Last updated at 11:33, 30 Sep 2015 Uploaded at 8:10, 12 Nov 2011
Bloodier combat experience with higher resolution and detailed textures. Additional features such as decapitated/killmove spasms, blood drops when low health, More blood depending on how much damage is done, blood pools, and green blood for spiders and oil for machines. Customize certain features with use of MCM and optional plugins.
Thanks to Brodual for the Mod Spotlight
Blood amount compared to vanilla, default EBT and reduced size
Please read the FAQ before posting issues
Check your decal amount options which can cause blood not to appear. The graphic option is found inside the Skyrim launcher option.
Skyrim needs to be updated to v1.9.
The bsa only contains jonwd7's brawl bug patch. You can remove it to use the standalone patch instead or if another mod has also included the
patch, such as SKYRE.
Use only one Compatibility patch!
ENB, FXAA Injector, and lighting mods will have noticeable effects on blood color which may appear differently than intended. Use darker or brighter blood color optional files to adjust it. Different locations in the game will also alter the blood color such as indoor areas tend to be lighter than outdoors.
Do not optimize the nif files or the game will crash when you decap someone. You shouldn't be "optimizing" nif files in the first place.
You can translate the MCM menu. Please tell me about so I can provide a link to the mod page:
Spanish translation by xlwarrior
French translation by Narsilien80
Realistic Ragdolls and Force:
Huge thanks to pauderek for his blood scripts and support. Check out his "Burn Freeze Shock Effects" which adds magic based effects to characters
Hate that weird dance that they do before they die? Get "No Spinning Death Animation":
Improved Combat Sounds:
Detailed Features (These are not modular)
Main plugin (ESP):
-Separated Hit splatters and static placed blood
-Allows different wounds based on weapon type
-Increase duration for blood on weapons
-Increase size to hit splatters and wounds based on weapon type
-Changes to screen blood duration, size, and amount
-New high resolution blood textures
-Wounds will cover larger areas and have different wound types based on weapon damage. (Blade, Claw, Bow, Unarmed, Blunt)
-New splatters for screen blood and removed lens flare effect (with options for blur)
-Increase red color to hit spurts
-High detail decapitation texture
New Features / Scripts:
*All features from "A Simple Bleeding Mod" Such as*
-Increased blood amount during combat. Every hit now causes blood
-Bleeding out npcs will now produce blood drops
-Bleeding from the neck after decapitation killmove and neck slit killmove
-A decapitated victim will have spasms for a few seconds
-NPC can cause the same amount of blood as the player
*Features that I've added for EBT*
-Increased blood splatter amount from attacks and constant blood drops on ground (blood trail) when health is low. Follow blood drops of those who fled the fight wounded.
-Two different blood splatter types depending on how much damage is done
-Blood pooling from killed npcs and pools will have a different appearance on softer surfaces (sand, dirt, ect.)
-More blood from killmoves with added blood spurts
-Green blood for Spiders and Chaurus, while dwarven machines bleed oil
-Spasms affect normal killmoves and are chance based
-Mod Configuration Menu to adjust certain aspects of the mod. This requires Skyui and SKSE
-Smaller blood Splatter, wound size, and amount
-Darker, brighter blood for use with all lighting mods
-No screen blood and blur screen blood optional files
-Screen blood changes to duration and amount using esps (Not needed if you have MCM)
Current Version Changes
-Fixed unarmed hit effects for insects and dwarven mechs
-Fixed crossbow bolts using incorrect wound damage type
-Fixed incorrect bleeding for certain monsters from Immersive Creatures
-Re-made blood pool normal maps on solid surfaces
-Re-made oil normal maps
-Updated Skyrim Monster Mod patch to version 13 (This should not be used with older versions of Monster Mod because the file format is different esm to esp)
Optional files updated:
All color and resolution files
Removed following patches:
Dawnguard-Immersive Creatures EBT Patch.esp
DG-MM-SiC EBT Patch.esp
Dragonborn-MonsterMod EBT Patch.esp
Dawnguard-MonsterMod EBT Patch.esp
-Fixed certain install options not working (NMM)
-Fixed dark blood color option using effects folder in the wrong location
-Additional blood splatters on non-killmove one-hit kills
-Minor edits to spasms
-Added NMM installer support (Follow the manual install instruction if you want to install without a mod installer)
-Scripts will now apply ini settings that are in the Skyrimprefs file
-Removed the included ini file
-Blood size adjustments
-Increased default severe blood damage threshold from 20% to 22%
-Re-made two severe blood splatters
-Blood pooling has been sped up to appear more smoothly unlike the old slideshow effect
-Blood pools now only start after a body has been stationary for short amount of time. Blood drops will continually appear until this happens
-Spasms are now chance based and work with normal killmoves. Spasms will react differently depending on ragdoll or body mod you are using. Using any ragdoll mod will improve the physics of the spasms
-Spasms will now have random impulse amount and delay instead of them having the same one every time
-Added MCM menu options for spasms
-Increased amount and rate of initial blood drops when at low heath
-Increased amount of blood during killmoves
-Adjustments to optional plugins of reduced and larger blood splatter size
-Re-made "brighter blood color optional file"
-Immersive Creatures Compatibility patch: New creatures added from SIC: DLC2 should now bleed properly
Optional files updated:
All DLC patches
All color and resolution textures
Wound and splatter size plugins
Optional files are now included in the main download. Follow the manual install method if you don't want to use a mod installer
Clean Save / Updating
You will need to do this if your current version is below v3.0. Otherwise ignore this and just install the mod over the old version.
Follow steps below:
-Type the following in the console. (~) key
(The first two lines are for older versions and will report missing if entered)
(The 3rd line is for version that is above 3.0 or use the MCM uninstall instead)
-Go to an indoor area where there no blood splatters anywhere and possibly no other NPCs.
-Open console again (~) and type:
-Quit the game
-Fully uninstall the mod and not just ticking the mod off. This includes the blood files and scripts
-Go back into game and load that save
-Save the game again
-Now install the mod
-Load the save
If you are downgrading to an older version follow the uninstall instructions instead and make sure to save without the mod active before installing.
Your MCM menu will be greyed out if you didn't make a clean save.
HOW TO INSTALL (Manual Method)
This can be installed with NMM or other mod installers. You don't need to follow these steps if you used a mod installer. The ini changes are already included. All optional plugins need to be loaded after the main esp file. Ignore the fomod folder
- 1 -
Extract and move files inside "1 core files" into your Skyrim data directory.
- 2 -
Extract a patch plugin file in the "2 patches" into the data folder depending on what DLC or mod you have installed. Use only one Compatibility patch!
DB = Dragonborn
DG = Dawngaurd
IC = Immersive Creatures
MM = Monster Mod
Example: You have Dragonborn, Dawnguard, and Immersive Creatures. You would move the file inside the "IC DG DB" folder into the data folder.
- 3 -
"3 optional esps"
These are not required for the mod to work. Skip this step if you don't want to change the blood size
Extract a patch plugin into the data folder
- 4 -
"4 texture res and color"
"5 blurry screen blood"
"6 alt tex" (reduced blood textures)
These are all optional choices for blood textures, color, and resolution. This step can be skipped if you are going to use the default color and high resolution version.
Extract the "texture" and "effects" (if the effects folder exists) into your data folder
Note that the mod will override those changes. Changing the settings yourself will mean that the settings it will work without the mod.
-Find [Display] and add this line below it:
-Change the number to 350
-Next add this line below [decals]
Default Screen Blood and Optional Files
Most of the optional files are now included in the main download and are installed with a mod installer. Some optional are not included.
Other alternate files are found as optional downloads in the download page. Main download should be installed first then optional files:
To use vanilla screen blood:
When using NNM to install optional files click on 'no' when asked to update.
How to Uninstall
-Go to an indoor area where there are no blood splatters anywhere.
If you have SkyUI you can use the MCM menu to uninstall the mod instead of typing in the console.
-Open console using the ~ key, and type the following:
(The first two lines are for older versions and will report missing if entered)
(The 3rd line is for version that is above 3.0 or use the MCM uninstall instead)
Uninstall the mod with use of your mod installer.
-if you crashed while loading the save it means that there is blood in the area you are in, go somewhere else and install the mod again to start your save.
Check the readme if you installed the mod manually.
Q: Compatibility with [Insert mod]
This does not change anything gameplay related and many features from this mod are added to the game. This will be compatible with just about everything. You only need to worry about other blood mods.
Q: Blood for custom weapons or armor doesn't appear correctly
How blood will appear on weapons and armor is determined by the weapon/armor model itself. It's up to the author of the mod to make sure that blood decals display correctly for their weapons and armor.
There is a blood layer that needs to be edited per weapon. The decals will appear to be floating if this layer isn’t done correctly.
An example for armors is the bandit armor from Immersive Armors. It uses the same mesh as the default which will make blood appear like its floating.
Q: Use with other blood mods?
No, it’s not compatible with other blood mods this includes bloodier combat. The exception is "bloody facials" mod. Make sure to do a clean save if you are switching between them. Expect your game to start crashing or possible save game issues later down the line if you continue to use conflicting mods. Game stability when switching blood mods on the same save is not guaranteed.
Q: Solid Squares for blood
It's a mod conflict with other blood mods or you have an optional file is loaded before the main plugin. These will also happen when the textures are not installed correctly or missing.
Q: Blood is bright red/pink (Lighting Mods)
Either your using ENB or a lighting mod that increases the games overall brightness or it’s the issue above. Use darker optional file to fix this.
Q: Conflicting scripts reported with the following files: MS11CalixtoScript.pex / DGIntimidatePlayerScript.pex /
DGIntimidateAliasScript.pex / CompanionsSingleCombatantScript.pex
C00VilkasScript.pex C00TrainerScript.pex / BladesSparringScript.pex
Those scripts are part of the brawl bug patch by jonwd7. If another mod also included this then you can just delete the “dD - Enhanced Blood Main.bsa” file.
Q: Patch combination is not available and Monster Mod Patch Issues
You can still run the mod even if you don’t have the required DLCs, just don’t select a patch when installing.
Monster Mod requires version 13 and not the one on Nexus which is version 4. You can run the mod without the monster mod patch.
KNOWN ISSUES / LIMITATIONS
Q: No wounds on my character in 3rd person view / Wounds doesn't appear
You need to be attacked while in 3rd person camera mode. NPCs have certain chance to cause wounds to anyone and not all the time like the player. It’s the default behavior within the game engine, it cannot be changed.
Q: Other wound decal issues
I can only change their duration, size, and texture. These are problems that are inherent to the vanilla game. Things such as not appearing at all, stretched, not reacting to fog, not appearing on face or neck, dark wounds from multiple hits, blood not disappearing from hands/body, ect. are issues that I cannot fix.
If you find that blood is lasting too long for you, then you can try lowering the wound lifetime in the MCM menu. Although, this will also affect the normal blood splatters and these are both tied to the same ini setting.
Q: No blood on heads or neck of playable races
Bethesda has always disabled decals appearing on the face and necks. The only way to do this is to apply a magic shader over the actor, which "bloody facials" mod does.
Q: Blood is sometimes transparent, faded. Sometimes hit splatters appear square or cut-off / Weapon flickers / No blood splatters in Solitude
These are normal issues with the game and it can't be fixed.
Things like rock paths along the roads are very noticeable. This problem happens with all decal types even from magic:
Q: Beheading guards with helmets doesn't work, or helmets stay on
It's a vanilla bug with that armor. Use open faced guard helmet mods or other mods that fix armor.
Q: No animated blood pools? / Blood pools appear instantly (v3.5 below)
Adding animated decals isn't possible. I tried to simulate blood pooling by having them become thicker and spread slightly if the body is lying in the same spot. I have sped up the decal placing in 3.6 so it looks more like it’s pooling out and not look like a slideshow.
Q: Adding dynamic decal lifetime? Remove wounds and blood on weapons when entering water
The game’s decal system doesn’t support this. Once a decal is placed it cannot be removed or changed until the current one expires. New wounds that appear while in water will be removed, but the old ones you have before entering will not.
Q: Too much bloooood!
You have several ways to reduce this:
-Use the smaller blood splatter plugin. "Other Blood ESP tweaks" file or optional install in NMM.
-Use craftyfox's "Reduced Blood Splatter Alternative Textures" either alone or with the reduced blood size plugin
-Increase the severe blood damage to a higher number. Found in the MCM options.
Q: MCM options are all grayed out
You didn't make a clean save when you uninstall the mod with the MCM menu. You need to also wait for the MCM menu to be removed when you first load a save with the mod off.
Q: Textures are the same or doesn't appear / Blood pools doesn't work
-Your game needs to be using patch 1.9
-Set your decal amount to high or above in the Skyrim launcher options in graphics. (This is the most likely reason for blood pools not working)
-Using other blood mods alongside this mod
-Possible install issue with Mod Organizer
-Possible issue when switching between blood mods
-Did you get an EBT install message when you started the game? If not then it could mean the plugin isn't active or the scripts are missing
-Not all surfaces can apply blood splatters, same goes for magic. For example: Almost anywhere while in Solitude
-Multi-layered ground textures may cause blood and other decals to not appear.
-You need to hit your target at least once with a melee/range weapon for blood pools to appear
-Use “reset cloak spell” in the MCM options menu
To test if it’s not caused by a save or mod do the following.
-Uninstall the mod
-Check if the scripts folder contains files that start with: zblood or zgore and delete them
-Delete dD - Enhanced Blood Main.bsa in the data folder if it exists
-Install the mod using only with the main plugin file active (no optional files) and disable all other mods
-Start the game and while in the main menu type in the console: coc whiterunorigin
-Attack npcs and see if it works
If not there might be an issue with the mod installation. Otherwise, it could be caused by an issue with that save or another mod.
Q: I’ve read somewhere that this mod is “known” to cause CTDs.
When the mod author and a large majority of the EBT users are not experiencing this issue the “known” thing loses its merit. I have gone through a recent 20+ hour playthough with the following mods (http://pastebin.com/mARR2kpV) and have not experience CTD during combat. A deeper test needs to be done to find out if a mod is causing issues rather than just “I disabled this mod for 5 minutes and it stopped CTD.” Other harm can be caused by this besides mods, such as, editing the ini, especially the papyrus or the ugrids settings. Testing under a new game using the COC command is the best way to find out if there is something going on with a certain mod or if its caused a the current save. A lot more is covered in the FAQ below.
Q: Crashing / Freezes
-To confirm that it’s caused by this mod or other issues, you first must disable all other mods besides this one and also rename the scripts folder to something else (scripts1) [change it back after you are done] and create a new folder and name it scripts and have only the scripts from my mod installed. Launch the game and see if you experience the same issues. If the issues are not present any more than it’s caused by another mod or it’s from the game itself. Just ticking your mods off doesn’t mean scripts that are running will stop or that meshes and textures are removed.
-Use SSME which will increase the stability of the game: http://www.nexusmods.com/skyrim/mods/50305/?
-If you have performance issues (45 and below FPS). Try to use lower resolution textures or try to improve your fps. Having a high FPS will help make the game more stable.
-Making ini edits to the papyrus and ugrids settings. Keep those at the default for best stability.
-Using other blood mods alongside this mod or when switching between blood mods.
-Check your paprus logs and see if there are reports of the blood scripts causing anything and look at the very bottom of the log to see what error is there before it crashed. It might not be this mod causing it. (This is not a guarantee way to find out if a mod is causing your issues. Mods can throw warnings and errors that won’t affect the save game.)
-You probably have a save where you uninstall many different mods. It’s a vanilla problem with any mod that uses scripts. Even a properly disabled script will leave warnings in the logs about the scripts missing and that’s it. If a mod didn’t stop a loop it will keep running forever to the point where it could cause save bloating. If you uninstall this mod correctly you shouldn't be experience this issue. Try a new game and see if it will still causes an issue.
-My current working load order: http://pastebin.com/mARR2kpV there shouldn't be any issue with other mods, but you should check them by disabling a certain bunch of them at a time and see if you notice any difference.
-Try increasing the script update rate time inside MCM options.
To test if it’s not caused by a save or mod
-Start the game and while in the main menu type in the console: coc riverwood
-travel around, attack npcs, spawn enemies, boost your running speed by 1000 and run everywhere, ect.
-If you are not experience problems then something may have has gone wrong with your save
-If it still happens try to remove groups of mods and see which one causes this problem
Q: Slowdowns / Stuttering during combat / Blood Splatter Delay
Use lower resolution version of the textures or lower the wound/splatter duration in the MCM menu, this will affect both wounds and splatters.
For splatter delay your game is running below 50 frames per second, this will slow down all scripts running in your game not just this mod. The game script is built to delay scripts unlike previous games. Example: Defense building mods in Skyrim have a jittery building interface unlike in the same mods found in previous games.
Q: Download issue when using NMM / Download Errors
Download the mod manually and then add the file to your mod list in NMM. This is an issue with the Nexus servers going down.
Q: Monster Mod patch work with MM Lore? (other variance of monster mod)
The patch only looks for keywords and races within monster mod esm, so it should work without problems. Monster Mod patch will work with v10 and up, and the new Reborn version.
Q: CTD when launching the game
-You have a active plugin that requires another file. Such as using the Dawnguard patch without Dawngaurd. Look at your load order with a mod organizer that checks for this error.
-You need the "Skyrim Immersive Creatures - DLC2.esp" from Immersive Creatures if you also have Dragonborn.
-Monster Mod requires version 13 and not the one on Nexus which is version 4. You can run the mod without the monster mod patch.
dDefinder - Textures, plugin and scripts
pauderek - I've used his scripts as a base and modified them from his "A simple bleeding mod" also thanks for the continued support.
Craftyfox - for contributing reduced blood decal file
jonwd7 - Brawl Bugs Patch Resource
xlwarrior - Spanish translation
Narsilien80 - French translation
cmdo - Immersive Creatures patch used as a base