Total War: WARHAMMER III

Total War: WARHAMMER III

Smirks Blood (A little less blood for the blood God)
415 Comments
warriorandtoaster 44 minutes ago 
Ultra but no, my bad. With only your mod active it's all good. Probably running into a conflict with another VFX mod that updated recently since this modlist was fine until recently.
Grimm  [author] 1 hour ago 
With only this mod active which level of VFX are your settings at and which impacts to you notice them on? Melee, Ranged etc?
warriorandtoaster 1 hour ago 
Is it me or do some dust impacts look like grey squares/blobs with the current version?
Grimm  [author] 23 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
Grimm  [author] 29 Aug @ 7:55am 
I think so. Try it and find out.
Jasper (at work) 29 Aug @ 7:52am 
Is this mod compatible with "Dismemberment Overhaul: Ultimate All-In-One"?
Grimm  [author] 30 Jul @ 1:34pm 
I believe the 'blood stains' slider in the settings affects this. Other than that I think it might be hardcoded. They get bloody from GIVING damage as well as taking it. So if a healthy unit has killed four guys he's going to be covered in the sauce even though he hasn't gotten a scratch.
Chase Mate 29 Jul @ 2:49pm 
Is there any way to tone down how much blood appears on units using rpfm? I feel like it can be a bit over kill for how much damage they actually take sometimes :)
Grimm  [author] 11 Jul @ 12:24pm 
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 Jul @ 8:04am 
thanks for not answering my question.
Grimm  [author] 25 May @ 9:41am 
I have mine set at Blood Particle Scale 100% and Blood Stain Scale at 50%.
GroveJr 25 May @ 9:29am 
Hi, do you have a recommended blood settings when using this mod?
SaladOhm 16 Apr @ 9:47am 
Alright sounds good, thanks once again man I appreciate it and your taking the time to check things out
Grimm  [author] 16 Apr @ 6:14am 
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 @ 3:48pm 
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  [author] 9 Apr @ 1:12am 
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 @ 10:36am 
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  [author] 31 Mar @ 2:33pm 
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 @ 8:10am 
Thank you for this amazing mod. Is there a way to tone down the blood on units or remove it?
Grimm  [author] 26 Mar @ 2:14am 
Many thanks to @Radious for sharing. That sorted it out. Updated.
Radious 25 Mar @ 9:37pm 
Make sure no file has a uppercase in its name, its causing ctd after this "quality" update....
Vircyo 25 Mar @ 2:19pm 
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 @ 11:23pm 
Will try this, thanks!
Grimm  [author] 17 Mar @ 10:37am 
@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 @ 2:05am 
Finally, there are no fountains of blood in all directions, great mod.
Josh in Da Ph 16 Mar @ 5:58am 
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 @ 7:20am 
surprised this wasn't fixed by now, has anyone even tried to report it on the ca forums yet?
Grimm  [author] 15 Mar @ 6:57am 
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 @ 2:39am 
@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 @ 2:34am 
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 @ 1:16pm 
changed the lifetime to 3 seconds but theyre still staying for a long time
Dragon32 9 Mar @ 1:16pm 
@TeamWorkOP
I think so:
I created blood puffs for the average hit rather than the explosion in a paint factory that happens by default.
Hambugerman 27 Feb @ 3:53pm 
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  [author] 27 Feb @ 10:08am 
It SHOULD be fine but if you are getting odd things happening try switching the mods places in the mod order load.
Hambugerman 26 Feb @ 3:12pm 
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 @ 11:28am 
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  [author] 23 Feb @ 10:45am 
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 @ 10:38am 
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  [author] 23 Feb @ 9:28am 
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 @ 6:38am 
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  [author] 2 Feb @ 10:37am 
I think so. Although I'm not sure how much.