Arma 3
DISMEMBERMENT+GORE [SP-MP]
454 Comments
tranasa1234 2 Jul @ 1:50pm 
can you make a new gore type that use only charred bodies?
CoffeePot 2 Jul @ 11:24am 
Is there a way to blacklist certain units from head gore?
CSAT Pacific units turn Caucasian when shot in the head. I’d prefer not to disable head gore entirely since other factions look fine.
天使 1 Jul @ 2:13pm 
Hey friend, I was checking your mod, I think you can easily exclude the drones so that when they die they don't throw pieces of bodies haha
little andy 1 Jul @ 2:02am 
@ceebee
yes there is, in the mod settings

alternatively for script version (disable vaporisation):
I went through the hell of looking through the code (would not recommend)
_unit setVariable [Vmfjb, true, true];
ceebee 28 Jun @ 1:28pm 
Is there a "blacklist" feature for certain units in this mod? Asking because I want to use robotic units alongside this mod.
Sam 24 Jun @ 1:49pm 
Is that normal - hand grenade explosion cause AI body damage like it take damage from tank round?
JokingSteak 22 Jun @ 12:30pm 
:/ I guess I just have an "If it ain't broke don't fix it" mentality. But I digress, still glad we have this mod regardless.
thehungryhippo  [author] 21 Jun @ 3:14pm 
JokingSteak 20 Jun @ 9:05am 
@_Mickey_ You wouldn't happen to have that version to send me would you? XD
_mickey_ 19 Jun @ 10:45am 
@thehungryhippo good day!

I'm still using your latest version where you didn't remove the detailed mod settings. This is version is 7.2. I want to say that together with the 2.20 game update for me it works excellent, even with more units, no performance issues.
putmer 19 Jun @ 6:23am 
please return the settings options if possible.
mirnyak 18 Jun @ 11:41am 
Вообщем я раздавил пацыка на танке, а на его теле только пулевое ранение...
nolmos 17 Jun @ 7:10am 
return the settings please
_mickey_ 15 Jun @ 1:01pm 
@thehungryhippo Thank you for answer, in future I will contact you on discord, but you please return all your mod settings, so that the user can customize mod to their liking. This is my main request.
thehungryhippo  [author] 13 Jun @ 6:08am 
@_mickey_
The helmet can float because they are particles now - the headgear has a weird geometry lod so if its rotated even a little, it will float. in the previous version there as a weapon holder that would rotate, but a weapon holder is a full simulated object with inventories and it was costing too much performance wise - now its a particle effect and barely has effect on the performance (Im talking if you decapitate like 200 units at a time, yes i do some extreme testing for performance)

The gear has an adjustable despawn time, others i know set this timer to 0.1 second, so that the helmet disappears as soon as it hits the ground and wont float

Come join the discord and we can talk more, steam has a characters limit ;)
thehungryhippo  [author] 13 Jun @ 5:58am 
@_mickey_

The shimmering only happens the first time the texture is loaded, subsequent blood pools dont shimmer because theyre already loaded in memory - i have an idea to solve this issue which involved pre-spawning all of the blood pools to load the textures into memory, but this is experimental.
_mickey_ 12 Jun @ 4:45pm 
@thehungryhippo Sorry for the spam messages, but I will add it.

I think you need to completely rework the "Fly Helmet" feature, because it has no physics or at least allow the player to turn it off. Your Helmet just appears as if it's hanging in the air and then disappears. Also, the helmet doesn't belong to the faction of the soldier killed. Better remove this feature altogether. The Goko Ballistic Impact mod does it much better. Or try to open his mod and make your own based on it
_mickey_ 12 Jun @ 4:38pm 
@thehungryhippo

Previously, the player could configure in detail (depending on his PC) how much blood his game would tolerate and how, but now it can't. Personally, I use this mod only because of blood and only because of head injuries. Unfortunately, I didn't like all the effects like guts or gore.

The main value of this mod was that it had flexible settings!

I big ask you to return the all settings from Bloodthirst, and even add new your own settings
_mickey_ 12 Jun @ 4:31pm 
Bro, I understand you but you really got carried away. Now it's just impossible to turn off some features that were working poorly. Like Fly Helmet or Blood Pool.

Here is example - https://drive.google.com/file/d/1ln5FFJckIqa1InFPc_u7PMZfi4PTWuFz/view?usp=sharing

Why is the helmet floating in the void? Why does it belong to a different faction? Why do I see a shimmering pool of blood? Before player was to be able to turn it off, but now I can't :(
thehungryhippo  [author] 12 Jun @ 4:20pm 
Hmm perhaps i went too crazy removing settings, I was trying to streamline to settings people probably dont use, i can add those back in the next update
JokingSteak 12 Jun @ 3:33pm 
Yeah, I'm going to have to agree. It seems like some things broke unintentionally. And some customization options going away kind of beats what made this mod unique for people who only wanted certain effects. Take vaporization for instance, I put this at 1% and people only really vaporize when getting hit with a tank shell or rpg directly, not by artillery/mortars. It's that kind of customization that I loved about this mod, and it's unfortunate to see certain options disappear.
_mickey_ 12 Jun @ 12:24pm 
I have studied your updates, the update that radically changed your mod happened on May 25
_mickey_ 12 Jun @ 8:13am 
@thehungryhippo The best thing that was in your mod before May 30th was detailed flexible settings! Thanks to this, the user could adapt this mod to himself personally, but now this is gone.
_mickey_ 12 Jun @ 8:11am 
@thehungryhippo hi Mate, I don't understand why you broke your mod on May 30th?

Today, after update, I see the same wrong version. Many thing is broken and doesn't work properly, while the user can't turn off unnecessary functions that work poorly.

Why did you remove the "Helmet Fly" setting? Now the user is FORCED to see helmets that don't match the uniform camo hanging in the void for a long time. Can a helmet hang in empty space?

Why did you remove the "Blood Pool" setting? Can't you see that the blood under the corpse flickers and looks ugly. But now the user can't turn it personally off. Now there is only one setting "Enable Blood Testures", that is responsible for 5-7 different blood effects

It's good that I managed to save the version before May 30. This is the best version, that happened with this mod.
AxiusLink 11 Jun @ 7:00pm 
I'm the only one who can't play the campaign because of this mod, it tells me which files have been deleted after this update, what I could do, it doesn't understand well and I'm a bit of a newbie.
[ACPL] Jon 11 Jun @ 1:46am 
Hey, I'll reach out soon.
thehungryhippo  [author] 10 Jun @ 9:35pm 
thehungryhippo  [author] 10 Jun @ 9:35pm 
@Jon

Would you be able to send over the textures you used?
[ACPL] Jon 8 Jun @ 11:43am 
Inferno, we had that issue too. Didn't find any other solution apart from unpacking the mod .pbo and switching textures ourselfs for something darker \ more realistic.

Doing so proven that the textures are misalinged - which also checks out when you'd see which parts of the original texture file are used. Perhaps some mod must change the way textures are laid on the infantry models I guess.
Inferno | M.D.F 8 Jun @ 9:23am 
Ah right ok, maybe?
thehungryhippo  [author] 8 Jun @ 8:48am 
@Inferno | M.D.F

You may have some display adjustment issues because this is not normal
Inferno | M.D.F 8 Jun @ 3:26am 
The soldier texture and the intestines, they're both like, neon red/pink
thehungryhippo  [author] 7 Jun @ 6:43pm 
@silent1

Yes it will be fixed in the next update

@HARM-ANY-
Correct

@Papa Delicous
Can you give a little more detail? What exactly is happening?

@Inferno | M.D.F

Which dismember textures, are you taking about the texture on the soldier (The red)?
Inferno | M.D.F 7 Jun @ 2:13pm 
please please please add RVMATs to the dismember textures so they aren't so bright
Papa Delicous 7 Jun @ 11:40am 
self revive and respawn does not work with this mod in antistasi ultimate for me. halp!
HARM-ANY- 6 Jun @ 10:51am 
No more need for blood lust?
silent1 5 Jun @ 3:09pm 
So. The rabbit thing... it's from this mod right?
JokingSteak 4 Jun @ 10:25am 
Regardless the mod has shaped up beautifully! The extra blood goes a long way in making a battlefield after combat gruesome and tragic. Keep up the good work! :)
thehungryhippo  [author] 4 Jun @ 7:25am 
@JokingSteak

I will adjust it
JokingSteak 3 Jun @ 8:46pm 
Sorry to bug, but is there a way to decrease the distance of the splatter effect when you shoot someone? It looks neat when you kill someone in a house and blood is all over the wall, but I think it spreads too far back because blood will be on signs and bushes and such in irregular patterns.
thehungryhippo  [author] 1 Jun @ 5:46pm 
@thetiredgamer1234

Check out the "Addon Settings" for this mod, there are many things to adjust for performance.

I am also testing on the arma 3 dev branch, which has 30% improved performance

AFAIK should be compatible with ACE, but let me know if there are any issues
thetiredgamer1234 1 Jun @ 12:29pm 
any idea why this is laggy AF on i5 9600k rtx 2070? Is it incompatible with ACE or something?
Waifuhunter88 29 May @ 8:10pm 
Hi otogi
thehungryhippo  [author] 25 May @ 9:58am 
A discord community server for this mod has been created, check it out!

https://discord.gg/xtAkCkTpXp
JokingSteak 25 May @ 9:37am 
@thehungryhippo Ah, ok. Maybe I should do more testing before jumping to conclusions. :P I'll keep messing around. And thanks for fixing the blacklist setting.
thehungryhippo  [author] 25 May @ 9:23am 
@JokingSteak

Also, the blacklist setting should now be working properly, it was indeed broken before
thehungryhippo  [author] 25 May @ 9:22am 
@JokingSteak

No both of these are still features, you just can no longer pick the helmet up from the ground directly like before. If you want to be able to pick up the helmet, you must enable the option which will drop it in the nearby box.

There is an issue some players are facing with helmet flyoff not working properly and brains spawning instead, I am working on a patch for this
JokingSteak 25 May @ 9:13am 
Wait, so now helmets won't fly off and just disappear? It was kind of cool to headshot a unit and his helmet flies off or the helmet actual matter option that made helmets not cause head damage in some instances. :(
thehungryhippo  [author] 25 May @ 7:52am 
@SUSOVALORD

It seems like a delay but there is not. Before the models were not properly rotated, so the body parts would start off at an incorrect angle - now for example the hands and feet spawn at the exact position of the units hands and feet.

The speed of it is also determined by the amount of damage done, so 120mm will have a larger reaction

@K1NG_J3W

Would it be possible to send over a video?
K1NG_J3W 25 May @ 5:08am 
Hey hey, just tried your latest update, like the new HD head deforms

we had a bug on server stable and profiling where after head shots brains would continuously spawn out, looks pretty crazy.

Wondering if this was something you were aware of?