SamuKata
Seb263
Seb263

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Sanguine Symphony - The Impact Awakens

Hey everyone,

I'm back with a major update for Sanguine Symphony!

If you're not familiar with this project yet, I highly recommend checking out my previous post, where I explain the core features of the mod. I won’t be covering them again here, as this article focuses on the latest improvements.

A Major Overhaul

Why is this a major update? Simply because of the new feature I teased a while ago. I’ve been working on it for quite some time now, and I think it has finally reached a level of maturity where I can properly showcase it.

Let’s not beat around the bush: this update brings a complete rework of the impact effects system for melee attacks, arrows, magic projectiles, and more.

The default system, while functional, is quite limited—it only considers the base material and weapon type to determine the impact effect. So, I developed a new algorithm, implemented directly in the game's source code, to finely adjust the selection criteria and the resulting effects.

Here’s an illustration to help you better understand what I mean:

A True Framework

If you're wondering how to configure these filters and modifiers, the answer is simple: Sanguine Symphony is now a full-fledged framework.

By default, the mod comes with my own custom configuration (as shown in the video), but modders will have the freedom to create their own effects using a simple JSON file, which I’ll document when the official release is ready.

Additionally, the impact sounds you hear in the video have been specifically designed for this mod. They dynamically adapt to the type of impact thanks to the new filtering system. I may add more sounds in the future, and I might even create custom blood textures for the sprites—though I'm no artist, I always see my projects through to the end! 😆

Note however that the impact data is just visual effects and the damage remains unchanged. However, now that I have DF and SS as a framework, one of the next steps is to make a real mod focused on localized damage that will take advantage of all these elements simultaneously in order to obtain an exceptional gaming experience.

Additional Adjustments & New Features

Beyond this major feature, several other elements of the mod have been tweaked to integrate seamlessly into this new framework.

Alpha State & Future Development

Keep in mind that while the mod is now feature-complete, it is still in alpha and has only been tested by me. That means there could be bugs or crashes, so please report any issues you encounter so I can apply fixes if necessary.

The next major update will likely be the beta version, where the .ini file will be stripped down to debugging functions, and an MCM menu will be added for easier configuration.

However, please note that I may still add new impact effects (both visual and sound) through minor updates to this alpha version. Currently, the effects for sharp weapons and bows are well advanced, but I would like to implement similar effects for blunt weapons, melee combat, and possibly some new effects for magic as well.

Feel free to share any ideas for specific vanilla game effects that I might have missed (since I don't really have time to play and discover them myself).

I also want my recent mods to interact with each other—similar to how Dismembering Framework works with Next-Gen Decapitations. However, since there will soon be four (or even five) mods modifying impact and death-related hooks, ensuring smooth compatibility is becoming increasingly complex.

I’m considering developing a "bridge mod", essentially a lightweight .dll file without an ESP, to efficiently distribute impact-related information and events across my mods without conflicts.

Configuration

To configure the mod, edit the SanguineSymphony.ini file located in Data/SKSE/Plugins. In the near future, I plan to release an MCM menu to allow for easier in-game customization.

Installation

The only prerequisite is "Address Library for SKSE", nothing else.

You can install this mod on an existing save, but I still recommend making a manual backup beforehand, just in case. While I’m confident in its stability, keep in mind this is an alpha release.

I personally tested the mod on version 1.6.1170 & 1.5.97 without issues. I also ran brief tests in VR, where all crashes should now be resolved. However, you might still notice some minor inconsistencies with projectiles due to differences in how the hooks function in VR.

Note: If you are using Enhanced Blood Texture, I recommend switching to the LITE version, otherwise you will have inconsistencies such as blood splatter where there should not be any (heavy armor).

Download & Feedback

I want to take a moment to thank all of you for your unwavering support over the past few months.

I know you're excited to see my other projects come to life, but I ask for just a little more patience. Many of these mods push beyond my comfort zone, and I never know for sure if I'll achieve the exact results I'm aiming for.

But rest assured, I fully intend to complete every goal I set in my January update.

🔗 You can download the latest alpha version of Sanguine Symphony from this page.

Your feedback is essential to improving and expanding this project, so please share your thoughts, even if everything is working perfectly! If you encounter any issues, feel free to post in the dedicated chat.

Thanks again for your support, and happy gaming!

Best,

Seb263

Sanguine Symphony - The Impact Awakens Sanguine Symphony - The Impact Awakens Sanguine Symphony - The Impact Awakens

Comments

Hi Seb, did you name this mod after the Circle Takes the Square lyric?

Anthony Stubelek

Hi, Most likely, yes.

Seb263

Hi Seb, would this be compatible with Archery Locational Damage? (https://www.nexusmods.com/skyrimspecialedition/mods/63863)

SnoopTrooper21

All good :) Would definitely be cool if you look into it down the line, but of course there are more core features that would take priority over stuff like this. Looking forward to the upcoming updates!

Joe

My bad, I thought you were talking about blood sprays being generated for each type of NPC. Right now, they pass through actors (otherwise, they would collide with their source). That said, I do have some theories on how to make this possible. I don’t plan on looking into it for now since it could negatively impact other functions, but if it were to happen, the blood would be applied as a specific decal (similar to the ones that appear when an NPC gets hit by a sword).

Seb263

Interesting, is that essentially a custom implementation of actor overlays? Do wonder how it'd interact with mods that use the racemenu overlays like dirt and blood, or if this just supersedes it (at least the blood part)

Joe

Thanks! Yes, the blood applies to all actors in the game, including the player. In the next version, the blood spray size will vary based on the NPC's health, it will even emit a sound upon impact, and there will be color variations depending on the creatures (insects, Dwemer automatons).

Seb263

Does the blood spray also dynamically apply to surrounding NPCs and even the player if hit by it? Feel like that would increase the visual impact of combat quite a bit. Great work on all of the new features. Always fascinating to see the kind of stuff you manage to achieve. Really innovative.

Joe

Hoping for the patch with Dynamic Impacts for more hitting SFX, ur awesome bro

Daryl Bustamante

There are currently no scripts on SS. Everything happens directly in the game engine which means there is no latency. I assume both mods will be able to run at the same time but there may be some redundancy of effects.

Seb263

Holy cannoli! Great job. You are incredible!

Red T. Basco

What’s the script load like on this? Is it as light as the dismemberment mod? Also Is this compatible with dynamic impacts, I’d love to use this but also have this mod running (https://www.nexusmods.com/skyrimspecialedition/mods/140320)

Daud

Absolute cinema

When the

I imagine the two mods should work fine together since MIF seems to apply overlay modifications, while my mod redefines the structure more deeply. However, there will probably need to be some tweaks on either side to avoid things getting too visually overloaded.

Seb263

Oh wow. This is insane. I thought its only blood spray retexture and this blew my mind. I cant wait to know if it will plays nicely with Mu Impact Framework!

Len


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