New Damage HUD (grittier)
Content: 
-> this will make the Damage Overlay upon receiving damage to your character larger, making it feel more "painfull" directly in the game.

INSTALLATION:

A) navigate to update.rpf/common/data
and replace or add visualsettings.dat with the new version

B) or 
go into your custom visualsettings.dat

and replace all those lines here with the edited values:


// New damage HUD MOD STARTS HERE
misc.DamageOverlay.RampUpDuration          10      // Was 75 - Instant impact
misc.DamageOverlay.HoldDuration            800     // Was 690 - Holds slightly longer
misc.DamageOverlay.RampDownDuration        2500    // Was 900 - Very slow fade out
misc.DamageOverlay.ColorBottom.red         0.40    // Was 0.55 - Darker red
misc.DamageOverlay.ColorBottom.green       0.09    // Was 0.18 - Less green/blue for a pure, deep red
misc.DamageOverlay.ColorBottom.blue        0.09    // Was 0.18
misc.DamageOverlay.ColorTop.red            0.49
misc.DamageOverlay.ColorTop.green          0.08
misc.DamageOverlay.ColorTop.blue           0.11
misc.DamageOverlay.GlobalAlphaBottom       0.95    // Intense but not fully opaque
misc.DamageOverlay.GlobalAlphaTop          0.45
misc.DamageOverlay.SpriteLength            2.20    // Was 1.90 - Longer splatters
misc.DamageOverlay.SpriteBaseWidth         1.20
misc.DamageOverlay.SpriteTipWidth          0.15
misc.DamageOverlay.HorizontalFadeSoftness  0.05
misc.DamageOverlay.VerticalFadeOffset      0.01
misc.DamageOverlay.AngleScalingMult        0.00
# Damage Effect Onscreen First Person



misc.DamageOverlay.FP.RampUpDuration       5       // Was 50 - Extremely fast impact
misc.DamageOverlay.FP.HoldDuration         1500    // Was 1200 - Holds longer for shock value
misc.DamageOverlay.FP.RampDownDuration     4000    // Was 1900 - Damage feels like it lingers forever
misc.DamageOverlay.FP.ColorBottom.red      0.45    // Was 0.51 - Darker red
misc.DamageOverlay.FP.ColorBottom.green    0.09    // Was 0.14 - Desaturated for realism
misc.DamageOverlay.FP.ColorBottom.blue     0.09    // Was 0.14
misc.DamageOverlay.FP.ColorTop.red         0.84
misc.DamageOverlay.FP.ColorTop.green       0.34
misc.DamageOverlay.FP.ColorTop.blue        0.34
misc.DamageOverlay.FP.GlobalAlphaBottom    0.95    // Was 0.90 - Stronger central effect
misc.DamageOverlay.FP.GlobalAlphaTop       1.00
misc.DamageOverlay.FP.SpriteLength         1.90    // Was 1.50 - Longer splatters
misc.DamageOverlay.FP.SpriteBaseWidth      0.80
misc.DamageOverlay.FP.SpriteTipWidth       0.10
misc.DamageOverlay.FP.HorizontalFadeSoftness 0.02
misc.DamageOverlay.FP.VerticalFadeOffset   0.01
misc.DamageOverlay.FP.AngleScalingMult     0.02
misc.DamageOverlay.ScreenSafeZoneLength    0.45
// New Damage HUD MOD ends here 


// INFORMATION //
- the values are usually given from 0.0 to 1.0. 0.0 means 0%, 1.0 means 100%.
- Its light based, meaning every value to 1.0 will lead to white, not black; and every colour value to 0.0 at the same time  will lead to black, not white. 
- Every colour ingame can be approxiated via those three basic colours; Red, Green and blue (RGB)
- Alpha is the opacity/ transparency / "weight", the higher the alpha, the stronger the colour becomes. 0 alpha will be invisible, 1.0 alpha will be full. 
