"Ever slain a whole army of monsters only to find the battlefield was as empty at the end as it was at the beginning?. Ever annihilated a camp of goblins with hellball, only to find there's no trace of them at the end?.
Well no more! - With the Hyper-Gore hak or override running under the bonnet bloody sprays of ichor up the wall stay fresh and bloody, giblets, torn off limbs remain lying in the gutters, and corpses clog the alleys... 'tis a beautiful sight for an axe murderer"
This is an updated version that works properly with Patch 1.69 and that contains few improvements:
- added horse support from 1.69
- better blood color choice, blood is determined not by a racial type but from 2DA settings, bloodstains for large sized creatures improved to combine two visual effects at once for better look
- removed extraneous "holder" invisible object, this is especially usefull for PWs as it saves creating of one extra object per killed creature and also two two running delays which is what PW should avoid of, the functionality stayed same just with less objects/code involved
EDIT: This does work well even in multiplayer or in modules with modified nw_c2_default7 which adds an extra gore and delay decay of the corpses. But only for monsters that can explode, if the monster has the "no permanent death" flag set, the gore disappears with the body...
Hak and overrides included in zip file. Compliant with all versions of NWN, including the CEP
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EDIT: I got this to work. Very cool mod - I love it! Quick note: To get this to work, you need to "empty" this mod's contents into the NWN/override folder. If you try to just drop the whole file into the override directory, it won't work.
Good note, but to my knowledge ALL of Neverwinter Nights override files work in that manner. As far as I know, it has never been possible to dump a folder into the override and have it take effect. That is a feature of NWN2 though, thankfully, since it helps tremendously with organization.
Gonna give this file a go myself!
Voted. 10/10!
Blood. Blood everywhere. It's going to be gorious...
Is this a new version or the same one from the old vault?
new, I think the name and description covers this question enough, doesnt it?
What I meant was if this is a mere re-posting of the one pack anyone can get at the Vault, which was incompatible with modules handling their own corpse scripts fading or pervading. Has that been fixed, or some of the other reported issues? If not, it is just a link of the same pack in the new vault.
No I havent changed that. This package contains two features:
1) greater and longer blood splatters - this works everywhere as its model based
2) a custom death script that applies additional gore visual effects on a corpse
#2 wont of course work in modules which have modified the nw_c2_default7 script. This is not a bug however. This is the way it works, its the same as 2DAs. You need to merge it.
if you would want to apply the second feature into a module which has its own modification of this script you can load this package as a patch-hak. That might however result in losing experiences for kills and other issues. This could have been done a bit differently but it will never work in all modules perfectly.
If you are a builder and you want to add this feature into your modules there is nothing that prevents you from doing this.
EDIT: Im using this sucesfully on a persistant world, the only time this doesnt work is when the monsters are set to "No permanent death" in which case you can ask DMs for change, this flag has rarely sense. For example, the last two screenshots are from a PW snapped by me.
Thanks for the detailed reply. I always thought it was a bug, but you're right, it is how scripts work. I stopped using the complete version of it as an override because it messed with modules where corpses dissapear and leave custom containers. I ultimately modified the script myself to just allow for the splatters to pervade around the areas. Unfortunately, such is also temporary, since the splatters disappear along with the creature they originated from. Only PCs and remaining creatures lead to lasting splatters.
By the way, sorry to divert from the main topic, but, do you kow how to change the actual color of the splatters? They seem to rely on a single, transparent texture, and the color variables are applied, I presume, via the model itself, but I have no idea how to modify such. Hope you can shed some light on it!
Bloody Glorious !!l
10 ...
Awesome.
I think it's unlikely, but I wonder... would it be possible to make it turnable on and off with a violence setting slider instead of by removing and inserting the files in the Override?
Obviously, such gore suits only the "special" violence setting and it would be nice if players could still control it in-game, without moving files from one directory to another.
Thats excellent suggestion, but I doubt its doable without NWNCX client which I cant do because i dont have symbols. But I ll try to look at this.
Great, I'll stay tuned if you come up with anything. :)
An NWNCX plugin would be nice, too, if that's the only way.
After all, you were the one who managed to come up with a fix for trident weapon focus in the form of an NWNCX plugin. :D Right, I forgot to thank you for that one, so thanks!
I haven't tried out this version yet, as I have been using my own modified version. I must say that I really like the blood color choice coming from the 2da as well as have larger creatures use two combined bloodstains.
This seems to break a few custom fan mission modules.
I'd like to keep using it, but...Could there be an option to enable or disable this?
Or something similar, anything at all to avoid specific issues.
Well you can always temporarily uninstall this, granted its a bunch of files into override folder this can be tricky to track down but if you use NIT - https://neverwintervault.org/project/nwn1/other/tool/neverwinter-nights-... or a program that allows to compare files in folders such as Beyond Compare it is easy to do.
Anyway, I would be interested in the savegames where this mod breaks something - I already seen one such case in NWN:OC, but I would like to have more data before tinkering with this
Just take out the nw_c2 script as soon as you notice any fault. The rest of the pack shouldn't cause any issues.
Just take out the nw_c2 script as soon as you notice any fault. The rest of the pack shouldn't cause any issues.
Is there a NWN 2 version of this? This mod almost works on NWN2!
But how it works?
Shadoow, I've been using the ravenloft potm blood pack and find their animations and coloration to be very good. Is it possible to merge both packs? Thing is, I notice their blood dries up faster, doesn't take long to disappear from the tiles. Is it possible to get this pack and that one to work without the blood going away? Maybe also changing your own blood splatters to match the coloration of theirs?
Hi, I think it would be easy to do, it would however require their permission.
I messaged the author about it as well, but no reply yet.