				
                                DIVERSE BLOOD
				by SpaceDevo

Version: 1.2

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

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Requirements
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Morrowind, Tribunal & Bloodmoon

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Description
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 TYPES
   Red Blood: Anything not listed below.
   Dust Cloud: Bonelords, Liches, Skeletons, Storm Atronachs
   Gold Sparks: Centurions, Flame Atronachs, Imperfect, Dagoth Ur 2

   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 Titans, Vampires, Yagrum Bagarn, Dagoth Ur, Most Ash & Blight Creatures

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


 NOTES
   Textures: I tried to keep a balance between detail and tiling prevention, which is quite difficult given the way Morrowind handles blood animations. After testing and editing dozens of different textures, I think I managed to find liquid blood that looks and behaves realistically enough -- along with a nice new texture for metal sparks which includes smaller ones emanating from a large central flash with hints of smoke. The energy texture I took from vanilla files, with no changes for dust, deciding that a lower resolution was much better suited for these hit effects. I also considered making two different dust types -- vanilla for skeletons and Storm Atronachs, and a whiter one for ghosts and Frost Atronachs -- but regardless of color tweaks, this texture always switches between brownish and greyish depending on the blood mesh (the apparent result of one using a yellow polygon shade), so I decided against it.

   Models: Replaced the BloodSplat3 NIF file with a second copy of BloodSplat1 since 3 looks far too oversized for most bodies that aren't blown up by a landmine, and I much prefer 1 over 2. An easy thing to change in the INI document if you want to put it back.

   Restrictions: Sadly, the Morrowind engine can use no more than 8 blood options. I would have given the Fabricants white android blood, otherwise. There is also no way to change the player's blood after they become a vampire, and blood color can't be tied to race (only 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, simply 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.

   Lighting: Included in the archive are three brighter versions of the red, green and blue blood textures for those not using the Per-Pixel Lighting shader for MGE XE, which tends to make colors brighter than normal. My mod is made with this shader in mind, and turning it off makes some of the new blood too dark (for my liking) without the aforementioned patch.


 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/

   http://metalgear.wikia.com/wiki/White_blood

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Permissions
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See Credits section.

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Installation: Method 1
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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=BloodSplat.nif
Model 2=BloodSplat2.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

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Installation: Method 2
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Inlcuded with the download is an MIT file that will automatically take care of the INI change with the use of this program: http://mw.modhistory.com/download-56-5254

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Removal
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For the blood types starting with hashtags, 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.

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

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Changelog
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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.

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Credits
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Energy Texture: Bethesda

Blood & Spark Textures: https://pngtree.com

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


