About this mod
How to make Salvaged Assaultron Heads with different color light effects.
- Requirements
- Permissions and credits
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