Uploaded April 2025 | Updated September 2026, 3 hours ago
This mod changes the aura effects for gold, ammo, health items and bonus time.
nexusmods.com/residentevil4/mods/500
*The mod was tested using HD Project
Type 1 - 2 Bloom no light
Type 2 - 1 Bloom no light
Type 3 - 2 Bloom no light (less intense than Type 1)
Type 4 - 2 Bloom + light
Although the Type 4 looks good in some areas, it may not work well with the game low poly scenarios, so I don't recommend it for now. Besides, it can also overload the models with light sources, and theoretically make lighting break somewhere (untested), imagine a wave of ganados dying at the same time in the same place, this will make the game hit the 6 light limit for the nearby models, resulting in undesired lighting. But for the vanilla game, this is less likely to happen as the lighting is simple, the only problem should be the low poly models which the vertices will be far away from the light, so it may not lit all surfaces unless we convert them to high poly.
Due to requests about conflict with other mods, I've included the extracted effects to be copied to your core_001.eff, this way you can also customize and use only the auras you liked, or mix with other mods.
Here's a list of the auras:
Effect Group 44 (Aura Type 3 - Blue)
Effect Group 46 (Disappearing) (Aura Type 3 - Blue)
Effect Group 47 (Aura Type 5 and Type 6 - Red)
Effect Group 48 (Disappearing) (Aura Type 5 and Type 6 - Red)
Effect Group 49 (Aura Type 4 - Green)
Effect Group 50 (Disappearing) (Aura Type 4 - Green)
Effect Group 51 (Aura Type 2 and Type 8 - White with and without Sparkles)
Effect Group 70 (Aura Type 7 - Big Blue)
Effect Group 77 (Aura Type 9 - Bonus Time)
Music: At Last Light - Hello Meteor
This mod changes the aura effects for gold, ammo, health items and bonus time.
nexusmods.com/residentevil4/mods/500
*The mod was tested using HD Project
Type 1 - 2 Bloom no light
Type 2 - 1 Bloom no light
Type 3 - 2 Bloom no light (less intense than Type 1)
Type 4 - 2 Bloom + light
Although the Type 4 looks good in some areas, it may not work well with the game low poly scenarios, so I don't recommend it for now. Besides, it can also overload the models with light sources, and theoretically make lighting break somewhere (untested), imagine a wave of ganados dying at the same time in the same place, this will make the game hit the 6 light limit for the nearby models, resulting in undesired lighting. But for the vanilla game, this is less likely to happen as the lighting is simple, the only problem should be the low poly models which the vertices will be far away from the light, so it may not lit all surfaces unless we convert them to high poly.
Due to requests about conflict with other mods, I've included the extracted effects to be copied to your core_001.eff, this way you can also customize and use only the auras you liked, or mix with other mods.
Here's a list of the auras:
Effect Group 44 (Aura Type 3 - Blue)
Effect Group 46 (Disappearing) (Aura Type 3 - Blue)
Effect Group 47 (Aura Type 5 and Type 6 - Red)
Effect Group 48 (Disappearing) (Aura Type 5 and Type 6 - Red)
Effect Group 49 (Aura Type 4 - Green)
Effect Group 50 (Disappearing) (Aura Type 4 - Green)
Effect Group 51 (Aura Type 2 and Type 8 - White with and without Sparkles)
Effect Group 70 (Aura Type 7 - Big Blue)
Effect Group 77 (Aura Type 9 - Bonus Time)
Music: At Last Light - Hello Meteor










