anyway - i will check. Before that - when i do that patch 5 months ago - it work? Or it never work?
Yes, I remember the collision effect before the last updates. Thank you
Is there any chance to add even more blood to appear and extend the blood decal duration?
like to make it 100% appear whether it is a light or heavy attack?
and make the duration of the decal to be 300 seconds or even more?
call it an "exaggerated" version lol, cause I know it is extremely exaggerated, and I am aware of the possible consequences of it (cutscene bugs among other things), but I wonder if it's possible.
There's this "Blood on Geralt" mod in which the author made an optional 5-minute decal duration of said mod which built my whole curiosity to applicate it in your mod. Thank you.
Secondly, that is completely alright (the consequences of bugs and gameplay mess I mean).
So if you don't mind sharing that version, I would be very grateful. And uh.. I know it's not my place to ask, but can you make that version have 300 s (5 mins) duration? or at least tell me how to change it myself if you don't mind that is.
Many thanks for considering my request.
uhmm do i need to set priority for 100 chance file ?