Well, here are the recolored Mephits. I'm afraid they didn't turn out quite as good as the Golems because the original animation had a more limited color palette. Also, some of them may still look alike, but that's because I used the descriptions and illustrations from the Planescape Monstrous Compendium, and some of the Mephits are actually very similar, even in 
PnP. 

Recolored Mephits

Top row, from left to right: Mist, Air, Fire, Magma, Ice, Lightning, Earth.
Bottom row, from left to right: Steam, Ooze, Salt, Mineral, Radiant, Smoke, Dust.
BTW, if anyone's interested, I'm using opcodes #51 and #52 for the recoloring. The code is fairly simple once you get the proper RGB values.
COPY_EXISTING ~MEPICE01.CRE~ ~override~											// Ice Mephit
			  ~MEPICE02.CRE~ ~override~											// Ice Mephit
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN										  // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~									// Nythrun's CRE re-indexer macros (needed for corrupt and v1 CREs)
  PATCH_IF valid BEGIN
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_eff_v2.tpp~
  END
SET opcode = "52"																  // effect: #52 (Colour: Very Bright by RGB)
SET target = "1"																   // target: 1 (self)
SET timing = "9"																   // timing mode: 9 (permanent after death)
SET parameter1 = "420087552"													   // param1: (color designation)
SET parameter2 = "2"															   // param2: 2 (location - major color)
SET parameter3 = "0"															   // param3: 0
SET parameter4 = "0"															   // param4: 0
SET power = "0"																	// power: 0
SET resist_dispel = "0"															// dispel/resistance: 0 (non-magical)
SET duration = "0"																 // duration: 0
SET probability1 = "100"														   // probability1: 100%
SET probability2 = "0"															 // probability2: 0%
SET dicenumber = "0"															   // dicenumber: 0
SET dicesize = "0"																 // dicesize: 0
SET savingthrow = "0"															  // saving throw type: 0 (none)
SET savebonus = "0"																// save bonus: 0
SET school = "0"																   // school: 0 (schoolless)
SET lowestafflvl = "0"															 // lowest level affected: 0
SET highestafflvl = "0"															// highest level affected: 0
SET casterx = "0"																  // casterx: 0
SET castery = "0"																  // castery: 0
SET targetx = "0"																  // targetx: 0
SET targety = "0"																  // targety: 0
SET casterlvl  = "0"															   // caseter level: 0
SET sectype = "0"																  // secondary type: 0
SPRINT ~resource~ ~~															   // resref: none
SPRINT ~resource2~ ~~															  // resref2: none
SPRINT ~resource3~ ~~															  // resref3: none
SPRINT ~vvcresource~ ~~															// vvcresref: none
SPRINT ~effsource~ ~~															  // effsource: none
SPRINT ~effvar~ ~~																 // effvar: none
LAUNCH_PATCH_MACRO ~ADD_CRE_EFFECT~												// add new creature effect
END																				// ends file size sanity check
BUT_ONLY_IF_IT_CHANGES
					
					
					
							Edited by aVENGER, 27 December 2009 - 10:11 AM.