Total War: WARHAMMER III

Total War: WARHAMMER III

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Smirks Blood (A little less blood for the blood God)
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graphical
Tags: mod
File Size
Posted
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94.538 MB
6 Sep, 2022 @ 4:43am
8 Oct @ 3:27am
64 Change Notes ( view )
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Smirks Blood (A little less blood for the blood God)

Description
This mod creates new textures for all the blood spurts and ground decals. I created blood puffs for the average hit rather than the explosion in a paint factory that happens by default. There are many more spurts, sprays and splashes added as well as 16 unique ground splats.

Not compatible with anything that changes the blood textures or the blood VFX xmls.

Ground blood remain time:
Low (2): vanilla times; Medium (1): A bit longer; High (0): quite a while

You can change these to whatever you want by following the information below.




HOW TO CHANGE HOW LONG THE GROUND BLOOD STAYS
Find 'Smirks Blood' in your workshop files. The path will be something like: 'C:\Program Files (x86)\Steam\steamapps\workshop\content\*long number*\'.

Open the mod with Rusted PackFile Manager and navigate to the VFX folder to find the file: 'wh_dlc02_lib_blood_decals.xml'.

The file has three sections of entry. The first set of entries at the TOP, separated by their name (e.g: <emitter type="continuous_mesh" id="decal_blood_puddle">), have three entries each within them called ‘lifetime’ followed by “quality” 0, 1, or 2 (e.g: <ranged_property name="LifeTime" quality="0" min="1800.00" max="2000.00"/>).

Change the “min” and “max” settings to the seconds amount you want the decals to fade between. Quality 0 being the highest setting and quality 2 being the lowest. I would just change them all to the same number of seconds as it is for your use only.
412 Comments
Grimm  [author] 14 hours ago 
After more testing many battles are completely flicker free no matter how much blood there is, but the flickering does still appear every one in seven or so battles (when stress testing with 10 zombie units in the desert). No idea what would cause it to come and go like that as its the same skirmish map with the same settings. The time of day does change however so there could be a specific lighting anomaly that causes it for some reason. Very odd.
warriorandtoaster 5 Oct @ 9:44pm 
I'm still seeing blood flickers right now, though TBH I'm kinda stress-testing it in custom battle. That said it still does happen in actual battle.

Funnily enough I've paired your mod with vahndaar's nearly-2 years un-updated Buckets O' Blood mod and together it's probably the best looking blood has been in Total War.
Grimm  [author] 27 Sep @ 5:29am 
You could try removing these files using Rusted File Pack Manager (https://github.com/Frodo45127/rpfm/releases/tag/v4.6.2) :

Open the pack file ny finding 'Smirks Blood' in your workshop files. The path will be something like: 'C:\Program Files (x86)\Steam\steamapps\workshop\content\*long number*\'. 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 times but cut down the variety in the blood splats. It will save you FPS however.

If you want the original tomato splat ground decal textures you'd need to delete the 'decals' folder as well.
Streygan 27 Sep @ 5:10am 
@Grimm

Hi Brother,

What do I need to do if I only want to have the blood spurts and retain the vanilla blood decals.

Thank you in advance!
Grimm  [author] 6 Sep @ 10:41am 
HOW TO CHANGE HOW LONG THE GROUND BLOOD STAYS
Find 'Smirks Blood' in your workshop files. The path will be something like: 'C:\Program Files (x86)\Steam\steamapps\workshop\content\*long number*\'.

Open the mod with Rusted PackFile Manager and navigate to the VFX folder to find the file: 'wh_dlc02_lib_blood_decals.xml'.

The file has three sections of entry. The first set of entries at the TOP, separated by their name (e.g: <emitter type="continuous_mesh" id="decal_blood_puddle">), have three entries each within them called ‘lifetime’ followed by “quality” 0, 1, or 2 (e.g: <ranged_property name="LifeTime" quality="0" min="1800.00" max="2000.00"/>).

Change the “min” and “max” settings to the seconds amount you want the decals to fade between. Quality 0 being the highest setting and quality 2 being the lowest. I would just change them all to the same number of seconds as it is for your use only.
Kyoshin 6 Sep @ 3:17am 
bro pls can you make a tutorial for change how long the ground blood stays pls pls
Flan 5 Sep @ 5:56pm 
Thanks! if I look at my mods and adjust the top ordered one that edits that file it should work?
Grimm  [author] 5 Sep @ 9:47am 
Yes they can. I have done this myself by editing the 'particle_effects' and 'particle_impact' tables. I haven't included it in the mod as it would make the mod much less compatible with other mods that alter these tables... like additional units etc.
Flan 5 Sep @ 4:09am 
Looks much much better than the vanilla blood circles.
Can the files be modded so arrows and bullets cause less ground blood spots to spawn while keep melee and explosions levels intact? High rof/low damage units tend to cause big smears under only lightly damaged enemy formations.
Jasper (at work) 29 Aug @ 8:15am 
Ok, thx