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Post by alphaz on Oct 18, 2019 17:34:11 GMT 10
This mod eliminates blood smears and scratches on your character, as well as most gore effects on zombies and other enemies. Dismemberment and such is still there but there is minimal blood. All I did was hex edit one small texture mask file called "stamp_00" so that it was all blackened out, I think. This also causes your character to not get partially-wet from stepping in the sewer water, though other forms of wetness still apply. Install with FluffyModManager. Download here
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Post by rezipro on Oct 19, 2019 9:10:23 GMT 10
Nce mod for the pacifist out there, but for the rest of us monsters I'd like a mod where the blood stains stay throughout the whole game I.E. Licker scratches and zombie bites... by the end your character would look like they've been through hell n back.
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Posts: 543
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Post by rain395 on Oct 19, 2019 10:02:01 GMT 10
Thank you! As cool as it is to see our favorite characters get smeared with blood, I also like to keep the classic feel of staying clean throughout the game no matter what lmao
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Post by alphaz on Oct 31, 2019 21:56:15 GMT 10
Hey, if any modders would like to make it so their modded character does not ever get bloodied (without having to thoroughly hex edit their head and body MDF2 files), you could package your mod with the Stamp_00 file in this mod and rename it to something like Stamp_99, then hex edit your modded character's pfb costume file in objectroot\prefab\character\survivor\parts\plXXXX\ so that all occurrences of Stamp_00 are replaced with Stamp_99. This makes it so only that character with the hex edited pfb costume files loads my no-gore Stamp_99 file, and everything else in the game loads the normal Stamp_00 and has full gore. If your character does not have a costume file (such as an unplayable enemy), you can still do it with the MDF files by finding all the "REC_Protect" variables in the texture headers for each material and setting their "pathOffs" offsets to load nullwhite.tex instead of null_black.msk4.tex. REC_Protect prevents any of its submesh's UVs that are within the white area of the loaded texture from being bloodied or made muddy from the sewer water. You can precisely hex edit MDF files like this using the DMC5 MDF Template for 010 Editor, posted by Che in the DMC5 section of this forum's Discord. I tried hex editing the Stamp_00 file to make it all white instead of all black, and it made the slightest blood-splatter turn into maximum gore, like this:
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Post by lsm on Dec 24, 2022 14:23:01 GMT 10
Hey, if any modders would like to make it so their modded character does not ever get bloodied (without having to thoroughly hex edit their head and body MDF2 files), you could package your mod with the Stamp_00 file in this mod and rename it to something like Stamp_99, then hex edit your modded character's pfb costume file in objectroot\prefab\character\survivor\parts\plXXXX\ so that all occurrences of Stamp_00 are replaced with Stamp_99. This makes it so only that character with the hex edited pfb costume files loads my no-gore Stamp_99 file, and everything else in the game loads the normal Stamp_00 and has full gore. If your character does not have a costume file (such as an unplayable enemy), you can still do it with the MDF files by finding all the "REC_Protect" variables in the texture headers for each material and setting their "pathOffs" offsets to load nullwhite.tex instead of null_black.msk4.tex. REC_Protect prevents any of its submesh's UVs that are within the white area of the loaded texture from being bloodied or made muddy from the sewer water. You can precisely hex edit MDF files like this using the DMC5 MDF Template for 010 Editor, posted by Che in the DMC5 section of this forum's Discord. I tried hex editing the Stamp_00 file to make it all white instead of all black, and it made the slightest blood-splatter turn into maximum gore, like this: I tried, but I couldn't because the explanation was too short.... Can you elaborate a bit more?
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