Skyrim

About this mod

Adds glow maps to all dwemer automatons.

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Adds glowmaps to dwemer automatons - all active dwemer automatons now have glow maps, including the Forgemaster (DLC1 - Aetherium forge).
Forgemaster had glowmaps by default, but now these are modified to better fit with the other automatons with glow maps. Also made its glow stronger.

Added environment maps to Forgemaster and dwarven ballista centurion (DLC2)
All active dwemer automatons have now glow maps AND environment maps. 

The glow on the active automatons disappears slowly when the automatons get killed.

By default there are no glow maps on static automatons - these are not active and haven't been active for a long time.
(I added the static meshes just in case and for future upgrades - sort of a placeholders)
* There is now an optional add-on with dim blue glow maps for static automatons.

ENB strongly recommended.




Version 3 is a major upgrade. Everything is rebuilt from scratch. This includes meshes, plugin and script. Also added custom behavior.


Previous version (2.2) used membrane shader to cover up the glow when automatons died. It had some fundamental flaws:
(Check the new images for examples)

1.
    Clutter type dead automatons glowed, because they were not seen as NPCs, although they used the same mesh.
    And since the mesh had glow map that's always on, these clutter type automatons had active glow.

    New version (3) has animated meshes that have different glow states for different occasions. First state is not glowing, so clutter type
    automatons can't glow anymore.

2.
    Since the "dead" state was achieved by covering the glowing mesh with membrane shader, there were some weird brightness problems -
    in places with bright light the glow pattern of dead automatons looked darker than the rest of the automaton, while in the same time in
    darkness this pattern looked too bright. With ENB it could even glow through the membrane shader, depending on the settings.

    New version's animated meshes are working by switching to different sequence, depending on situations:
     1. sequence - automaton is not living, there is no glow.
     2. sequence - automaton wakes up, glow fades in slowly.
     3. sequence - automaton is in fight, glow is constantly on.
     4. sequence - automaton gets killed, glow fades out slowly.


    This is achieved thanks to modified behaviors.


Additionally, there is a membrane shader in V3, but this time it's making the automatons have pulsating glow (going darker and brighter periodically)
when the automatons are alive, but not attacking.

New meshes use less BSTriShapes, so the draw call count is significantly smaller, making the new version performance friendly. (Better than vanilla)

Also - I optimized everything, including updated all tangent spaces in all the meshes and reduced the number of textures.

Now the load screen automatons have animated glow (pulsating)

Added a test world to test all the automatons at once. To get to this test world, use console command coc autotest
(In this test world all the automatons are in peaceful state, until poked...)
 

So, with the release of the V3, everything is finally perfect, the mod works the way it was originally meant to work. All flaws are fixed.


Sounds too good ? Well, it really is... unless you have save games made with previous version (2.2) and you wish to use these saves with V3.

But even then, it's nothing game breaking. Of course, the best course of action would be to start a new game, or at least use an older save that's
made before installing the previous version (2.2), because there could be some remnants from the previous version in these save games and
that might cause some weird visual faults (like glowing in wrong time or not reacting to events with the correct glow sequence.)
If that's the case, there is a cure - open console, click on the wrongly glowing automaton and use disable and enable commands.
In my tests this always fixed them.
This doesn't mean that the glitch happens 100% - I only encountered glitches when the old save was made in the same cell with some automaton.
All the automatons in new cells worked fine.
If using save game that's made with older version of this mod (v2.2), then I suggest start the game, go indoors (some small room without automatons)
and make a save.
Then exit the game, open the save you just made, with save cleaner (resaver) and clean it (search online the instructions if not familiar with this).
Then remove the old version completely, start the game again and load this cleaned save.
Now in game, save again.
Now exit the game, install the new V3 and that's it - now you can use this save game and the risk of seeing any glitches is minimized.

This does not concern the v1, because v1 does not have a script or a plugin. If you only had v1 before v3, it's totally safe to upgrade.



Compatibility - should be compatible with almost everything that doesn't change the vanilla automatons.
One mod that has a small glitch with the V3, is Coldhaven - it uses vanilla Dwarven centurions in a way that makes one of them look like wire-frame,
but they work otherwise. (I have a patch, but this needs permission)

Compatible with all texture mods. (With the exception of mods that add their own glow maps to the automatons. Currently none that I know of)



SE version: https://www.nexusmods.com/skyrimspecialedition/mods/48724