Morrowind

File information

Last updated

Original upload

Created by

OffworldDevil

Uploaded by

OffworldDevil

Virus scan

Safe to use

Documentation

Readme

View as plain text


DIVERSE BLOOD
by SpaceDevo

Version: 1.4

=========
Contents
=========
1. Requirements
2. Description
3. Permissions
4. Installation
5. Removal
6. Load Order
7. Changelog
8. Credits

=============
Requirements
=============
Morrowind, Tribunal & Bloodmoon

============
Description
============
TYPES
Red Blood: Anything not listed below.
Dust Cloud: Bonelords, Liches, Skeletons, Storm Atronachs
Gold Sparks: Centurions, Flame Atronachs, Ash Vampires, Imperfect, Dagoth Ur

Blue Energy: Ancestral Ghosts, Dwarven Spectres, Frost Atronachs, All Summons

Blue Blood: Crabs, Dreughs, Grahls, Netches, Scribs, Winged Twilights, Karstaag, Rieklings (Non-Mounted)

Green Blood: Ascended Sleepers, Goblins, Golden Saints, Hungers, Kwama, Nix-Hounds, Udefrykte, Blighted Alits & Shalks

Dark Blood: Bonewalkers, Corprus, Draugr, Ogrim, Vampires, Yagrum Bagarn, Most Ash & Blight Creatures

Orange Blood: Dremora, Shalks, Spriggans, Hulking & Verminous Fabricants

NOTES
Models: Edited BloodSplat3 NIF file to appear less dark, and less than half its original size so it's no longer ridiculously huge.

Restrictions: Sadly, the Morrowind engine can use no more than 8 blood options. There is also no way to change the player's blood after they become a vampire, and blood color can only be tied to individual NPCs.

Reasons: See the Reference links below. Most creature choices should be covered, and I'm hoping the rest are obvious or fitting enough. However, if you have any questions on a specific blood choice, I'll be happy to answer it in detail.

Corpses: For the sake of completion, and in case corpses get their own physics one day.

Text: Since I went through every creature to make sure their blood was correct, I also decided to correct some errors and inconsistencies with their names -- nothing major or controversial, just capping a few erroneously-lowercase words, placing "Sphere" or "Spider" after "Centurion" like the others, prefixing all summoned creatures (mostly for easier sorting and checking), and labeling all dead and Blighted creatures that were previously omitted.

REFERENCES
https://voices.nationalgeographic.org/2013/07/10/blue-blood-helps-octopus-survive-brutally-cold-temperatures/

http://static5.businessinsider.com/image/5697e6c4c08a80872f8b8b48-1200-1966/bi-graphic_crazy-color-blood.png

http://www.compoundchem.com/wp-content/uploads/2017/01/The-Chemistry-of-Bodily-Fluid-Colours.png

https://voices.nationalgeographic.org/2013/09/30/why-do-mysterious-lizards-have-green-blood/

https://www.thetreecenter.com/what-is-tree-sap/

============
Permissions
============
Whatever you do with it, just give me credit.

=============
Installation
=============
To unlock the new blood options (for both the ESP and Construction Set), open your Morrowind configuration file (in the game's installation directory) and replace the entire "[Blood]" section with the following:

[Blood]
Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga
Texture 3=Blood_Energy.tga
Texture 4=Blood_Blue.tga
Texture 5=Blood_Green.tga
Texture 6=Blood_Dark.tga
Texture 7=Blood_Orange.tga

Texture Name 0=Red
Texture Name 1=Dust
Texture Name 2=Sparks
Texture Name 3=Energy
Texture Name 4=Blue
Texture Name 5=Green
Texture Name 6=Dark
Texture Name 7=Orange

========
Removal
========
For blood files not prefixed with "tx_", just deactivate the plugin file. The Red, Dust and Spark textures, however, must be deleted from your Textures folder so the default BSA textures can be restored.

===========
Load Order
===========
Load this mod after everything else to make sure no blood settings are overwritten.

===========
Changelog
===========
v1.1
* Swapped blood types with the Frost and Storm Atronachs, as the blue energy is a closer color match for the former and the dust sometimes appeared more yellow than white. Because of this change, the dust texture has been removed from the mod. It was just a desaturated vanilla image, anyway.

v1.2
* Mounted Rieklings changed to bleed red, since their Bristleback mount makes up most of this enemy's mass.

v1.21
* Resaved textures in a better, more optimized format with mipmaps, and tweaked the filenames for OpenMW compatibility by removing the # prefix.
* MIT files removed since Wrye Mash can't seem to edit the INI blood section for whatever reason.

v1.3
* Included an edit for the BloodSplat3 NIF file.
* Full replacement of all 7 blood effects with 1k versions, along with an 8th for 1k bone dust.
* Removed MIT file since Wrye Mash can't edit the INI's blood section for some reason.

v1.4
* Spark texture now includes dark smoke and machine oil (or Atronach blood), with a more vibrant gold for the sparks.
* Changed all Ogrim to have dark blood, instead of just the Titans -- purely because no other Daedra have black blood and Ogrim seem like the best candidate with how nasty and bloated they are.
* All 8 Dagoth brothers changed from dark blood to bleeding fiery sparks -- being divine with what I envision to have high body heat and caustic blood that combusts as soon as it hits air.

========
Credits
========
Various Textures: https://pngtree.com

Inspiration: http://mw.modhistory.com/download-20-10943