Gore & Blood Amplifier
Every blood burst in the game fans out extra spurts. Raise the decal cap far past vanilla, make splats permanent or set an exact lifetime, scale splat size, and relax the placement throttle so blood pools densely.
Part Three
Every section of the config file explained, plus five ready-to-paste presets from cinematic horror to PSX crunch.
The entire overhaul is one text file. There is no in-game menu by design — every setting lists its own min/max range and a plain-English note, so you tune Devilated in a text editor and relaunch. Below: where the file lives, how it behaves, what every section does, and five presets you can paste straight in.
After the first modded launch the plugin writes its settings here:
BepInEx\config\com.stixsworldhd.devilated.goreatmosfx.cfgOpen it in Notepad, Notepad++ or VS Code. It is split into clearly-named sections — Gore, Permanent Corpses, Scene Lights, Muzzle Flash, Ambient & Fog, Post-Processing, Particle Scaler, Texture Controls — and every value is documented inline.
..._Enabled switch, and one global Master_Enabled at the top turns the whole mod off without removing the DLL.Eight modules, each independently toggleable. The keys shown on each card are the headline ones — the file itself lists every sub-setting with its range and description.
Every blood burst in the game fans out extra spurts. Raise the decal cap far past vanilla, make splats permanent or set an exact lifetime, scale splat size, and relax the placement throttle so blood pools densely.
Raise the corpse cap so the dead stay down for the rest of the level. Flesh chunks and intestines stop shrinking away — control their lifetime, on-screen cap, and the launch force that rockets body parts across the room.
Brightness and reach multipliers for every torch, lamp and sky light, with per-type toggles for directional, point and spot lights, a forced shadow mode and shadow-strength control. Flickering lights are scaled too.
Make every gunshot violently light up the room. Boost the flash intensity and reach, then make it linger for a strobing, firefight light show across the walls.
Multiply ambient fill light to lift the gloom or crush it pitch black, force fog on or off, scale fog density, and optionally override ambient and fog colour to repaint the whole mood — cold blue void, hellish red haze, sickly green.
Opt-in overrides for Bloom, the Brightness / Contrast / Gamma colour grade, the Beautify effect and a dedicated Sharpen pass. Each is off by default and only takes over once you flip its switch, so your in-game video settings are respected until then.
Global multipliers for every particle system — size, emission count, lifetime, launch speed, max-particle ceiling and simulation speed. Blood mist, sparks, smoke, fire, explosions and magic become as thick and chunky (or as fine) as you want. The HUD is left alone by default.
Force Point, Bilinear or Trilinear filtering across world textures; set anisotropic mode and level (0–16); nudge mipmap bias sharper or softer; and cap texture resolution Ultra → Low. Every option defaults to "leave alone", and fog / post render-targets and UI fonts are protected.
Five starting points pulled from the mod's own reference. Paste the lines into the matching keys in your config (they live under their respective sections), save, and relaunch. Mix and match freely.
The default is already gory — this is the extreme. Blood everywhere, corpses stacked, chunks flying.
Blood_SpurtExtraCount = 16
BloodDecal_MaxOnScreen = 3000
BloodDecal_OverlapThrottle = 0
Corpse_MaxOnScreen = 2000
Gib_MaxOnScreen = 2500
Gib_FlyawayForceMultiplier = 4
Particle_SizeMultiplier = 2.5
Particle_EmissionMultiplier = 3
Particle_MaxParticlesMultiplier = 4Dark, moody and atmospheric. Low ambient, heavy fog, and muzzle flashes that linger like lightning.
SceneLight_IntensityMultiplier = 0.8
Ambient_IntensityMultiplier = 0.5
Fog_Control = 1
Fog_DensityMultiplier = 2
Muzzle_IntensityMultiplier = 2.5
Muzzle_FadeSpeedMultiplier = 0.5
Bloom_Override = true
Bloom_Intensity = 1.4
ColorGrade_Override = true
ColorGrade_Contrast = 1.2
ColorGrade_Gamma = 0.85Keep the persistence, ease the load. Lower caps and gentle particle multipliers for weaker hardware.
BloodDecal_MaxOnScreen = 400
Corpse_MaxOnScreen = 150
Gib_MaxOnScreen = 200
Particle_EmissionMultiplier = 1
Particle_MaxParticlesMultiplier = 1
Particle_SizeMultiplier = 1.2
Texture_ResolutionLimit = 2Sharpen the world without touching the gore. Trilinear filtering, forced aniso, slightly sharper mips.
Texture_FilterMode = 2
Texture_AnisotropicMode = 2
Texture_AnisoLevel = 16
Texture_MipMapBias = -0.5Hard, pixelated, chunky. Point filtering, no aniso, low-res textures — pixel-crisp UI optional.
Texture_FilterMode = 0
Texture_AnisotropicMode = 0
Texture_ResolutionLimit = 2
Texture_ProtectUIAndFonts = false