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
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 !
Cooldemon for the original bleeding mod idea
Lady Eternity for the original blood meshes and textures
Dongle for the new blood meshes !
Ayse for his fantastic textures !
Horatio, GhanBuriGhan, Puma man, for ideas and pieces of code
Sisco for his "Fire Hurts" mod idea
The Morrowind modders community for their constant generation of incredibly good ideas ;)
Jaga_Telesin for 1st readme file correction ;)
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.
Blood and Gore mod
Blood and Gore patch for
GIANTS Trib OR Blood and Gore add-on for
GIANTS Trib
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.
PUT YOUR ENEMIES ON FIRE OR MAKE THEM BLEED TO DEATH !
Makes player, non playing characters (NPC) and creatures BLEED by generating visual elements (blood, chunks, smoke) when they're hit
Visual elements are based on the NPC/creature nature and what they've been hit by. The elements can include : blood, dark blood, meat chunks, dark meat chunks, bones, bone powder, metal chunks, oil, dark smoke, white smoke, fire
All elements have an according sound effect
Elements fade away and disappear with time or when you get away from them or when you get very close to them
Easily configurable via spells changing the general Gore Level. Can go from normal Morrowind to over-gory movie.
The various gore levels allow the mod to suit to all computer configurations
Each aspect of the mod is customizable via very simple console commands
Gameplay bonus : fire sources can do fire damage, water protects from fire attacks, in Solstheim player and NPC produce breath smoke and water does frost damage
You can instantly know the result of your hit without having to look at the little enemy yellow bar.
Morrowind is more realistic with this mod : being hit = bleeding
Makes combat more funny : You can put an
enemy on fire at night with a fire spell and follow the light and
smoke if he flees !
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.
All creatures tweaked by the mod you're making the add-on for will stay exactly how they were.
With B&G on, GIANTS creatures keep all their GIANTS scripts and tweaks but ALSO use B&G features, etc.
The sole and only elements modified in B&G are some voice hit dialogue entries. Period.
That means that B&G is COMPATIBLE with almost ANY other mod, even those which DO modify creatures, add scripts to them, etc.
The ONLY mods Blood & Gore
might be incompatible with are those modifying the EXACT SAME
dialogue voice topic hits entries, so that's not too many. Combat
moves from GhanBuriGhan and VGreetings from TheOtherFelix
are now compatible, but there may be some others. See in section 7
how to make them merged to be able to use them all at the same
time.
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
First release
1.01
Fixed a couple of bugs and made it more compatible with some mods, but limited to "official" races only.
1.02
Added the free "Delete Blood" spell to delete all blood around, and the click-to-delete feature
1.03
No more bleeding underwater
1.04
No more bleeding when jumping or levitating. Fixed the underwater problem for "indoor" cells.
1.50
Added the wwA_Goreprop var for proportional bleeding (see above)
Added the wwA_GorePC var for PC bleeding probability (see above)
Now all original red-blooded non-flying creatures from Morrowind + Tribunal are bleeding
Changed textures to make blood darker
1.60
Now all original creatures from MW + Tribunal do bleed.
Added a GIANTS compatible version.
Added some more gore effects : blood, dark blood, bones, dark blood + bones
1.70
Added metal effect to all centurions
Modified the gore effect on Fabricants and Yagrum to make them generate metal pieces too
Added a patch for GIANTS to make compatible with B&G. This does NOT add b&G effects to GIANTS creatures but ONLY allows the mods to run side by side nicely
Added specific sounds to all chunks
1.71
Modified scripts to make chunks disappear when you get away from them
Added a var ( wwA_GoreDistance ) to set the disappear distance for chunks
Added a counter ( wwA_GoreMax ) to set the max number of chunks per cell.
1.8
Removed the gore elements counter, wasn't efficient anyway
Added smoke effects for sun damage
Added fire + smoke effect for fire damage
Added white + black smoke effect for shock damage
Added white effect for frost damage
Metal creatures emit smoke when badly hit, and even fire when nearly dead
Hybrid metal creatures (like fabricants) emit smoke when badly hit
All new effects come with corresponding sounds (from MW)
Healing doesn't make characters bleed anymore
Bloodmoon add-on to make BM creatures bleed too
A bunch of new variables to tweak the system
2.0
Corrected meshes by Dongle ! No more transparency display bugs !
Put back the gore elements counter, now it's working
Added a bunch of new globals to tweak the mod
Added a new spell to change to next Gore "level" in game without going through the console. After level 5, it goes back to 0.
Level 0 - No gore at all
Level 1 - Few effects, Fastest
Level 2 - Some effects, Fast
Level 3 - Average effects and speed (default)
Level 4 - More effects, Slower
Level 5 - Max effects, Slowest
Note : Level 5 could be also called "over effects". All values are maxed out, it's more for fun or curiosity than really to use it for long
Added the breath smoke effect when in Solstheim *still beta : when activated, NPC idle voices are off*
Added the cold water frost damage when in Solstheim
Added a feature making gore stuff disappear when you get very close : you no longer have to dig though blood to retrieve your victim's equipment
Reworked mostly everything for speed and efficiency
Added a bunch of add-ons for
GIANTS Tribunal 2.6
Wilderness 1.1
Cait's Critters Unleashed 2.0
Mephisto's Creature Pack 1.1
Bloodmoon add-on included
Added a template add-on for making yours.
2.01
Corrected the problem with summoned creatures and smoke effects
2.02
Added 2 other spells to manage Gore level in game easily
Added blizzard frost damage to Solstheim + console command for disabling it if needed
Added some new meshes, changed some textures
Included all add-ons made by Vencha (extra thanks!) for a bunch of popular mods :
Adventurer's TC
Children of the Night part 2
Deadite race
Hunting Isle
Morrowind Advanced
Morrowind Additions Revamped
Petshop
2.11
Brand new textures by Ayse - A great visual enhancement for the mod !
Added specific blood and gore elements for Dremoras, fire atronach, frost atronach, insects, Gods, Predators and Aliens
Updated almost all add-ons
Added compatibility add-on for GhanBuriGhan's Combat Moves mod
Added compatibility add-on for TheOtherFelix' VGreetings 0.9.4 mod
Added optional Vampire constant breath effect, white or red
Added sound effects to breathing
Cold water and blizzard frost damages lowered
Cold water and blizzard frost damages now also reduce speed
Added auto preparation of corpses to "dispose" when getting close to them and avoid CTD. Also added a global var and a spell to manage it.
Modified smoke variable to manage it independently from gore level
Implemented corrections suggested by Ayse, giving more diversity to blood splats.
2.12
Removed bug of frost and fire damages lowering max health and stats
Frost and Fire damages now depend on player's resistances
Alien's acid blood does acid damages
Modified some meshes and textures
Small tweaking and tuning
7 - How to make a mod compatible
with Blood & Gore 1.8 or above (check the included template
add-on) :
1 - Open the mod you create the add-on for + a renamed copy of the TEMPLATE add-on (as the active one, the one which will be modified) together in the editor
2 - Go to Dialogue/Voice/Hit section
3 - Copy the example entry fitting the next creature/race you want to add (right click/copy)
4 - Change the ID or Race to the one of the new creature/race
5 - Go back to step 3 for all other new creature/race
6 - Save the new add-on (ex-template copy) and exit
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