It comes with un-cached textures, completely un-cooked. That leads to degraded performance, longer load times, blurry loading screens during cut scenes, and other issues. It is not a big deal when only a few textures are like that, but the more mods you have with such un-cached textures, the more issues you get. Toooo many mods are like that, unfortunately (even vanilla NitPicker's Patch)They are great mods, fully functional, but not optimized/properly cooked. That is why I do so much re-cooking for myself and whenever possible post re-cooked versions on Nexus in mod threads.
Only ENV balance maps and proxy XBM/texture files do not need to be cached. None of the mods I ever downloaded use such files.
I do not recall why Brutal Blood 2.0 could result in an error during merge when cooked to have texture.cache, but I solved the issue in the end for the mod to have texture cache AND be fully merge-friendly. I think the error was due to custom directory for textures (ulug_textures) that function better when set as DLC (not the case with Brutal Blood 2.0).
The latest version 4.0 is the best one due to guts falling out, new dismemberment stuff (monster heads falling off), new wounds, etc. DLC portion has cached textures, but main mod folder does not, so I also re-cooked it for myself and added a missing normal map. If only I could get blood on Geralt - it would be perfect!
I do not think ulug managed to fix death w2anims files (not yet anyway), which is sad as nobody knows why editing them causes odd issues...