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Faelrin

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  1. Faelrin
    Faelrin
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    Skyrim Special Edition version here

    Update 2.1 (coming soon, maybe by the end of the month):
    Spoiler:  
    Show

    Dragon feet (Alduin, Serpentine, all others except skeleton and Durnehviir), and maybe some boots converted. Kind of got inspired to work on this after doing the werewolf paws for my wearable werewolf stuff mods (see the links for them below). Just need to finish the female Alduin and female main dragon foot mesh (which the rest are color swaps done in nifskope). If I'm not burned out after, then I'll try to get some boots added like I did for the werewolf stuff mods too.


    There is one main file, two optional files, and one old file. The main file uses slot 49 for the horns, while the optional files currently have
    two alternatives which use slot 52 and slot 55. Pick only one of these.

    There is also a file in the Old Files section which contains some of the older versions of the mod that used Nuska's horn resource from Character Mod Resource Pack (no longer available). All color variants of the horns and tails were based of the regular dragon's horns and tails, unlike in the current version. Provided upon request. Those are not supported any longer.

    If you are getting crashes then you must provide more details other then if it just causes crashes if you want my help since I don't have this issue whatsoever. Please let me know which race you play as, which sex, which item (or if it's all the items) you're using, and what skeleton you're using (the ones included or another skeleton replacer).


    Optional Recommended Mods (if going for more of a dragon hybrid look):
    Spoiler:  
    Show

    For skin:
    Born Dragon Skin (warning, NSFW 18+; best used in combination with a mod like Unique Character)

    For slit pupil eyes:
    Cat like Eyes
    Loks Eyes Standalone with and without glow
    The Witcher 3 Eyes

    For claws (for non beast races):
    Vampires Fight With Claws (use either of the miscellaneous files. If you want them to show up in first person, you might need to edit the race record for whichever race you are using, and select slot 49 to be visible in first person)

    Mods seen in screenshots (wings, armor, hair, etc):

    Some of my other mods that may be of interest:
    Beast Armor Improved
    Wearable Beast Claws Ears Horns and Tails - Argonian - Khajiit - Werewolf
    Wearable Werewolf Claws - Ears - Paws -Tail
    Wolf Knight Armor
  2. 1337DragonWolf
    1337DragonWolf
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    Is there a way to make the tails HDT?
    1. Faelrin
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      You might want to check out this HDT Tails mod. I remember letting them use my mod's meshes a while back.
  3. SSongbird
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    I'm using this mod with a unp body, xp32 skeleton with nord body female. I was wondering why the tail came out of my rear end rather than being on the tailbone. What are some possible fixes I can do?
    1. Faelrin
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      Use nifskope or a 3D modeling program such as Blender to reposition it. If you need help with using nifskope to do it let me know. I did used to have a file which had the tails moved up higher, but have since deleted it because it did not use the new tails and I'm honestly not interested in providing support for something I did not use to begin with. I spent enough time redoing everything as it was. I also made the tails using the vanilla tail placement with the vanilla bodies in mind (which I do use). If you would be okay with trying that file I can dig it up and reupload it.

      And when you mean tail bone, do you mean in regards to the skeleton you are using or in terms of anatomy (with the body you are using)?

      If the latter, interestingly enough the cocyx is located within the butt of humans so a tail (which is also an extension of the spine) coming out of the butt wouldn't be too far off base if using the cocyx's location as a starting point for the tail (which vanilla came close too), though I understand most folks have an aesthetic preference for the tail to be above the butt. Though since I am talking about anatomy may as well mention we don't have tails partly because they wouldn't be compatible with our hips and legs aside from not needing one anymore (which usually serves for supporting balance if not movement), although there have been a few times humans have had tails (although usually not part of the spine, so not a true tail, but close enough I guess). In the case of this mod, and the vanilla beast races, anything goes as to the how and why to the anatomy which supports the tails.

      Edit: There are some good references about this sort of thing here, that I came across a while back, that illustrate what I was mentioning: https://forums.furaffinity.net/threads/applying-human-anatomy-to-a-furry-character.70402/

      If the former however, the tails might need to be rigged on that skeleton to be more compatible, which would need to be done in a 3D modeling program.
    2. AyamePasse
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      I know its a bit late, but I too am having this issue. I'm going to tinker in NifSkope, but if I can't fine the correct way to reposition it (up a smidge, and then possibly into the body more to prevent any gaps), can you provide instructions? I'd greatly appreciate it! This seems to be the only mod that provides the tail I like...

      Edit: I managed to do it in Caliente's Outfit Studio. I'd tried it before, but because I'd imported a reference (female body) to make sure I got it positioned right, the bones got messed up, resulting in a stiff tail lol. So I imported it without a reference and just raised it little bit by little bit until it looked right in-game.
    3. 1337DragonWolf
      1337DragonWolf
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      Okay, so, how DO I use nifskope to reposition? I have tried extracting the bsa, opening one of the meshes in nifskope, clicking the model, right-clicking the model, going to Transform -> Edit, zero-ing out the axes numbers before raising the z-axis, clicking Accept, right-clicking the model, clicking on Apply, saving, packing the meshes back into a bsa file, and replacing the old bsa with the new one. When I check in-game, however, the model is invisible. I know this post is about 3 years old, but I've looked everywhere on the internet and simply cannot find out how to get this to work.
  4. LegendLegacy
    LegendLegacy
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    This is really cool, well done!
  5. DoubleDoo
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    Any idea how to make the tails count as unarmored for mage armor alteration perk?
  6. thelewdgooberkitty69
    thelewdgooberkitty69
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    Skeletal Dragon tail/horns when?
  7. sheesh1991
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    Hmmm, this is odd. I cannot seem to find the horns or tail in game. I had to manually download the mod since Mod Manager no longer had API support for users. I extracted the files to the Data folder(all three files), used LOOT to sort my mods list. Horns and tails won't show up at the forge. :/
    Am I doing something wrong? I have Immersive Jewelry installed, will that mess around with it?

    EDIT: I also have XP32 Skeleton Maximum Skeleton Extended, Dual Sheath Redux, Ragdoll Physics, Immersive Armors, Bandoliers, and Immersive Animations installed. LOOT doesn't indicate any conflicts with these mods...but for some reason still, the horns and tails do not show up in game.
    1. Faelrin
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      Hmm, that's odd. As long as you have the materials you should be able to craft them, and they should show up in the forge, under the misc section (or clothing section with Weapons and Armor fixes and/or Clothing and Clutter fixes installed). But well, since they don't seem to be, you can still obtain them through the console using: help "dragon horns" 0 or help "dragon tail" 0, and then scrolling through the list of form id's, and then using: player.additem (item form here) 1. Unfortunately I wouldn't know if Immersive Jewelry and/or Immersive Armors could cause any issues with this mod as I don't use them. I do use Dual Sheath Redux, Immersive Animations and XP32 Maximum Skeleton (with swords on back, and dagger on hip, etc), and have no issues with those with this mod. As a heads up though, the only mod to watch out for that I'm aware of that you have there could be Bandoliers, which could have a slot conflict with the horns, depending on which item you are using and what file you downloaded (slot 49 or 55).
    2. sheesh1991
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      I downloaded the newer version of this mod, so as you wrote in the description, that should work with Bandoliers...though, I dunno...would the Dawnguard Bandoliers add-on mod cause it to not appear?
      And I did try searching them in console. They don't show up. Perhaps I installed the files incorrectly? All I did was copy and pasted the three files in the Wearable Dragon Horns and Tail folder into the Skyrim Data folder with all the rest of the .esp files from other mods. The ONLY thing remotely close to what I assume is from this mod in console is something called "Dragon tail", but it wasn't an item id. It was an EXPL id...not sure if that's part of this mod. And I have Dual Sheath Redux without the swords on back stuff(except shield is...but it never works for me; shields just appear on the ground beneath the characters and NPCs feet so I have it toggled off). Hrmmmm...would Apachii Hair Styles cause issues?
    3. Faelrin
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      Are you sure you activated the mod after installing it? The fact they don't show up in the console for you sounds like that might be the case. Hair mods wouldn't cause issues with this mod. In regards to your issue with Dual Sheathe Redux, are you sure you have all of the required files, and I would assume you have run FNIS as well as the java patcher included with DSR?

      Additionally, perhaps I could recommend using a mod manager like Mod Organizer 2 in the future as well to help make things easier (which also makes it really easy to detect potential file conflicts, because it keeps mods installed in their own separate folders, and has nifty icons to display issues, etc), rather then installing mods directly into the data folder?
    4. sheesh1991
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      BAH! Double post!
    5. sheesh1991
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      OML...I'm fucking retarded. I completely forgot about the plugins tab on NMM. Now I TRULY feel stupid. XD

      Thank you for the help though!
    6. Faelrin
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      Hey it happens sometimes, and at least it rules out any potential incompatibilities. Anyways, have fun with it.
  8. FrappeZebrah
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    I guess this is kinda dead, but i don't loose anything by ask. So yeah, i'm playing as a nord child (RS Children Overhaul) and same as a lot of people here, the tail gets permanently horizontal alongside my character and doesn't have movement.
    I don't really know how to fix this since i don't even know how "skeletons" work, if anyone can help me with this i'll be forever thankful.
    1. Faelrin
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      So this wasn't really made for anything but the default (adult) races in mind. So basically whatever skeleton file the race you are playing as uses needs to have bones for the tail (basically what the tail models are rigged to, for it to animate properly) for this mod to work properly. This mod has a copy of the vanilla skeleton for beast races (which has the tail bones) renamed as a replacer for the non-beast race skeletons, which are included in this mod's bsa (though any loose custom skeleton files could in turn replace the one included, for better or worse). I'm not sure if that mod uses its own skeleton, or if, assuming the vanilla children races have their own, are using that one. The only other thing I can think of is you have a skeleton replacer from another mod installed, but again it does not have the tail bones needed for this to work, if not some conflicting animation mod, etc.
  9. Henry211
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    Hey,
    may you can help me with this issue:
    if I wear any kind of chest-armor (vanilla and modden), the dragon-horns are just visible for the first secound after that they go invisible but will not be unequipped.
    If I don't equip no chest piece the horns are showing up as wanted.

    I would appreciate an answer :>

    edit: fixed it by starting a new game.
  10. Lordyo64
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    my tail is not working any idee how i can change it?
  11. Snowfyre
    Snowfyre
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    Too bad this got abandoned, a couple of the tails dont have the alternate placement, the standard placement looks like it comes out of my characters butt : /