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Since the shaders are responsible for toning down the tones, we can't do anything about it.
but if you want to remove the blood on the units, there is a way to do it, assuming you have access to Photoshop and using RPFM.
1.Extract the bloodmap for this mod with RPFM
2.Open the bloodmap in Photoshop with the Intel Textures plugin installed.
3.Colorize the alpha channel of the bloodmap to black.
4.Save it as Cloor + Alpha, BC7 8bpp Fine (sRGB, DX11+)
5.Add and save as RPFM
6.If you followed the steps correctly, there should be no blood on the unit.
To remove the reflective texture, you can delete the associated <modifier fragment=“ps_metal_roughness”> in the <behaviour_chains> at the bottom.
You can do this by modifying the LifeTime of decal_blood_puddle, decal_blood_spread, and decal_blood_spray in wh_dlc02_lib_blood_decals.xml.
In this mod, it is 3600 (1 hour), change it to min=“90.00” max=“110.00”, min=“40.00” max=“60.00”, min=“30.00” max=“35.00”, respectively, which are the values for vanilla, and they will be deleted after a certain amount of time.
If you have a specific time you want, you can also put that number in the min/Max.
Personally is there anyway I can change in RPFM how long blood stains stay on the ground? The only reason I ask is because I use a mod that makes unit sizes huge like 3x and after thousands have died my game does slow down.
Are you sure?
Does it happen when only this is enabled?
My guess is that you are using a different mode that changes the color and are telling me that.
I'm not even touching the DB in my mod.