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BerdyAlexei

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BerdyAlexei

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About this mod

Adds bleeding effects based on weapon damage, ways to stem the bleeding with aid items and blood trails to bleeding entities. Highly customizable and compatible with all kind of mods.

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This mod adds balanced and dynamic bleed effects, compatible with ANY mod that changes weapon damage or adds healing items if the option to stop bleeds with healing items is activated. As an aesthetic bonus (and also optionally), those entities that are bleeding will leave a trail of blood wherever they go until the bleeding stops.





You can choose between two formulas for applying damage and bleed duration from the mod installer (or the config files): one is aggressive and fast, the other (more balanced and the default), passive and durable.

These values are calculated depending on the weapon, so a pistol will always offer a less powerful and short-lasting bleed than a sniper. Every projectile impact will cause bleeding effects (this is also compatible with mods like Physics' Based Ballistics)

The bleeding effect is applied if the attack was strong enough to penetrate the armor.

  • The FIRST FORMULA (By default and recommended): the bleeding damage is mostly plain (of 1 HP per second unless the weapon overpass 100 of damage per shot) — but the duration of the bleeding will endure until the ~61% of the projectile damage has been aplied as bleeding damage.
                            
  • The SECOND FORMULA (Optional): the time span of the bleeding is very short (however enough for aplying a good amount of damage) but the bleeding damage is obtained by a portion of the IMPACT damage (the 10% of its damage), so it's not plain damage anymore, and CRITICALS will do a lot more of bleeding damage. This also means that low damage weapons (like 9mm pistols) will barely do any bleeding damage.

[You can create your very own formulas and apply them via the config (.ini) files without having to change the mod code, learn how here]
  




By default the bleedings can be stopped by aid items that restore the state of the limbs (such as stimpaks or doctor's bags).
   



Optionally (but by default), when an entity begins to bleed, it leaves blood trails on the ground as it walks. Turning the battlefield into a pool of blood. With this function it is recommended to use mods such as Aftermat - Enhanced Corpse Limit and Decals.



This mod is a standalone version of the functions I use in Tactical Gameplay Modifications for adding bleeding effects.

[THIS MOD SHOULD NOT BE USED ALONG WITH OTHER BLEEDING MODS BUT...]
If you want to add any of the extra features of my bleeding mod to OTHER mods of the style (like BLEED or Bleedout) use their standalone versions: Blood Trails and Universal Stem Bleeding (available very soon).

All the pictures used here were created by AI:


  • Title Image: Fast Stable Diffusion XL LoRAs: 1024x1024 | Seed: 2927751935445 | A naked torso with a big bleeding shotgun wound in the left side and tree small, bleeding pistol shots in the right side — By Stable Diffusion (Telegram Bot) and expanded with the Runway AI-Tool.

  • Banner Image: Painting of a lot of cowboys covered in blood fighting eachother, by David Palumbo, greg rutkowski carne_griffiths, phil hale, phil hale artwork, michael hussar, saturno butto, joao ruas, inspired by David Palumbo, phil hale and kent williams, saturno butto. occult art, by Alberto Sughi — By Freepik.

I know it's too "artsy", sorry. It gave me the artistic attack when I saw the masterpiece that that Telegram AI Bot generated for the title image.