Carturs HD Blood
Higher resolution ground blood, and a real burst of blood on every hit and kill.
Screenshots 2 screenshots
About this mod Author’s original text
Cartur's HD Blood
Higher resolution ground blood, and a real burst of blood on every hit and kill.
Ground blood. Vanilla draws its ground blood from a 64×64 texture. Three new
1024 and 512 textures replace it — a different mark for a graze than for a kill,
and two large marks alternating so the same shape doesn't repeat. Each has its own
normal map, so light catches the strands and the blood reads as wet rather than
as a flat stain.
Blood in the air. Most creatures throw nothing into the air when you hit them —
24 of 28 hit effects and 33 of 48 death effects have no burst at all. This gives
them one, scaled down for a hit and sized to the creature: a chicken bleeds less
than a troll.
Per-creature colour is kept. Neck blood green, greydwarf yellow, boar and deer
red. That's the game's own design.
Settings
BepInEx/config/com.jekkle.valheim.carturhdblood.cfg. Applies on a world reload —
a trip to the main menu and back.
| Setting | Default | What it does |
| --- | --- | --- |
| Enabled | true | Master switch. Off leaves vanilla blood untouched. |
| BloodLevel | Normal | How much blood, everywhere. Low / Normal / High / Extreme / Custom. |
| GroundBlood | 1.5 | How much ends up on the ground. Custom only. |
| HitBlood | 0.25 | Blood thrown into the air per hit. Custom only. |
| DeathBlood | 1.0 | Blood thrown into the air per death. Custom only. |
BloodLevel is the dial to turn. It drives everything, and anything but
Custom overrides the three below it — set BloodLevel to Custom first if you
want to work those by hand. On that scale 0 is none, 1 is vanilla, 3 is a lot.
Everything else lives under Advanced and you shouldn't need it: droplet size,
spread and count, cloud size, pool size and lifetime, wetness, opacity and the
material names.
Compatibility
Built and tested against Valheim 1.0.7, BepInEx pack 5.4.2350.
Six methods are hooked: ZNetScene.Awake, ParticleDecal.Awake,
Character.ApplyDamage, Humanoid.BlockAttack, Character.OnDeath and
Player.OnDeath. The last four are the ones to know about if you run other combat
mods. All of them are Harmony prefixes and postfixes that only read — was the hit
blocked, which way did it come from, how tall was the thing that died — and then
spawn a visual effect. Nothing here changes damage, blocking or death, so a mod
that replaces one of those methods outright will stop the blood rather than the
other way round.
Blood is identified by material rather than by prefab name, so it should
survive a game update. If blood stops appearing after a patch, the material names
are under Advanced and can be corrected there without a new build.
Works alongside texture packs, including HD Valheim Textures. Modded creatures are
picked up automatically if they use the game's own blood materials; if one doesn't,
add its material name under Advanced / DecalMaterials.
Client-side and visual. Nothing is networked, no save data is touched.
Install
Use a mod manager (r2modman / Gale) and it pulls in BepInEx for you.
Manually: drop CarturHDBlood.dll into BepInEx/plugins.
Artwork and design by Cartur.
Free, and always will be. If it improved your game you can tip me on Patreon.
Discord — bug reports, install help, and mod requests.
Bug reports get their own thread so nothing is lost in a chat scroll, and requests are voted on.
More from Cartur:
Map Pins ·
Compass and Clock ·
Safe Stamina ·
Follow Command ·
Flooring ·
UI HUD ·
Waste Management ·
Feeding Trough ·
Build Camera ·
Combat Text
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. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: