<fomod>
  <Name>Enhanced Blood Textures</Name>
  <Version>2.0</Version>
  <Author>dDefinder</Author>
  <Description>Bloodier combat experiance for player and npcs with higher resolution and detailed textures. Adds features such as decapitated spasms, blood drops when low health and blood pools. Includes slightly modified scripts from pauderek's "A simple bleeding mod" to increase the amount of blood. 
If you are updating the mod and your current version is below v1.8 it’s recommended that you do a clean save. It can be updated without doing so.

Follow steps below:
-Go to an indoor area where there no blood splatters anywhere. If there is blood in the area previously you should first fast travel far across the map. (If this is not done you may crash when the mod is uninstalled)
-Create a new save
-Quit the game
-Fully uninstall the mod that includes the blood files and scripts (It’s important that scripts are also removed or else the scripts may still run even with the esp file gone, this is true for all mods that use scripts)
-Then go into game and load that save
-Save the game again
-Now install the mod
-Load the save

==============
NOTES
==============
Your game needs to be using Skyrim version 1.6 or higher for this mod to work.

ENB, FXAA Injector and lighting mods will have noticeable effects on blood color which may appear differently than intended; blood color is made based on the default lighting. Use darker or brighter optional files to adjust it. Different locations in the game will also alter the blood color such as indoor areas tend to be brighter than outdoors.

Do not use DDSopt on "screenbloodcolor01opt" and "fxbloodflare" files or else black boxes will appear along with screen blood.

Read the FAQ for further questions

  
Also try Realistic Ragdolls and Force:
http://www.skyrimnexus.com/downloads/file.php?id=601

Huge thanks to pauderek for his blood scripts and check out his "Burn Freeze Shock Effects"
http://skyrim.nexusmods.com/downloads/file.php?id=14692

Better Combat Sounds:
http://skyrim.nexusmods.com/downloads/file.php?id=5289

Main plugin (ESP):
-Hit splatters use new textures that's not shared with static placed blood
-Allows different wounds for blade, claw, generic, bow, and unarmed hits
-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

Scripts:
*All features from "A Simple Bleeding Mod" Such as
-Bleeding out npcs will now produce blood drops until they get back up or die
-Bleeding from the neck after decapitation killmove and neck slit killmove
-A decapitated victim will have spasms for a few seconds
-Works for NPCs

*Added features for EBT:
-When a target's health is low there will be more blood from attacks and semi-constant blood drops on ground
-Low damage attacks less than 15% of base health will now produce less severe blood splatters
-Blood pooling from killed npcs and creatures and they will become thicker the longer the body stays in the same place.
-Extra blood splatters around a radius if it's from a killmove
-Green blood for Spiders and Chaurus, Dwarven machines bleed oil

Textures:
-New high resolution blood textures (2048x2048) for combat splatters static placed blood and blood pools
-Wounds will be bloodier and have different wound types based on weapons. (Blade, Claw, Bow, Unarmed, Blunt)
-New splatter appearance for screen blood textures and removed lens flare effect (with options for blur)
-Increase red color to hit spurts
-Higher detail decapitation texture
-Static placed blood will have a drier appearance

Ini tweak:
-Increase decal and wound lifetime.
-There's a chance for blood splatters to be on your character in 1st person also in 3rd person if you were hit while in that camera mode

Alternate files include:
-No screen blood, blur screen blood
-Smaller splatter and wound size and amount
-Darker, brighter blood
-Screen blood tweaking to duration and amount using esps.

================
Current Version Changes
================
*Version 2.0*
-New script method to avoid conflicts with other mods and perks that use "Apply combat hit Spell"
-Low damage attacks less than 15% of base health will now produce less severe blood splatters
-Changed blood splatters to blood drops when a NPC is in a bleeding out state
-Player can now bleed like npcs
-Hotfix for "The Forsworn Conspiracy" encounters not ending the quest properly
-Color adjustments to blood splatters, blood pools and wounds
-Removed blood blade impact spurts appearing from the floor during attacks and blood drops
-Changed normal maps for blood pools
-Minor edits to screen blood
-Added Compatibility patch for Skyrim Monster Mod. New monsters will now bleed correctly
-Updated base scripts to use “A simple bleeding mod” 1.6
-Optional Files Updated: Darker Brighter Blood, Resolution 1024

NOTE: Old version of the scripts need to be completely removed before you update. If you used a mod installer they should be automatically be removed when the mod is uninstalled.

Delete following files:

Goto:
.../data/scripts

delete:
zbloodaliasnpc.pex
zbloodbleeding.pex
zBloodCritical.pex
zBloodDecap.pex
zbloodnormal.pex
zbloodnpc.pex
zbloodnpcbleed.pex
zbloodnpcquestupdatescript.pex
zbloodpowerback.pex
zGoreEffectsQuestScript.pex

Goto:
.../data/scripts/source

delete:
zbloodaliasnpc.psc
zbloodbleeding.psc
zBloodCritical.psc
zBloodDecap.psc
zbloodnormal.psc
zbloodnpc.psc
zbloodnpcbleed.psc
zbloodnpcquestupdatescript.psc
zbloodpowerback.psc
zGoreEffectsQuestScript.psc

=INI=

This still needs to be changed even if you used NMM.

NOTE: Numbers below can be set to any number you want. Higher value will increase the duration or amount.

-Goto:
...\Documents\My Games\Skyrim

-Open Skyrim.ini
-Find [Display] and added this line below it:
fDecalLifetime=256.000
-Save

-Open SkyrimPrefs.ini
-Find iMaxDecalsPerFrame=
-Change the number to 350

-Next add this line below [decals]
bDecalsOnSkinnedGeometry=1 
-Save


DONE

==================
Alternate Steps/Files
==================
Other alternate files are found as optional downloads in the download page. Main download should be installed first then alternates.
http://www.skyrimnexus.com/downloads/file.php?id=60


To use vanilla screen blood:
Go to
...\Steam\steamapps\common\skyrimData\textures

Delete:
screenbloodalpha01opt.dds
screenbloodcolor01opt.dds


================
     FAQ
================
Textures won't appear when using Official HD Texture Pack
-------------------------------------------------------------------
Follow this method so that the texture pack will be replaced by custom textures.
http://forums.bethsoft.com/topic/1344060-guide-using-custom-textures-with-the-new-highres-pack/page__p__20260595#entry20260595

or for the same result but with fixed DLC errors use this: (Recommended)
http://skyrim.nexusmods.com/downloads/file.php?id=8236


Solid Red/Pink Square for blood
--------------------------------------------------------------
It's a mod conflict with other blood mods or you have an optional file is loaded before the main plugin.


Crashing, slow loading/saving
--------------------------------------------------------------
-To confirm that its caused by this mod or others, 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.
-If you have performance issues in general or duing combat the extra stress that this mod add can causes your game to crash. Try to use lower resolution textures, or reduced hit chance for npc and player or lower your graphic settings.


Textures are the same or doesn't appear
----------------------------------------
-Try to reinstall/redownload the mod if you used NMM to install.
-Set your decal amount to high or above in the Skyrim launcher options in graphics.
-If there are two layers of ground textures in the area where blood should be. Such as in most cities where the ground texture is below another layer of textures such as stone paths. These are ignored and blood is placed on the ground below it, hiding it. A way to test this is to cast magic on that surface and see if any magic ash gets left behind.
-Not all surfaces can apply blood splatters
-Your game needs to be using patch 1.6 or higher


Blood is sometimes transparent, not clear or faded
Sometimes hit splatters appear square or cut-off
-------------------------------------------------
The decal system for Skyrim seems to be treated more like a projectile where angle has a big effect on how the shape and transparent the decal texture will be which I think helps it so that it can be placed on multiple objects with the CK. Where before it would always be the same no matter what angle the decal lands on a surface. This seems to only happen with hit blood splatters and those placed in the world. Things like magic decals are always placed normally.

Usually when it’s cut off and not transparent the blood decal landed between two different level peices. This is normal and can't be changed as decals cannot get applied between two different level pieces.

Use optional file that remove this from the game, but this can still happen from time to time.


Blood is bright red/pink or clear
---------------------------------------
Either your using ENB or FXAA Injector that increases the games overall brightness or it’s the issue above. Use darker optional file to fix this.


Beheading guards with helmets don't work, or helmets stay on.
-----------------------------------------------
It's an issue with the vanilla guard armors, use open faced guard helmet mods.


Do i need to edit the INI file?
--------------------------------------
You don't have to but wounds will only last 10 seconds and you will not notice blood on your character


No blood on heads or neck of playable races
---------------------------------------------------------------------------
Head and necks of playable races can't get blood decals on them. It's been like this since Oblivion and I don't think it can be changed. 


Blood for custom weapons doesn't appear correctly.
-----------------------------------------------------------------------------
How blood will appear on weapons is based on the weapon model itself. It's up to the author of the weapon mods to make sure that blood decals display correctly for their weapons.


Blood on screen when I run over skeletons / [insert random object]
------------------------------------------------
Not a mod issue, been like this since FO3, requires possible mesh editing.


Certain killmoves don't have more bleeding.
------------------------------------------------
This mod doesn't touch killmoves but those are bugs in the killmoves themselves. Certain vanilla killmoves and those unlocked by killmove mods may have bugs in them where they are not flagged as killmoves or its decap or killmove flag is tagged very early in the animation preventing the killmove detection from working.

Remove wounds on character faster
------------------------------------------------
If you changed the ini files you can reduce the lifetime of the wounds by editing this:
fDecalLifetime=256.000

The numbers are in seconds so set that to a lower number to something like 30.


Highlander "Apply Combat Hit Effect"
------------------------------------------------
Any two mods that use “Apply Combat Hit Spell” effect will conflict and only one of them will work, this includes vanilla perks such as hack and slash and barbarian. This is a limitation or possible bug in the game engine and it cannot be avoided even if you change the load order of a mod. Bethesda needs to fix this so that mods that use the effect will not conflict with each other. This does not affect this mod as of 2.0 version and above.

This does not affect this mod as of 2.0 version and above.

================
Change Log
================
*Version 1.8a*
-Fixed killmoves sometimes not spraying extra blood splatters. 

Note: Certain killmoves are bugged, some are not flagged as killmoves or the victim dies too early during the animation. There appears to be no possible way to fix this. It will be more noticeable with killmove mods that add hidden vanilla killmove animations.

*Version 1.8*
NOTE: You will need to update your game to 1.6 for the mod to work properly.
      You need to do a clean save before you update to 1.8 that includes removing the scripts as well and not just the esp.

-Fixed enchanted weapons causing multiple blood splatters on hit
-Fixed resurrected npcs and Sanguine Rose's summon dremora from leaving blood pools
-Changed extra bleeding texture when a target has low health
-Added: Scripted hit splatters and blood pools will use four different textures each instead of one
-Added: Blood drops on ground When a someone is attacked with low health
-Added: Spiders and Chaurus will bleed green blood
-Added: Drawvan machines will bleed oil
-Optional files updated: Darker Brighter Blood, Resolution 1024, Reduced Hit Blood Chance, Reduced Blood Splatter Alternative Textures

*Version 1.7b*
-Fixed an error that caused the papyrus log to constantly report errors, possible crash fix. ("A simple bleeding mod" Script update to 1.5a)
-Optional File: Added craftyfox's Alternative Reduced Splatter Textures

*Version 1.7a*
NOTE: You do not need to do a clean save for 1.7a unless you currently have 1.7 installed:
-Removed: scripted Hit splatters and blood pools using use 4 different textures each instead of 1. This would not work unless you are using Skyrim beta patch 1.6. This will be added when Skyrim 1.6 is out of beta.

*Version 1.7*
-Fixed a bug in brawling events
-Fixed "Take Up Arms" quest with Vilkas complaining about you are casting magic on him
-Fixed error with player attacks creating more blood splatters than normal
-Fixed error with blood splatters appearing when an NPC kills someone with magic
-Prevented Chaurus from bleeding red
-Scripts updated to use 1.5 version of "A simple bleeding mod"
-Optional Files: Reduced Hit Blood Chance, Darker and Brighter Colors, and Reduced Splatters are now Updated to current changes

*Version 1.6a*
-Decapitation bleeding and spasms features are now also added to people who were decapitated without being in a killmove, like those in executioner scenes.
-Fixed NPC's attack to cause hit splatters chance was incorrectly set at 50% instead of 75%.

*Version 1.6*
-NPCs can now cause bleeding and blood pooling, reduced npc's attack to cause hit splatters, 75% chance per hit
-Fixed hit splatters not appearing on certain surfaces
-Added lower resolution versions for darker and brighter blood color optional files
-Scripts updated to use 1.4b version of "A simple bleeding mod"
-Reduced Hit Blood Chance: updated to current version and added optional for NPC's hit blood chance with settings of 25% and 0%

*Version 1.5
-Fixed certain quest ghosts from bleeding
-Wound size corrections, again. Wound size is now based on the weapon type and not enemy size and fixed height and width size using incorrect values.
-Update optional Smaller Wounds and Splatters esps to work with newer versions
-Prevented spiders from bleeding red blood
-Hit splatters will now appear if an enemy was killed in one hit
-Blood pools will now appear 3 seconds after a killmove instead of instant
-Minor alpha edits to screen blood, removed odd shapes.

OPTIONAL FILES ADDED:
-Reduced Hit Blood Chance: Only reduces the chance of scripted blood splatters appearing from attacks. Other features will still work as intended. Using this may cause the buggy vanilla blood decal to be more noticeable.
-No Vanilla Hit Blood Decal Placement: Removes the buggy vanilla blood decal placer that causes blood transparency.
-Darker and brighter blood color optional files

*Version 1.4*
-Created new texture for blood pools when an npc dies. Blood pools well continue to be thicker the longer the body lies in the same spot.
-Correct extra bleeding from hits and normal kills appearing without modifying perks.
-Increased visibility for static blood textures
-Minor arrow and generic wound shape corrections

-Updated to 1.2 version of "A simple bleeding mod”:
The error with bleeding effects overriding some vanilla effects is handled on a different way
Fixed the error with bleeding not showing sometimes due to the latest fix with vanilla effects
Fixed decapitated bleeding while victim is crouching on ground
Added a little more visual blood to decapitations
A decapitated victim will have spasms for a few seconds

*Version 1.3b*
-Fixed bleeding not working for animals and creatures if you don't have certain perks active

*Version 1.3a*
Workaround for a limitation or bug with vanilla perk's "on hit spell" effects that is only able to apply one hit effect per contact. Affects limbsplitter, hack and slash, Bullseye, Paralyzing Strike, Trick Shot and Warmaster perks from not working correctly. Thanks to mitchalek for infomation on this.

You have 2 options:

Only use main download: 
Keeps all bleed effects when you have these perks active but will result in changes to those perk's spell effects. Other mods will conflict if they change the spell effects of those perks or if a mod adds a new "on hit spell" perk effect which will make the extra blood not appear at all. Recommend using this if you are sure that you have no other mod that changes those perks

Install Extra Bleeding for Killmoves only: 
Needs main download installed first and replaces main file. Loss of extra bleed effects, but all killmoves will still work even if those perks have been changed or added by a mod. More compatible friendly with other mods. This can also be an option if you want extra blood to be only on killlmoves.

*Version 1.3*
-Updated scripts to use 1.1a version of "A simple bleeding mod":
Fixed warhammer decapitation not bleeding from the head
Changed the bleeding node depending on victim's race
Fixed bleeding effects not playing if victim was killmoved while bleeding out (crouching). NOTE: 1 handed decapitation doesn't play the bleeding sometimes while victim is crouching.
Vampires and dremoras are now affected by bleed scripts
Bleeding for ranged killmoves

-Added delay before blood pooling starts for normal kills and bleeding out
-More blood from hits if target's has low health
-Priority adjustments for gore perk to allow priority for other on hit spell effects
-Changed generic wound texture

*Version 1.2*
-Added and slightly modified scripts from pauderek's "A simple bleeding mod"
-More blood from hits
-Blood pooling from killed npcs and creatures
-More blood around a radius if it's from a killmove
-Bleeding out npcs will now produce blood decals until they get back up or die
-Npcs will bleed from the neck from decapitation killmoves
-Does not modify vanilla perks and no need of perks to have more blood
-Shorter length for blade cut wounds

*Version 1.1*
-Fixed issue where some static placed blood decals can be shaped into a thin line (again)
-"No screen blood" is now an esp file instead of textures.
-New wound textures for arrows and unarmed attacks
-Reduced screen blood base amount count per hit from 2 to 1. Higher damage attacks will still spray more blood on screen compared to weaker hits.
-Edits to static placed blood textures
-Added following plugin files:
No screen blood
Smaller Wounds
Smaller Splatters
Shorter weapon blood duration (60 seconds)

*Version 1.0*
-Added claw and generic wound texture for creature, blunt and arrow attacks
-Increased chance of combat blood using a function revealed in the CK
-Fixed errors in body part data
-Corrections to blade wounds angle 
-Minor edits to blade wound and hit splatters

*ALPHA 8*
-Added: Basic improvements on original decapitation texture.
-Added: Color edits to hit spurts so that they are a bit redder rather than black.
-Edits to world placed blood to fix odd shapes in blood and adjust normal map

*ALPHA 7a*
-Adjustments to hit splatter textures,
-Fixed issue where some hand placed blood decals can be shaped into a thin line
-Minor edits to "detailed screen blood reduced" and made it as standard for screen blood
-Reduced screen blood duration

*ALPHA 7*
-Separated blood splatters from hits and those hand placed in the world
-New hit splatter texture
-New hit wound texture

*ALPHA 6*
-Attempt to increased blood splatter chance by adding impact data to body parts of npcs and creatures that had none set. (Will still have random skew or transparency)
-Increased blood splatter size from hits
-Increased wound size
-Added optional file: Detailed Screen Blood Reduced
-Up-res and shaping of default wound texture (No unique wound textures for each weapon type yet)

*ALPHA 5*
-Increase screen blood max amount to 10 and minimal size to 0.15
-Adjusted Normal map and increased size of alpha for blood splatters
-Added optional plugins for screen blood. The main plugin already makes changes to them with values of 10 for max amount with 8 duration. Use these if you want to change them.

Amount:
More Screen Blood - Max blood on screen 20 and minimal size increased
Less Screen Blood - Max blood on screen 4

Duration:
Longer Screen Blood Duration - 12 seconds
Shorter Screen Blood Duration - 2 seconds

*ALPHA 4*
-Made changes to normal map, alpha, and colors for splatters
-Reduced max amount of blood on screen from 35 to 8 (Was high for blur textures)
-Minor change to screen blood contrast

*ALPHA 3*
-Made detailed screen blood standard. Improved blurry screen blood available as an optional download
-Test for NMM update version errors for files that use letters

*ALPHA .2a*
ESP changes:
-Increased fade rate for screen blood
-Reduced blood screen duration from 20 to 8 seconds

*ALPHA .2*
-Created new blood textures. The current texture is meant for hit splatters. It may look out of place in dungeons. It will be fixed when CK is released so blood textures don't share with one another.
-New detailed blood texture option for screen blood.
-Removed the following files as they appear to not be used in-game: decalsbloodsplatter01.dds, decalsbloodsplatterblendaltalpha.dds
-New plugin that will change the following
-Blood on weapons to removal time increased to 9999 seconds

Screen blood changes: 
-Blood opacity will now always be near max.
-Max size increased by 2 times
-Duration kept the same but max amount of blood on screen increased by 10.

*ALPHA 1*
-Improved the existing default blood textures for map placed blood decals. Resolution increased from 512 to 2048.
-Created new screen blood textures that would match the default size.  Will now have a splatter appearance.
-Added No screen blood optional file
</Description>
  <Website>http://www.skyrimnexus.com/downloads/file.php?id=60</Website>
</fomod>