Sorry about not replying soon enough to those guys who PMed me on how to isolate the body drag. Here's a quick overview of what you need to do:
1. unpbo slx_clouds and get these files: CloudySmoke.p3d, Fire.p3d, FlatSmoke.p3d, Cloudy.01.paa,Fire.01.paa, gunsmoke.01.paa. Create a new folder like /c/ or something short in your edited slx_wounds folder. Use Oxygen to redefine the paa paths in all three p3d files to slx_wounds/c/Cloudy.01.paa and etc. Then Find/Replace these new p3d dirs in all the script files that reference slx_clouds. Make sure to use "old compression" or whatever that's called.
2. Because of the lack of slx_clouds, you'll now get a weird effect where smoke puffs shoot out of injured players (it's supposed to be made transparent by slx_clouds so that only the pebble effect is left when dragging). Here's how to get rid of it:
In config.cpp of slx_wounds, comment this out:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// class SLX_BleedDmg1: BulletBase
// {
// hit=0;
// indirectHit=0.1;
// indirectHit=0.08;
// indirectHit=0.06;
// indirectHitRange=.5;
// typicalSpeed = 1;
// soundFly[]={"",1,1};
// soundEngine[]={"",1,1};
// soundhit[]={"","db0",0};
// visibleFire=0;
// audibleFire=0;
// visibleFireTime=0;
// airlock=0;
// irlock=0;
// laserlock=0;
// minRange=10;
// minRangeProbab=1;
// midRange=10;
// midRangeProbab=1;
// maxRange=10;
// maxRangeProbab=1;
// tracerColor[]={0,0,0,0};
// tracerColorR[]={0,0,0,0};
// cost=0;
// explosive=0;
// hitGround[]={"soundhit",1};
// hitMan[]={"soundhit",1};
// hitArmor[]={"soundhit",1};
// hitBuilding[]={"soundhit",1};
// cartridge="";
// };
The dripping blood will still be there. How that works is it creates a small explosion crater (black charred circle), then covers that up with a blood drop shaped texture. If those are disappearing to quickly or something, it's because your damage decals are set to expire too fast. It's in the same file.
3. Damage models. What SLX does is it uses slx_modweapons_c to decrease the damage of normal bullets (i.e. 5.56 NATO ball is decreased to 6 damage from 11/12 default). This is a pretty terrible solution since NWD and standard ballistics are alot better. Now if you run slx_wounds alone, you'll pretty much die in 1 hit to the chest since wounds is tweaked for the slx_modweapons_c damage values. In SLX_Wounds.sqs (not 100% sure), there's a section that pretty much says: "if bullet hits chest do %50 normal dmg, if bullet hits arm do 20% damage etc". Tweak this to match whatever ballistics you're using via trial-error until it feels realistic to you.
This also applies to guys trying to get Q11 recoil to work. The config in modweapons_c is changing all the weapon values.
4. Yes slx_wounds does call for GL3 and slx_shout. However, it's scripted in a way where if either of these files are missing, it'll just return a null value and move on without any errors. If you want the yelling/screaming, include slx_shout and slx_arma_voices. I haven't played around with GL3 and getting AI to drag you so I don't know if GL3 calls for any other pbos. slx_wounds only calls for GL3 and slx_shout though. The scripting in slx_wounds pretty much goes "if teammate is in the vicinity, injured, execute GL3.pbo for nearby unit" and such if that helps.
5. If you do use slx_modweapons_c, be aware that it disables most of the normal tracers by default and adds weird values on its own. Pretty sure I had to remove all the tracer references in order to get SIX_Tracers working. Also, it references some effects from slx_clouds again (but it'll be stated as ExplosiveAmmoBox or something like that), so delete those parts again if you're keeping modweapons_c.
Again, sorry about the late response and sorry if someone has covered this since my last post. Happy to answer any questions regarding slicing and dicing SLX. Read through these files like 100x each.