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@Diegobowwow I need a bit more to go on. Two things:
Check ScriptHookVDotNet.log in your GTA folder — it says why a script aborted.
Make sure you're using the right .asi. Legacy and Enhanced need different .asi files; the .dll is the same for both. Using the wrong one is the most common cause.
Post the log line and I'll tell you what's wrong.
@marculu I can't promise compatibility with a specific older nightly — the mod is built against recent ones. But I'd rather find out than guess: could you try it and tell me what actually happens? The ScriptHookVDotNet log will say if it's a version mismatch or something else. If it's a small thing I might be able to work around it.
@dhull Page Up by default. You can change it in the menu under Menu & Language → Menu Key, or in scripts/Dismemberment.ini.
@Cordobes49 That's not a setting you're missing — the mod only projects blood downwards onto the ground, and it deliberately discards anything that isn't close to ground level. I built it that way because otherwise you get blood decals floating in mid-air.
So blood on the car body isn't possible right now. It's a fair request though and I've noted it for a future version — no promises, decals on a moving vehicle are a different mechanism than decals on the world.
@Asaseh Thank you for taking the time to write all that — that's a proper list, and I appreciate it.
Good news first: a lot of it is already in V1.5, it's just buried in the menu.
Realism presets — Gore → Preset gives you Realism / Medium / Extreme.
Performance mode — Gore → Fixes → Particle saver, plus a scan range setting in the ini.
Weapon-based dismemberment — Gore → Trigger. "Only cfg weapons" limits cutting to the weapons you list in DismembermentWeapons.cfg, "Damage-based" adds a hit counter (Weak Hits). There's also "Strong weapons cut instantly" under Details.
Different NPC types — cops already survive limb loss more often than civilians (80% vs 50%), and there's a "tough peds" list with its own health threshold for juggernauts and heavies.
Persistent wounds — survivors already bleed for 8–15 seconds, limp from a lost leg, and the stump caps stay on.
Two of your ideas I really like and hadn't considered:
Gradual distance falloff. The realistic range option in 1.6 uses a hard cutoff right now. Making the chance fade with distance instead is a much better idea and not much work — I'll do that.
The API. This one's interesting because I'm halfway there already: the mod reads a NO_DISMEMBER decorator so other scripts can exempt their own peds. Setting a decorator when a ped gets dismembered, so other scripts can react to it, is the missing half. That's small enough that I'll try to get it into 1.6.
Progressive limb damage I'd love, but it needs a separate model for every intermediate stage of every limb — that's a modelling problem more than a scripting one, so no promises. Armor-aware is basically the tough-peds system with a different trigger, so that one's plausible later.
Thanks again, genuinely useful post ❤️
@GrandHaven Wow — thank you, that honestly made my day. 🙏 Comments like this are exactly what keeps me going through the long nights of testing, reading crash logs and rewriting the same function for the tenth time.
And yes, I'm definitely not done. There's already a "realistic range" option in the works (small guns only sever up close), plus proper stump caps and a few more ideas from the community. If you ever run into something broken or have a suggestion, just say so — feedback like yours is what makes the mod better.
I just need to make sure I finally get my NFS mod finished; I started it back in May and it’s still not ready... I want to get the NFS mod released before the next update for the Gore mod drops... there’s a huge amount of work and effort in it—I even had to cut a few features because it was getting to be too much... I might also create a "legacy" version of it at some point... and then there's GTA 6 coming out soon, too... 😂😂😂
Thanks again for taking the time to write this. 🔥❤️
@Crazyboy4881 HaHa! If Rockstar won't put it in, someone will mod it in eventually 🤣 Thanks
@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 👍
@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
@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 ✌🏽