Craytose Posted May 15, 2012 Share Posted May 15, 2012 (edited) So since my mod request doesn't really seem to be generating a whole lot of interest, I was wondering if some of you more skilled modders would know of a way where one could create a mod that would display blood splattered from combat using something other than decals. Something other than the way shaders do it in game (or so I read that shaders was what was responsible). Surely there's a way to create textures/meshes that are only applied to the surrounding area when an actor is struck while close enough to them, again, other than using decals/shaders. Add in an .ini file for the amount of splatter and amount of time till the texture/mesh fades out, and we'd have an amazing blood mod that would no longer be as subject to so many of the shader issues that plague oblivion. If anyone knows how it might be done, I'd love for it to be explained to me so I can give it a shot if some other ppl don't feel like it. Edited May 15, 2012 by Craytose Link to comment Share on other sites More sharing options...
Lanceor Posted May 16, 2012 Share Posted May 16, 2012 Sorry, this post isn't going to be too helpful, but I'm replying just so that you know that people ARE reading your post but probably don't know the answer. To create bloodsplats without using decals... I wouldn't know where to begin even though I've scripted a large number of things before. I know that vanilla Oblivion cannot create meshes or textures on the fly - it can only use previously made assets. Possibly there's an OBSE plugin that will allow this but I've never heard of one. As for shaders - if it's the in-game effect shaders, I don't think that has anything to do with the bloodsplats. I know graphics cards have a thing called shader-support which is presumably a completely different kettle of fish - I don't think they're related either... and to mod them is more akin to modding the graphics card drivers. Link to comment Share on other sites More sharing options...
Craytose Posted May 16, 2012 Author Share Posted May 16, 2012 (edited) Hey somebody replied to me! YAY! It's nice to know someone cares because honestly I was feeling like they didn't. Like I have said, I know the "blood flicker" thing is not super rare but it's rare enough that there are only a couple of solutions, neither of which are working for me. I know ppl can create and integrate animated textures, I know there can be custom shaders (OBGE for example, the water in that is ASTOUNDINGLY AWESOME). Surely someone can do something identical just for blood all on its own. I have read enough different problems about blood-shaders that it honestly is needed, I think OBGE shading is the way to go probably. Thank you very much for at least letting me see that someone took the time to reply. Edit; I should add what my problem really is. I have no problems with anything else, but blood on INTERIOR walls/ceilings/floors will sometimes flicker, it never does this in something that is considered an exterior cell, to my knowledge. It does not do it with every single decal for the decal's entire lifetime. But it does do it to all the decals at some point during the decals lifetime. The most odd things are that every decal's flickering gets "turned on and/or off" as I fight. And the "switch" that turns the flickering either one or off is myself getting cut or myself cutting an enemy. Basically, the way it appears, every time blood is produced from combat (whether it's me hitting or getting hit), there is a chance that it will cause all other displayed blood spatters to flicker, even if they are 40 feet away on the other side of the room. Not only that but also it is a chance that (if they are already flickering) it will turn the flicker off and they will look normal. And then once either of these things have happened, the next time someone is hit and blood is produced, there's a chance of that "switch" being flipped again and cause them to flicker or to not flicker, depending on what they were already doing. At one point, I thought maybe it was the "blur" that happens upon contact, since that is a shader effect. But upon setting the ini to where there were no blurs whatsoever (whether it be me hitting or getting hit) during combat, the "switch" was still flip-able, and they would still either turn off or on upon more blood being rendered (even if the new blood being rendered was just a quick-spraying effect and not one that was going to be painted on the surrounding walls/floor/ceiling). I have switched around just about every shader setting, even uninstalled OBGE and reverted back to a completely unaltered ini. Another very strange thing about my situation is that my "test-save-game" from about 100 hours of playtime ago is clear of any blood flickering. It is as if the flicker problem is saved into my other save files and unable to be removed, even with different shader/decal ini settings or mods that affect them (other than just turning blood completely off). Hence my desire for a new way for blood to be rendered with obge or something, because it seems the only way I'll ever be able to continue and have a game that isn't completely bloodless is if the vanilla decals for it are turned off and some mod renders blood in a completely new way. I really hope it can just be added like the OBGE liquid water mod, because it is terrific. Edited May 16, 2012 by Craytose Link to comment Share on other sites More sharing options...
jamochawoke Posted May 17, 2012 Share Posted May 17, 2012 It really sounds more like a graphics driver issue to me honestly. Link to comment Share on other sites More sharing options...
Craytose Posted May 17, 2012 Author Share Posted May 17, 2012 (edited) It really sounds more like a graphics driver issue to me honestly. Even with the fact that one save NEVER does it and all the others do? Not meaning to question you, hope you're right, just curious how this could be, considering that. Edited May 17, 2012 by Craytose Link to comment Share on other sites More sharing options...
Craytose Posted May 17, 2012 Author Share Posted May 17, 2012 Also now, link to it. Link to comment Share on other sites More sharing options...
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