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mlucke

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mlucke

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How to make Salvaged Assaultron Heads with different color light effects.

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0. Foreword


I received a request for explaining how to change color of Assaultron head charge effects.
Here is a demonstration to make Salvaged Assaultron Heads with different colors.

Sorry, I have trouble in changing particle color. So they remain red.





1. Prepare Textures


1.1. Charge Effects


Open "Textures\Effects\Gradients\AssaultronGrad.dds" by a photo editor.



Change color as you wish. An easy way is rotating hue.
Here I use a light blue example by 180 degree hue rotation.



Save as "Textures\SalvagedAssaultronHeadColorVar\AssaultronGradLtBlue.dds".
No compression. Generate minimaps. The size should be 85.4 KB.



1.2. Beam


Open "Textures\Effects\Gradients\WepLaserRed01Grad.dds".


Change color.


Save as "Textures\SalvagedAssaultronHeadColorVar\WepLaserLtBlue01Grad.dds".
No compression. No minimaps. The size should be 4.12 KB.



1.3. Muzzle Flash


Open "Textures\Effects\Gradients\WepLaserRedRingGrad.dds".


Change color.


Save as "Textures\SalvagedAssaultronHeadColorVar\WepLaserLtBlueRingGrad.dds".
No compression. No minimaps. The size should be 4.12 KB.




1.4. Impact


Open "Textures\Effects\Gradients\LaserImpactWaveGrad.dds"


Change color.


Save as "Textures\SalvagedAssaultronHeadColorVar\LaserImpactWaveGradLtBlue.dds"
No compression. Generate minimaps. The size should be 5.45 KB.





2. Prepare Meshes


2.1. Salvaged Assaultron Head


Open "Meshes\DLC01\Weapons\AssaultronHead\AssaultronHead.nif" by NifSkope.


Change GreyscaleTexture of 153 BSEffectShaderProperty and 156 BSEffectShaderProperty
to "Textures\SalvagedAssaultronHeadColorVar\AssaultronGradLtBlue.dds".



[Optional] Change Emissive Color of 188 BSEffectShaderProperty from #ff1a1acc (red) to #1affffcc (light blue).



The color of the floating light effect (150 NiPointLight) is controlled by
32 NiLightColorController --> 38 NiPoint3Interpolator --> 39 NiPosData (Animation partA), and
32 NiLightColorController --> 102 NiPoint3Interpolator --> 103 NiPosData (Animation partB).
Thus, change all the values of 39 NiPosData and 103 NiPosData from
X = 1,     Y = 0.375817, Z = 0.254902 (red)
to
X = 0.255, Y = 0.88,     Z = 1        (light blue).


Save as "Meshes\SalvagedAssaultronHeadColorVar\AssaultronHeadLtBlue.nif".



2.2. Laser Beam


Open "Meshes\Effects\AssaultronProjectile.nif"


Change GreyscaleTexture of
154 BSEffectShaderProperty
172 BSEffectShaderProperty
176 BSEffectShaderProperty
180 BSEffectShaderProperty
183 BSEffectShaderProperty
to "Textures\SalvagedAssaultronHeadColorVar\AssaultronGradLtBlue.dds".
 
 
Change GreyscaleTexture of 164 BSEffectShaderProperty
to "Textures\SalvagedAssaultronHeadColorVar\WepLaserLtBlue01Grad.dds".
 

Save as "Meshes\SalvagedAssaultronHeadColorVar\AssaultronHeadLtBlue.nif".



2.3. Muzzle Flash


Open "Meshes\Effects\MuzLaserRifleSuper02.nif".


Change GreyscaleTexture of 6 BSEffectShaderProperty
to "Textures\SalvagedAssaultronHeadColorVar\WepLaserLtBlueRingGrad.dds"


Change GreyscaleTexture of
15 BSEffectShaderProperty

24 BSEffectShaderProperty
to "Textures\SalvagedAssaultronHeadColorVar\WepLaserLtBlue01Grad.dds"



Save as "Meshes\SalvagedAssaultronHeadColorVar\MuzLaserRifleSuper02LtBlue.nif".



1.4. Impact


Do the same things to
Meshes\Effects\ImpactLaserMusket01.nif
Meshes\Effects\ImpactLaserRedSmall.nif
Meshes\Effects\ImpactLaserVsShell.nif
and save as
Meshes\SalvagedAssaultronHeadColorVar\ImpactLaserMusket01LtBlue.nif
Meshes\SalvagedAssaultronHeadColorVar\ImpactLaserLtBlueSmall.nif
Meshes\SalvagedAssaultronHeadColorVar\ImpactLaserVsShellLtBlue.nif






3. Prepare Plugin


Open "DLCRobot.esm" by Creation Kit.


3.1. Overview


DLC01AssaultronHeadChargingLtBlue
 |
 +- AssaultronGunHeadProjectileLtBlue
 |    |
 |    +- WeapLightAssaultronLtBlue
 |
 +- DLC01PistolAssaultronHeadImpactSetLtBlue
      |
      +- LaserMusket01ImpactLtBlue
      |
      +- LaserLtBlueSmallImpact
      |
      +- LaserArmoredImpactLtBlue



3.1. Impact


Open
LaserMusket01Impact
LaserRedSmallImpact
LaserArmoredImpact


Change Color and Impact NIF.


Save as
LaserMusket01ImpactLtBlue
LaserLtBlueSmallImpact
LaserArmoredImpactLtBlue


[Note]  LaserLtBlueSmallImpact already exists in vanilla assets. Use it.




3.2. DLC01PistolAssaultronHeadImpactSetLtBlue


Open DLC01PistolAssaultronHeadImpactSet.


Replace members by
LaserMusket01ImpactLtBlue
LaserLtBlueSmallImpact
LaserArmoredImpactLtBlue


Save as DLC01PistolAssaultronHeadImpactSetLtBlue



3.3. WeapLightAssaultronLtBlue


Open WeapLightAssaultron.


Change Color from R = 240, G = 70, B = 40 (red) to R = 40, G = 210, B = 240 (light blue).


Save as WeapLightAssaultronLtBlue.



3.4. AssaultronGunHeadProjectileLtBlue


Open AssaultronGunHeadProjectile.


Change Art File to  "SalvagedAssaultronHeadColorVar\AssaultronHeadLtBlue.nif".


Change Muzzle Flash Light to WeapLightAssaultronLtBlue
and "SalvagedAssaultronHeadColorVar\MuzLaserRifleSuper02LtBlue.nif".


Save as AssaultronGunHeadProjectileLtBlue.




3.5.  DLC01AssaultronHeadChargingLtBlue


Change Name to  "Salvaged Assaultron Head Light Blue".


Change Override Projectile to AssaultronGunHeadProjectileLtBlue.


Change Crit Effect to CritLaserLtBlue.
(Generally, choose CritLaser (red ash pile) or CritLaserLtBlue (blue))


Change Model to "SalvagedAssaultronHeadColorVar\AssaultronHeadLtBlue.nif"


Change Impact Data Set to DLC01PistolAssaultronHeadImpactSetLtBlue.


Save as DLC01AssaultronHeadChargingLtBlue.





3.4. Save Plugin


Save as "Salvaged Assaultron Head Color Variation.esp"


The head can be obtained via console command.





3b. Assaultron Head for Automatron


3b.1. Overview


co_DLC01Bot_Head_Assaultron_Limb_LtBlue
|
+- DLC01Bot_Head_Assaultron_Limb_LtBlue
   |
   +- miscmod_DLC01Bot_Head_Limb_Assaultron_LtBlue
   |
   +- DLC01modEnchAssaultronHeadLtBlue
      |
      +- DLC01abAssaultronHeadLtBlueFX
         |
         +- AssaultronLaserLightLtBlue
         |
         +- AssaultronHeadChargeLtBlueV
         |  |
         |  +- AssaultronHeadChargeLtBlueAO
         |
         +- AssaultronLaserLtBlue
            |
            +- AssaultronProjectileLtBlue
               |
               +- WeapLightAssaultronLtBlue




3b.2. Where to change from Vanilla records


WeapLightAssaultronLtBlue
Color

AssaultronProjectileLtBlue
Art File
Muzzle Flash

AssaultronLaserLtBlue
Override Projectile
Crit Effect

AssaultronHeadChargeLtBlueAO
Model
You must create "AssaultronHeadChargeLtBlueAO.nif"
from "Meshes\Actors\CreateABot\CharacterAssets\AssaultronHeadChargeAO.nif" in advance.


AssaultronHeadChargeLtBlueV
Effect Art

AssaultronLaserLightLtBlue
Tint

DLC01abAssaultronHeadLtBlueFX
(Open Properties of DLC01:AssaultronHeadModScriptCB Script.)
Laser Imod
pAssaultronHeadChargeV
pAssaultronLaser

DLC01modEnchAssaultronHeadLtBlue
Effects

miscmod_DLCBot_Head_Limb_Assaultron_LtBlue
None

DLC01Bot_Head_Assaultron_Limb_LtBlue
Loose Mod
One of Property Modifiers

co_DLC01Bot_Head_Assaultron_Limb_LtBlue
Created Object