Skyrim Special Edition
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AlanovichRomanov

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alanovichromanov

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  1. alanovichromanov
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    I updated the mod with these two small changes:

    - The optional files have now been incorporated into the main downloads as general consensus seems to be that they work well.
    - I deleted two first person animations for beast races only, as the default animations are better.

    Before updating to Version 2 it's best if you remove the files from the previous installation as I changed the file structure a little.
  2. namechooser
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    i've been using feral SE - claws for awhile. i really like it.

    i've been wanting the NPC vampires to automatically start with claws too.

    i downloaded
    Feral SSE - Rip and Tear v2.0-34552-2-0-1588715043-DAR not required

    in-game, the 1st person perspective, the claws are not showing.. 

    i downloaded
    Feral SSE - Tooth and Claw v2.0-34552-2-0-1588715199

    in-game, the 1st person perspective, the character is making a FIST, not a claw.. 

    The Ultimate End result I'm shooting for is,
    1st Person stance, claws not fist, visible nails,
    plus give gives to all NPCs too.

    if you want to give me some technical support on this would be great. Thanks. 

    i partially solved this.. i put Feral SE - Claws - Beasts and Vampires-34552-v2-1-1639236350 below
    feral SE - claws

    now its not overwriting the claws i was using in the game. the claws are showing up as intended.

    Feral SSE - Rip and Tear v2.0-34552-2-0-1588715043-DAR not required
    this works fine, there is nothing wrong it. it causes the character to do the CLAW stance and not the fist stance. the claws weren't showing because of the overwrite conflicting files. 

    now the last thing i can't get to work, is to have the NPCs all equip claws.
    1. alanovichromanov
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      Keep in mind that for the claws to show up the player, or the NPC in question, must not have any hand armor equipped. Even ones that leave the hands/fingers bare, as for the game the whole hand/forearm part is just another armor piece. I will eventually rework the claw model and this mod from scratch, then I will include armor models with claws for bracers and fingerless gloves.

      Regarding any issues with animations, those are the result of a conflict with another animation mod, or animation mod framework. If you have the time have a look at some of the older comments, might be you find some useful information about how to proceed.
    2. namechooser
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      must not have any hand armor equipped. Even ones that leave the hands/fingers bare
      thats not correct. i'm wearing heavy armor gloves with the fingers exposed.. the claws show up perfectly fine.
      this is from DX Crimson Blood Armor - UNP

      Can you explain if your mod distributes claws to NPCs vampires with SPID. ?
    3. namechooser
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      i wanted to provide you with some screenshots of my claim , that the claws are visible with open-finger hand armor.
      i'm using Feral Claws SE only

      Looks Great - Doesn't It
    4. alanovichromanov
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      No, this mod doesn't use SPID, it's not the most suitable tool to use to switch out body parts. The plugin edits certain races to use clawed versions of the hand models. I haven't worked on this mod for so long that I don't remember all the details of how I set things up... My plan is to rebuild the mod from scratch, making adjustments and improvements. Maybe I'll get to it once I finish the updates for my other mods that I'm working on.
    5. namechooser
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       The plugin edits certain races to use clawed versions of the hand models.
      can you direct me to which plugin does this ?

      Feral SE - Claws - Beasts and Vampires
      Optional file that adds equipable claws and gives Argonians, Khajiit, and vampires claws automatically. Use this file with the "Go for the Throat", "Tooth and Claw", "Unleash the Beast" or "Welcome to the Jungle" versions of Feral.

      i downloaded this. i could not get it to work. i used the file with Tooth And Claw. that didn't make it work. 

      Optional file that adds equipable claws
      to use clawed versions of the hand models
      those 2 statements are not adding up. 
    6. alanovichromanov
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      "Claws - Beast Races" and "Claws - Beasts and Vampires" edit some races, details are in the mod's description. Which part of the mod isn't working as it should?
    7. namechooser
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      1st . i had Feral SE Claws installed. it has some claw items (armor pieces) . there are claws and Powerful claws, they both look the same and do the same thing. i created "Claws" . i equipped them.
      they look great. everything is working fine. 

      2nd. i install Feral SE Claws - Beasts and Vampires. first thing I notice . is that my character's claws are gone. i still have the item called claws equipped in my inventory, but no claws graphics. i unequip them then i equip them. no difference. claws are not there anymore.

      then i tested to see if the NPCs had claws. i went to Broken Fang Cave. there are 2 vampires there. they both had claws. it was confirmed to work. but oops now my character's claws are gone.

      3rd. i changed the mod load order. put Feral SE Claws - Beasts and Vampires below Feral SE Claws. then claw model shows up on my character but not on the NPCs any more. at this point i realize there is a mod conflict.

      i confirmed that both your mods work individually , but not together, as one overwrites the other. they both have the same .ESP name . 

      i changed the name of the Beasts and Vampires esp to BVFeral - Claws.esp
      i reloaded the game. my character's claws were back on.. 

      i went into Broken Fang cave to confirm the vampires. 
      I looked at the first vampire, she did not have claws.. but she had hand-armor on. i console commanded RemoveAllItems. all her gear disappeared along with the hand armor. and boom - she had claws.. but she was naked.. but she had claws.. so it worked..

      i looked at the second vampire, he was sleeping and all geared up. i did a RemoveAllItems on him. boom he's naked. he has claws.

      problem solved.. problem fixed... 

      but that's why i recommended SPID to distribute the Claw (armor item). because the Claw (armor items) is Confirmed to be shown on open-handed gloves gauntlets, and it looks cool too !

      but this is your mod. you play it how you want. it works as good as i need it to. Thank you for this Great Mod. Really Appreciate it.  
    8. alanovichromanov
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      To answer your post section by section:

      Powerful Claws are the upgraded version of Claws, they make it so your unarmed damage scales with your level in One-Handed.

      With the Vampire/Beast Races version of the plugin, the claws are there but invisible, I think my reasoning was that vampires/Khajiit/Argonians would get the claws automatically, but humans/elves/orcs might want the boost to unarmed anyway. Or maybe it was that the clawed hands are just for looks, but the armor claws are for the damage effect.

      Don't use more than one version of the Claws file, the reason the vampires lost their claws after you changed the load order was that your game was loading only the basic version of the Claws file, which allows you to craft the items but does not distribute clawed hands to anyone.

      The original point of this mod was to add only the animations (I hope those are working well for you at least? ). I added the Claws files later on, but I can see that I did not plan that bit quite so well. Like I said earlier, I intend to rebuild the mod, with improved claw models, clawed versions of bracers and gauntlets that leaves hands/fingers bare, and better organized Claw plugins. I'm currently not in a position to work on the meshes, but I can probably fix/improve the plugins. I released Feral some time ago, but I have since gained more experience in making mods, learned how to use SPID and how to create FOMOD installers. I think I'm in a better position to work on an improved, less confusing version of Feral. I'm pleased to hear you're enjoying the mod despite the complications, hopefully you can be patient enough until I find time to release the next version
    9. namechooser
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      my bad.. i accidentally broke the functionality somehow by rearranging mods.

      but now it works again.

      FYI - this is how i got both the visible character claws and the npc claws together 

      installed Feral Claws SE
      then Feral Claws - Beasts and Vampires under it, so it gets overwritten, 
      then i renamed feral claws - beasts and vampires ESP to something else.

      i'm running 2 versions of the mod. 
    10. alanovichromanov
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      The reworked plugin will have invisible and visible versions of the claws in one file, hopefully this will cater to everyone's tastes and keep things simple.
    11. namechooser
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      i dont mean to be Critical of your Work
      because Obviously I use it, i think its good

      but I tried Your Feral Claws stance, with the hands out, 
      im not totally lovin it, i think it could be re-worked..

      im not trying to complain.. but the stance is sort of wonky. just like the open hands in 1st person and looks better at times,
      but running around all goofy like that, as a human vampire, isn't really the most elegant claw attack. 
    12. alanovichromanov
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      Well, I can't take criticism personally, since those are Bethesda's unused animations I simply made them available in-game. I've never tried creating new animations or modifying existing ones, though I feel this set of moves looks good enough to include in the game. If I ever try my hand at animation work I'd definitely try to improve the idle stance for these claw attacks.
    13. namechooser
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      bethesda doesn't really understand the new level of graphics.
      what they made was a framework, not really a masterpiece.

      the modders made it a masterpiece. 

      I've never tried creating new animations or modifying existing ones
      it looks tough theres got to a steep learning curve, i havent even tried this - probably never will 

      If I ever try my hand at animation work I'd definitely try to improve the idle stance for these claw attacks.
      i dont really promote other people's mods , but this i found exceptional for unarmed combat, never seen something like before.

      its on its own level. 

      Unarmed Combat Behavior Overhaul 

      its Nemesis based and or Sky SA based 

      you click one mouse click, then it performs a kick or something, then you click it again real quick, it performs a second kick totally different than before, you click it a 3rd time or do it realy fast, a flurry of punches comes out.. theres all kinds of moves that i havent unlocked via keyboard / mouse. 

      ** honestly i would like something like that, but more vampiric / beastial in nature.

      maybe click the mouse button, then you right hand swipe, then you left hand swipe
      then you do a grapple, throw, bash, 
      and the finale move is a bite.. 

    14. alanovichromanov
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      That looks like advanced stuff, and not really in my area of expertise. That "Learn to animate" link at the bottom is interesting though...
  3. baukwolf
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    Any chance this could be made to fit into ADXP/MCO?
    1. alanovichromanov
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      Ehhh, I'm afraid those mods are a bit beyond my skill level. You'd be better off asking their authors for an integration patch.
  4. saintjedi
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    claws not showing up automatically.
    1. alanovichromanov
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      Are you wearing any hand armor?
  5. naimadekar
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    Hi I have a problem, let's see if someone can give me a tip, when using the animations only the left hand hits like a claw, the right hand does it as if it were fists, and I deactivated everything and left this mod alone, if I deactivate both hands hit like a fist. I can't get the right hand to hit like a claw ahh it only happens in third person the problem skyrim v1.6.640
    1. alanovichromanov
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      Do you use an animation framework other than DAR/OAR?
    2. naimadekar
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      I use OAR with attack MCO-DXP 1.6
    3. alanovichromanov
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      If you're up for a bit of testing you could try to see if the issue persists without MCO.
    4. naimadekar
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      I tried that, but when I deactivate it, I have T pose bug and I don't want to touch nemesis. I have 638 mods, and nemesis was always the cause of having to start all over again, so unfortunately I leave everything like that, thanks for your time anyway.
    5. alanovichromanov
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      Hmm, I see. Maybe it's a conflict with some other unarmed animation mod?
    6. za5adlo
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      MCO has own melee combat animations. So its not problem with this mod but with MCO. Btw mco hasnt left hand attack by default, if u press usual vanilla left hand hit - it will be block by using MCO.
      Your Tpose means u didnt rerun nemesis patch after disable MCO, cuz its nemesis req mod. each time u disable or enable any nemesis dependable mod u need to rerun patch or u get tpose.
      Btw 600+ mods are not so much and nemesis is rather stable tool for working. Ye i heard many tales about nemesis errors but hadnt no one for last 5 years for 600+ mods or 2000+.
    7. naimadekar
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      Although I cannot confirm that MCO is the cause, through OR I disabled the DXP I MCO elden rim moveset collection (SCAR) animations which made the right hand do the vanila fist bump and the left hand continued doing the feral blow of this mod, as for nemesis, maybe I don't explain it well, I have more than 16,000 animations there and it is true that it is stable, my problem is that when I start deactivating and activating things with nemesis behavior I always end up having a problem with lost files Either the vortex is detected, and the animations end up being ruined, or the famous t bug occurs and I have to start installing everything from scratch, since it is a 100% manual modlist, it took me a lot of time and effort that I even had to do a couple of times. start over for problems like that, maybe vortex is the cause of my problems, I don't know, but I started with it and a old dog is not taught new tricks, thank you also for taking the trouble to read my problem. And sorry if I'm not clearer, English is not my first language.
    8. za5adlo
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      Disabling just animations pack for mco doesnt disable adxp combat system. I repeat also - just disabling any mod which req nemesis, doesnt really disable it full. U just get unfinished disabling, no way to check anything after that. If u didnt disable mco n animations then did rerun patch again before ofc, cuz i lose the line already sorry.
      As for problem with repatching nemesis, thts good u mentioned its vortex. Mo2 repatching is much easier, thts why i said tht before. I use mo2 for years just. Cant help with vortex.
      About the thing its not mco if u think - all u will can get from this mod, by using adxp mco is idle only, or + attack by main hand as u mentioned above.
      U better install any mco melee combat animations mod or disable mco as i mentioned above. Not sure u really need it.
    9. plozaq
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      I was having this problem too but without using any combat overhaul mods just OAR. I fixed it by renaming the folders from 150-151 to 950-951. I don't know if the numbers matter as to what you rename it to so long as it's not the same as another mod obviously. I read a completely unrelated post on another mod and saw that this fix worked for someone else who was having issues with OAR not loading all of the legacy DAR animations from a mod. Before doing the fix, if you load up the game then open OAR (shift + o) and scroll down the legacy mods to file number 150, you will see that a bunch of the animations aren't loaded ( h2h_attackright being one of them).  Maybe the author could reupload an edited version for OAR. Anyway, hope this helps.
    10. alanovichromanov
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      If I recall correctly, the folder name just determines precedence if other animations for the same action are present (for DAR at least). If renaming the folders fixed the issue I'm guessing you were using other animations for unarmed attacks?
  6. MaduOctave
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    Hello. I am doing a first person playthrough. And when I use charged attack, the animation is cut short. Normal attacks work just fine.
    1. alanovichromanov
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      Whenever I had this kind of issue reported it was due to a conflict with another animation mod, a combat mod, or animation framework.  What mods of this sort do you use?
  7. JammiesJam
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    I love the mod <3

    Can I use enchantments on the claws, for example give poison effect to them??
    1. alanovichromanov
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      The claws count as armor, not weapons. You can apply elemental damage effects or poison via perks if you have a little CK knowledge, but you cannot enchant them like weapons.
  8. sharktribe
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    Is this safe to convert to an ESP-FE? Seems like a thing to not spend a whole master slot on...
    1. alanovichromanov
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      That should be OK. The animation file doesn't even include a plugin anyway.
  9. Tiouruk
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    Hello, first I would like to thank you for your work and your passion for this game and its community and I would like to ask you a question, do you know if the animation framework works with Undeath - Classical Lichdom? I don't know if it is marked as bestial and if it were not marked as bestial, how could I mark the Litch or other races as bestial?
    1. alanovichromanov
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      The animations will work with any humanoid race that has the IsBeastRace keyword, so add that to whichever race you want to give Feral animations to. However, they won't work with any creature that uses a different skeleton and animation set.
  10. za5adlo
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    alanovichromanov tyvm for your mod. Still my favourite unarmed attacks mod. I enjoy to use it.
    1. alanovichromanov
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      Pleased to hear that
  11. iurikill111
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    First of all, awesome mod. Would you make a patch for the Zombies from te CC Plague of the Dead to use your claw unarmed animations?
    1. alanovichromanov
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      If I recall correctly those zombies use Draugr animations, not human. So these animations would not work with them.