Created by Ghur and Tilithia. Color variants: Conqueror 1 - silver scales with rubies Conqueror 2 - silver scales with sapphires Primalist 1 - golden scales with sapphires Primalist 2 - golden scales with rubies Instructions: 1. Pick scales that you like. Copy entire folder conqueror 1 or conqueror 2 or primalist 1 or primalist 2, into resources_override. You only need ONE of those in your resources_override. Please don't copy more than one. Each folder is just a color variation. 2. Relog if you were logged in. 3. Put on priceless scales. It does not matter if they are primalist or conqueror scales, mod works with both. 4. You have to have all scales equipped to see whole effect. You can also, for example, unequip foreleg, to not see foreleg armor. Each scale has its own visual. 5. Head scales agfs are numbered in the same order as in Character Creation and NPC Edit. Check "head types" picture for reference. You will need to edit file "dragon_scale_pr_head.def" with appropriate agf name to match your dragon's head. Find these lines: { string forceBoneName = "head" string modelName = "dragona_scale_pr_c1_heads_09.agf" //name of the AGF file } and edit number, 01-10. 6. Optional: file "dragon_u_anim_movement.def" will modify your standard idle standing animation into idle combat animation (wings and legs spread, ready to attack). 7. You can disregard folder "textures" and "further modding" if you are not into further modding. Further modding?? 1. You can mis-match colors if you wish! You will need to rename agfs in their respective def files. You will need to edit either to c1, c2, p1, p2. They stand for conqueror 1, conqueror 2, primalist 1, primalist 2. 2. Use folder "textures" to find pngs and xcf and edit scales textures. - Primalist Scales textures are the same as Conqueror?? Yes! It's because it was a lot easier and more realistic to alter them through shader file into golden scales, rather than trying to recolor texture. 3. Want different gem color in your scales? Find the one you like in the world, next use commands: /setpref developer true Right click object. Click "Edit Shaders". Take your best guess to what the gem shader is called. It's usually something with "dracothyst" in the name. Find shader file in your game files (/resources/textures/objects/dragon or /resources/textures/structures/dragon), and copy to your resources_override, into scale folder. Rename to either dragone_crystal_dracothyst_darkred_02.sha or dragon_crystal_dracothyst_darkblue, depending on which one you picked at the beginning. Relog. Also in folder "further modding" you can find some differently colored gems, already replaced/renamed shaders. 4. Keeping Tail Blade and Spiky Ball. Graphic files cannot stack but you can mod tail geo files to keep Tail Blade and Spiky Ball. Simply open file "dragon_scale_pr_tail.def" and add: { string forceBoneName = "tail_3" string modelName = "dragona_tail_blade_01.agf" //name of the AGF file } or { string forceBoneName = "tail_3" string modelName = "dragona_tail_spikyball_01.agf" //name of the AGF file } below tail scale agfs, to see your spiky ball or tail blade. Unfortunately, once you tech your priceless tail scale with Spiky Ball or Tail Blade, your graphic def file changes, making this one obsolete. What you can do though is copy paste "dragon_scale_pr_tail.def" and rename to "dragon_tail_accessory_geo_01.def" (tail blade graphic file) or "dragon_tail_accessory_geo_02.def" (spiky ball graphic file). Then add that file to resources_override. That will preserve both scales and Tail accessory. Notes, please read! 1. Mod is NOT compatible with Original Ancient Dragon, because they use different skeletons. Mod uses current Ancient Dragon skeleton. 2. Mod is NOT compatible with mods that change your Ancient visual to another race, like Ancient>Khutit, Ancient>Adult, Ancient>Hatchling. However, setscale is still fine and you can still shrink/enlarge yourself. 3. Scales are heavy. You may notice problems in performance. Mod is mostly meant for taking interesting pictures, and roleplay. 4. Have fun!