About this mod
Try to make Geralt covered with blood in fights.
- Requirements
- Permissions and credits
This mod is alpha-try of make a system that covering Geralt with blood. CDPR, sadly, never complete that system to workin properly (and cut it out in 1.32 and older, also KNG, Ulug, and ComboBlood Beta older versions blood mods contain that vanilla system workin but very-very buggy), because additive shader, used by game engine allow only one texture per material, like one texture on skin, one on armor. And nothing more. Also projection system not perfect , especially on Geralt Face.
In about 5 out of 12 cases, it will cause the texture on the face to blink when turning the camera around. For armor/ body, this cases is about 2 out of 10. Of course, you may not be lucky and the texture, for example, will unsuccessfully (blinkin) overlap several times in a row. So, by this moment this mod can bring you good immersive fights, and can broke all immersion for time of decals livin (about 50 s). Workin like some kind of blood casino =) Also i dont test it in all causes or enemies, or cutscenes (but lifetime of decals 50s mb dont mess game much).
Mod is use some parts of updated Fx section and textures of Ulug,s Brutal Blood , because its workin and lookin with updated Particle systems better that with vanilla systems (seems additive tech of shader better lay on Geralt materials with tweaked particles spawner count and size like in Ulug mod).
Sadly Ulug not respondin to any messages, if he come back - i will ask him again about implementaition and upgrades of his work or deleting it.
I made a system for cookedeffects in player.w2ent that contain 3 different blood_covered effects for light strikes, heavy strikes, and finishers/dismemberment.
Sadly system for fists doesn't work for that moment, i will try to make that in further updates.
So light strikes system make decals on Geralt wit 5-10% chance, and they lives only 40 seconds and have small size.
Heavy strikes make decals on Geralt with 20-35% chance, and they lives only 50 seconds and have mid size.
Finishers/dismemberment make decals on Geralt with 60-90% chance, and they lives only 50 seconds and have big size.
For now system use standart vanilla textures for sprays and only for red blood.
All that system effects are calling from damageManagerProcessor.ws procedures, so if you use modded damageManagerProcessor.ws - mod will not work.
(But if you need - its not so hard to update any modded damageManagerProcessor.ws to work with my mod for demand.)
Also you need to change params in your dx12user.settings in Documents\Witcher3 \ folder:
find [Budget] section and add or change (if section doesnt exist - crate it)
DynamicDecalsLimit=9000
DynamicDecalsChunkLimit=9000
find [LevelofDetail] section and change
DynamicDecalsHideDistance=60
find [Budget] section and add or change (if section doesnt exist - crate it)
DecalBudget=512
Mod confilcts with any mods that use:
damageManagerProcessor.ws
player.w2ent
any files from FX directory
Further plans to improve:
1) Rework mod with RedKit
2) Improve additive shader if that possible
3) Make fist system workin
4) Make system for different blood color types
5) Make custom textures.
Fix corrupted main file acrhive. Retested and reworked script part.
1) Maded a version with incrased chance that blood will spawned on geralt with light and heavy attacks and a maxed version when blood in fact (90%) always will be spawn on geralt with any attack he made. Added that to optional files, so just give priority over my original mod or patches listed below.
2) Maded a patch for ComboBlood (https://www.nexusmods.com/witcher3/mods/5830?tab=files&file_id=47091). Added to optional files. Just give priority over ComboBlood. Already contain updated scripts, not need to merge. Original Blood Covered mod not needed.
3) Maded a patch for VGX More Blood (KNG) (https://www.nexusmods.com/witcher3/mods/8770?tab=files&file_id=53313). Added to optional files. Just give priority over modKNGBlood and mod0KNGBlood. Already contain updated scripts, not need to merge. Original Blood Covered mod not needed.
4) Maded a stock (Lite) simple version of BloodCovered, that contains only blood cover system and player.w2ent. - so it will be work teoretically with any FXmod, like NextGen Better FX (https://www.nexusmods.com/witcher3/mods/9173). Added to optional files. Contain scripts. Any mod that contain his own player.w2ent (like W3eeR) will not work. PM me and i will made a patch for that cases.
5) Maded a manual how modify your damagemanagerprocessor.ws to make that mod work. Mb someone can update his own merged scripts with that.
6) Maded a patch for W3EER (https://www.nexusmods.com/witcher3/mods/5802?tab=files&file_id=55391). Added to optional files. Just give priority over W3EE and W3EER. Already contain updated scripts, not need to merge. Original Blood Covered mod not needed.
Brutal Blood Lite not need patch, because Blood Covered in base file use part of original Ulug system.
Update 07.06.2024
1) Maded a patch for E3 Quen (https://www.nexusmods.com/witcher3/mods/8710). Added to optional files. Just give priority over E3Quen and BloodCovered.
2)Added a option for ComboBloodAddon optional file - Disable Blood when sword is sheating. Just simple replace KNG script in ComboBlood -BloodCovered Addon with new one. (Little modify script from Combo Blood optional files - little commenting some strings).
Update 10.06.2024
1) Maded a patch for E3 Sword Position A (https://www.nexusmods.com/witcher3/mods/4911). Just give priority over my mod. Original E3 Sword Position not needed.
1) Added a color variants for different enemy types. Like a when you hit GraveHag, or Ghoul, or Fogling, or Ekimma/Fledder/Katakan/Garkain - it will spawn Black blood on Geralt and have black effect for Aerdonight. Or when you hit arachas - it will spawn yellow blood on geralt. So for endriagas and green blood.
2) Added different effects system for Vamps, Arachas (bcs CDPR are little lazy - in vanilla Beast Vamps uses Bies system, and Arachas uses Endriaga system - so Vamps have red blood strike splashes, when CDPR compare them to Black blood group as Vamps in npc.ws, so Arachas and Endriaga have yellow blood strike splashes, when CDPR compare them to Green Blood group as Insects). Fixes for endriaga now have green blood strike splashes, and green blood on geralt. Also fixes for Werewolf as Cursed - blood group that spawn on Geralt or Aerdonight effects - its have red blood strike splashes, but cause yellow effect on vanilla - now Red is Red, as is must be. Also corpseeaters like Ghouls, Gravehags, Foglings, Rotfiend left on Geralt black blood.
In price of that - mod now much more less compatable with another Big mods. Cheeki-breeky, i v damki, blyat...that salty price.
But all of that is matter of taste and discuss, so if you don t like it - it can be easy revert with simple damageProcessorManager.ws edition.
3) Maded compatable patches for Sword Position A, E3 Quen, GrassCollider, W3ee. All in one archive.
4) Maded 3 different versions of mod - look readme in All in one archive.
If mostly you agree that BeastVamps and corpseeaters must have FULL (puddles,strikes and etc) black blood effects, endriaga must have green blood and arachas are yellow - i will try to fully realize that system in upgraded BrutalBloodNG in future.
Also , If blood color are wierd lookin (like a black blood on Geralt naked or Geralt in armor) - i will try to tweak them to look more "normal". Just upload a screens in media and left a message on mod page.
Update 24.10.2024
1) Fixed some errors in W3eeR patches scripts. Now should compile normal
2) Added ComboBlood support patches for BloodCovered and W3eeR
Update 25.10.2024
1) Added a teoretically working patch for Eternal Hunt in optional files.
Update 05.03.2025
1) Added a option for 100% chance of spawn decal and 600 s Decal Lifetime for all attack types
2) Removed Ciri w2ent from all versions, bcs it can cause bugs and not needed for mod workin