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Rapporter et oversættelsesproblem
What was it? If you ask a reasonable question in a reasonable way, and I see it, I will try to answer it.
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!
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.
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!
Looking forward to update :)
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 :)
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 :)
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.
I think so:
I created blood puffs for the average hit rather than the explosion in a paint factory that happens by default.
DO NOT TOUCH FILES THAT START: wh_dlc02_lib
In summary: fewer puddles, but they stay longer. Thanks in advance!
Is this mod affected by the in-game sliders?
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.
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?
However, I've noticed that there seems to be a normal map or something similar that affects the decals' lighting: There is a somewhat star-shaped shadowing effect on at least some if not all blood effects. It looks like the blood decal was placed ontop of an elven tile or something.
Any idea what could be the cause? And is there anyone else who can observe the same effect?
I'm currently not using any other mods, so this can't be just a mod conflict. I also tried to look at the mod files in RPFM but could not easily find a potential cause.
also what mod is it at 3rd picture with plate armored knights? they are looking cool