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Changelogs
Version 2.0.4
Fixed compatibility with mods that adds or modifies rifles to use .22LR Rifle Projectiles (like Tale of Two Wastelands or Fallout Extended Edition)
Version 2.0.3
Fixed that 10mm Submachine Guns didn't dealt any damage in Tale of Two Wastelands
Version 2.0.2
Fixed bug that showed a Plasma Rifle under the bleeding actor
Deleted compatibility with BLEEDLESS because it have actually no bleeding effect (me be waiting for Silksong)
Version 2.0.1
Fixed compatibility with mods that change muzzle flash
Version 2.0.0
Savebloating completely fixed
Floating blood traces fixed
Added support for mods that change blood textures
Insects blood traces work now correctly
Robots blood traces work now correctly
Now the player leave blood trails
Version 1.0.14
Now robots bleed oil and insects bleed "differently" (it's a work in progress)
Now blood traces are not erased when entering another cell, but rather every reset (when you spend three days outside a cell)
The traces of bloody hands were eliminated
Version 1.0.10
Fixed savebloat issue — now traces of blood disappear when entering other cells, as happens with normal blood decals
Added support for New Blood
This mod causes wounded entities to leave trails of blood behind them when they move: in vanilla they will begin to leave them as soon as their health is below 50% — in the BLEED, New Blood or Bleedout mods, they will leave them as long as they are affected by a bleeding effect.
This mod is also compatible with Tale of Two Wastelands and it's versions of the mods named before.
You can modify how much blood will stain the floor by modifying invoke_every_frames in the configuration (.ini) file: the less value it has, the more blood there will be!