For Version 3.0 I rebuilt the mod pretty much from scratch:
The animations have been re-organized in OAR format, which lets me use one single set of animations for multiple sets of conditions. This allows me to make the animation component of Feral modular, rather than having to create a version for every combination of different conditions.
In addition to the previous options, NPCs can be set to use the claw animations if they equip the craftable claws from this mod.
Claws have been implemented in a different way than the previous versions. The new system makes no edits to armor or race records, reducing the chance of conflicts with other mods. The new system relies on SPID to determine which NPCs will automatically get claws, and KID to ensure that claws will show up on those NPCs only when they are bare-handed, or wearing gauntlets/gloves that leave the fingers exposed.
Claws are only cosmetic, they have no in-game effect. I may change this in an optional add-on later on.
If you use certain armor replacers the KID configuration file may need to be edited. I will provide instructions as to which segments will require to be changed as needed.
Any mods that add new gauntlets or gloves that leave fingers exposed will need to be patched. I will provide the patch and update it as new incompatibilities are reported.
The Claws occupy Body Slot 61. I can provide a patch with an alternate body slot if there are conflicts with other mods.
A "Claws" weapon can be crafted, tempered, enchanted and poisoned. These claws are not governed by any weapon skill. I may change this in an optional add-on later on.
The file has been repackaged as a FOMOD installer, which should make installation less confusing for users, and the inclusion of future additional options easier for me.
Could someone make a patch for this? https://www.nexusmods.com/skyrimspecialedition/mods/128033?tab=description, I have... no clue how to even start doing it myself
For me 3p animation not work. 1p yes , stance yes ... i try to disable other mod in OAR ( gubsinger and MCO elden rim moveset collection (SCAR) ) but nothing when attack other animation play. I not use the weapon
I love this mod very much. Ever since I found Better Claws and Gauntlets, I felt like my khajiit actually having claws made such a difference as a mage. I honestly can't stand gloves now, since they hide the claws!
Would it be possible for you to provide instructions on making a patch for gauntlets added by mods? I've got a few I'm playing around with, and I feel like asking you to provide patches for every armor mod on nexus is... not great. I kinda wonder if it might be better to make a copy of the claws weapon as an accessory? You could end up equipping them with gloves on that way... hm.
(Barring either of those... patch support for Princes of the Woods and Black Sacrament armor would be appreciated.)
Claws as an accessory is easily doable, but part of the reason why I updated the original mod was to make claws appear and disappear dynamically according to what an NPC/player character was wearing on their hands, rather than leaving it to the player to equip and unequip them. Are you asking for claws that are always visible, even when wearing gloves or gauntlets that cover the fingers?
Adding support for mods is easily doable if you have a basic knowledge of how to use the Creation Kit/xEdit and KID. All you'd need the CK/xEdit for is to find out the FormID of the items you want claws to appear on. The you'd need to make a KID file (like the one included in Feral) with these lines:
Keyword = 0x802~Feral.esp|Armor|0x(The FormID for the item, remove brackets)~(The name of the plugin the item is from.esp, remove brackets)
Made up example: Keyword = 0x802~Feral.esp|Armor|0x000123~MyGloveCollection.esp
Disclaimer: I'm not an expert at using KID, this mod is the only thing I've ever used it for. But the above instructions should work. I think you can use just the one new KID file and paste lines for every mod you want to patch. Just add a new line for every mod, using Keyword = 0x802~Feral.esp|Armor|0x and changing only the last part.
Get back to me if this is too complicated or my instructions don't actually work
Well, it was working and then spontaneously stopped during the game lol. Now it won't work at all. This is what I had added to your KID file:
;Add zzFeral_Armor_DisplayClaws_KW to Berserker Gauntlets Keyword = 0x802~Feral.esp|Armor|0xFE294D69,BerserkerArmor.esp
It works when I load into the game but if I unequip and re-equip the gauntlets (or equip the other one I've added to the KID file) the claws disappear and don't come back.
So, it stopped working the first time after I transformed into a werewolf that play session. Then there was the issue i described after closing and reopening the game and the claws disappearing, but then I became a werewolf again and when i transformed back the claws were working with my custom gauntlets again lol. It seems to be a bit fussy but at least its working again!
Maybe switching between races breaks things temporarily... Good that you caught that, at least I'll have a starting point to go from if stuff start breaking more permanently.
I have plans for alternative animations using some of the vanilla magic animations, I'll keep your suggestion in mind. It will have to wait though, I have very little time to dedicate to mods these days.
i have a problem where the animations work fine for the left hand and 2 powerattacks but the moment i use the right it defaults to the normal unarmed attack animation.
The mod lets me swing normally when in first person with what look to be vanilla animations, but once I go into third person to try to do the same, my character just T-poses until I "sheathe" my hands. Can't seem to figure out what could be causing this issue. I don't believe I have any unarmed combat mods/unarmed animation movesets that would overwrite Feral. So I'm a bit stumped.
That's very likely due to an incompatibility with another mod, or if you changed animation framework you still have some leftover files from the original.
The only other mod I can imagine it possibly conflicting with is something from the Attack MCO/DXP package. If there's any unarmed/h2h animation asset files, I'm not quite sure where they'd be in the OAR in game overlay.
Not recently, no. Been using Nemesis. The only combat focused mods that have changed animations that I have on are:
All the For Honor in Skyrim sets (There is no unarmed moveset of this group) by ISmoothI Comprehensive First Person Animation Overhaul Animated Armoury - Dar Version- New Weapons with animations - Animated Armoury Dual Wield Parry One Click Power Attack Feral Claws Spellsword "Moveset" by ISmoothI- I believe this mod is mainly just for one handed sword and spell equipped, but I thought I should add this here just in case. Smooth Moveset by ISmoothI
I do have a Elden Ring moveset mod, but I went into OAR and disabled all of the weapon animations and left the Unarmed turned on so I can actually use unarmed. But the issue I'm having was happening before I installed the ER moveset. I've also tested it with all the For Honor packs uninstalled and that didn't work. What I haven't tried yet was disabling/uninstalling CFPAO. Update: I have tried disabling CFPAO and that did not work either.
For added info, I tested it with animation logs on and the left handed attack input works in third person, but not the right. Once I attempt the right handed attack, that's when it'll t-pose. The two animation log entries when it happens are these. Neither of them have the word [Replaced] in them like when it does when I'm able to use the LH unarmed attack:
3. Activate (Remains in T-Pose unless I go into First Person or put away my hands, then everything works fine again) Name: Animations\MCO_attack1.hkx Original Animation Path: mco_attack1.hkx
I'm having an issue with the added claws where the claw on the thumb is in the wrong place, slightly sunken in to the finger, but only in first person and when I'm not wearing any gloves. in third person it looks fine, and with open finger gloves and first person it's also fine. do you have any idea what could be causing this? I don't have any mods that replace/edit the hand meshes. this is specifically happening as a kahjit, as an argonian the issue is slightly different, in stead the tip of the claw on the thumb is blunted instead of pointy.
First off, those claw models need reworking, I've been playing around in Blender recently and think I can make a new model from scratch (when I get some free time and get some other mod stuff out of the way). So hopefully this mod will include better fitting claws in future.
There's also the issue that the models for bare hands might differ slightly than models for gauntlets/gloves with bare fingers, so the claws may show up in the correct position in some situations, but not in others. If that's the case I will have to think about the best way to work around the problem. But you might also have some overhaul for beast races that changes hands just for them (I used to use one for Argonians back in the Legendary Edition days, can't remember what it was), and that could be modifying bare hand models but not gauntlet/glove models.
I checked all my relevant mods again and I don't have anything that edits the hand meshes, only textures, and disabling those didn't make a difference. very strange. I suppose I'll just play with just the animations for now. thanks for the reply :)
A slightly older comment in this thread asked about the statement, "A "Claws" weapon can be crafted, tempered, enchanted and poisoned. These claws are not governed by any weapon skill."
I was hoping you could clarify: does this mod treat them as vanilla unarmed strikes using the new animations, with respect to how it calculates damage? I'm curious if the Fortify Unarmed Damage enchantment gained from the Gloves of the Pugilist would apply to the damage these equippable claws deal.
It's also potentially a factor in how they interact with the unarmed bonuses from mods such as EnaiSiaion's Vokrii and Ordinator mods, which themselves boost vanilla unarmed damage and/or apply enhanced effects that trigger when striking unarmed.
It's been a while since I worked on this mod, but if I recall correctly, items that boost unarmed damage should work with these claws. Using the claws won't increase the 1H or 2H skill, and those skills don't affect damage done by the claws.
I don't know how they interact with perks from Vokrii and Ordinator, I don't use those mods and haven't tested them. However, another user reported that the claws increase the Unarmed skill in Adamant, which makes me think they will probably work with EnaiSiaion's perk overhauls too. I'll try to remember to check when I have time.
One other thing, the claws can be tempered and enchanted, but not poisoned. The game does not recognize them as weapons for that purpose. I have some optional stuff planned for them, including setting them up as 1H or 2H weapons, in which case poisoning would probably work. That's for later though, life is keeping me extremely busy right now.
Thank you for such a prompt response. <3 As always, real life comes first.
If the Fortify Unarmed Damage enchantment affects them, then almost by definition, the unarmed stuff from Vokrii and Ordinator should as well - they all trigger off of base-game unarmed damage. I'll do some testing in-game. Identical gloves (one enchanted per Gian's Fist, one without), watching for the elemental triggers from Vokrii's unarmed mods, and the like.
Can confirm, the claws function off the unarmed damage mechanic, sum total - they simply add the ability to forge and enchant unarmed attacks. I've even triggered an unarmed killcam with them! (The suplex - it was satisfying.) If these work like they appear to, especially with the other recent post illustrating their compatibility with Adamant, then they should be natively compatible with just about any unarmed overhaul that ties directly into the vanilla Skyrim unarmed mechanics.
The claws' damage output is not governed by the One-Handed or Two-Handed skill, and using them will not advance those skills." Q: will they adavnce unarmed skill if I´m using "Hand to Hand - Adamant Addon"?
Probably not without a patch, I'd have to check though, as I don't know how Adamant implements unarmed damage "experience". If you do happen to find out yourself please let me know, it would be useful information to have.
Thank you for consideringl. I have no real idea how Adamant / Hand to Hand implements unarmed damage "experience". I had a look in xEdit but couldn´t find anything that helps. What I found tho is, that there is an .ini file in the Hand to Hand mod, that has the following in it:
With this it seems to be possible to alter how much XP you get for unarmed fight. I guess that is the .dll file for. But I have by far not enough experience with this to be able to dig further. Sorry.
807 comments
Would it be possible for you to provide instructions on making a patch for gauntlets added by mods? I've got a few I'm playing around with, and I feel like asking you to provide patches for every armor mod on nexus is... not great. I kinda wonder if it might be better to make a copy of the claws weapon as an accessory? You could end up equipping them with gloves on that way... hm.
(Barring either of those... patch support for Princes of the Woods and Black Sacrament armor would be appreciated.)
Thank you once again for the wonderful mod.
Claws as an accessory is easily doable, but part of the reason why I updated the original mod was to make claws appear and disappear dynamically according to what an NPC/player character was wearing on their hands, rather than leaving it to the player to equip and unequip them. Are you asking for claws that are always visible, even when wearing gloves or gauntlets that cover the fingers?
Adding support for mods is easily doable if you have a basic knowledge of how to use the Creation Kit/xEdit and KID. All you'd need the CK/xEdit for is to find out the FormID of the items you want claws to appear on. The you'd need to make a KID file (like the one included in Feral) with these lines:
Keyword = 0x802~Feral.esp|Armor|0x(The FormID for the item, remove brackets)~(The name of the plugin the item is from.esp, remove brackets)
Made up example:
Keyword = 0x802~Feral.esp|Armor|0x000123~MyGloveCollection.esp
Disclaimer: I'm not an expert at using KID, this mod is the only thing I've ever used it for. But the above instructions should work. I think you can use just the one new KID file and paste lines for every mod you want to patch. Just add a new line for every mod, using Keyword = 0x802~Feral.esp|Armor|0x and changing only the last part.
Get back to me if this is too complicated or my instructions don't actually work
;Add zzFeral_Armor_DisplayClaws_KW to Berserker Gauntlets
Keyword = 0x802~Feral.esp|Armor|0xFE294D69,BerserkerArmor.esp
It works when I load into the game but if I unequip and re-equip the gauntlets (or equip the other one I've added to the KID file) the claws disappear and don't come back.
All the For Honor in Skyrim sets (There is no unarmed moveset of this group) by ISmoothI
Comprehensive First Person Animation Overhaul
Animated Armoury - Dar Version- New Weapons with animations - Animated Armoury
Dual Wield Parry
One Click Power Attack
Feral Claws
Spellsword "Moveset" by ISmoothI- I believe this mod is mainly just for one handed sword and spell equipped, but I thought I should add this here just in case.
Smooth Moveset by ISmoothI
I do have a Elden Ring moveset mod, but I went into OAR and disabled all of the weapon animations and left the Unarmed turned on so I can actually use unarmed. But the issue I'm having was happening before I installed the ER moveset. I've also tested it with all the For Honor packs uninstalled and that didn't work. What I haven't tried yet was disabling/uninstalling CFPAO. Update: I have tried disabling CFPAO and that did not work either.
For added info, I tested it with animation logs on and the left handed attack input works in third person, but not the right. Once I attempt the right handed attack, that's when it'll t-pose. The two animation log entries when it happens are these. Neither of them have the word [Replaced] in them like when it does when I'm able to use the LH unarmed attack:
3. Activate (Remains in T-Pose unless I go into First Person or put away my hands, then everything works fine again)
Name: Animations\MCO_attack1.hkx
Original Animation
Path: mco_attack1.hkx
2. Activate (T-Pose starts here)
Name: Animations\BeastH2H_AttackRight.hkx
Original Animation
Path: beasth2h_attackright.hkx
1. --> (I press the left mouse button to attempt an initiation of the RH unarmed attack)
Hopefully this info can help a bit further.
There's also the issue that the models for bare hands might differ slightly than models for gauntlets/gloves with bare fingers, so the claws may show up in the correct position in some situations, but not in others. If that's the case I will have to think about the best way to work around the problem. But you might also have some overhaul for beast races that changes hands just for them (I used to use one for Argonians back in the Legendary Edition days, can't remember what it was), and that could be modifying bare hand models but not gauntlet/glove models.
I was hoping you could clarify: does this mod treat them as vanilla unarmed strikes using the new animations, with respect to how it calculates damage? I'm curious if the Fortify Unarmed Damage enchantment gained from the Gloves of the Pugilist would apply to the damage these equippable claws deal.
It's also potentially a factor in how they interact with the unarmed bonuses from mods such as EnaiSiaion's Vokrii and Ordinator mods, which themselves boost vanilla unarmed damage and/or apply enhanced effects that trigger when striking unarmed.
It's been a while since I worked on this mod, but if I recall correctly, items that boost unarmed damage should work with these claws. Using the claws won't increase the 1H or 2H skill, and those skills don't affect damage done by the claws.
I don't know how they interact with perks from Vokrii and Ordinator, I don't use those mods and haven't tested them. However, another user reported that the claws increase the Unarmed skill in Adamant, which makes me think they will probably work with EnaiSiaion's perk overhauls too. I'll try to remember to check when I have time.
One other thing, the claws can be tempered and enchanted, but not poisoned. The game does not recognize them as weapons for that purpose. I have some optional stuff planned for them, including setting them up as 1H or 2H weapons, in which case poisoning would probably work. That's for later though, life is keeping me extremely busy right now.
If the Fortify Unarmed Damage enchantment affects them, then almost by definition, the unarmed stuff from Vokrii and Ordinator should as well - they all trigger off of base-game unarmed damage. I'll do some testing in-game. Identical gloves (one enchanted per Gian's Fist, one without), watching for the elemental triggers from Vokrii's unarmed mods, and the like.
The claws' damage output is not governed by the One-Handed or Two-Handed skill, and using them will not advance those skills."
Q: will they adavnce unarmed skill if I´m using "Hand to Hand - Adamant Addon"?
[HandToHand]
fBonusXPPerLevel=0.15
fBaseXPHerHit=3
With this it seems to be possible to alter how much XP you get for unarmed fight. I guess that is the .dll file for. But I have by far not enough experience with this to be able to dig further. Sorry.
Vanilla orc with equipped claws.