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BloodVFX
HDRP decal-based blood and gore for Lethal Company. Persistent wound decals, pooling, and splatter, driven by a small public API so other mods can use it too.
| Last updated | 14 minutes ago |
| Total downloads | 0 |
| Total rating | 0 |
| Categories | Mods Misc Client-side Server-side Tweaks & Quality Of Life AI Generated |
| Dependency string | Y4NGZ313-BloodVFX-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
BloodVFX
Vanilla blood is a short-lived flat effect. BloodVFX adds HDRP blood presentation that can land on nearby geometry, remain on a moving body, and pool where a body falls. It changes presentation only; it does not change damage or combat rules.
The standalone plugin automatically presents blood for supported player damage and death callbacks. Other mods can use its small public API to add creature, weapon, or finisher blood without shipping a second decal system. Installing the DLL alone does not automatically hook every creature or every modded damage path.
Gameplay previews


What you get
- Player wound decals - projected onto the player mesh and carried through movement and ragdoll instead of floating in world space.
- World splatter - nearby walls, floors, and props can receive decals at the actual impact direction.
- Death pooling - supported deaths can leave a puddle where the body lands.
- Creature and finisher channels - consuming mods can request tinted body blood, environment splatter, and dedicated decal budgets through the API.
- Bounded presentation - separate caps, event throttling, viewer-distance gating, and recycled-decal fading prevent an entire round from accumulating unbounded effects.
BloodVFX adds no items, enemies, or RPCs. It draws client-local effects from events that the game or a consuming mod already synchronized. Installing it on every client gives the crew consistent visuals, but gameplay does not depend on those visuals.
Optional integrations
- LethalCCTV - persistent blood remains visible when a camera pans back through a corridor.
Other mods can reference the public API and choose their own tint, origin, direction, body target, and event timing. This assembly owns the shared decal budgets and cleanup lifecycle.
Required dependency
BepInEx-BepInExPack-5.4.2305
BloodVFX does not require Y4NGZCore, Contracted, or LethalCCTV.
Configuration and migration
BepInEx/config/com.y4ngz.bloodfx.cfg contains the master switch, world/player/
creature/finisher decal caps, intensity, recycled-decal fade time, per-player
event rate, viewer distance, vanilla-pool suppression, room-material decal
handling, and diagnostics.
Body-decal dimensions are selected by the runtime profile and are not exposed as configuration settings.
If you previously used the merged Y4NGZ Company package, the 08 - Blood FX
section is imported into this file once on first run. Remove the old merged
package so two copies of the presentation system cannot load together.
Generative AI usage
The entire code base of this mod was created with generative AI.
Troubleshooting
When reporting a visual problem, include BepInEx/LogOutput.log, whether the
target was a player or creature, the source of the damage, and whether the
missing effect was a burst, body decal, world splatter, or puddle.