About this mod
Enhanced visuals for holograms and emitters by attaching ambient lights that change color according to their threat status.
- Requirements
- Permissions and credits
- Changelogs

Inspired by GRUmod's excellent mods that add lights to various projectiles, explosions and objects, I had the idea to enable holograms to emit light also. Seems fitting since they are made of it. I think it provides a very cool visual effect, especially in the darkness of the Sierra Madre or the Big MT. The effect will look the most dramatic with darker nights and interiors such as when using Desert Natural Weathers, Atmospheric Lighting Tweaks and/or New Vegas Reloaded.
Holograms and their emitters will now emit ambient light that illuminates their surroundings. If an emitter is destroyed or the hologram disabled, the light will naturally turn off as well. This can make for more immersive gameplay since you can now search for holograms and emitters by looking for the light they cast and sneaking around holograms might be a little more difficult since they are actually lighting up a small area surrounding them.
Best of all, the light from security holograms will change color depending on their status (blue for neutral, yellow for caution and red for danger). Bumping into one in the dark and suddenly having your surroundings lit up by a menacing red light can provide a nice scare.

Improved Lighting Shaders
Atmospheric Lighting Tweaks
Masters of the Madre
Starlet Overhaul
Energy Visuals Plus 2.0
Lumen

This mod requires the xNVSE and JIP LN NVSE script extenders in order for its scripts to function.
This mod contains edited meshes for the hologram creature skeletons and emitters so make sure to allow it to overwrite those meshes if there is a conflict. Additionally, the mod edits two vanilla script records from Dead Money, so check your load order in xEdit to make sure the mod isn't being overwritten by something else.
Note that lights are one of the more performance intensive things in this game engine, so make sure your hardware can handle the additional load.
An .ini config file is provided with a bCellChecker setting that is set to disabled by default. This should only be enabled if you have any mods which place additional vanilla Hologram references in the world (not MOTM). If enabled, this will activate an event handler which will scan entered cells for additional Hologram references to ensure they also receive lights. This setting is completely unnecessary for vanilla Hologram references as the mod already covers all of them and would just be a waste of system processing otherwise.

JazzIsParis and LuthienAnarion for JIP LN NVSE