Total War: WARHAMMER III

Total War: WARHAMMER III

Smirks Blood (A little less blood for the blood God)
398 kommentarer
Grimm  [ophavsmand] 11. juli kl. 12:24 
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 11. juli kl. 8:04 
thanks for not answering my question.
Grimm  [ophavsmand] 25. maj kl. 9:41 
I have mine set at Blood Particle Scale 100% and Blood Stain Scale at 50%.
GroveJr 25. maj kl. 9:29 
Hi, do you have a recommended blood settings when using this mod?
SaladOhm 16. apr. kl. 9:47 
Alright sounds good, thanks once again man I appreciate it and your taking the time to check things out
Grimm  [ophavsmand] 16. apr. kl. 6:14 
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 15. apr. kl. 15:48 
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  [ophavsmand] 9. apr. kl. 1:12 
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 8. apr. kl. 10:36 
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  [ophavsmand] 31. mar. kl. 14:33 
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 31. mar. kl. 8:10 
Thank you for this amazing mod. Is there a way to tone down the blood on units or remove it?
Grimm  [ophavsmand] 26. mar. kl. 2:14 
Many thanks to @Radious for sharing. That sorted it out. Updated.
Radious 25. mar. kl. 21:37 
Make sure no file has a uppercase in its name, its causing ctd after this "quality" update....
Vircyo 25. mar. kl. 14:19 
while working through process of elimination, this mod causing freeze in startup after 6.1.

Looking forward to update :)
Josh in Da Ph 17. mar. kl. 23:23 
Will try this, thanks!
Grimm  [ophavsmand] 17. mar. kl. 10:37 
@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 17. mar. kl. 2:05 
Finally, there are no fountains of blood in all directions, great mod.
Josh in Da Ph 16. mar. kl. 5:58 
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 15. mar. kl. 7:20 
surprised this wasn't fixed by now, has anyone even tried to report it on the ca forums yet?
Grimm  [ophavsmand] 15. mar. kl. 6:57 
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 15. mar. kl. 2:39 
@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 15. mar. kl. 2:34 
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 10. mar. kl. 13:16 
changed the lifetime to 3 seconds but theyre still staying for a long time
Dragon32 9. mar. kl. 13:16 
@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 27. feb. kl. 15:53 
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  [ophavsmand] 27. feb. kl. 10:08 
It SHOULD be fine but if you are getting odd things happening try switching the mods places in the mod order load.
crowbarthehamburger 26. feb. kl. 15:12 
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 23. feb. kl. 11:28 
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  [ophavsmand] 23. feb. kl. 10:45 
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 23. feb. kl. 10:38 
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  [ophavsmand] 23. feb. kl. 9:28 
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 23. feb. kl. 6:38 
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  [ophavsmand] 2. feb. kl. 10:37 
I think so. Although I'm not sure how much.
PIXY_UNICORN 2. feb. kl. 10:06 
@♠ 71 thanks for that info!
Is this mod affected by the in-game sliders?
Hawk 30. jan. kl. 15:19 
this is my favorite blood mod on the citadel
I Have No Enemies Brother 13. jan. kl. 1:55 
Thank you author!!! Your changes have made the flickering so much less noticeable. Truly a great improvement to an amazing mod.
Grimm  [ophavsmand] 11. jan. kl. 9:10 
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 11. jan. kl. 3:45 
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  [ophavsmand] 10. jan. kl. 17:17 
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 10. jan. kl. 13:11 
@♠ 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?
Grimm  [ophavsmand] 4. jan. kl. 14:12 
It's a problem with the way they have set up decals for WH3. It's like that without the mod but the blood fades so quickly that the decals tend not to have time to overlay one another.
Jandos 4. jan. kl. 13:17 
Thanks for nice mod but I noticed, that particles on the ground are flickering. I tried all combinations of graphical settings but it keeps happening :/
(ESP)RomaImpera 20. dec. 2024 kl. 3:28 
I had it on high, not on ultra, it seems that there is more blood now, I don't remember exactly what it looked like before, so now I can't say if it works the same, in which case there is enough blood now on ultra. Thanks this mod is very good
Grimm  [ophavsmand] 20. dec. 2024 kl. 0:59 
I updated the mod yesterday but I have just tested it on Ultra and Low and it is working as intended. I have 'VFX detail' on ultra. If your VFX settings are not on ultra try switching to see if that works. If you are already on Ultra settings try unsubscribing then resubscribing to the mod. Also try increasing the 'splatter' slider. I think the old version ignored it but not sure this one does.
(ESP)RomaImpera 19. dec. 2024 kl. 13:56 
The mod is amazing but now is not working, Since the last update, the blood stains are very small and some are shown in white, I don't know what happened until 1 or 2 days ago it worked perfectly, there can't be a mod conflict because I haven't added or removed any since the last session, the only thing it could be is the new version of the game, thank you very much
Grimm  [ophavsmand] 17. dec. 2024 kl. 6:59 
I noticed this more after one of the updates, I have changed some things around in my personal copy of the mod in an attempt to mitigate this. I'll look at it over the next week and see if it's worth updating.
Vortex 16. dec. 2024 kl. 15:21 
The decals look really good with these textures - well done!
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.
BlackBird60 8. nov. 2024 kl. 8:03 
could you upload it for us? that's best looking greatswords i ever seen
Grimm  [ophavsmand] 5. nov. 2024 kl. 5:55 
It's a mod I made for the Empire Greatsword Regiments of Renown. I think it uses empire knight bits and bobs.
BlackBird60 3. nov. 2024 kl. 8:39 
awesome mod! can grind rats with more joy-

also what mod is it at 3rd picture with plate armored knights? they are looking cool