Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

BM Mod - Gates of Hell
484 Comments
Maverick 11 Jul @ 4:23am 
doesnt work
Dando [SVK] 4 Jul @ 8:59am 
outdated, broken
DiorSavage💴 20 Jun @ 3:15pm 
does this work with the new dlc?
Sol4rSky 14 Jun @ 1:00pm 
I wish this worked in multiplayer, it gets resource desync so i assume everyone needs to have it. Is there something you can do so it works in MP? I'd take some set backs from the gore as long as there still is some. For instance the uncensored flag mod works in mp.
Immaluckez 13 Jun @ 6:06am 
Do you plan to make compatibility mods for ASV Indomitus and Dawn of the dead?
mufasa al-barshi 12 Jun @ 9:01am 
update
roflcake$ 24 May @ 1:45am 
Ah gotcha.
@roflcake$ This mod does not work with west 81 since the creator uses their own fx that conflicts with it. Causes crashes when a body explodes too with recent update.
Drone Operator 17 May @ 5:53am 
Really wondering how you guys are able to make it work with West 81, because it causes pixelated VFX regardless of where I put BM in the load order.
roflcake$ 7 May @ 2:18am 
Check on your mod order. Never had any issues in the past using BM with west 81 unless something changed just recently.
Please add compatability to west 81 mod. :facepunch: It works fine with hotmod 1968, but west 81 crashes if using this.
@沈阳大街你虎哥 BM mod already works with Battlefield. Look inside BF folder and apply the BM patch.
Zetta 24 Apr @ 9:55pm 
great work:steamhappy:is there any way to increase the probability of a severed limb?small-caliber guns are usually incapable of crushing an enemy, even if the shell hits them directly
沈阳大街你虎哥 19 Apr @ 12:30am 
Hello, first, thank you for your`s work but can i ask you to make this mod complitable with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2829617084&searchtext=%E5%8D%A0%E5%9C%B0%E6%96%B9%E4%BA%91 pls. thank you
haking bitch 12 Apr @ 9:39pm 
Hello, first, thank you for your`s work but can i ask you to make this mod complitable with codex pls. thank you
Armpit_Sweat  [author] 10 Apr @ 10:19am 
@Val Arx

if have played around with various options, but its taking too long time to bother
the only option i see right now, is to redefine all heavy MGs as a "special" type of autocannon
maybe all heavy MGs can be edited to use "special" ammo type that acts as explosives on contact with humans
have no doubts that it can be done - its just too exhausting, for too little change
sorry :(
Val Arx 10 Apr @ 3:56am 
Great work. I wonder if it's possible cause explosion with high caliber MG rounds
Teax 2 Apr @ 2:23am 
without this mod, same map, same enemies (30 mins around 500 kills ergo 500 dead bodies/weapons and many vehicles/debri) i got 60 fps capped to due vsync and my mates from 120-240 fps. With this mod on all machines the fps drops down to 20 fps.
Anyway that wasnt my question, just wanted to know how to disable body explosions :D
Thanks for your help, there is no more needed for now since we decided to not use this mod in big battles.
Armpit_Sweat  [author] 2 Apr @ 1:14am 
@Teax

Thats odd. If you reduce the explosion chance from 0.3 (30%) to, lets say, 0.05 (5%) it should effect all explosions - also vehicle collisions.
And if you reduce the number of limbs from 500 to 50 it shouldnt effect performance all that much.
Im always testing in 4x4 maps with AI vs AI - and yes, there is a framedrop to around 35-45 fps after 30+ minutes of the session ( on my pc ). But its just as much due to lots of weapons and burned out vechicles laying around.
I would advise to check the entitymanager file, and adjust the max numbers of debris/vehicles and such.
Teax 1 Apr @ 2:40pm 
already did that and even changed some lines of code to remove the body explosions fully, sadly did not work or i missed a line. Overall i removed all on bm_explosions calls with something else and that worked but somehow direct hits from highcalibre weapons or driving over dead bodies will still trigger this. Did even reduced the lifetime of body parts but that did nothing sadly
in the end, we decided to remove the mod entirely, the low fps wasnt worth the little bit more blood in the end. But its still a great mod, but not suitable for large scale 4 player conquest. (500+ units per 30min match as enemies)
Armpit_Sweat  [author] 1 Apr @ 1:07pm 
@B3RliN and Teax
closer to the end of mod's description, there is a section with a link to a thread dedicated to changing BM mod to personal preferences
its not far above this message section
the link is called "Click here to learn about adjusting BM Mod to your personal preferences"

there is some reading that needs to be done there, but you will be able to fix most of the issues exactly to your specific needs
if you have read it all, and still need some assistance - i will try to answer you here, under the assumption that you know all the basics
B3RLiN 1 Apr @ 12:55pm 
Yes, if you can tell us a way to reduce the number of blown up body parts or disable this system altogether, I would greatly appreciate that you improve my gaming experience in DC with my mods build.
aeON 1 Apr @ 12:23pm 
thank you for keeping this updated.
Teax 1 Apr @ 6:19am 
Greetings, great mod. Talked recently about a updated gore mod and here we are :)
Is there an easy way to disable those body explosions btw? Playing long matches and with this mod the performance reduces drasticly. We think the individual body parts costing massive fps
Shockpiper 31 Mar @ 2:34pm 
getting crashes when activating
Armpit_Sweat  [author] 30 Mar @ 6:53am 
because of the issues that i have mentioned earlier, some of the blood stains got smaller after the yesterday's update
today's tiny update fixes that issue
Diddy Rizzlington 29 Mar @ 6:59pm 
THANKS FOR THE UPDATE
Barrett 29 Mar @ 3:52pm 
:steamthumbsup:
Armpit_Sweat  [author] 29 Mar @ 1:34pm 
Updated.
It was a real pain in the ass this time - developers redid all "alpha maps" so i had to edit stuff in photoshop, add new texture coordinates, and such. Was about to give up - took me a whole evening.
Anyways, it seems to be working fine now. I havent seen any visual errors.

Just to be clear - it works with vanilla game. I havent tested any other mods, be advised.
WiseToad420 28 Mar @ 10:35pm 
pls I beg you, update this mod
Diddy Rizzlington 22 Mar @ 5:56am 
THIS MOD IS A VIRUS
Leotms 21 Mar @ 4:23pm 
any way to still get achievements?
NafNaf_95 11 Mar @ 4:03am 
Feel this, Id suggest Uploading to an open Github and letting people make new Branches of the mod. best of luck.
Dando [SVK] 6 Mar @ 7:44am 
I feel your situation, I used to be modder for a different game as well but I stopped updating/making any new mods anymore years ago
I will never return to it unfortunately
Armpit_Sweat  [author] 5 Mar @ 11:29am 
i will do my best to dedicate some time to making an update during the upcoming weekend
update will be for the base game only

might be the right time to let someone else take over the updating
unfortunately, my new job takes most of my attention, and im too lazy to keep the mod regularly updated
Dando [SVK] 5 Mar @ 9:28am 
patch / fix update?
Flan 2 Mar @ 9:33pm 
Fixed the fire thing.
Add this initialisation of the effect to the "add" part at the top of human.inc in the resource\set\interaction_entity folder of the mod. Didn't break the mod or cause bugs not sure why it's missing.
code:

{add_view "fire_dead" "burn_fire" "body"}
Flan 1 Mar @ 7:48pm 
Oh and the cows (I guess other animals too) will vanish when their killed body takes more damage even with bullet hits.
Flan 1 Mar @ 7:44pm 
The on fire effect (just the fire particles) for people seems to vanish with the mod enabled.
I tried deleting it and resubscribing and I've just running the mod by itself.
Any ideas?
slimy slimy, grimy grimy 27 Feb @ 10:37pm 
Is there anything you think that would prevent the explosions on characters from happening? I've yet to see anyone blown apart. I tried messing with the settings but nothing changed
snow 23 Feb @ 2:10am 
Are you able to make a patch for the W.H.U.B mod?
aeON 19 Feb @ 12:25pm 
Are you able to make a patch for the W.H.U.B mod?
FrostyBens 31 Jan @ 2:49am 
Im playing with CEV2 and it works. im loading CEV2 at the very top of the load order and running BM at the bottom, also using MACE and MaCEV2 patch. will let you know if i come into any issues.
NafNaf_95 25 Jan @ 3:47am 
Running this with West 81 and regardless of Load order getting the same Artifacts as Manny. Looks like we deffo need a Patch for West 81.
Chuckers13 7 Jan @ 8:31pm 
Anyway to get this to work with CEV2
Chuckers13 28 Dec, 2024 @ 7:33pm 
Still works
roflcake$ 22 Dec, 2024 @ 11:11pm 
anybody know if BM is still working?
16 Dec, 2024 @ 5:21am 
@Manny Heffley Thank you, but CTRM to which I subscribe:steamthumbsup:
Manny Heffley 16 Dec, 2024 @ 4:13am 
its not perfect but i can run it with west-81 without the weird texture artefacts from ap rounds
Manny Heffley 16 Dec, 2024 @ 4:12am 
@Armpit_Sweat
I was able to create a version of your mod that works with west-81. I had to replace your alpha.ctm file with west-81's alpha file, and then edit the "hit fx" def files to use the west-81 alpha map blood textures.