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Sanguine Symphony: New Combat Features

🕑 Added 2024-11-06 23:47:15 +0000 UTC
Sanguine Symphony: New Combat Features

Comments

Seb263

It’s actually quite dynamic, you just have to watch the video to see it. However, I did notice that the blood sometimes doesn’t collide with the terrain (an issue that’s only visible outdoors). I’ll come back to this project when I have some time. I still have another big feature to add anyway.

AtomicFire

Blood isn't hitting the floor. its not "dynamic"

Sansolo omni

ily

Daniel Stuto

Did that and got this working beautifully. Turned the blood output in DF all the way up, with classic style. This, combined with your new beheading mod and DF ad so much fun to the game, thank you.

Seb263

Just the slow time feature.

Daniel Stuto

what should we disable in the dismember framework, the blood?

i don't now if i wanted to live or die

Insane. You are one of the best dev

hargas

Im wondering, is it possible for the blood to hit the player and cover them? a feature im missing in 'Dirt and Blood' is getting covered in the enemies blood if you kill enough in one go.

Mudora

I appreciate the answer. I was thinking exactly that, since your mod adds blood effects I was thinking to switch to lite to free some scripts. Thank you!

PATATAS Gaming

any chance you ca share the file pls, i look at adri mod but everything is for third person pls. NVM. I saw the mod thank your bro

Seb263

It's one of isADRI's mods if I remember correctly (it's been years since I installed some of these mods).

Seb263

Hi there. Yes, I usually use EBT in my presentation videos. Until now, I was using the Full version, but given all the blood effects my mods have been adding lately, I switched to the LITE version to make the visuals a bit more consistent.

Mudora

Hi there! Apologies for asking but are you using Enhanced Blood textures in the showcases?. If so, are you using the lite version or full version? Thanks again for your work!

PATATAS Gaming

sir what blockhit animation are you using for first person animation?

minbari

Were you ever able to resolve this? I don't see the "mid-air" part of the blood spray, it just goes from hit npc -> show decal on ground, none of the cool effect from video. Will have to investigate further

Seb263

I have indeed considered it, and it’s not particularly difficult to add. However, since I’m not exactly skilled in texture design, I haven’t taken a stance on the matter yet. That said, given that I don’t like seeing good ideas go unused, it’s very likely that I’ll tackle it sooner or later, lol.

Seb263

Yes, but Precision does not include any impulse effects for projectiles. Anyway, all SS variables that might seem redundant are actually complementary and stackable with Precision.

Surshana

Do you plan to add different blood colors (such as oil for Dwemer or green for insectoids) like Enhanced Blood does?

Dario Schmid Gutierrez

This should work with the mod "precision" right? because it also has a kill hit impulse.. but that can be deactivated

Seb263

Thank you for your feedback, Lucan. Regarding magic effects, only those of the "missile" type are likely to trigger bleeding effects when the option is enabled. As a result, it’s not impossible for fireballs to trigger these effects. I need to review the entire "magic" section because, as you pointed out, there are likely inconsistencies. Furthermore, I imagine that the MCM will be a bit more flexible than the ini file, which is simply a quicker and easier way to test new features.

Auctor Lucan

I think this is excellent! One point of feedback, if possible, would be that one could - in the INI / Future MCM - select what kind of magic effects would generate blood sprays. I am specifically thinking about ice spears and the like, along with bound weapons. Those ought to generate blood sprays, whereas others non-piercing in nature wouldn't. Thanks for an excellent mod and I look forward to the upgrades and updates!

Seb263

You can adjust the blood quantity in the MCM of the Dismembering Framework and configure its fluidity. However, if the appearance looks drastically different from what’s shown, you likely have a mod affecting the meshes of the “Node Addons” or simply the game’s blood textures. In my presentation, the only mod impacting the blood visuals is EBT. The vanilla look is actually quite similar, although the texture resolution is lower.

czechpharmacist

Dude you are killing it. These mods are so good it's unbelievable

hargas

wow this is... really good...

piepman

Mine doesnt look like yours, mine looks ugly and chunkie without that much decapitarion bloodspray on an earlier post

Seb263

I’ve actually had this idea in mind for a few days now. Since the framework is likely to become significantly more complex in the near future, it seems like moving some of the additional features over to Sanguine Symphony could be a good idea, allowing the framework to focus exclusively on dismemberment. Given that the dismembering framework has its own API, Sanguine Symphony should even be able to communicate directly with it to determine whether a dismemberment is taking place or not.

Seb263

In the trailer, yes, Enhanced Blood was installed to achieve better textures.

Seb263

Thank you for the information. The issue should be resolved with the latest version.

Seb263

Thank you for the information. The issue should be resolved with the latest version.

Jade Jordan

It doesn't load with SKSE 2.2.3, game version 1.6.640

Jade Jordan

+1

Sir

you could maybe do a Truehud move and have one mod for kill effects and other for only dismemberment

piepman

Quick question: do you use enhanced blood texture along side yoir stuff?

Dowser

zero reasons to downgrade to old Skyrim versions.

SnoopTrooper21

Just asking out of curiosity, did it work after a downgrade to a previous version or did you not try that out yet?

Hoang Dai Nguyen

🔥🔥🔥🔥🔥🔥🔥🔥🔥

Dowser

Does not load with SKSE 2.2.6 and the current version of Skyrim. checking plugin SanguineSymphony.dll plugin SanguineSymphony.dll (00000001 SanguineSymphony 00000010) disabled, incompatible with current version of the game 0 (handle 0)

Seb263

Thanks Panda! Feel free to reach out if you encounter any issues, or even just to confirm that the mod is working well with the version of the game you're using.

Seb263

Hey Biggie Boss, The mod is still quite fresh and hasn’t been fully tested yet, so I can’t really commit to a release date for Nexus just yet. I’m facing some issues in VR, and I'm not entirely sure how well it works with all versions of the game. It's also possible that I'll add more features along the way, so the development could take some time. That said, since you mentioned January, it's definitely possible that the mod could be more or less "complete" and ready for release on Nexus by then!

biggie boss

Hi Seb, author of LoreRim here. What are the odds of a Nexus release by January? It would be awesome to include in the next version of LoreRim where I already use Dismemberment Framework

Panda Pancakes

This is great look forward to seeing the development. Closest system we get in skyrim thats similar to the charm of carnage in Ghost of Tsushima.


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