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HDT Dragon Tails

hdt physics equip dragon tail

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#1
jacques00

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Now updated to be craftable in game! They vials can currently be made in the Jewelry section of the Tanning rack. All items will require at least one dragon bone, and the other ingredients are dependent on what type of tail to be made. There are no crafting restrictions as of yet. I also removed the "ClothingRing" keyword since that seems to have conflicts with a certain ring limiter mod dependent on keywords.

 

Old info and list of item IDs here:

Spoiler

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Requirements:

  • HDT Physics Extension v11-10 or higher (it is optional, but without it, you'll get stiff tails since they are not pre-animated!)
  • Latest version of Skyrim

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Notes:

Spoiler

 

Update (2014-Aug-22):

Removed a keyword to all tails and made them craftable at tanning racks. No clean saves or anything, the Form IDs should be the same, so the tails you currently have should remain in game. Not sure if the tails will need to be unequipped and reequipped to refresh the Keywords list though, but that shouldn't be too much of an issue. If there are any problems, like certain tails not showing up, do let me know!

 

Past Updates:

Spoiler

 

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And finally here's the download!

 

Download:

Download for the main mod.

Attached File  hdt_dragon_tails.zip   2.71MB   10116 downloads

 

Alternate Downloads:

Other related downloads can be found here.

 

Alternate Mesh Replacer:

No .esp and no item numbers. Replaces vanilla Argonian and Khajiit tails only (Vanilla placement. Main mod is not required, but can be used together.)

Attached File  hdt_beast_race_tail_replacer.zip   131.59KB   3220 downloads

 

Alternate Mesh Replacer (Higher Placement):

No .esp and no item numbers. Replaces vanilla Argonian and Khajiit tails only (Higher placement. Main mod is not required, but can be used together.)

Attached File  hdt_beast_race_tail_replacer_cbbe.zip   132KB   2354 downloads

 

Mesh Replacer for Kaleen Race:

Replaces tail meshes of the Kaleen Race with HDT_PE-compatible ones. Requires the Kaleen Race mod by nouserhere and all its' prerequisites.

Attached File  hdt_kaleen_tails.zip   91.35KB   605 downloads

 

Alternate Dragon Tails (Thin Dragon Tails):

Requires the Main mod. Replaces all dragon tails in this mod with skinnier variants.

Attached File  hdt_dragon_tails_thin_replacer.zip   802.85KB   2375 downloads

 

Alternate Argonian Tails (Bigger Argonian Tails):

Can be used for either or both the main and replacer mods. Replaces all Argonian tails in this mod with thicker variants.

Attached File  hdt_bigger_argonian_tail.zip   327.28KB   1171 downloads

 

Alternate XML Pack #01:

Intended for the main mod, but can also be used separately with the replacer version as well. Minor alteration by adding a slight ragdoll physics function to the base of all tails.

Attached File  hdt_tail_xml_alt01.zip   51.77KB   1597 downloads

 

Alternate Khajiit Tail XML (by ShadowsandDust):

Replaces the Khajiit tail .xml for less floaty and spazzy movements.

Download and details can be found here.

 

Alternate ESP (Ningheim Race Compatible):

Requires the assets from the main mod. Enables compatibility for the Ningheim race. Requires the Ningheim Race Mod by Seren4XX HelloSanta Urshi and co, and all its' prerequisites (make sure the race .esp is loaded before the tail .esp).

Attached File  hdt_esp_ningheim_race.zip   2.99KB   496 downloads

 

May be updated in the future if there is a need for it!

 

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Sample Images/Screenshots:

Attached File  dragon_tails_sample00_cbbe.jpg   147.99KB   718 downloadsAttached File  Kalatorni_-_enb2014_6_14_17_39_40.jpg   161.88KB   625 downloadsAttached File  fizzybutt_-_post-433593.jpg   231.48KB   239 downloads

Spoiler

 

 

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Thanks for looking and feel free to post any bug reports, screenshots, or anything else that's related!


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#2
A.J.

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Thank you very much for this, I really wanted a HDT tails since a long time


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#3
ITNW1993

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Hmm... looks interesting, and especially perfect for something like the dragon wing mods over at the nexus. Question, though: What Biped Object Slot do the tails use?


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#4
jacques00

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Hmm... looks interesting, and especially perfect for something like the dragon wing mods over at the nexus. Question, though: What Biped Object Slot do the tails use?

 

It should be the Tail Slot (Slot 40)--so if you were to apply this onto Khajiit or Argonian races, it should swap out their current tail's visibility for this one.
 


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#5
Critical

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For some reason the tails spin out of control and spazz out whenever I put them on. I have all HDT collision options enabled and working already. Could that be the reason?


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#6
jacques00

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For some reason the tails spin out of control and spazz out whenever I put them on. I have all HDT collision options enabled and working already. Could that be the reason?

 

That could be the issue. Again, I haven't thoroughly tested collisions, so I cannot say how well they work. But you can edit or disable collisions by using the Just For Fun Tool. If you think you or anyone else can come up with a more compatible version, I can link and/or update the tails to better suit collisions.

 

I haven't had any other reports relating to collisions with the tails yet, so thanks for bringing it to my attention.
 


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#7
sunhawken

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anyone have a picture of these?


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#8
Rex89

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THIS IS SO AWESOME THANK YOUxbiggrin.png.pagespeed.ic.yJVH25T4ne.png (throws money at screen)


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#9
jacques00

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anyone have a picture of these?

 

I just added some sample images on the main post. Feel free to check it out.

 

Also, updated the mod to include an Alduin-shaped tail and to disable collision information by default (it can be reactivated, but it should be tweaked to play nice with collisions).
 

Hope this helps!


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#10
boo

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Can you do this with the khajiit / argonian tails?


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#11
astor

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Can you do this with the khajiit / argonian tails?

 

This.  I use the Eires Ohme-Raht race, so this would be very kool for me.  I also use a craftable khajit tail mod. 


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#12
00ptic

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Mine seem to have collision enabled and spaz out even while collision appears to be disabled in the xml.


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#13
quin666

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Almost have every color but black. Can't be true Succubus without color black. Might well wear yellow tail with pink and black. :o

Enough joking around, good job with dragon tail side project.

 


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#14
jacques00

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Mine seem to have collision enabled and spaz out even while collision appears to be disabled in the xml.

Hm, I am unsure why the spazzing still happens with or without collisions... I know the temporary fix would be to un-equip and re-equip the tail for the physics to reset itself. When I have the time, I will try to tweak with the .xml some more to get rid of the tail spasms.

 

For now, just double-check which version of HDT_PE you are using (I haven't transitioned to the latest version yet, so I am unsure if there could be a conflict there)--I am currently using the version 2014-02-22 (the latest version before the separate MemPatch was added). If you do your own .xml tweaking, you are welcome to post it here with all the necessary details and that could be helpful for others with similar issues.

 

Almost have every color but black. Can't be true Succubus without color black. Might well wear yellow tail with pink and black. :o

Enough joking around, good job with dragon tail side project.

The Alduin Dragon Tail should be kind of black-ish... or rather it is gray with the vanilla textures. You can either replace Alduin's textures or open up the .nif file and link your own custom texture to one/some/all of the tails if you like.

 

Thanks, I'm glad you like it!

 

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As for the Khajiit and Argonian tails, I will see. If and when I do, I may make it a separate standalone mod from this one. However, I am aware that b00marrows has been working on physics tails too, so if you want to try that one out for the meantime, if you haven't already.


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#15
Maelstrius

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It seems I'm also having the spazzing out jittery tails as well. I mean really spazzing out all over the place. I'm an competely noob when it comes to editing xml or anything skyrim related. Is it possible to have a version with very little movement? Maybe it's because i'm using a BBP animation and the butt is causing issues with it.. Hmm.


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#16
jacques00

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It seems I'm also having the spazzing out jittery tails as well. I mean really spazzing out all over the place. I'm an competely noob when it comes to editing xml or anything skyrim related. Is it possible to have a version with very little movement? Maybe it's because i'm using a BBP animation and the butt is causing issues with it.. Hmm.

 

I just updated the mod where I made adjustments to the .xml file. When I set all the gravity values to 0, the tails gave less jittery responses (I assume because there's less variables to calculate) and still moved relatively the same. I also increased the tensors toward the base of the tail, so the tail may be a little more stiff this time. The collisions on the tail are still disabled at the moment, so they should hopefully not give you any issues on that end.

 

Hope this helps!
 


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#17
Maelstrius

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It seems I'm also having the spazzing out jittery tails as well. I mean really spazzing out all over the place. I'm an competely noob when it comes to editing xml or anything skyrim related. Is it possible to have a version with very little movement? Maybe it's because i'm using a BBP animation and the butt is causing issues with it.. Hmm.

 

I just updated the mod where I made adjustments to the .xml file. When I set all the gravity values to 0, the tails gave less jittery responses (I assume because there's less variables to calculate) and still moved relatively the same. I also increased the tensors toward the base of the tail, so the tail may be a little more stiff this time. The collisions on the tail are still disabled at the moment, so they should hopefully not give you any issues on that end.

 

Hope this helps!
 

 

Thanks! I'll redownload it!


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#18
00ptic

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The tails seem as jittery as they were before, so I will assume it is a problem on my end. I'll look at it some more later.


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#19
Monsto Brukes

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Added to the google code site for "add on mods"

 


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#20
jacques00

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Can you do this with the khajiit / argonian tails?

 

This.  I use the Eires Ohme-Raht race, so this would be very kool for me.  I also use a craftable khajit tail mod. 

 

 

Just posted a new update with additional tails (including Khajiits and Argonians). Hope they work!
 


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