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Blood System

Stupidly exaggerated blood visuals! When a bullet physically exits a sosig, it projects blood from the exit wound onto any surface behind it — walls, floors, other sosigs. Real penetration detection means blunt hits, armored stops, and ricochets produce nothing.

Effects

  • Splash — Raycast-based blood dots projected from the exit wound. Spread pattern sampled from included blood PNGs. Each dot gets individual brightness from noise.png (10 levels, 0.7–1.0 range) so the splatter looks dimensional rather than flat. Dots scale with distance and stretch along the bullet path.
  • Spray — Quick particle burst at the exit wound. Gib explosions fire a 360° burst with lifetime and velocity scaled to bullet entry speed.
  • Drip stain — Vanilla sosig blood drip particles are hooked at runtime. When a drip lands on a static surface (floor, wall) it spawns a cluster of blood drops with a smoothstep soft edge. Drips landing on dynamic objects (guns, other sosigs, moving RBs) are skipped.

Thermal blood

Trailer video by VRVoyager!

Blood color

Blood color is read from the sosig's actual body color, not hardcoded. Priority order:

  1. Color Override (if set) — see below, applied before or after NGA depending on Soft/Hard mode.
  2. NGA SosigIntegrity config — if the NGA Sosig Integrity mod is installed, the plugin reads that sosig's configured body color directly from its config values (Mustard Colour hex string, Ketchup bool).
  3. Sosig.Mustard field — the vanilla per-instance color H3VR assigns to each sosig.
  4. Fallback — default mustard yellow if neither is available.

This means alien-colored sosigs from custom scripts, and any sosig whose color NGA overrides, will bleed the right color automatically.

Color Override

Set a custom blood color instead of each sosig's natural color, using Color Override (hex, e.g. #8C1A1A) and Color Override Mode:

Mode value Behavior
1 Soft — replaces the default blood color, but sosigs with a color specifically set via NGA SosigIntegrityConfigs (e.g. zombies) keep their own color
2 Hard — replaces blood color for every sosig, no exceptions
anything else (spaces ignored) Unset — no override, vanilla per-sosig color behavior described above

How it works

  • Blunt hit / ricochet / armor deflect / faceshield → no splatter
  • Bullet punches through and continues → splatter on whatever is behind the exit wound
  • Splatter direction and animation speed follow bullet exit speed and direction
  • Segment explosions fire blood in all directions
  • Splash stains on dynamic rigidbodies (dropped guns, ragdolled gibs) are parented to that object and move with it — stains won't float in the air after the body falls
  • Drop custom blood shape PNGs or a greyscale noise PNG into the plugin folder and they are loaded and normalized at startup automatically

Config

All settings in F1 (ConfigurationManager) or the .cfg file in BepInEx/config.

Setting Default Description
Enabled true Toggle all blood effects
Lifetime seconds 30 How long splash stains persist
Max rays per shot 3000 Raycasts per penetration event (capped to image pixel count)
Cone half-angle 10 Half-angle in degrees of the splash spread cone
Dot base radius 0.008 Base radius of each splash dot in metres
Range metres 40 Maximum splash cast distance
Projection Mode Animated How dots appear: Animated / Delayed / Immediate
Projection Speed Ratio 2 Bullet speed multiplier for dot travel speed in Animated mode
Projection Speed Bias 10 Flat m/s added to dot travel speed
Dot Max Scale 5 Maximum size multiplier for dots at full range
Dot Scale Range metres 50 Distance at which dots reach maximum size
Gib Ray Count 200 Rays fired on segment explosion
Color Override #8C1A1A Hex blood color used when Color Override Mode is Soft or Hard
Color Override Mode 0 1 = Soft override, 2 = Hard override, anything else = Unset (see Color Override section above)
Splatter Enabled true Toggle the wall/floor splash effect on its own
Spray Enabled true Toggle the wound particle burst on its own
Vanilla Particle Staining Enabled true Toggle whether vanilla sosig bleed-out particles get intercepted and made to leave a stain
Blood Drip Stains Enabled true Toggle the dripping-wound floor stains on their own

Aiyke Compatibility

The "Aiyke code mod pack" rewrites bullet-penetration physics, which can make this mod's splatter almost never appear if left unhandled. If Aiyke is detected, this mod automatically removes Aiyke's own penetration-physics and output-damage-multiplier patches on startup, so this mod's normal precise penetration detection runs as intended. In exchange you lose Aiyke's "Modified bullet penetration" and "Output damage multiplier" features specifically — its other features (aim assist, red blood, enemy alertness, hit sounds, etc) are untouched.

No config needed — this is automatic whenever Aiyke is installed, and does nothing if it isn't.

Performance Tips

Blood only spawns from bullets fired by the player — sosig-vs-sosig gunfire never triggers blood effects, since that crossfire is what causes the worst frame spikes in big fights. This is automatic, no config needed.

Splash is the most CPU/GPU intensive effect. If you are dropping frames, apply these fixes in order of impact.

Highest impact

1. Switch Projection Mode to Immediate

The default Animated mode keeps a live particle system running with thousands of in-flight dots. Immediate removes all flight animation — dots appear the instant the bullet exits. This is the single biggest FPS win. No visual difference in stain placement, only the flying animation is removed.

2. Reduce Max rays per shot

Default 3000 is high. Try 1000 or 500. Below ~200 the splatter starts to look sparse. This directly controls how many raycasts happen per shot and how many dot quads build up per second.

Moderate impact

3. Reduce Lifetime seconds

Fewer accumulated stain meshes = fewer draw calls per frame across a long fight. 10–15 seconds keeps the scene looking fresh without piling up hundreds of meshes.

4. Reduce Gib Ray Count

Segment explosions fire rays in 360°. High gib fights (shotguns, explosives, multiple sosigs) multiply this cost fast. Cutting from 200 to 100 helps significantly in those scenarios.

Lower impact

5. Reduce Dot Max Scale

Smaller maximum dot size = less GPU fragment overdraw from large-radius quads at range.

6. Reduce Range metres

Caps the maximum raycast distance. Combined with reduced Max rays per shot, limits the worst-case cost per shot.

Low-end preset

Projection Mode = Immediate, Max rays per shot = 500, Lifetime seconds = 10, Gib Ray Count = 100

Credits where it's due

THANK YOU tosiek and VRVoyager for the awesome icon and video!

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