Blood System

版本 v3.4.1·更新於 2026-08-06

Realistic blood splatter from bullet exit wounds. Animated flying dots, spray, and drip stains. Real penetration detection — armor stops and ricochets produce no splatter.

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模組介紹 作者原文

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.

Blood color

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

  • Color Override (if set) — see below, applied before or after NGA depending on Soft/Hard mode.
  • 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).
  • Sosig.Mustard field — the vanilla per-instance color H3VR assigns to each sosig.
  • 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)

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack_H3VR

檔案與校驗

檔案名稱
Blood_System-3.4.1.zip
檔案大小
2.2 MiB