DudelSaur Posted July 16, 2020 Author Share Posted July 16, 2020 I got the Ice Lake dragon to work, but the blood dragon still has the polygons. Any suggestions? Thank you for the help, btw! Link to comment Share on other sites More sharing options...
maxarturo Posted July 17, 2020 Share Posted July 17, 2020 If you have a dds with alpha channel and it's save with the correct DXT format and it's not showing in the mesh, then the issue is that the dragon mesh you are trying to apply that texture has no "NiAlphaProperty" on that "NiTriShape". Link to comment Share on other sites More sharing options...
DudelSaur Posted July 17, 2020 Author Share Posted July 17, 2020 Forgive me, but I'm not sure I've heard of those before. Would you please briefly explain? And is there anything I can do to fix that with what I have available to me? Link to comment Share on other sites More sharing options...
maxarturo Posted July 17, 2020 Share Posted July 17, 2020 If you are adding a 'New Actor' to the game then you need to open the mesh in NifSkope and add an "NiAlphaProperty" to that part of the mesh. If you are using the vanilla actors / mesh, then you can't fix that, because the mesh has no "NiAlphaProperty" in that part. * I've never open the dragons mesh to see their meshe's properties, but the general principle of the "NiAlphaProperty" applies to all meshes that have 'Transparency' information, partially or not. Have a nice weekend. Link to comment Share on other sites More sharing options...
DudelSaur Posted July 17, 2020 Author Share Posted July 17, 2020 Dang! I was hoping to make it a replacer, not a new actor. :( The textures aren't as ugly as they were on the lake dragon, but I'm a little too obsessive! But thank you for all of your help, and have a good weekend, too! Link to comment Share on other sites More sharing options...
maxarturo Posted July 17, 2020 Share Posted July 17, 2020 (edited) You can extract the specific dragon / mesh and add to it an alpha property, then just create the same 'Folder Structure" and place the mesh there, when the game loads and your mod the game will use the mesh that it's installed in the "Loose Folder Structure" of your mod. * Do not rename the mesh. I hope it helps. Edited July 17, 2020 by maxarturo Link to comment Share on other sites More sharing options...
DudelSaur Posted July 17, 2020 Author Share Posted July 17, 2020 Thanks! Update: I just found out that it is NOT on my end, its a bug on Bethesda's part: https://www.nexusmods.com/skyrim/mods/9276/?tab=description I don't have much experience with meshes, but I really appreciate your help. I've learned something new and I am grateful! Link to comment Share on other sites More sharing options...
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