Enhanced Blood Textures SE by dDefinder
Skyrim Special Edition » Visuals and Graphics
Added: 03/11/2016 - 03:05AM
Updated: 16/01/2017 - 11:41PM

10,375 Endorsements

3.73 Latest version

195,693 Unique D/Ls

430,470 Total D/Ls

483,734 Total Views

Uploaded by dDefinder1


Last updated at 23:41, 16 Jan 2017 Uploaded at 3:05, 3 Nov 2016

Bloodier combat experience with higher resolution and detailed textures. Additional features such as killmove animation spasms, blood drops when low health, damage based blood amount, blood pools, and green blood for spiders and oil for machines.

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.

The bsa only contains Enai Siaion's brawl bug patch. You can remove it to use the standalone patch instead or if another mod has also included the

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.

Spanish translation by Johnyrisu:

Realistic Ragdolls and Force:

No Spinning Death Animation:

pauderek's Burn Freeze Shock Effects:
*No SE release*

Immersive Sounds - Compendium:

Reverb and Ambiance Overhaul:

Detailed Features (These are not modular)
Main plugin (ESP):
-Separated combat blood splatters and hand placed blood decals
-Increase duration for weapon blood
-Increase size to hit splatters and added different wounds based on weapon type (Blade, Claw, Bow, Unarmed, Blunt)
-Changes to screen blood duration, size, and amount

-New high resolution blood textures to splatters, screen blood, wounds
-Increase red color to hit spurt animation
-High detail decapitation texture

New Features (Plugin + Scripts):
-Increased blood amount during combat. Every hit now causes blood splatters
-Bleeding out and dying  npcs will now produce blood drops
-Bleeding spurt animation from the neck after decapitation and neck slit killmove
-Low health blood drops(blood trail) Follow blood drops of those who fled the fight wounded
-Heavy and light splatter types depending on how much damage is done. Configurable to match damage mods
-Blood pooling that will react differently on softer surfaces (sand, dirt, ect.)
-More blood splatters and spurts from killmoves
-Green blood for spiders and chaurus
-Dwarven machines bleed oil
-Chance based spasm effect after killmove animations and decapitates

Optional files:
-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

Current Version Changes
*Version 3.73*
-Updated header ID of optional files

*Version 3.72*
-Fixed short script distance range being applied to the main file

*Version 3.71*
-Added reduced script range optional files. This will alter the distance that scripts and blood effects activate. Medium is half the length of a cell's default range and short is at close to melee range of player. This may help with performance by not creating new blood decals unless you are at a closer distance. Bleeding from bow attack will not work beyond the set range.
-Added no screen blood optional file

*Version 3.7*
-Added Enai Siaion's Modern Brawl Bug Fix as a updated replacement to the old fix
-Removed SKSE and SKYUI integrated features until a SE version is out. No mod menu and ini editing
-DLCs are merged into the main plugin
-Reduced condition checks when an actor takes damage
-Low health blood drops now appear when hit with unarmed and bash attacks
-Increased default script cloak apply to 8 seconds instead of 2. Can be changed with command: zblood_scriptDelay to <seconds>
-Main npc script cleaned up and improved

All optional plugins need to be loaded after the main esp file.
ini Config
...\Documents\My Games\Skyrim Special Edition

-Open Skyrim.ini
-Find [Display] and add this line below it:

-Open SkyrimPrefs.ini
-Find [Decals] and below that find iMaxDecalsPerFrame=
-Change the number to 350

-Next add this line below [decals]


Following steps are only for manual install if you don't use a mod installer. Ignore the fomod folder

-   1    -
Extract and move files inside "1 core files" into your Skyrim data directory.
...\Skyrim Special Edition\data

-   2    -
"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

-   3    -
"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

-Type the following in the console. (~) key
stopquest zGoreEffectsPlayerQuest

-Go to an indoor area where there are no blood splatters anywhere and possibly no other NPCs. Otherwise you will crash when you load your save.
-Open console again (~) and type:
-Save and uninstall the mod

Default Screen Blood
To use vanilla screen blood:
Go to
...\Skyrim Special Edition\Data\textures\blood


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 base mesh as the default which will make blood appear like its floating.

Q: Solid Squares for blood / Pink 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.

*NEW* This might be an issue with NMM auto installing, try manual installing instead.
OR This can also be an issue with merging plugins or using bashed patch. Do not allow the plugins to be merged or patched. This appears to be an issue with the SE version of bashed patch.

Q: Blood is very bright red (Lighting Mods)
Useing an ENB or a lighting mod that increases the games overall brightness. Use darker optional file to fix this.

Q: Conflicting scripts reported (Brawl Bug Patch):
Those scripts are part of the brawl bug patch. If another mod also included this then you can just delete the “dD - Enhanced Blood Main.bsa” file.

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. 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. Not out for SE yet. I have no plans on adding this to EBT due to the amount of visual bugs with shaders trying act like decals.

Q: Mods that add new decals crash the game on loading when uninstalled with one decal in the same area were the save was made.
It's a game engine bug that was fixed in Fallout 4. I was hoping they would fix it in SE version but NOPE! Especially, when you have consoles players uninstalling mods that add new effects and now not knowing why their game crashes.

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: 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. Ex. New wounds that appear while in water will be removed, but the old ones you have before entering will not.

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: Too much bloooood!
You have several ways to reduce this:
-Use the smaller blood splatter plugin.
-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. zblood_severeMin to 0.50

Q: Textures are the same or doesn't appear / Blood pools doesn't work
-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
-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

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. [really old now]
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 ( 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.
-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.
-Check your paprus logs and see if a mod is consistently throwing errors. (this doesn't always mean its a bad thing)
-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.
-Increase the script delay zblood_scriptDelay to <seconds>

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: CTD when launching the game
-You have a active plugin that requires another file. Look at your load order with a mod organizer that checks for this error.

Q: Can I use this mod to disable blood?
No. Why would you make the game load additional files and have scripts running for no blood effects? When you do toggle that option the MCM menu the scripts are still running and checking all npcs around you. Try using mods that are already existing in the Nexus, in this case use the original Skyrim Nexus for that. Search for No blood and you'll find them. You can set the following ini settings to 0:

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
Enai Siaion - Creating the new working brawl bugs fix