For me it's hard to see why anyone would want to see gore. I think most people won't decorate their rooms with pictures of mutilated people. Visitors would be pretty shocked and call you a psycho if you showed them such a gory room decoration. But staring at gore for hours directly on a screen close in front of you is considered normal. ¯\_(ツ)_/¯
Rest assured, I'm well aware that you are part of the majority here (that's why the devs implemented it after all), so I made my peace with it. Just make peace with the fact that there is a minority that regards gore as something ugly that they like avoid. Having an option to please both sides doesn't hurt anyone.
why tf would I want to play a game thats supposed to be IMMERSIVE, if one of the most IMMERSIVE features is removed? Also you're comparing people who want to be immersed while playing a game to something mentally insane people would do. It's like comparing apples to oranges.
Gore is not immersive though, it's unrealistic. Blood puddles can be fairly realistic, depending, but people being exploded into pieces merely from being shot isn't. It's more like a comedic effect (at least for some people) precisely because it's so OTT.
Thank you for this Mod! We all Mod games to add or subtract what we each find entertaining. No point is trying to convince some to your own paradigm. Mod the game to your specific interest and enjoy.
Great idea for a mod, but would it be possible to make a version that retains dismemberment for sword finishers only, and keeps blood puddles and splashes in all cases?
My problem is really with the "unrealistic" (in the context of a game ofc) thing of dismemberment from shooting crits and ordinary melee crits, but dismemberment from katana/big sword finishers only does make some kind of sense, and blood puddles make sense generally in all cases, given the amount of bullets, swords and knives flying about :)
(Or if you don't want to make such a "quasi-realistic" version yourself, if you could let me know what to change in the .reds file that would be great!)
[Later note: Ah, I see Cailena below figured it out - you can edit the .reds file and delete anything that's not related to dismemberment. I'll just leave this here to check with the author if that's right.]
For the Katana only stuff, I think it's not so easy. The main relevant function has this definition: private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void So you don't get the weapon type as a parameter. That makes it hard to construct a condition based on which weapon inflicted the damage. It could work if you patch the call sides, I don't know how many methods you would need to override for this though.
I did a clean install for 2.02, REDmod is enabled, and the script location is in Cyberpunk 2077\mods\Reduce_Gore\scripts, but I see all dismembering and blood puddles.
don't know if you work on modding this game anymore, but this one's broken! I'm one of the surprising few gamers that doesn't enjoy squishy skulls exploding and chunks being taken from people, and this mod was a godsend for a bit - before the new update, at least.
Nice mod, but I was wondering if it was possible to only reduce headshot (i.e. heads exploding) gore. I still want body parts to fly off when an explosion happens. Is this possible or is headshot dismemberment tied to the rest?
I think it is possible, but you would have to find the code paths that are responsible for just the heads and deactivate them precisely. Could be hard depending how deeply hidden they are.
people: aw this mature game looks so sick can't wait to murder some people also people: no no this game too violent im gonna install a mod to remove it
The fact that the game is r-rated out of the box is irrelevant. This is a modding website, where people are able to tweak games however they fancy.
It just depends on where one is sensitive, either to the sight of gore and blood (in a game the mechanics and playstyle of which one otherwise very much enjoys), or to the degree of simulation and "realism" in a game that's partly realistic, partly fantasy. (From the point of view of realism, "gibs" type gore may be amusing and emotionally gratifying, but it's unrealistic except for explosions. It continually annoys my sense of game "realism" and simulation to see exploded heads, limbs and torsos everywhere just from people being shot, for example, so a mod with a focus like this one is quite welcome to me.)
Happy to see people using this. Can you please let me know if the new version is working? I did nothing but repacking it to the new format. A quick test ran fine and I didn't see any headshot gore, so I suppose it is fine. Make sure to install and activate REDmod first, which is a bit tricky (see here). Let me know if it is still not working!
Would love to try this, but the instructions aren't quite clear.
Is this a redmod, in which case it should go in the "mods" (plural, not "mod" singular, folder) in root, or is it a CET mod (in which case it should go in "bin/x64/plugins/cyber_engine_tweaks/mod" (singular))?
The only other "mod" folder (singular) is the "archive/pc/mod", but I'm guessing this isn't of that type because those are .archive files, and this looks more like a CET mod because it has a "scripts" sub-folder. It's probably not a redmod mod either (even though you mention redmod), because those seem to have a different structure again.
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Also, the only thing I really find hard to live with is the dismemberments, which annoy me (mainly because they don't really seem realistic for anything other than explosions and maybe strong bladed weapon attacks). How could I adjust the script to have only dismemberments muted (just delete the entries other than the ones relating to dismemberments)? And would it be possible to leave them in for explosions and say strong blade attacks only?
Does it work with the new instructions I wrote? Sorry for the confusion.
If you want to only disable the dismemberment remove the last two blocks of the script. If you want to tweak that further you would need to read the source code of the specific code pathes and deactivate them. That would be a lot more work than my mod though.
62 comments
Rest assured, I'm well aware that you are part of the majority here (that's why the devs implemented it after all), so I made my peace with it. Just make peace with the fact that there is a minority that regards gore as something ugly that they like avoid. Having an option to please both sides doesn't hurt anyone.
why tf would I want to play a game thats supposed to be IMMERSIVE, if one of the most IMMERSIVE features is removed? Also you're comparing people who want to be immersed while playing a game to something mentally insane people would do. It's like comparing apples to oranges.
My problem is really with the "unrealistic" (in the context of a game ofc) thing of dismemberment from shooting crits and ordinary melee crits, but dismemberment from katana/big sword finishers only does make some kind of sense, and blood puddles make sense generally in all cases, given the amount of bullets, swords and knives flying about :)
(Or if you don't want to make such a "quasi-realistic" version yourself, if you could let me know what to change in the .reds file that would be great!)
[Later note: Ah, I see Cailena below figured it out - you can edit the .reds file and delete anything that's not related to dismemberment. I'll just leave this here to check with the author if that's right.]
The main relevant function has this definition:
private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void
So you don't get the weapon type as a parameter. That makes it hard to construct a condition based on which weapon inflicted the damage. It could work if you patch the call sides, I don't know how many methods you would need to override for this though.
The Gore aspect doesn't bother me...
But its just so unrealistic for heads to explore lol
also people: no no this game too violent im gonna install a mod to remove it
why buy it then?
Usually because one likes some aspects of it but not other aspects.
The fact that the game is r-rated out of the box is irrelevant. This is a modding website, where people are able to tweak games however they fancy.
It just depends on where one is sensitive, either to the sight of gore and blood (in a game the mechanics and playstyle of which one otherwise very much enjoys), or to the degree of simulation and "realism" in a game that's partly realistic, partly fantasy. (From the point of view of realism, "gibs" type gore may be amusing and emotionally gratifying, but it's unrealistic except for explosions. It continually annoys my sense of game "realism" and simulation to see exploded heads, limbs and torsos everywhere just from people being shot, for example, so a mod with a focus like this one is quite welcome to me.)
Can you please let me know if the new version is working?
I did nothing but repacking it to the new format.
A quick test ran fine and I didn't see any headshot gore, so I suppose it is fine.
Make sure to install and activate REDmod first, which is a bit tricky (see here).
Let me know if it is still not working!
Is this a redmod, in which case it should go in the "mods" (plural, not "mod" singular, folder) in root, or is it a CET mod (in which case it should go in "bin/x64/plugins/cyber_engine_tweaks/mod" (singular))?
The only other "mod" folder (singular) is the "archive/pc/mod", but I'm guessing this isn't of that type because those are .archive files, and this looks more like a CET mod because it has a "scripts" sub-folder. It's probably not a redmod mod either (even though you mention redmod), because those seem to have a different structure again.
********
Also, the only thing I really find hard to live with is the dismemberments, which annoy me (mainly because they don't really seem realistic for anything other than explosions and maybe strong bladed weapon attacks). How could I adjust the script to have only dismemberments muted (just delete the entries other than the ones relating to dismemberments)? And would it be possible to leave them in for explosions and say strong blade attacks only?
Any help greatly appreciated!
If you want to only disable the dismemberment remove the last two blocks of the script. If you want to tweak that further you would need to read the source code of the specific code pathes and deactivate them. That would be a lot more work than my mod though.