Version 0.4.1 is here! The main change: the Core Impact Framework is no longer bundled in the archive. Instead, it must now be downloaded separately from Nexus Mods. This shift makes it easier to keep CIF up to date and lets you enjoy Sanguine Symphony alongside the latest performance improvements and fixes from CIF.
The Core Impact Framework is now available on Nexus!
However, the 1.0.0 version comes with major structural changes, making it temporarily incompatible with the one included in the Sanguine Symphony v0.4.0 beta bundle. So I strongly recommend not installing the Nexus version of C.I.F. v1.0.0 if you're still using the v0.4.0 beta of Sanguine Symphony, which seems to be running smoothly as is.
That said, feel free to drop by the Nexus page and leave a comment if you feel like it 😉
v0.4.0 is here, marking the second Beta of the mod! You asked for more blood, and now it’s here. The update brings improved performance, and a new dynamic blood trail feature in the MCM for denser, more dynamic sprays. You can now customize the speed, gravity, and spread of the sprays, while decals stack infinitely for flawless texture application. Plus, inconsistencies are fixed, and parameters can now be updated in real-time via Sanguine Symphony.
Hey everyone,
I’m back with a major update for Sanguine Symphony! Once again, this marks a turning point in the project’s development.
The last Alpha of Sanguine Symphony served as a starting point for the impact effects system. The framework was still in its early stages and a bit bare-bones. Now, with this Beta version, things are drastically different. Tons of new impact effects are being introduced, so expect significant changes across the board.
This update also introduces the Core Impact Framework (CIF) as a solid foundation, completely reshaping how impacts work in the game and offering a much more polished experience.
The Core Impact Framework is a lightweight, no-script, no-plugin system designed to handle impact effects in a flexible and accessible way for all modders.
Until now, this system was deeply tied to Sanguine Symphony. That’s no longer the case. With the CIF, any mod can now benefit from this tech, without relying on Sanguine Symphony or being tied to any of its gameplay features, which may not suit other creators' goals.
Here’s what CIF offers:
Fully autonomous operation via a single .dll file (no ESP, no scripts)
Dynamic reading and parsing of JSON files to define effects (sound, visuals, etc.)
A fully configurable logic system based on weapon type, projectile type, target, and dozens of other parameters
Comprehensive documentation to make integration easy — without even needing to declare CIF as a dependency
An architecture built with compatibility and collaboration in mind (clear file hierarchy and customizable priority rules)
Bonus: even with zero configuration, CIF still fixes two vanilla issues — one where blood textures could appear distorted, sliced or transparent, and another where blood would appear when hitting the weapon or shield of a dead NPC (no more of that nonsense)
In short: this is a plug-and-play framework for anyone wanting to create or fine-tune impact effects using precise logic, without having to reinvent the wheel.
CIF vs Mu Impact Framework (MIF) — What’s the Difference?
If you’re wondering how the Mu Impact Framework (MIF) compares to CIF, here’s a quick breakdown:
MIF mostly works by adding VFX on top of the vanilla system, acting like a cosmetic overlay.
CIF is a deep overhaul of the vanilla impact system. It can override, replace, or stack effects in a modular way. It also enables new mechanics such as dynamic blood sprays, spell casting (for VFX or scripting), object spawning (explosions, physics items, etc.)
So yeah, CIF is the heavy artillery. But if all you need is simple VFX triggering on hit, MIF is still a perfectly good choice.
⚠️ Note: I haven’t tested using both systems at the same time, but in theory, they should work together just fine. If you're already using MIF and want to try CIF, please let me know how they behave together so I can confirm compatibility.
With the addition of CIF, Sanguine Symphony now becomes cleaner, more modular, and more powerful.
Main changes and improvements include:
Full integration with the Core Impact Framework (optional but highly recommended — impact effects won’t change without it)
A dynamic blood spray system where the amount of blood depends on the target’s remaining health
Nearly 80 brand-new impact sounds, carefully designed to match weapon and armor types
Brand new UHD textures to reflect realistic damage — including support for insects and dwemer automatons
Improved impact logic for more consistent and believable results
A detailed MCM menu, fully compatible with MCM Helper (currently available only in English and French 🐸)
Still zero gameplay scripts, except for the one powering the MCM — meaning optimal performance and compatibility
This Beta lays the groundwork for a stronger, more scalable system that’s easier to expand without risking conflicts.
Only one requirement: Address Library for SKSE Plugins.
The mod can be safely installed on existing saves, though I recommend making a manual backup just in case. Tested on both 1.5.97 and 1.6.1170 of Skyrim SE, as well as in VR.
⚠️ If you’re using Enhanced Blood Textures, I recommend the LITE version, otherwise you may see visual inconsistencies with heavy armor.
This Beta is the last major step before the official release. A few minor bugfixes and effects still need polishing. The MCM may also be expanded or improved — so please don’t hesitate to share your suggestions. What makes sense to me might not to others.
Also, like with Dismembering Framework, I want this mod to support multiple languages natively and out of the box — so localization is on the to-do list.
🔗 You can download the latest beta version of Sanguine Symphony from this page.
A massive thanks to everyone who’s supported the project and given feedback during the previous stages. This Beta is a true milestone, and I can’t wait to hear what you all think — whether you’re players or modders.
Feedback is always appreciated, even if things are working fine.
Hop into the dedicated chat if you have any questions or run into issues.
Happy modding,
– Seb263
Seb263
2025-04-18 00:31:05 +0000 UTCJester
2025-04-18 00:18:54 +0000 UTCDaniel Stuto
2025-04-16 15:25:56 +0000 UTCSeb263
2025-04-15 19:38:02 +0000 UTCAuctor Lucan
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2025-04-14 20:07:23 +0000 UTCSeb263
2025-04-11 22:53:43 +0000 UTCMichał Jałowiecki
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2025-04-06 12:09:20 +0000 UTCPanda Pancakes
2025-04-06 06:29:44 +0000 UTC