The game apparently loads these VFX into memory all the time, even at the main menu. It's likely done to speed up combat VFX that use them, and they refer to different models used in visualeffects.2da

This might mean they can't be overriden by hakpacks, but needs testing. Generally they're not seen for long even if low poly however.

Some may not even be used by the game - it's sometimes hard to see - may test at some point by replacing them all with badgers or something.

Lastly the Hardcoded VFX References may primarily reference these; calling those VFX lines by EffectVisualEffect sometimes doesn't work as intended.

It is as shame more VFX models are not cached or this can't be added to to potentially improve game loading performance for complex but commonly applied VFX.

Note all the models below are compiled by default.

VFX Cached List

The ones without a VFX line reference are referenced from the "vwp" files for emitter nodes. May sort an exhaustive cross referenced list but it's easy to check. If you alter the vwp_ files it'd be recommended to reuse the _bone etc. files as well.

ModelTexture(s)VFX IDVFX LabelComment
grn_m_bone.mdlchunk64


grn_m_giblet.mdlchunk64


grn_m_rib.mdlchunk64


grn_m_thigh.mdlchunk64


grn_s_giblet.mdlchunk64


red_l_bone.mdlchunk64


red_l_giblet.mdlchunk64


red_l_rib.mdlchunk64


red_l_thigh.mdlchunk64


red_m_bone.mdlchunk64


red_m_giblet.mdlchunk64


red_m_rib.mdlchunk64


red_m_thigh.mdlchunk64


red_m_torso.mdlchunk64


red_s_bone.mdlchunk64


red_s_giblet.mdlchunk64


red_s_rib.mdlchunk64


red_s_thigh.mdlchunk64


vwp_l_chunk_red.mdl
235VFX_COM_CHUNK_RED_LARGEWhen a creature is "chunked" ie; blown up by a big critical/big damage. Not sure this one is used...
vwp_m_chunk_grn.mdl
124VFX_COM_CHUNK_GREEN_MEDIUMWhen a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, green blood.
vwp_m_chunk_red.mdl
122VFX_COM_CHUNK_RED_MEDIUMWhen a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, red blood.
vwp_m_chunk_wht.mdl
236VFX_COM_CHUNK_BONE_MEDIUMWhen a creature is "chunked" ie; blown up by a big critical/big damage. Any sized creature, white "blood" (or rather, usually, "bone").
vwp_m_chunk_yel.mdl
126VFX_COM_CHUNK_YELLOW_MEDIUMWhen a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, yellow blood.
vwp_s_chunk_grn.mdl
123VFX_COM_CHUNK_GREEN_SMALLWhen a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, green blood.
vwp_s_chunk_red.mdl
121VFX_COM_CHUNK_RED_SMALLWhen a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, red blood.
vwp_s_chunk_yel.mdl
125VFX_COM_CHUNK_YELLOW_SMALLWhen a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, yellow blood.
wht_m_bone.mdlchunk64


wht_m_head.mdlchunk64


wht_m_pelves.mdlchunk64


wht_s_bone.mdlchunk64