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Description

Combines Smooth Doom, Bolognese’s and Nash gore and blood effects. This also includes PerK's Smooth Weapons for better weapon frame times. This ensures effects from all 3 mods work as intended. Made to work with Vanilla gameplay

Preview
Smooth Bolognese Blood and Gore v2.49
Comments
TheVidmaster
TheVidmaster - - 625 comments

If that would work with a more "vanilla" source-port like Crispy, then this would have lots of merit. For Zandronum or GZDoom, this is a pretty niche thing right?

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dDefinder Author
dDefinder - - 85 comments

I think its a bit mixed. There are those who want to still experience vanilla gameplay but with more features and different graphics.

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Skrell
Skrell - - 176 comments

Does this only work with vanilla doom or could I run this with other weapon mods?

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dDefinder Author
dDefinder - - 85 comments

Will try to get a version without Smooth Doom changing weapons or monsters. For now you can just exclude the smooth doom pk3 file

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dDefinder Author
dDefinder - - 85 comments

Uploaded a version that removes edits to either monsters or weapons

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Guest
Guest - - 694,919 comments

How can i turn off Bonognese gib explosion or increase bd_mingibhealth higher than -100? And is there options like that to Nashgore? When i played Walpurgis(Heretic), quite often my enemies explode out of everything i throw in them and sometimes even get double explosion: first Nashgore and then Bolognese. Btw, despite this, your goremod is the best goremod that doom community have on that moment, imho.

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dDefinder Author
dDefinder - - 85 comments

I would have to make a version for those. This was mainly made for Doom but moddb uploads them to all related games.
bd_mingibhealth can be changed if you know how to edit in slade and compile the script that Bolognese uses named ACSGore.txt. Anything with
if (GetActorProperty(0, APROP_Health) <= -30)

and changing the -30 or -25 to whatever number you would need. Nash doesn't do this, it depends on if the actual monster itself gibs.

and thanks

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l.strain
l.strain - - 134 comments

Can this be used with mods or just vanilla?

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dDefinder Author
dDefinder - - 85 comments

It is meant for vanilla but if there are edits to the monsters or weapon skins then you can use the versions that are already included to disable those features

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Guest
Guest - - 694,919 comments

how can i make this work with brutal doom???

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Markvinc
Markvinc - - 122 comments

**** brutal doom. there's already gore in brutal doom already.

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p00tp0t
p00tp0t - - 9 comments

for some reason if i choose "no weapon changes" the blue blood and unique gibs such as the cacodemon gibs do not show up (everything is red), but if i switch to the base addon with both weapon and monster enhancements, the coloured gibs work?

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dDefinder Author
dDefinder - - 85 comments

I have fixed the issue and uploaded a new version for it, thanks for reporting

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bak
bak - - 70 comments

One problem so far: smooth enemy movement & attack animations are missing altogether.

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dDefinder Author
dDefinder - - 85 comments

This was answered in a DM but to those who want to know. They were intentionally removed to preserve proper enemy attack timing. At some point I will add them back as a optional install

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the_vm
the_vm - - 126 comments

Not a bad attempt honestly, but it lacks gibbing options from chainsaw and ssg.

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dDefinder Author
dDefinder - - 85 comments

Might be possible to add but there are conflicts with both Nash and Bolognese since they handle their gib status differently from Smooth Doom

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Telepath
Telepath - - 5 comments

Is it possible to disable bolognese blood pools?

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CryoStrider
CryoStrider - - 2 comments

Hey, I've been using this mod for a while now and I have to say it's easily the best gore mod currently available. That said, I've been having a handful of problems with it.

The first thing is that if I try to play the game using Wadsmoosh (https://jp.itch.io/wadsmoosh) on GZDoom 4.10.0 I get this error:
"LoadActors: Load actor definitions.
Script error, "dD-SmoothDoom-default.pk3:zscript/zperkhandler.zc" line 76:
Unknown class name 'ZPerkPistol' of type 'Inventory'
Script error, "dD-SmoothDoom-default.pk3:zscript/zperkhandler.zc" line 83:
Unknown class name 'ZPerkFist' of type 'Inventory'
Script error, "dD-SmoothDoom-default.pk3:zscript/zperkhandler.zc" line 109:
Unknown class name 'ZPerkFist' of type 'Actor'

Execution could not continue.

3 errors while parsing DECORATE scripts"

The second issue is that the tone of green/blue blood seems to be inconsistent. If you kill a cacodemon you will see a mixture of very light and also very dark blue blood on the walls/floors, and the same thing goes for the hell nobles with their green blood.

Third issue is that I wish there was an option to disable the blood pools on corpses. They have a tendency to float mid-air when you kill an enemy near the edge of terrain, and they also get stacked on top of each other when you kill multiple enemies close to each other, which causes very distracting z-fighting issues.

Finally, I'm pretty sad that the chainsaw and SSG gibbing got removed, since those were easily some of my favorite features from Smooth Doom. Were they removed for any particular technical reasons? Any chance you could add them back?

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dDefinder Author
dDefinder - - 85 comments

1) I am still not sure whats causing that error, but will continue to try to fix it

2) Might be because of Smooth Doom gibs reacting differently to blood recolors. I'll try to tweak the colors a bit if possible in another update

3) I will have to reduce the size back to what it was before. Bolognese doesn't have a toggle feature for that.

4) I did finish SSG gibbing a while ago but got too busy to finish the update. I am still solving for the chainsaw gib so its still not working. They were removed because it required a special weapon type that Smooth Doom uses but conflicted with all the other mods.

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NaliSeed
NaliSeed - - 201 comments

Jesus!

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BrupcatBR
BrupcatBR - - 57 comments

The only thing I'd suggest for this mod is perhaps removing the parts of Smooth Doom that affect items; They can conflict with gameplay mods a fair bit. Otherwise, everything works great.

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dDefinder Author
dDefinder - - 85 comments

Updates:
2.49
-Added Super Shotgun and chainsaw gibbing option back when killed in close range. This needs to be turned on in Smooth Doom mod options
Note: This will only work if using default install as it requires changes to both weapons and monster

-Reduced blood pool size
-Added optional plugins for disabling the item and decorations for mod compatibility reasons

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Shr¡ke
Shr¡ke - - 281 comments

I can't seem to get color blood to work using the no weapons, no monsters and no items setup, any idea ?

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dDefinder Author
dDefinder - - 85 comments

It's recommended that you use Nash's mod instead, if you want to keep blood color and compatibility. Bolognese blood mod is the main cause of blood color not working unless the monster's themselves are edited.

Moddb.com

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Zergei619
Zergei619 - - 42 comments

i want to use this mod with this Moddb.com sadly the mancubus projectiles create a lot of smoke cause perfomance issues is there a workaround for this?

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dDefinder Author
dDefinder - - 85 comments

I usually manually reduced the effects by editing that mod. I haven't tried in the new version. bit of a long process although

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Zergei619
Zergei619 - - 42 comments

could you provide them the modified version of CodeFX you use pls

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dDefinder Author
dDefinder - - 85 comments

The one I have now is for the very old version of that mod. so might not be able to until later

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rohdenmagnus139
rohdenmagnus139 - - 107 comments

Do you think you could make a version of this that leaves out the weapons pack so it is only the gore?

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dDefinder Author
dDefinder - - 85 comments

Install the no weapons option of the mod

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SrCheese0
SrCheese0 - - 39 comments

Waos!

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doomer1234
doomer1234 - - 5 comments

Damn it doesn't work for me, how do I load it in ZDL? Load order?

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sastel
sastel - - 107 comments

Seeing the word "bolognese" and exploding demon flesh made me a bit hungry. 😂

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Isiel1
Isiel1 - - 5 comments

I keep getting "Execution could not continue.
Script error, "dD-Bolognese-No-MW.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists"

I'm using GZDoom with Doom Launcher as my mod loader.

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