Description
Square Enix designed a detailed injury display system using RGB vertex colors baked into character models. Each model contains specific color channels that define wound locations, ensuring injuries appear dynamically on characters. However, in the final release, Square intentionally stripped two-thirds of the blood effect system, removing the Green and Blue contributions from the formula. As a result, visible wounds became nearly nonexistent, likely to comply with ratings or regional censorship policies.
(Left: Unmodded max blood. Right: Modded max blood)
This mod restores the full blood display system, allowing the originally designed RGB vertex colors to function correctly. By modifying the formula, the missing visual layers are reactivated, making battle injuries far more noticeable. The result is a dramatically improved combat atmosphere, with characters properly reflecting damage as the developers initially intended.
How to Turn on Blood Effects Temporarily:
For comparison testing or Photography
- Using the Mod Menu: Player Effects -> Blood -> Max value setting
- Using Vertex Color Triggers: Sit on the bench with Kenny Crow at Longwythe Rest Area
Compatibility patch to work with the Party Lights mod available in this mod's files tab.
Blood effects are not the most common to see as they usually only occur in combat while the characters are injured or in their danger state. However, at multiple points of the game, they also set the blood level manually for cutscenes and events. This mod will properly display the full range of injuries in all settings.
Manually install by double clicking the fmod
https://ko-fi.com/rinual -- Support me on Ko-fi or message me on Discord for commissions.
https://discord.gg/7cNNwwJKsJ --- FFXV Exineris Modding Discord
https://github.com/Kizari/Flagrum/releases *Version 1.6.3+ required
https://github.com/Kizari/Flagrum/wiki/Using-the-Mod-Manager Guide for new users


