Sanguine Symphony: New Combat Features
Added 2024-11-06 23:47:15 +0000 UTC
Hello everyone!
Here’s a little surprise I’ve been working on recently! This is a new mod containing some effects and features that I came up with (along with a few that were highly requested) but that didn’t quite fit within the scope of the Dismembering Framework. Importantly, this mod is fully independent from that framework.
What Does This Mod Offer?
1. A Revamped Blood System
First, I’ve implemented a new system to replace Skyrim’s outdated and often buggy blood effects. If you remember, in the base game, blood appears randomly, with textures that sometimes stretch awkwardly. My mod introduces realistic blood sprays with their own physics that are propelled based on the direction and intensity of the attack—whether from melee or ranged weapons, depending on your settings. The revamped blood system also uses the default game texture paths, so it’s compatible with any retexture mods you have installed. Check out the trailer for a visual demonstration!
2. Enhanced Letal Strikes
Next, I’ve added a feature that boosts the energy and intensity of your kills. Upon delivering a fatal blow to an opponent (or receiving one yourself), an extra physical impulse can be applied to the NPC’s ragdoll, creating more dynamic and engaging finishes that add excitement to every battle.
3. A Slow-Time System
Last but not least, I’ve reimagined the slow time feature from the Dismembering Framework, making it even more customizable and completely lag-free. This can be a great alternative to Cinematic Kills if you experience any latency issues with that mod. Alongside the time-slowing effect, you’ll find new visual effects and subtler sounds, all of which are fully adjustable to suit your preferences.
Compatibility with Dismembering Framework
Sanguine Symphony is fully compatible with the Dismembering Framework. However, because some features overlap, I recommend disabling any duplicate functionalities in the Dismembering Framework to prevent conflicts. In the future, I may integrate these shared features more seamlessly for a cleaner setup.
Ongoing Updates and User Suggestions
This is an ongoing mod, and I plan to keep adding new features over time. If you have ideas or suggestions for additional features, I’d love to hear from you! Your input is invaluable for shaping the direction of the mod and making it even better.
Configuration
To configure the mod to your liking, edit the SanguineSymphony.ini file located in Data/SKSE/Plugins. Additionally, I plan to release an MCM menu in the future for even easier in-game adjustments.
Installation
You’ll only need the "Address Library for SKSE" mod as a prerequisite—nothing else. This mod can be installed on an existing save, but remember to make a manual save beforehand, just in case. While I’m confident in its stability, please note that this is an initial Alpha version.
I tested the mod on version 1.5.97 without any issues. Although I briefly tested it in VR and did experience some crashes, the standard version should work smoothly across other versions as well—though I'll leave that for you to confirm.
Download and Feedback
🔗 You can download the latest alpha version of Sanguine Symphony from this page.
Your feedback is crucial to helping me improve and expand this project, so please don’t hesitate to share your thoughts—even if the mod is working perfectly! If you encounter any issues, feel free to post in the dedicated chat.
Thank you for your support, and happy gaming!
Best,
Seb263
It’s actually quite dynamic, you just have to watch the video to see it. However, I did notice that the blood sometimes doesn’t collide with the terrain (an issue that’s only visible outdoors). I’ll come back to this project when I have some time. I still have another big feature to add anyway.
Seb263
2025-01-19 23:50:26 +0000 UTC
Blood isn't hitting the floor. its not "dynamic"
AtomicFire
2025-01-19 20:30:29 +0000 UTC
ily
Sansolo omni
2025-01-03 00:29:54 +0000 UTC
Did that and got this working beautifully. Turned the blood output in DF all the way up, with classic style. This, combined with your new beheading mod and DF ad so much fun to the game, thank you.
Daniel Stuto
2024-12-15 03:17:59 +0000 UTC
Just the slow time feature.
Seb263
2024-12-14 23:30:56 +0000 UTC
what should we disable in the dismember framework, the blood?
Daniel Stuto
2024-12-14 20:33:43 +0000 UTC
Insane. You are one of the best dev
i don't now if i wanted to live or die
2024-12-04 13:47:51 +0000 UTC
Im wondering, is it possible for the blood to hit the player and cover them? a feature im missing in 'Dirt and Blood' is getting covered in the enemies blood if you kill enough in one go.
hargas
2024-11-29 03:34:38 +0000 UTC
I appreciate the answer. I was thinking exactly that, since your mod adds blood effects I was thinking to switch to lite to free some scripts. Thank you!
Mudora
2024-11-24 00:06:47 +0000 UTC
any chance you ca share the file pls, i look at adri mod but everything is for third person pls.
NVM. I saw the mod thank your bro
PATATAS Gaming
2024-11-23 22:13:35 +0000 UTC
It's one of isADRI's mods if I remember correctly (it's been years since I installed some of these mods).
Seb263
2024-11-23 16:29:07 +0000 UTC
Hi there. Yes, I usually use EBT in my presentation videos. Until now, I was using the Full version, but given all the blood effects my mods have been adding lately, I switched to the LITE version to make the visuals a bit more consistent.
Seb263
2024-11-23 15:58:43 +0000 UTC
Hi there! Apologies for asking but are you using Enhanced Blood textures in the showcases?. If so, are you using the lite version or full version? Thanks again for your work!
Mudora
2024-11-23 13:24:44 +0000 UTC
sir what blockhit animation are you using for first person animation?
PATATAS Gaming
2024-11-21 06:59:46 +0000 UTC
Were you ever able to resolve this? I don't see the "mid-air" part of the blood spray, it just goes from hit npc -> show decal on ground, none of the cool effect from video. Will have to investigate further
minbari
2024-11-17 23:15:15 +0000 UTC
I have indeed considered it, and it’s not particularly difficult to add. However, since I’m not exactly skilled in texture design, I haven’t taken a stance on the matter yet. That said, given that I don’t like seeing good ideas go unused, it’s very likely that I’ll tackle it sooner or later, lol.
Seb263
2024-11-16 18:34:49 +0000 UTC
Yes, but Precision does not include any impulse effects for projectiles. Anyway, all SS variables that might seem redundant are actually complementary and stackable with Precision.
Seb263
2024-11-16 18:26:35 +0000 UTC
Do you plan to add different blood colors (such as oil for Dwemer or green for insectoids) like Enhanced Blood does?
Surshana
2024-11-16 11:09:47 +0000 UTC
This should work with the mod "precision" right? because it also has a kill hit impulse.. but that can be deactivated
Dario Schmid Gutierrez
2024-11-15 23:51:03 +0000 UTC
Thank you for your feedback, Lucan.
Regarding magic effects, only those of the "missile" type are likely to trigger bleeding effects when the option is enabled. As a result, it’s not impossible for fireballs to trigger these effects. I need to review the entire "magic" section because, as you pointed out, there are likely inconsistencies. Furthermore, I imagine that the MCM will be a bit more flexible than the ini file, which is simply a quicker and easier way to test new features.
Seb263
2024-11-15 10:51:37 +0000 UTC
I think this is excellent! One point of feedback, if possible, would be that one could - in the INI / Future MCM - select what kind of magic effects would generate blood sprays. I am specifically thinking about ice spears and the like, along with bound weapons. Those ought to generate blood sprays, whereas others non-piercing in nature wouldn't. Thanks for an excellent mod and I look forward to the upgrades and updates!
Auctor Lucan
2024-11-14 16:38:39 +0000 UTC
You can adjust the blood quantity in the MCM of the Dismembering Framework and configure its fluidity. However, if the appearance looks drastically different from what’s shown, you likely have a mod affecting the meshes of the “Node Addons” or simply the game’s blood textures.
In my presentation, the only mod impacting the blood visuals is EBT. The vanilla look is actually quite similar, although the texture resolution is lower.
Seb263
2024-11-08 00:23:11 +0000 UTC
Dude you are killing it. These mods are so good it's unbelievable
czechpharmacist
2024-11-07 18:19:24 +0000 UTC
wow this is... really good...
hargas
2024-11-07 16:15:35 +0000 UTC
Mine doesnt look like yours, mine looks ugly and chunkie without that much decapitarion bloodspray on an earlier post
piepman
2024-11-07 11:35:01 +0000 UTC
I’ve actually had this idea in mind for a few days now. Since the framework is likely to become significantly more complex in the near future, it seems like moving some of the additional features over to Sanguine Symphony could be a good idea, allowing the framework to focus exclusively on dismemberment.
Given that the dismembering framework has its own API, Sanguine Symphony should even be able to communicate directly with it to determine whether a dismemberment is taking place or not.
Seb263
2024-11-07 11:24:03 +0000 UTC
In the trailer, yes, Enhanced Blood was installed to achieve better textures.
Seb263
2024-11-07 11:15:14 +0000 UTC
Thank you for the information. The issue should be resolved with the latest version.
Seb263
2024-11-07 11:14:11 +0000 UTC
Thank you for the information. The issue should be resolved with the latest version.
Seb263
2024-11-07 11:13:37 +0000 UTC
It doesn't load with SKSE 2.2.3, game version 1.6.640
Jade Jordan
2024-11-07 09:25:31 +0000 UTC
+1
Jade Jordan
2024-11-07 09:22:55 +0000 UTC
you could maybe do a Truehud move and have one mod for kill effects and other for only dismemberment
Sir
2024-11-07 06:44:35 +0000 UTC
Quick question: do you use enhanced blood texture along side yoir stuff?
piepman
2024-11-07 06:20:38 +0000 UTC
zero reasons to downgrade to old Skyrim versions.
Dowser
2024-11-07 06:07:18 +0000 UTC
Just asking out of curiosity, did it work after a downgrade to a previous version or did you not try that out yet?
SnoopTrooper21
2024-11-07 05:48:52 +0000 UTC
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Hoang Dai Nguyen
2024-11-07 03:14:55 +0000 UTC
Does not load with SKSE 2.2.6 and the current version of Skyrim.
checking plugin SanguineSymphony.dll
plugin SanguineSymphony.dll (00000001 SanguineSymphony 00000010) disabled, incompatible with current version of the game 0 (handle 0)
Dowser
2024-11-07 02:26:42 +0000 UTC
Thanks Panda! Feel free to reach out if you encounter any issues, or even just to confirm that the mod is working well with the version of the game you're using.
Seb263
2024-11-07 00:04:37 +0000 UTC
Hey Biggie Boss,
The mod is still quite fresh and hasn’t been fully tested yet, so I can’t really commit to a release date for Nexus just yet. I’m facing some issues in VR, and I'm not entirely sure how well it works with all versions of the game. It's also possible that I'll add more features along the way, so the development could take some time.
That said, since you mentioned January, it's definitely possible that the mod could be more or less "complete" and ready for release on Nexus by then!
Seb263
2024-11-07 00:02:58 +0000 UTC
Hi Seb, author of LoreRim here. What are the odds of a Nexus release by January? It would be awesome to include in the next version of LoreRim where I already use Dismemberment Framework
biggie boss
2024-11-06 23:52:16 +0000 UTC
This is great look forward to seeing the development. Closest system we get in skyrim thats similar to the charm of carnage in Ghost of Tsushima.
Panda Pancakes
2024-11-06 23:52:02 +0000 UTC