jackfrost9512 Posted May 1, 2021 Share Posted May 1, 2021 When Alduin resurrects Sahloknir, Sahloknir rises from the ground already covered in flesh From my understanding, he's supposed to appear as a skeleton and then regenerate his flesh. That part still happens, but it's weird he isn't a skeleton at first. Has anyone else encountered this bug? And if so have you found away to resolve it? Should I keep reloading or load an earlier save in the quest. I ask here because I was curious if there is a mod that fixes this issue. Link to comment Share on other sites More sharing options...
Helmsmasher Posted May 2, 2021 Share Posted May 2, 2021 Are you using a texture mod for dragons? Link to comment Share on other sites More sharing options...
SeriesX86 Posted April 28, 2023 Share Posted April 28, 2023 I've had this issue for years, every time I use a dragon texture mod he never comes out as bones. I used to use bellyaches hd dragons' mods but now using rustic dragons each one has the same problem. Every time I do that mission he always comes out as flesh that looks faded then the animation happens where his flesh comes back but it's already there in the first place. To this day I have not found a fix for it. Link to comment Share on other sites More sharing options...
scorrp10 Posted April 28, 2023 Share Posted April 28, 2023 Script: FXDragonMoundScript The way it works: When you arrive for the quest, the Dragon is there under the Mound. The dragon equips the 'skeleton' armor item which is slot 41 (skeleton) so it does not interfere with the actual skin at all. dragonRef.EquipItem(DragonUnderskin) Now, the regular dragon skin (SkinDragon) uses meshes/actors/dragon/character assets/dragon.nif mesh, and this mesh has 4 animation controllers, all of which affect the alpha test of the skin texture. SkinThere : All alpha values considered opaque. SkinGone: All alpha values considered transparent SkinFadeOut : Gradually increases 'transparent' alpha value from 0 to max. (skin fades away, exposing equipped skeleton) SkinFadeIn : Gradually lowers 'transparent' alpha from max to 0. (skin fades in over skeleton) So when Dragon is 'prepped' under mound: dragonRef.PlaySubGraphAnimation( "SkinGone" ) << this makes skin invisible, just skeleton. When dragon is being resurrected, about 4 seconds in: dragonRef.PlaySubGraphAnimation( "SkinFadeIn" ) Eight seconds later, if dragon is still alive, the skeleton item is unequipped. This is what dragon skin alpha channel looks like: Lighter areas - which are mostly body around the spine - are first to 'fade in', darker parts: wings/tail - will be last. So you either installed alternate dragon textures where author messed with alpha channel - or you put in alternate dragon mesh models which don't implement the animation controllers properly. Link to comment Share on other sites More sharing options...
Recommended Posts