BloodVFX
Blood and gore that stays on bodies and walls.
Screenshots 5 screenshots
About this mod Author’s original text
BloodVFX
I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are
inspired by the music I write. If you are interested in knowing more about me,
check out my SoundCloud:
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are
free, licensed, paid for, or generated with AI tools. If you do not wish to play
with AI-generated content, do not install this mod.
What BloodVFX does
BloodVFX replaces vanilla blood with blood that stays. It splatters nearby walls and floors,
sticks to wounded bodies and pools where a body falls. Fatal blasts can burst a body into
pieces, and bleeding players leave bloody footprints. It changes visuals only. Damage and
combat work exactly as before.
Requirements
Your mod manager installs these automatically:
- BepInExPack
Wounds and splatter
- Wounds - blood stays on a player's body through movement, ragdoll and healing, and
clears on respawn or at round end.
- Splatter - walls, floors and props near a hit get blood in the direction of the hit.
- Death pools - a death can leave a puddle where the body lands.
- Creature and finisher blood - supported mods put blood on creature bodies and during
finishers.
Each kind of blood has a cap. Past it, the oldest blood fades out. Each player sees the blood
only if they have BloodVFX installed, so install it on every client.
Gib deaths
A fatal blast bursts the body into limbs and flesh chunks inside a blood plume, splattering
the walls and floors around it. The head stays behind: carry it to the ship and it counts as
a recovered body. It scans as "Head of" and the player's name, and Hoarding bugs and Maneater
babies treat it like a body. The pieces load at round start, so the first gib does not stutter.
Gibs happen only when every player in the lobby runs this BloodVFX version, and the host's
settings decide. Otherwise bodies stay normal for everyone.
Bloody footprints
A wound or a step through a fresh blood pool leaves a short trail of bloody prints that fades
away. You see other players' prints only when the host runs BloodVFX with
Bloody Footprints Enabled on.
Configuration
The configuration file is BepInEx/config/com.y4ngz.bloodfx.cfg. It has a master Enabled
switch, decal caps for walls and floors, player bodies, creature bodies and finishers, an
intensity multiplier, the decal fade time, the maximum viewing distance for new blood, a limit
on blood events per second and Suppress Vanilla Blood Pools to hide the game's own pools.
Enable Bundy Damage Blood turns off blood on Contracted's Stranger only, and
Enable Decals On Room Materials lets blood show on interior walls and tiles.
- Gib deaths - Gib Deaths Enabled, Gib Death Causes (Blast by default),
Gib Piece Lifetime Seconds, Gib Survivor Pieces and Gib Chunk Pieces. The host's
settings apply.
- Gib effects - Gib Audio Volume, and Gib Blood Plume to turn the plume off and save
GPU time.
- Footprints - Bloody Footprints Enabled, Footprint Lifetime Seconds,
Footprint Budget, Footprint Steps From Wound and Footprint Steps From Pool.
Compatibility
Independent installation: BloodVFX needs only the libraries listed under Requirements. The
other Y4NGZ packages are optional companions - install any combination and each one lights up
its extra behavior.
| Mod | What it adds |
| --- | --- |
| Contracted | The Stranger bleeds when he is hit, and his chainsaw finishers leave BloodVFX gore. |
| LethalCCTV | Persistent blood stays visible when a camera pans back through a corridor. |
Asset credits
-
GitHub
Source code:
Bugs
Report bugs at
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: