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
Mod Features:
-All of Nash blood mod features:
Footprints
crush
mirrored death
spurts
ect.
-All of Bolognese features:
Blood pools
gore
hit effects
ect.
-Most of Smooth Doom features:
Blood effects
projectiles
new giblets
new death animations
SSG and Chainsaw gib
gib state for monsters [cacao, baron, ect]
-Replaced Smooth Doom's weapons to use PerK's Smooth Weapon Enhanced. Will result in better weapon fire timing and animations
-Merged Smooth Doom's casings and shells with PerK's weapon animations
-Removed monster smoothing except for death and gore smoothing
-Removed HUD smoothing to resolve HUD conflicts
-Reduced loud blood and gib sounds from Bolognese and Nash mods
-Re-enabled Bolognese's green/blue blood and gore effects
-Created and replaced a few blood decals from Bolognese and Nash to better match the different styles of blood mods
-Fixed blood on liquid surfaces not working, including blue and green blood
-Increased amount of blood on liquid surfaces
-Option to use Nash, Bolognese, or both for hit effects
-Optional install for brightmaps for weapons, monsters and textures
How to install:
NOTE: if you are trying to use with mods that alter monsters that have different blood color (like in overhaul mods)
it is best to just to use Nash's gore mod instead:
Forum.zdoom.org
-Open a folder of the version of compatibility you like to install. Default Install includes all the possible features of the mod.
No monster and weapon versions are used for mods that change those part of the game to avoid conflicts
-put pk3 files into where your gzdoom is installed
-edit the gzdoom-[yourname].ini file either inside the gzdoom location or the ini file that is inside ( ...\Documents\My Games\GZDoom )
-Add the one of the group of the lines below [Doom.Autoload]
if you are using (Default install) added those lines:
Path=dD-Bolognese-default.pk3
Path=dD-Nashgore-default.pk3
Path=dD-SmoothDoom-default.pk3
if you are using (No monster & weapon Changes) added those lines:
Path=dD-Bolognese-No-MW.pk3
Path=dD-Nashgore-No-MW.pk3
Path=dD-SmoothDoom-No-MW.pk3
if you are using (No Monster Changes) added those lines:
Path=dD-Bolognese-No-M.pk3
Path=dD-Nashgore-No-M.pk3
Path=dD-SmoothDoom-No-M.pk3
if you are using (No Weapon Changes) added those lines:
Path=dD-Bolognese-No-W.pk3
Path=dD-Nashgore-No-W.pk3
Path=dD-SmoothDoom-No-W.pk3
Recommended in-game options:
-Display options-
Blood Type: SPRITES
-Smooth Doom-
Enhanced Gore: ON
Particle Effects: ON
Extra Death Animations: On
-Bolognese-
Blood amount: 1 or 2
Increase Max Wall Decals higher than 0
Max Gibs and Blood Pools higher than 0
How to install Optional brightmaps:
-Move SBrightmaps.pk3 files from inside the "Optional Feature - Brightmap" folder to where your gzdoom is installed
-edit the ini file again and add the following below the [Doom.Autoload] after the ones that was already added previously
Path=SBrightmaps.pk3
How to disable Smooth Doom changes to world items and decorations:
-Open the folder "Optional Feature - No item & Deco"
-Move version of the .pk3 into where your gzdoom is installed and replace
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
2.48
-Fixed zombiemen casting light when stunned
-Reduced the gib blood mist effect from Bolognese
-Removed mist effect from Bolognese for green and blue blood
-Renamed the files based on the different folders they are in
2.47
-Used alternate brightmaps to fix issues with them not fully working properly
-Fixed zombie men misalignment for brightmaps
-Fixed BFG using the wrong pickup sprite
2.46
-Added brightmaps from KVELLER's brightmap edition of Smooth Doom as an optional install
2.45
-Fixed blood color not working with "no weapons" version
2.44
-Fixed none bleeding monsters gibbing (This is a bug in Bolognese v3 mod itself)
2.43
-Fixed default install using incorrect version for Smooth Doom. was using no monsters instead. resulted in wrong blood color, monster and weapon related features not working
2.42
-Fixed Mugshot using incorrect frames
2.41
-Fixed zombieman making very bright gunflash
-Added versions with no changes to monster or weapons
-Minor menu changes
2.4
-Reduced size of Nash hit blood effect and increased the gravity for better visibility and variance per hit
-Increased Nash blood splash animation speed
-Created new decals for Nash floor blood spot decals
2.32
-Improved SSG fire timing
2.31
-Fixed plasma rifle incorrect pick up image
2.3
-Fixed smooth doom error log
-Fixed Baron and Shotgunners from using smooth animations
-Fixed Bolognese gib triggering when imps health isn't low enough
-Improved Bolognese gib health to sync better with Smooth Doom gibbing, which also removes the manual gib health option
2.2
-Added merged hitscan effect for Nash and Bolognese, will randomly use one or the other's effect for each hit. (Currently only works for red blood effects)
-Fixed red blood appearing when gibbing green or blue monsters with Nash Gib on
-Reduced sounds from Nash blood and gib
-Minor menu changes
2.1
-Removed a line of code that caused the game to crash when shooting monsters that bleed green
-Changed Nash gib option to default on instead of off and reduced the default gore amount
-Minor option change to Smooth Doom and Perk menu
2.0
-Added a minor edited version of Nash's Gore Mod Vengeance Edition and most of its features as part of the merge compatibility. The gib part of the mod is off by default and can be turned on in Nash’s gore options
-Merged PerK’s and Smooth Doom menus
-Removed Smooth Doom options that are not working anymore
Following changes made to Nash's Mod:
-Reduced blood spurt size
-Changed blood decals
-Locked and changed some menu options to keep compatible with rest of the mods
-Fixed double blood pools and bloody footprints functionality by blanking out the texture
-Added option to choose either Nash’s or Bolognese hit effects
1.1
-Increased blood pool size for green and blue color
-Fix blue blood turning green in water
-Added more water surface blood decals
Credits:
Bolognese Gore Mod- Sergeant_Mark_IV
Smooth Doom - Gifty
Smooth Weapons Animations - Per Kristian
Nash Gore Mod – Nash Muhandes
Some replaced decals and edits in Nash, Bolognese and Smooth mods - dDefinder
Brightmap sprites - NightFright
Brightmap textures - TheUnbeholden
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Average
9.37 votes submitted.
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?
I think its a bit mixed. There are those who want to still experience vanilla gameplay but with more features and different graphics.
Does this only work with vanilla doom or could I run this with other weapon mods?
Will try to get a version without Smooth Doom changing weapons or monsters. For now you can just exclude the smooth doom pk3 file
Uploaded a version that removes edits to either monsters or weapons
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.
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
Can this be used with mods or just vanilla?
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
how can i make this work with brutal doom???
**** brutal doom. there's already gore in brutal doom already.
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?
I have fixed the issue and uploaded a new version for it, thanks for reporting
One problem so far: smooth enemy movement & attack animations are missing altogether.
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
Not a bad attempt honestly, but it lacks gibbing options from chainsaw and ssg.
Might be possible to add but there are conflicts with both Nash and Bolognese since they handle their gib status differently from Smooth Doom
Is it possible to disable bolognese blood pools?
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?
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.
Jesus!
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.
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