![]() You can change this value to affect how much it will pool and how big it gets when it gets altered like if its a blood spurt. and max are the initial size of the decal. steamappsworkshopcontent250001206045702DataParticles Iâve added instructions so that this can be edited to your liking. If you want to make the spurts sizes bigger you will also make the blood drops bigger. NOTE for editing blood drops and atrial spurt sizes. ![]() Mouth movement adjustments for dying animation Decreased dying animation duration when killed by a weapon Deep Blue - A deep rich blue that is clear to the bottom. Clearly Visible - In-Game Bethesda Default water coloring, but clear to the bottom. Available Water Styles: Caribbean Blue - Clear blue waters from tropical Caribbean. Drop the texture folder in the mods folder or into your data folder. All modules include the Charles River Water Correction. Will improve performance for situations where there are a multiple dead characters on a level Replaces one of the green grasses in 0.6 version to add the purple flowered grass type in more density, giving more variety of color for those that prefer it over the mostly green grass. Fixed ragdoll freeze not applying correctly to motionless downed characters. Removed additional blood effects and decreased blood size for weapon hits (was not previously adjusted for this version) Minor code clean up and other very minor fixes and adjustments Slightly increased blood size for single blood drip and a blood splatter Changed the blood drop texture which also fixes issue with spurts not lining up If someone is in a dying animation attacking near the head area will trigger atrial spurtsÄ«ase finishing blow effects from Lastâs mod. Neck spurts is now triggered by slices near the neck when killed Added finishing blow splatters (Edited from Lastâs mod) Blood splatter amount is determined by how much damage is done Added blood splatters from non-blocked attacks Increased blood drips on character surface when struck This will allow the Dynamic AI mod to have AI jump kick abilities without modding the main character script Removed jump kick restrictions for modded AI. Dying characters may need more than one hit to make them stop moving Slightly increased throat slit bleeding animation from 8 to 20 seconds Ive tried to make them all atmospheric and interesting to explore in their own ways, with some small backstories here and there. With this mod you can stumble upon failed businesses, rundown bars and pubs, and even a dark crypt or two. Increased dying state timer from 12 to 40-120 seconds Stumble Upon Interiors is a collection of 11 new, immersive interiors added to the Commonwealth. Added chance of entering dying state instead of always going limp from normal unarmed attacks The reduced version is the same as the normal version but smaller blood size and less blood produced. Creator of Enhanced Blood Textures for Skyrim and Fallout 4 takes on Overgrowthâs amazing blood and decal system. Non-lethal playthroughs have just been made a whole lot easier.Increases combat blood with new decals and effects. I could no longer idly stand by and watch the injustice continue, so I have done what is only right - created a mod that allows to tie up unconscious NPCs. However, no matter how hard I tried, it was simply not possible to use rope on an unconscious person to tie the person up, and I was forced to kill him.įour Fallout games later, we still have the means to render NPCs unconscious, and we still have the items to tie them up (no rope in New Vegas, but there is duct tape), but we still can't do it. My very first instinct was to approach the incapacitated opponent and use the rope on him for a non-lethal takedown. I also happened to have a rope in my inventory (the one you're supposed to use in Vault 15). ![]() Through luck, I have managed to knock them unconscious near the obelisk. I was on my first playthrough of Fallout 1, and I was fighting someone in Shady Sands (the first location I visited). I can still remember my very first Fallout experience from many years ago.
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