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....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...') COPY AND PASTE THIS TO EVERY FAKE MOD
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...') COPY AND PASTE THIS TO EVERY FAKE MOD
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...') COPY AND PASTE THIS TO EVERY FAKE MOD
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\
public class BloodDecals
{
public static void Main()
{
ModAPI.OnItemSpawned += (sender, arguments) => {
PersonBehaviour Person = arguments.Instance.GetComponent<PersonBehaviour>();
if (Person)
{
foreach (LimbBehaviour Limb in Person.Limbs)
{
PhysicalBehaviour Physical = Limb.gameObject.GetComponent<PhysicalBehaviour>();
if (!Physical) { return; }
Physical.DisplayBloodDecals = true;
}
Just that and nothing more. I guess it may be marked as suspicious by PPG because of the way it is written/designed, I think (but I'm not sure as I've never done a mod beyond re-skins or simple specific things) that this can be avoided with a minor re-write, which leads me to think that there is probably already a mod that does it out there in the workshop, but oh well that's just a theory.
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...') COPY AND PASTE THIS TO EVERY FAKE MOD
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\