Blood & Gore v2.12

par TheLys

 





1 - Avant tout, les crédits :

  • Cooldemon pour son idée originale de créer un mod incluant des effets sanglants

  • Lady Eternity pour les premières meshes et textures du sang

  • Dongle pour les nouvelles meshes du sang !

  • Ayse pour ses textures fantastiques !

  • Horatio, GhanBuriGhan, Puma man, pour leurs idées et leur participation au code

  • Sisco pour son idée d'un mod où le feu ferait vraiment mal

  • La communauté des moddeurs de Morrowind pour leur génération constante de merveilleuses idées ;-)

  • Jaga_Telesin pour les corrections sur le 1er readme ;-)

  • VxD pour la version française du script principal et de l'add-on pour Morrowind & Tribunal :-p

 


 

2 - Comment installer ce mod :


Extraire l'archive dans le répertoire "Morrowind\Data files". Attention à bien conserver la structure des répertoires. Ecrasez les anciens fichiers si nécessaire.

Si vous utilisiez une autre version de Blood & Gore, effacez (ou écrasez) simplement l'ancien et n'utilisez QUE la nouvelle version.

N'UTILISEZ JAMAIS DEUX VERSIONS D'UN MEME MOD AU MEME MOMENT.

En chargeant une sauvegarde avec le mod Blood & Gore activé, vous pouvez voir certains messages "d'erreur" à propos de "count differs" ou d'autres avertissements à propos d'éléments modifiés : ceci est normal, validez et il n'y aura aucun problème.

- LE MOD NE FONCTIONNERA *PAS* SI VOUS N'UTILISEZ *AUCUN* ADD-ON.
 


 
3 - Liste des apports du mod :

 

BRULEZ VOS ENNEMIS OU FAITES LES SAIGNER A MORT !

  • Permet au joueur, aux NPC et aux créatures de SAIGNER en générant des éléments visuels (sang, morceaux de chair, fumée) quand ils sont blessés

  • Les éléments visuels sont basés sur la nature du NPC ou de la créature et par quoi ils ont été touchés. Ces éléments peuvent inclure : du sang, du sang sombre, des morceaux de chair, des morceaux de chair sombre, des os, de la poussière d'os, des pièces de métal, de l'huile, de la fumée sombre, de la fumée blanche, du feu

  • Tous les éléments ont leurs propres effets sonores

  • Les éléments s'atténuent et disparaissent avec le temps, lorsque vous vous en éloignez ou lorsque vous vous en approchez de vraiment près

  • Facilement configurable via des sorts changeant le niveau général de gore, qui peut varier entre les efefts par défaut de Morrowind et ceux d'un film ultra-gore à la Braindead.

  • Les différents niveaux de gore permettent au mod de s'adapter à toutes les configurations d'ordinateur

  • Chaque aspect du mod est confgurable via de simples commandes console

  • Gameplay bonus : les feux et sources de chaleur peuvent causer des dégâts de feu, l'eau protège des attaques par le feu

  • Vous pouvez instantanément voir les dégâts causés par vos coups sans vous référer à la barre jaune de vitalité

  • Morrowind est plus réaliste avec ce mod : être blessé= saigner

  • Rend les combats plus amusants : Vous pouvez embraser votre ennemi la nuit et le suivre grâce à la fumée qu'il dégage s'il fuit !
     

Blood & Gore NE MODIFIE PAS de créatures/NPC/races, donc Blood & Gore est SUPER compatible avec presque TOUS les mods.

Il ne fait que leur *AJOUTER* dynamiquement un AUTRE script, lancé via les entrées de DIALOGUE, et c'est tout, AUCUNE autre modification de la créature en elle-même, AUCUN changement sur les scripts attachés par d'autres mods, etc.
 




INFORMATION IMPORTANTE :


Ce mod est incompatible avec TOUT mod modifiant les topics hit des dialogues SAUF quelques mods qui ont été rendus compatibles grâce à des add-ons dédiés (que je ne traduirai pas, faute de temps !)

Les problèmes d'incompatibilité peuvent varier suivant l'ordre de chargement des mods. Aucun dégât ne sera causé à votre sauvegarde mais vous ne profiterez pas entièrement des fonctionnalités du mod.


 


 

4 - Add-ons pour Blood & Gore v2.0+ :
 

par Vencha (V) and TheLys



4.1 – Liste des Add-ons fournis (pour l'instant) :


Blood and Gore - Morrowind & Tribunal add-on.esp
* pour les créatures de Morrowind ET Tribunal

Blood and Gore - BloodMoon Add-on.esp
* n'affecte que les créatures de BloodMon (non traduit pour l'instant)

Blood and Gore - Fire Damage Add-on.esp
Modifie les sources de chaleur de Morrowind de façon à ce qu'elles provoquent des dégâts de feu
* basé sur l'idée de Sisco d'un mod où le feu ferait vraiment mal
* modifie les sources de chaleur donc est incompatible avec d'autres mods faisant de même


4.2 – Installation des Add-ons :


Il suffit de sélectionner l'add-on dont vous avez besoin dans le lanceur de Morrowind EN PLUS du mod Blood and Gore.esp principal !






- Traduction française par VxD

Un grand merci à TheLys pour son formidable travail sur ce mod !








Blood & Gore v2.12

by TheLys

 




1 - Firstly, credits :

 

2 - How to install the mod :


Extract the archive into the "Morrowind\Data files" folder. Be careful to keep the folder structure. Overwrite files when asked.

If you're updating from an older version, just remove (or overwrite) the old one and ONLY use the new version.

NEVER EVER USE TWO VERSIONS OF A SAME MOD AT THE SAME TIME.

If you have GIANTS TRIBUNAL running, BE CAREFUL TO TICK THE FOLLOWING IN THE GAME LAUNCHER OR YOU'LL GET NO GORE EFFECTS AT ALL.

You can replace an old version of B&G by this one, no save game cleaning to do, no problem to fear.

When loading a save game with B&G enabled, you may see some "error" messages saying "count differs" and other stuff about modified elements : that's normal, just continue, there won't be any problem.

- READ SECTION 8 OF THIS FILE to determine which ADD-ONS you NEED to run too.

- THE MOD DOES *NOT* WORK IF YOU USE *NO* ADD-ON.
 


 

3 - Features list :

 

PUT YOUR ENEMIES ON FIRE OR MAKE THEM BLEED TO DEATH !

Blood & Gore DOES NOT MODIFY creatures/NPC/races at all, so Blood & Gore is SUPER compatible with almost ALL mods.

It ONLY dynamically *ADDS* ANOTHER script to them, launched via DIALOGUE entries, and only that, NO modification whatsoever of the creature itself, NO change to the attached script by other mods, etc.


4 - How it works :


The principle of Blood & Gore is to dynamically add a script to each NPC/creature to make them generate stuff when hit.

Advantage : no modification of any creature/NPC = super compatible

It uses the Voice/Hit dialogue topic to generate gore effects when a NPC, a creature or the player is hit.


Gore effects include blood splats, meat chunks, oil splats, metal chunks, dark blood, dark meat, fire, black smoke, white smoke, depending on creature and/or spell effects.

The Gore effect generation is linked to the sound processing, which means that it only occurs if the NPC or Creature generates a sound, a random event managed by the game engine, and not when there's actually a successful hit. However, for the player, the mod uses health value.

 

Check screenshots here : http://thelys.free.fr/blood_screens.htm


 



5 - How to change the default mod settings in the console :
 

Type the following in the console

where X is a value between

Default value

Effect

set wwA_Gore to X

0 - 5

3

Change the general "level" of Gore (it tweaks many of the following parameters actually)

set wwA_GoreLevel to X

0 - 10

3

Change the general quantity of Gore elements produced

set wwA_GoreMax to X

0 - ...

1500

Change the max number of gore elements per cell

set wwA_GoreCounterDisplay to X

0 - 1

0

Switch the display of the gore elements counter (useful to tweak wwA_GoreMax to the optimum value)

set wwA_GoreMeat to X

0 - 100

33

Change the probability of producing Meat chunks

set wwA_GoreProp to X

0 - 1

1

Switch Proportional mode (1)

set wwA_GoreGameplay to X

0 - 1

1

Switch gameplay tweaks (2)

set wwA_GoreDeleteWhenClose to X

0 - 1

1

Switch the "auto delete when the player is very close" feature

set wwA_GoreDeleteWhenCloseDist to X

Value in game distance units

60

Change the max distance to the player before delete

set wwA_GoreDeleteCloseSmoke to X

Value in game distance units

70

Change the max distance to the player before deleting smoke

set wwA_GorePCdistance to X

Value in game distance units

2000

Change the gore effects disabled distance

set wwA_GoreDistance to X

Value in game distance units

2000

Change the chunk disappearing distance

set wwA_GoreBreathSmoke to X

0 - 2

2

Set breathing smoke effects (cold weather / Solstheim)
0 = off ; 1 = on ; 2 = on + sounds

set wwA_GoreVampireBreath to X

0 - 2

0

Set constant breath smoke effects for Vampire player (see above for sound on/off parameters)     0 = off ; 1 = white ; 2 = red

set wwA_GoreSmoke to X

0 - 5

3

Set level of smoke effects

set wwA_GoreBlizzardCheck to X

0 - 1

1

Switch blizzard weather frost damages (cold weather / Solstheim)

set wwA_GorePC to X

0 - 100

33

Change the probability of PC bleeding

set wwA_GoreDeathTime to X

Value in frames (pics/sec) x wwA_GoreScriptTimer

20

Change the length of death animation (smoke, fire, etc)

set wwA_GoreKeepScriptTime to X

Value in frames (pics/sec) x wwA_GoreScriptTimer

100

Sets the time the scripts stays active on a creature after no damage occurs

set wwA_GorePCScriptTimer to X

Value in frames (pics/sec)

20

Sets the time between each player script cycle (low level operations + bleeding, not smoke)

set wwA_GoreScriptTimer to X

Value in frames (pics/sec)

5

Sets the time between each NPC/creature blood generation cycle

set wwA_GoreBreathTimer to X

Value in seconds

4

Sets the time between each NPC/player breath smoke generation

set wwA_GoreChunkTime to X

Value in frames (pics/sec)

500

Change the decay rate (disappear rate) of chunks

set wwA_GoreBloodTime to X

Value in frames (pics/sec)

500

Change the decay rate (disappear rate) of Blood splats


(1) Sets the proportional bleeding mode, when active, makes blood generation depend on health ratio. Maximum bleeding is set via wwA_GoreLevel.

(2) Actual gameplay tweaks : when you're in water, you gain a 90 pts fire resistance, blizzard cold, water cold


 



6 - Versions history :


1.00

1.01

1.02

1.03

1.04

1.50

1.60

1.70

1.71

1.8

2.0

2.01

2.02

2.11

2.12

 





7 - How to make a mod compatible with Blood & Gore 1.8 or above (check the included template add-on) :



Again, you can see it's very very simple. Even making an add-on for a mod like Mephisto's Creatures pack only took me some minutes for dozens of new creatures.

Note : While making the add-ons, beware of NPC based creatures ! They are not in the creature list but in the NPC list ! New creatures, NPC and races have an * attached to their ID.



Summary of the conventions I used for the add-ons I made (you can find the same info in the examples in the template add-on) :

Blood script = for all "normal" land red blooded creatures/NPC/race

BloodFlying script = for all red blooded flying creatures/NPC/race - use it if the creature CAN fly, even if it can walk and swim too, instead of "Blood"

DarkBlood script = for all dark blooded creatures/NPC/race like vampires, ghouls, diseased/blighted creatures/NPC, etc.

DarkBloodBone script = for all zombies creatures/NPC/race like BoneWalkers

BloodMetal script = for all "cyborg" style (metal + flesh) creatures/NPC/race like fabricants

Metal script = for all metal only creatures/NPC/race like centurions

NoBlood script = for all other creatures/NPC/race like very BIG or SMALL creatures (on which normal effects can look stupid : ex. normal size bones generated by a giant skeleton...), all creatures not supposed to bleed (ghosts, atronachs...), not red blooded, etc.

 

Check latest possibilities in the Template itself, dialogue/voice/hit section




 


IMPORTANT NOTE :


This mod is incompatible with ANY mod which modifies the original default dialogue hit voices topics APART GhanBuriGhan's Combat Moves and VGreetings by TheOtherFelix, thanks to included dedicated add-ons.

Incompatibility issues can vary depending on the mods order of launching. There will be no harm to your savegame or anything serious, no CTD, etc. but you won't benefit of this mod and incompatible mods full features.

YOU CAN USE THE FOLLOWING TWEAK TO MAKE THOSE MODS WORK TOGETHER (thanks to LDones)


"I tested the TESPCD dialogue merging tool, and merged the dialogue entries for Blood & Gore 1.01, Combat Moves 1.1, and VGreetings.

It works. Perfectly. Compatibility is no longer a problem. I happily wandered around chopping people w/ special moves and having their guts spill out all over the place. It was great.

You can get the latest version here:

http://home.covad.net/~elyvsoto/morrowind/tespcd.htm

Once you unzip it, edit the tespcd.ini file - Under the [DialogueRepair] heading change the line that reads 'Enable=0000000000' to 'Enable=0000000101'. That'll enable the dialogue merger tool (called 'Re-Link dialogue). MW still has problems with merged dialogue from re-named Exterior cells (certain dialogue from Haldenshore, Stanegau Isle, etc.) - but otherwise, it works flawlessly.

You can access the Dialogue Re-Link tool from the 'Operations' menu below the title bar. From there it works pretty much like Horatio's Levelled List Merger - It will resolve any conflicts in dialogue by merging extra data in dialogue entries. Like a master levelled list file, it should always be the most recent file. Updating it will not cause doubling or errors of any sort. (Just remember the above warning - MW doesn't always play nice with dialogue assigned to renamed exterior cells, so it may be a good idea to leave mods like Haldenshore or Stanegau Isle (that have big land changes and cell renames) out of a dialogue merge, unless you really know what you're doing). "


 


 

8 - Add-ons for Blood & Gore v2.0+
 

by Vencha (V) and TheLys


Note : Those are ADD-ONS to Blood & Gore 2.0+ for popular mods and expansions, requiring you to also activate
the original mod/expansion the add-on has been made for.


8.1 - Add-ons list



Blood and Gore Morrowind alone add-on.esp
* for Morrowind creatures only
* use this add-on if you don't use Bloodmoon nor Tribunal

Blood and Gore Morrowind-Tribunal add-on.esp
* for Morrowind AND Tribunal creatures (you don't need the add-on above)

Blood and Gore MW-TB-VGreetings add-on.esp
* for Morrowind AND Tribunal creatures (you don't need any of the add-ons above)
* adds TheOtherFelix' VGreetings mod Hit section voice features (you don't need to activate this part of VGreetings)
* you still need the other parts (non hits) of VGreetings 0.9.4 to have the full VGreetings mod

Blood and Gore BM add-on.esp
* this add-on only affects Bloodmoon creatures - see above for MW and Tribunal ones

Blood and Gore Adventurer's TC add-on.esp
for Adventurer's TC (V)

Blood and Gore Cait Critters add-on.esp
for Cait's Creeters Unleashed 2.0 by HogHead

Blood and Gore CoN 2 add-on.esp
for Children of the Night part 2 by J. Barbosa (V)

Blood and Gore Deadite add-on.esp
for Deadite race (V)

Blood and Gore GIANTS add-on.esp
for GIANTS Tribunal 2.6 by PumaMan
*If you want GIANTS creatures to use B&G effects TOO, use this add-on
*If not, use the patch for GIANTS
*Don't forget that you MUST use the patch OR the add-on if you use GIANTS
*or you won't have gore effects at all

Blood and Gore Combat Moves add-on.esp
* for making GhanBuriGhan's Combat Moves mod applied to ALL creatures/NPC using B&G effects
* you need to activate the complete Combat Moves mod to use this add-on

Blood and Gore Hunting Isle add-on.esp
for Hunting Isle by Jdooby (V)

Blood and Gore Mephisto CP11 add-on.esp
for Creature Pack 1.1 by Mephisto

Blood and Gore MW Additions Rev add-on.esp
for Morrowind Additions Revamped by M6N6M6, Brewu4 & Harlequin (V)

Blood and Gore MW Advanced add-on.esp
for Morrowind Advanced by WormGod (V)

Blood and Gore Petshop add-on.esp
for Petshop 4.2 by Jdooby (V)

Blood and Gore Wilderness add-on.esp
for Wilderness 1.1 by PumaMan







Blood and Gore patch for GIANTS Trib.esp
for GIANTS tribunal compatibility (and ONLY compatibility - see above for the add-on)

Blood and Gore Fire damage.esp
makes (original) fire sources of Morrowind/Tribunal/Bloodmoon (like brasiers) really do FIRE damage
*based on Sisco's mod "Fire hurts" idea*
*Modifies the fire sources so is incompatible with any other mod doing so*
*DOES NOT REQUIRE TRIBUNAL OR BLOODMOON BUT WILL WORK WITH THEM*

Blood and Gore TEMPLATE add-on.esp
template add-on for creating yours very easily



 


8.2 - Add-ons installation :


Just select the add-ons you need for the mods/expansions you use in Morrowind Launcher.

THOSE ADD-ONS REQUIRE YOU ALSO USE BLOOD & GORE v2.0 OR MORE

It may seem obvious to many, but hey, it won't harm to precise it ;-p

These add-ons do NOT modify the creatures nor the original mods/expansions in any way, so you can use any other mod which alters difficulty, stats or anything else about the creatures without having to worry about incompatibility.

For GIANTS Tribunal, the GIANTS add-on ALSO contains all the changes included in the GIANTS patch released with Blood & Gore, so you don't need to activate both, but there will be no problem at all if you still do it anyway.




Vencha contact:
vench0a@yahoo.com
taylor_rocks_and_you_know_it@hotmail.com

Preferred: Private message on the official elderscrolls forums

 




Have fun ;-)

- TheLys

 



mail : thelys@free.fr

Site : http://thelys.mwsource.com