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.
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:

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.
Beyond this major feature, several other elements of the mod have been tweaked to integrate seamlessly into this new framework.
Blood splatter effects are now conditioned by the framework, allowing for different sizes and colors without conflicting with other mods.
A new system for adjusting limb weights based on armor type has been implemented. Heavily armored NPCs will now fall more violently when killed, adding an extra layer of realism.
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.
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.
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).
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
Anthony Stubelek
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