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  • @Starfox1993 Ha! Right now, no - melee severing is limited to blades (axe, machete, sword). I locked it down that way because a baseball bat slicing an arm off looked a littlebit silly. Knuckle dusters count as blunt, so they only hit.

    But punching a head clean off is very GTA, I'll give you that 😄 I could add it as an optional toggle for people who want it. Noted for the next update - along with your range idea 👍

    13 uur geleden
  • @silentzer14 Can you tell me what exactly you'd like — more blood, bigger splatters, or blood that stays longer? There are already settings for all of that under Menu → Gore → Blood details (ground blood amount, pool duration, and a new "Shot splatters" option).also you can use blood mods, they are compatible
    One important tip though: if your splatters vanish after a few seconds, that's GTA's decal limit, not the mod — the game only keeps a small number of decals and recycles the oldest. Install a Decal Limit Adjuster and they'll stay. That single mod makes the biggest difference to blood by far

    20 uur geleden
  • @JoyLucien Good eye, and it's a fair question — but the two .asi files aren't the same code with a flag. They hook completely different functions: the Legacy one hooks CopyOffMatrixSet, the Enhanced one hooks fragCache::DrawSkeleton with its own byte patterns and struct offsets, because the two executables are built differently. Merging them into one binary with a runtime version check is possible in principle, but it means putting two separately developed hook codebases into one file — and if I get that wrong, BOTH versions break instead of one.
    Also, as you noticed yourself, the .rpf differs too — so even with a shared .asi you'd still need the version-specific download. The benefit would be pretty small for the risk. I'd rather keep them separate and stable ✌🏽

    20 uur geleden
  • @Matthew Liddell Not a bug, it's the default setting — the "weak weapon needs several hits" counter only works in one of the trigger modes. Two easy fixes, pick whichever you prefer:
    1) Menu → Gore → Trigger → "Damage-based", then set "Weak hits" to e.g. 4. Now a pistol needs 4 hits on the same body part to sever, while shotguns/rifles stay brutal. This is the mode you want for realism.
    2) If you just don't want the bisection at all: Menu → Gore → BETA/WIP → "Split torso in half" → Off.
    By the way, I'm already working on a "Realistic range" option for the next update — small pistols and SMGs will only sever up close, while shotguns, revolvers, MGs and explosives always do. Thanks for reporting! 👍

    1 dag geleden
  • @Trevor789FD Thank you so much, that really means a lot! 🙏 And honestly, a big part of that fix belongs to you — the reports about the Juggernauts and Heavies falling apart like paper are exactly what led to the tough-ped system.
    Good news on PEV: those models are already in the default list too (the NOOSE Heavy variants including the heli/roadblock ones), so it should work out of the box for you. If you ever run into a model that still comes apart too easily, you can just add it to ToughPeds in the INI — and the threshold (ToughHealth, default 30%) lets you decide how weak they have to be before they can be cut.
    The review already means plenty, no worries at all. Thanks for the support, my friend — hugs right back! ❤️

    1 dag geleden
  • @Starfox1993 Good point, and half of that is already in there: weak guns (pistols, SNS etc.) don't sever on the first hit — they need several hits on the same limb (Menu → "Weak hits", 2-10), and DismembermentWeapons.cfg controls which weapons can cut at all. What's NOT in there yet is your other half: distance. Right now an SNS at 50m behaves like at 2m. Making small guns close-range-only while shotguns/RPG/grenades always cut is a great idea — putting it on the list for the next update. Thanks!

    1 dag geleden
  • @eddiesanti0903 Still there! Menu → BETA/WIP → Animal gore → On. It's just off by default now until animals get their own stump caps. But I can't promise anything there, because creating them—doing it for each individual animal—is actually too time-consuming for me... lol.Happy hunting 🐕

    1 dag geleden
  • @seb007 Nice, that's exactly the right lever — the object/entity budget in the gameconfig is what runs out during heavy gore, and bumping objects up gives the game room before it starts despawning things. 5000 is good.

    That said, that one remaining case should be gone in the next update anyway — I found the mod-side cause (the torso-split clone was eating the nearest unprotected entity) and now nearby cars and bodies get shielded for a few seconds around a dismemberment. So between your gameconfig and that fix you should be set.

    Thanks for the stars and for coming back with what worked — that helps the next person 🙏

    3 dagen geleden