Renamed the bScreenStatics option in the INI file to bNoScreenStatics to avoid confusion.
Version 4.5.1
Tweaked scripts to prevent Securitrons from having the wrong texture (that could happen after a Securitron is disabled or loaded somewhere near the Player, like Victor when entering the Strip for the first time).
Version 4.5
Make sure some functions run only when necessary, this will improve performances (though I didn't notice any performance hit before but more optimization the better) and fix an issue related to SetScale which messed with the Securitrons' navigation.
Version 4.4.1
Added a check on game load to add the mod's effect on currently loaded Securitrons. This stops the need to move cell when installing the mod for the first time on an existing save, which was necessary in version 4.4, should have done this sooner, my bad.
Version 4.4
EDIT: No longer necessary with version 4.4.1. IMPORTANT: With this version, when loading an existing save with Securitrons around you might notice they are not affected by the mod, it's alright, just change area/fast travel somewhere then come back and you're good to go.
Lots of optimizations.
Remade the Securitrons texture to remove weird/pixelated artifacts.
Rename the Old World Blues Securitrons' ranks (Mk1 to Mk I, Mk2 to Mk II, etc...) for consistency with the main game.
Made new textures for the red alert screen option instead of using SetMaterialPropertyValue. This will prevent an issue where the screens would be red all the time.
Securitrons from mods will automatically be translated to your game's language (assuming the mod is in English and the names are spelled correctly).
Added translation patches for French, German, Italian and Spanish (those are the only languages I have access to, including English). Translates edited dialogues records.
New option: bScreenStatics, allows you to add or remove the statics animation on the screens.
New option: bScreenGlare, allows you to add or remove the glare on the screens.
New option: bCleanSecuritrons, allows you to replace the Securitrons texture with a clean variant made from unused Vanilla content.
Version 4.3.2
Mod revisions.
Prevent pink screen on Securitrons with different names. See the MISMATCHING SECURITRONS section in the description.
Version 4.3.1
Fixed a weird bug that caused the whole mod to stop working, couldn't tell you why in the hell this was happening but it's fixed. Special thanks to NutnOff's feedbacks which helped me debug this thing.
Version 4.3
Corrected a few things related to the mod.
Added screen statics to the Securitrons Gatekeepers. It was missing from their model list in Vanilla.
Rename the Securitrons Mk I to Mk II after the upgrade (YUP does it but I added it so the mod can work fine on its own).
The Securitrons static models (you can see them at the Fort and at the end of Mr. House's and Yes Man's endings) will have the infantry screen instead of being blank (those at the Fort will be blank until activated).
During the demonstration in the Lucky 38 basement, the Securitrons' screens will turn red at key moments of the demonstration (they won't if bRedScreenOnCombat is disabled).
Version 4.2.1
Fixed pink screen when changing Securitrons' names.
Version 4.2
Fixed a crash with bScanLinesOnScreens enabled.
Version 4.1
Modified the script. Got rid of unecessary and potentially broken stuff.
Changed the plugin to an ESM.
Version 4.0.1
Fixed pink screen when choosing the black and white Securitrons.
Version 4.0
Reworked the scripts. Will work with different languages and fix stutter when changing cell.
New textures completely remade from scratch with full NV Securitrons Lip Sync support (if you have or get that mod, make sure to delete the ESP and textures folder, then let the meshes overwrite Securitrons On Alert).
Red alert screen, scan lines and colorized securitrons are now all configurable in the mod's INI file.
All Securitrons have now the same scale (some were smaller than other) except Muggy and the Berserk Boss.
Securitrons will play their Siren sound when entering combat.
Version 3.0.1
Removed leftover commands from previous testings.
Version 3.0
Complete overhaul of the scripts.
Every Securitrons from DLCs or mods are compatible out of the box, the mod no longer require Old World Blues or patches, yay!
Version 3.0 now works by checking the Securitrons' names. See the NAME CHECK section in the description for more info.
Version 2.4.5
Something I missed, YUP rename some Mk I Securitrons to "Securitron Mk II" after the Mk II upgrade. This caused them to show the Police screen instead of Infantry. I put them in the right FormList, let me know if you see Police Securitrons after the Mk II upgrade.
Added an "OnCellEnter" event handler. This fix an issue where the Securitrons would keep their Alert screen after leaving combat while the player is in a different cell.
Version 2.4.4
Added a patch for the Securitrons added by Simple Open Strip.
Version 2.4.3
REPLACERS - Re-exported the Mr. House variant textures. The previous versions' size were twice as big and would show as pink in-game.
Version 2.4.2
Fixed paths in the FOMOD which caused the 256x256 textures to be installed even if 1024x1024 was selected.
Version 2.4.1
Added Doomguy replacer for Police and Infantry.
Version 2.4
Got rid of the INI file. There are a few occasion where the game change a securitron's screen (e.g. MkI changing into Victor when you enter The Strip the first time) and would use the default black and white screen instead of the one you would have set in your INI file. So, instead of hunting all the scripts I removed the INI file, now you will choose the textures in the FOMOD like before.
Removed the Mr. House variant from the main FOMOD. It's now in the Replacers FOMOD where I will add future replacers for the Police and Infantry.
Version 2.3
Re-exported all the textures for better quality.
Separated the FPGE and The Strip Open Securitrons into different plugins to keep the main ESP clean and easier to maintain.
The Old World Blues Securitrons are now affected by the mod (even Muggy!).
Because of the above, Alert screens have been made for the Old World Blues Securitrons.
The type of textures is now configurable via a INI file (data/config/SecuritronsOnAlert.ini).
Added an optional ESP to add custom Securitrons.
Version 2.2
Added a "Colorized + Red Alert + Scan Lines" version.
Upscaled the textures from 256x256 to 1024x1024.
Version 2.1
Mr. House Securitron is now affected.
Added optional Mr. House Securitron textures.
Added alert screen for Yes Man.
Changed mrhouse_alert.dds to be identical to mrhouse_neutral.dds (The vanilla texture was a drawing of a policeman).
Securitrons' faces will change when they enter combat mode. MOD CONFIGURATION Make sure to check the INI file Securitrons On Alert.ini. MISMATCHING SECURITRONS If a Securitron from a mod has a different name than the Vanilla ones it won't be affected by the mod and will show the default black and white screen, it might be caused of a typo (e.g. Vitcor instead of Victor). To fix that simply open the mod in xEdit and change the Securitron's name so it match its Vanilla equivalent. If the Securitron has a unique name (e.g. Edward, Securitron Mk III) it won't be affected at all since they don't exist in Vanilla, support might be added in the future for unique Securitrons.
SUPPORTSNV SECURITRONS LIP SYNC If you get that mod you can delete the ESP and the textures folder from it, then load the mod AFTER Securitrons On Alert so it overwrites the meshes.
Big thanks to miguick for version 2.0 from which I learned a lot.