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Installing it during a tactical mission caused the previous orange blood pools to disappear (or maybe that was just because I loaded the game), but that's about it. It's very compatible.
I'm a novice modder (I just made my first custom voice pack), but even after lots of Googling and reading, I was stumped as to how I'd remove/change existing art assets like the blood decals. I managed to eliminate the blood pools through a custom override to the XComDeathHandler class, but I could not figure out how to do the same to say the DamageTypeHitEffectContainer class. Poking around in your mod files, it looks like you took a different approach, but I'm too much of a novice to know how to tackle it. It *seems* like it'd be easy haha, but in practice, I'm finding it tricky to do. Any help would be appreciated!
The intention of my comment here is to share the confirmation that the mod works fine with WotC for other players who want to try it and have the doubt. Since the name of the mod is "Human Blood for Advent Updated" may cause doubts or confusion if the mod is for XCOM2 or WOTC, it would be good perhaps, just as an idea, to change the name to something like: "Human Blood for Advent [WOTC]"
I pointed out the decals settings due it is not the first time I read in many forum topics to other players asking for help because the bloodpools disappeared in their game, some people who do not know what decals exactly means or what exactly the game is handling as decals, or what setting is turning on/off the bloodpools. Btw, Thank you for share the mod. =)
Keep it up Fertile Womb!!
Works as intended for me, I used a clean config and the mod launcher.
What ever these comments are, I don't understand them at all. Mabey I just got lucky, doubt it.
Since there was a big update for WotC with new gamemode and missions, I thought it might be an incentive to look into it at some point, maybe not tooooo far in the future :)
The blood was still yellow.