Total War: WARHAMMER III

Total War: WARHAMMER III

Smirks Blood (A little less blood for the blood God)
408 Comments
Grimm  [author] Sep 6 @ 10:41am 
HOW TO CHANGE HOW LONG THE GROUND BLOOD STAYS
Find 'Smirks Blood' in your workshop files. The path will be something like: 'C:\Program Files (x86)\Steam\steamapps\workshop\content\*long number*\'.

Open the mod with Rusted PackFile Manager and navigate to the VFX folder to find the file: 'wh_dlc02_lib_blood_decals.xml'.

The file has three sections of entry. The first set of entries at the TOP, separated by their name (e.g: <emitter type="continuous_mesh" id="decal_blood_puddle">), have three entries each within them called ‘lifetime’ followed by “quality” 0, 1, or 2 (e.g: <ranged_property name="LifeTime" quality="0" min="1800.00" max="2000.00"/>).

Change the “min” and “max” settings to the seconds amount you want the decals to fade between. Quality 0 being the highest setting and quality 2 being the lowest. I would just change them all to the same number of seconds as it is for your use only.
Kyoshin Sep 6 @ 3:17am 
bro pls can you make a tutorial for change how long the ground blood stays pls pls
Flan Sep 5 @ 5:56pm 
Thanks! if I look at my mods and adjust the top ordered one that edits that file it should work?
Grimm  [author] Sep 5 @ 9:47am 
Yes they can. I have done this myself by editing the 'particle_effects' and 'particle_impact' tables. I haven't included it in the mod as it would make the mod much less compatible with other mods that alter these tables... like additional units etc.
Flan Sep 5 @ 4:09am 
Looks much much better than the vanilla blood circles.
Can the files be modded so arrows and bullets cause less ground blood spots to spawn while keep melee and explosions levels intact? High rof/low damage units tend to cause big smears under only lightly damaged enemy formations.
Jasper Aug 29 @ 8:15am 
Ok, thx
Grimm  [author] Aug 29 @ 7:55am 
I think so. Try it and find out.
Jasper Aug 29 @ 7:52am 
Is this mod compatible with "Dismemberment Overhaul: Ultimate All-In-One"?
Grimm  [author] Jul 30 @ 1:34pm 
I believe the 'blood stains' slider in the settings affects this. Other than that I think it might be hardcoded. They get bloody from GIVING damage as well as taking it. So if a healthy unit has killed four guys he's going to be covered in the sauce even though he hasn't gotten a scratch.
Chase Mate Jul 29 @ 2:49pm 
Is there any way to tone down how much blood appears on units using rpfm? I feel like it can be a bit over kill for how much damage they actually take sometimes :)
Grimm  [author] Jul 11 @ 12:24pm 
No thanks necessary. Of course it would help if I knew what your question was...
What was it? If you ask a reasonable question in a reasonable way, and I see it, I will try to answer it.
InfoManiac Jul 11 @ 8:04am 
thanks for not answering my question.
Grimm  [author] May 25 @ 9:41am 
I have mine set at Blood Particle Scale 100% and Blood Stain Scale at 50%.
GroveJr May 25 @ 9:29am 
Hi, do you have a recommended blood settings when using this mod?
SaladOhm Apr 16 @ 9:47am 
Alright sounds good, thanks once again man I appreciate it and your taking the time to check things out
Grimm  [author] Apr 16 @ 6:14am 
I can't replicate what I'm seeing in your video. It COULD be specific to that particular battle map (I have only tried it with the skirmish snowing maps) or a conflict with another mod you might be using.
SaladOhm Apr 15 @ 3:48pm 
Hey Grimm,

I edited the values as you outlined but I still face performance drops (down to 30 fps). I noticed something strange too which I recorded here showing blood spatters flickering:

https://youtu.be/qsqjnfbpDDU

which made me wonder if this is something thats affecting the performance? I dont know enough about modding and textures, but wonder if it has anything to do with snow as well

Thanks again for the mod!
Grimm  [author] Apr 9 @ 1:12am 
The way the decals overlap instead of being replaced makes them really add to the FPS hit if you don't have a good GPU or want very high FPS (which I don't for this type of game. 30-60 is just fine for me).

You could try removing these files:
Open the pack file as in the description above and delete the XML files:
wh_dlc02_blood_splatter_ground.xml
and
wh_dlc02_lib_blood_decals.xml

This would return the length that the blood stays on the ground back to default 'short' times. And it would cut down the amount of variety in the blood splats. BUT it will save you FPS.
SaladOhm Apr 8 @ 10:36am 
Hi Grimm great mod and thanks for maintaining! I had a question since I'm using your mod in conjunction with others, and I've noticed with your mod, fps drops significantly, and when I remove blood particles entirely the framerate jumps back to 100fps. By changing the time spent, would that really affect the performance? Or is it affected by the fact your mod's textures etc. are just so good that the game can't handle? OR is it the overlaid textures (as I think you mentioned in one of your previous comments)?

I tried playing aroudn wtih the blood sliders but they didn't really make any change for me, so I wanted to ask what you suggest I could try to keep this and increase performance. I can't see mysefl going back to vanilla blood after using this!
Grimm  [author] Mar 31 @ 2:33pm 
If you open the mod file as explained in the description above and delete the folder 'Common Textures' and resave then the blood ON units will return to default. There is also the slider for'Blood Stain Scale' in the graphics options which affects the size of the blood on units.
(NG) Spacebro Mar 31 @ 8:10am 
Thank you for this amazing mod. Is there a way to tone down the blood on units or remove it?
Grimm  [author] Mar 26 @ 2:14am 
Many thanks to @Radious for sharing. That sorted it out. Updated.
Radious Mar 25 @ 9:37pm 
Make sure no file has a uppercase in its name, its causing ctd after this "quality" update....
Vircyo Mar 25 @ 2:19pm 
while working through process of elimination, this mod causing freeze in startup after 6.1.

Looking forward to update :)
Josh in Da Ph Mar 17 @ 11:23pm 
Will try this, thanks!
Grimm  [author] Mar 17 @ 10:37am 
@Josh in Da Ph: if you open the pack file as in the description above and delete the XML files:
wh_dlc02_blood_splatter_ground.xml
and
wh_dlc02_lib_blood_decals.xml
it should reset the blood decals on the floor back to vanilla times and variety number. You may still get a few replacement decals but they should revert to vanilla values which were set to hide the shoddy code they are forced to work with :)
Vékell the Shape-Shifting Mar 17 @ 2:05am 
Finally, there are no fountains of blood in all directions, great mod.
Josh in Da Ph Mar 16 @ 5:58am 
That's a shame.. and you're right I don't remember this being an issue in WH2 and I downloaded blood mods for that game too.

I think a compromise would be if you can release a version that has the blood impact effects and stains on the units but without the blood puddles on the ground. Or if you can guide me how to do it in Rusted Pack Manager if it's too much to ask :)
Octavia Goetia Mar 15 @ 7:20am 
surprised this wasn't fixed by now, has anyone even tried to report it on the ca forums yet?
Grimm  [author] Mar 15 @ 6:57am 
It's a CA decal implementation issue. It isn't present in the other games including WH2 and Dynasties. Although 3 kingdoms had a funky time with decals as well.
Octavia Goetia Mar 15 @ 2:39am 
@Josh in Da Ph blood z-fighting with itself/the ground is a problem with all blood mods in general and nobody is sure if it's a ca problem or an unavoidable issue with modding blood itself
Josh in Da Ph Mar 15 @ 2:34am 
Awesome mod btw, but I noticed flickering with the blood puddles on the ground. Is there a way for me to fix this?

As an alternative, can you teach me how to revert the blood puddles to vanilla? I noticed the vanilla puddles don't flicker, but I still like the other features of the mod, like the new blood sprays and stain on the units.
InfoManiac Mar 10 @ 1:16pm 
changed the lifetime to 3 seconds but theyre still staying for a long time
Dragon32 Mar 9 @ 1:16pm 
@TeamWorkOP
I think so:
I created blood puffs for the average hit rather than the explosion in a paint factory that happens by default.
crowbarthehamburger Feb 27 @ 3:53pm 
I figured out why, thanks for the suggestion. Turns out smirks blood along with "better alliance" both had 1 in their load order spot by default. I changed smirks blood to 24 (as for some reason that number was skipped in my mod list) and now it works fine :steamthumbsup:
Grimm  [author] Feb 27 @ 10:08am 
It SHOULD be fine but if you are getting odd things happening try switching the mods places in the mod order load.
crowbarthehamburger Feb 26 @ 3:12pm 
Can this mod not be used with the dismemberment overhaul? I wasnt sure if that messed with the blood textures/blood vfx xmls. I see there's dismemberment in your screenshots so maybe with this mod it doesnt need the dismemberment overhaul? I tried using both but was getting weird floating artifacts spawning all over the map
Albrekdt Feb 23 @ 11:28am 
Ok, I might play around with some values and see. My hope would be, as you mentioned, to make blood decals only spawn on death and dismemberment. (I'm no modder though, so this might be a mission impossible...)
Grimm  [author] Feb 23 @ 10:45am 
I believe there is a hard coded default amount. My mod adds more variety and MAY make each instance more bloody. If you do as I instructed you SHOULD have the vanilla amount of blood decals but with a little more variety. It may be possible to limit which hits cause blood to appear on the ground, but since it is different to how it was done in WH2 I couldn't say what that is.
Albrekdt Feb 23 @ 10:38am 
Thanks for the answer first of all. But the problem is not that your mod specifically is too bloody, I think that the vanilla values and ALL mods are too over the top with blood decals on the ground. I just wondered if there was a specific value that effected how much and how frequent blood pools form.
Grimm  [author] Feb 23 @ 9:28am 
I'm not exactly sure without playing around, but I think if you go through the XML files in the VFX directory of the mod and remove the last VFX entry chunks that start with <vfx inst_name="decals" vfx_ref="wh_dlc02_lib_blood_decals' and ends with <vfx> on its own line it might reset the spawn rate back to vanilla.
DO NOT TOUCH FILES THAT START: wh_dlc02_lib
Albrekdt Feb 23 @ 6:38am 
I really like this mod! But I have a question regarding the spawn rate of puddles. What value dictates the prequency of puddles that spawn on the ground? I would like to lower this number, as I don't like that the battlefield looks like a sea of blood after a while.

In summary: fewer puddles, but they stay longer. Thanks in advance!
Grimm  [author] Feb 2 @ 10:37am 
I think so. Although I'm not sure how much.
PIXY_UNICORN Feb 2 @ 10:06am 
@♠ 71 thanks for that info!
Is this mod affected by the in-game sliders?
Hawk Jan 30 @ 3:19pm 
this is my favorite blood mod on the citadel
I Have No Enemies Brother Jan 13 @ 1:55am 
Thank you author!!! Your changes have made the flickering so much less noticeable. Truly a great improvement to an amazing mod.
Grimm  [author] Jan 11 @ 9:10am 
No there isn't for the bloodmap specifically. They are directly lined to damage given/taken I believe. But if you want the blood splats on units to go back to vanilla then delete the 'commontextures' folder.
PIXY_UNICORN Jan 11 @ 3:45am 
Ah I see.
So if I used Ultra VFX, I should edit the lifetime if I want it to disappear quicker?

Also is there a specific setting entry that corresponds to the amount of blood on units?
I tried using the in-game setting, but that also affects the amount of blood puddles on the ground.
Grimm  [author] Jan 10 @ 5:17pm 
The blood remain time is directly related to the quality you set your VFX to in the in-game settings. Those coded settings are 2 (lowest) to 0 (highest). Editing the seconds amount in the min/max will change the time for the corresponding setting. So if you change all the 'Quality 0' settings to '999999' then on the highest VFX setting each blood decal will disappear after 999999 seconds have passed. I wouldn't recommend it though. I find 30 mins is quite long enough (which is what the mod's high setting is set to already).
PIXY_UNICORN Jan 10 @ 1:11pm 
@♠ 71 I am a bit confused by the instructions to change the Ground Blood Remain Time. In your description it states that low = 2, medium = 1 and High = 0.
But in the bottom part of description, it states that "0, 1 & 2" relate to the decal quality not time. And time has to be edited in the min/max entries.

So is "0, 1 & 2" for Ground Blood Remain Time or not?