Morrowind

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Anumaril21

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Anumaril21

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  1. IlanSmolders
    IlanSmolders
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    So, how can we CHECK how the blood looks before installing? There are no screenshots at all for the various different blood looks (not the ones on this page, I mean for the various modders
    1. Anumaril21
      Anumaril21
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      Just open the textures up and see which set you prefer.
    2. KarasuRen
      KarasuRen
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      Why you just dont add this textures ? I dont know what look like this texture, and i just instal Vanila. But may be other textures are better, but i never know, because you just dont show them.
    3. OffworldDevil
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      R-Zero's liquid blood and ectoplasm are what's shown in the screenshots. As for everything else:

      SpaceDevo & Qwerty Textures
      R-Zero Dust & Sparks
      
      The vanilla-friendly blood is mostly color tweaks with a few low-res versions of the above textures.
  2. JettN77
    JettN77
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    Can you add this patch for Nwah works mudcrab diversity?
    1. JettN77
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      -- N'wahWorks Crab Diversity["r\\mushroomcrab.nif"] = 5,["r\\tr_molecrab_vo.nif"]= 5,["r\\xcavemudcrab.nif"] = 5,["r\\xmushroomcrab.nif"] =5,["r\\xtr_molecrab_vo.nif"] = 5,
  3. cubanbface
    cubanbface
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    I replaced the ESP version with this one and made changes to my Morrowind INI files. Thanks.
  4. mrbackproblem
    mrbackproblem
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    Wow this is amazing to see. Finally got a blood mod that isn't halfway incompatible with morts excellent rebalance mods
  5. rockbiter68
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    How easy would it be to add an entry for green blood? I'm poking around the .lau files, but I'm a coding idiot, so it's very conceivable that I'll just cock things up.
  6. AetherSeraph9
    AetherSeraph9
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    Really liking the new MCM options, it'll make tweaking the mod that much easier. I'm also still curious about compatibility for The Doors of Oblivion. I'd be willing to lend a hand if there's a simple way to extract the .nif file names to use in the data file.
    1. Anumaril21
      Anumaril21
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      Still planning on adding it in a future update, working on a few other projects that have been eating up my time. It's pretty easy to do yourself if you're interested, just follow the filename scheme in data.lua for DoO's creatures, making sure they're added to the correct creature type table.
    2. AetherSeraph9
      AetherSeraph9
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      Ah, my apologies, that's totally fine. I'm still impressed at all the mods that have support so far!

      Do you have a certain method to help expediate the process of acquiring all the file names, or do you enter them all individually? Just now getting back into Morrowind after almost a year so I'm a little rusty.
  7. npatall
    npatall
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    Really nice mod! But I have a little problem. It doesn't seem to work with the Blighted Animals Retextured mod. Everything else shows their respective blood types except the blighted creatures by that mod. 

    I checked the data.lua file and saw that the meshes didn't have the full file path on it. I edited the file path into it but it still doesn't work.
  8. praisejebus732
    praisejebus732
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    Great mod! I love the variety this adds, while feeling seamless with the vanilla game.

    Feature request: a debug toggle in the MCM to squash the mwse.log "blood type" initialization text?
    1. Anumaril21
      Anumaril21
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      That was implemented for testing purposes, just forgot to remove it before publishing. I'll push an update this weekend to fix that.
  9. AetherSeraph9
    AetherSeraph9
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    So, in data.lua, can I add my own entries for mod-added creatures not currently supported, by selecting the path to their .nif file and using the same format?

    And I'm having an issue with only some Mudcrabs having blue blood. Most still have red blood. I've made a few tweaks and swapped two texture files, but nothing related to mudcrabs or blue-blooded creatures. Only cause I can think of is PirateLord's Creatures, but I checked and I don't see any meshes related to mudcrabs.
    1. Anumaril21
      Anumaril21
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      Yes, you can add your own entries so long as you use the same format, just be sure to include'.nif' in the file's pathway. PirateLord's Creatures does introduce some Mudcrab variants, I've already received a request and will be supporting the mod in the next update.
    2. AetherSeraph9
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      Okay, great, thanks! I'm ecstatic about the PL's Creatures compatibility. That's quite an undertaking too, I applaud you! I've only ever used the Lore version, but I remember there's a lot more in the rest of the mod.

      While on the subject, have you ever thought about adding support for The Doors of Oblivion? I don't think it's quite as big as Creatures, and it'd mainly be a lot of Daedra blood, haha
    3. Anumaril21
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      Shouldn't be a problem. Next update probably won't be out until after Modathon, trying to rush out one last mod, but I'll be sure those mods are covered.
    4. AetherSeraph9
      AetherSeraph9
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      That is amazing; YOU are amazing. Take your time, no rush! Good luck in the Modathon!
  10. AetherSeraph9
    AetherSeraph9
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    I wanted SpaceDevo's Diverse Blood when I first found it, but unfortunately couldn't fit it in since I'm at the plugin limit. Your mod being MWSE only now allows me to have (essentially) the same mod, using SpaceDevo's textures. Thanks so much!

    And some friendly feedback, but I think some of the blood color assignments should/could be changed:

    Green blood - Most, if not all insects.

    Black blood - Organic undead (bonewalkers, vampires), ash/blight creatures. Use of the "Dust" texture for the latter is understandable, but perhaps a bit too literal. A mix could also work, like Ash Zombies using Dust, and Ascended Sleepers using Black, for example.

    Orange blood - Most, if not all Daedra. Shalks could maybe be put here if we want to be realistic, but personally I like the thought of only Daedra having exotic orange blood.

    Energy - Ghosts and spectral beings are here, instead of green blood. I believe ectoplasm is more the "essence" of ghosts rather than blood, per se. And I think it looks a little odd for a ghost to "bleed" in any way.

    Also, I hope to see PirateLord's Creatures included in the mod's coverage one day. Tamriel Rebuilt already being included is fantastic! Thanks again!
    1. OffworldDevil
      OffworldDevil
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      My view on the dust thing: I always assumed Ash Creatures were simply coated in ash salts from constant exposure to ash storms, as implied by in-game dialogue:
      Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields.
      As for vampire dust, my personal interpretation is that vampires gradually dry out and dessicate the more (liquid) blood they lose, ending up dusty and mummified after being slain.

      Agreed on the ghost energy as well. I had considered mixing greenish ectoplasm with that texture so it had both, but it would have looked odd on Frost Atronachs. Maybe if Lua can be used to add more texture slots.

      Not that I'm trying to change anyone's mind; just an interesting topic for me. I've actually been meaning to write a more detailed list of reasons for my Diverse Blood choices.
    2. AetherSeraph9
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      As for vampire dust, my personal interpretation is that vampires gradually dry out and dessicate the more (liquid) blood they lose, ending up dusty and mummified after being slain.

      I like that interpretation. I never gave vampire dust that much thought, but that makes total sense. Would then that suggest vampires having black blood to be more feasible, since the "dust" part really only comes in when being slain? I'm assuming by "the more blood they lose", you mean "in combat" and not "throughout their existence".

      And about Ash Creatures, that's been my assumption as well. Having them "bleed" ash/dust makes some sense in a way; it's very symbolic and reinforces their strange, otherworldly nature. But, like I said, it feels too literal and so black blood is a good compromise that is at least more realistic.

      If you ever get around to it, I for one would be interested in some detailed reasoning for your mod's choices. These Diverse Blood mods make you realize just how much biological variety there is in Morrowind, especially considering how alien some of the creatures are. It's weirdly fascinating!
    3. Anumaril21
      Anumaril21
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      I'm hoping to add more MCM options in the future to let people choose for themselves, there may also be a way to get around Morrowind's blood texture limit to allow for even more blood types for those more unique creatures.
    4. OffworldDevil
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      Aether: Black vampire blood is what I presently go with, in keeping with other organic undead. I also envision starving vampires to slowly dessicate without fresh blood until they become dormant and mummified. In this case their condition is reversible if they're fed by someone trying to revive them, but they're quite fragile in this state and can be easily cut apart or stomped into dust. Again, just personal headcanon that I may turn into a modded book or two.

      I also favor black blood for Ash Creatures, as well as other Corprus and Blight monsters to reflect their diseased nature (waste buildup darkening their bodily fluids). To take it a step further, I'd love to find a way to make Ash Creatures bleed a foul black acid that corrodes whatever surface it lands on, complete with smoking puddles and health/equipment damage within melee range. I chose green blood for Ascended Sleepers to depict a further increase in poisonous fluid (inspired by their green tentacles and poison-based spells), with Heartwight blood being so unstable it combusts into sparks and smoke upon exposure to open air.

      Anumaril: Good to know on the texture limit and MCM options! Being able to share presets in an output file would also be pretty useful, since there are many differing opinions on blood choices.