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Werewolf Emotes?

Inari Telvanni
Inari Telvanni
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It used to be that you could play emotes while in wolf form, as seen here. https://www.youtube.com/watch?v=s-xJBkv9zxY

At some point, they were disabled— and some of us werewolf players were a little disappointed.

Now that it doesn't cost anything to remain in wolf form out of combat, it would be good to re-enable their usage. Especially for those of us who roleplay, or enjoy taking screenshots of our dog-monsters.
  • Aliyavana
    Aliyavana
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    Agreed
  • Bo0137
    Bo0137
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    YEs please!
    Advocating for crown crates to return to the store of adult Brazilians.

    I am an adult, I want to spend the money I earn on crown crates.

    ZOS can comply with Brazil's legislation and still sell crown crates to adults.
  • noblecron
    noblecron
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    Yes please. And a way to walk on all fours not run would be amazing :3
  • IncultaWolf
    IncultaWolf
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    I miss being able to use these, they randomly got removed several years ago.
  • Soarora
    Soarora
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    Agreed. I would love a way to be on all fours/sit down!
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • BloodstainedFay
    BloodstainedFay
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    Agreed
    PC-EU: BloodstainedFay
    Find me on the UESP!
  • Ataskir
    Ataskir
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    Big agree, no reason not to have them now!
  • luckiestlycan
    luckiestlycan
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    Iirc it was the update that coincided with the Greymoor DLC that gave those Emotes the boot, tbh when it happened I assumed it was because ZoS were gonna try and sell them back to us as "Werewolf Emotes" or something similar; but that never happened.

    I would love for Werewolf Emotes to make a return!
  • Mattymoo92
    Mattymoo92
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    @Zos_Kevin yes please 🥺
  • LunaFlora
    LunaFlora
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    yes Werewolf emotes would be awesome
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.


    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.

    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.
  • Lykeion
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    Yes, the new werewolf model looks great, but I really hope the werewolf emotes can stay instead of being replaced by a cold system message like “You can’t use emotes right now.” At the very least, I hope we can keep /playdead.
  • noblecron
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    Please give us emotes. It'd be super fun and immersive. Also the ability to walk on all fours like the werewolf npcs
  • Inari Telvanni
    Inari Telvanni
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    I wonder if @ZOS_JasonBarnes would have anything to say on whether this might be considered by the team?
  • Inari Telvanni
    Inari Telvanni
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    No acknowledgment for this week of PTS either... is it possible that the rework of the animations would make this impossible?
  • axan22
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    with new model they would have to redo all the animations part of the reason we didnt get crouch so doubt they will redo all the emotes any time soon, but i could be wrong.
  • Panderbander
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    axan22 wrote: »
    with new model they would have to redo all the animations part of the reason we didnt get crouch so doubt they will redo all the emotes any time soon, but i could be wrong.

    Triggerable emotes via mementos still function with the current model. They would not need to redo the model.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • huskandhunger
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    @ZOS_Erin @ZOS_Kevin can we please get a rollover emote?

    Thank you 👀✨
  • Erickson9610
    Erickson9610
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    @ZOS_Erin @ZOS_Kevin can we please get a rollover emote?

    Thank you 👀✨

    We really need Werewolf-specific emotes now that we are encouraged to socialize in Werewolf form. At least we can stand around and scratch our face.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • luckiestlycan
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    Hiya y'all, so I was just doin' a lil testing of Mementos (of those that are available on PTS) while in Werewolf form to see which work, which semi-work, and which don't (most fall in the Semi-Work/Don't Work catagory); & although they aren't emotes I thought I'd share some of the more interesting ones for rp that still work: the Fetish of Anger (Neat for like a Rage), the Egg of Arac & Windglass & Gleaming Lamp mementos from the Nightmarket all have the werewolf do some fancy magic, & the Questionable Meat Sack has the Werewolf perform the Devour Animation when used & interacted with (I believe this emote can also be interacted with by other players when used too!)

    A majority of the rest that work/semi work just have the Werewolf get glowy in different ways, or have books torenado around them, but I hope the above adds some RP options.

    Edit:: To clarify, I didn't have the time (or patience) to test all the emotes, so there may be more that work unexpectedly well, so I'd love to hear the results of other peeps testing them.
    Edited by luckiestlycan on April 28, 2026 12:03AM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.
    Edited by ZOS_JessicaFolsom on May 1, 2026 7:10PM
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • IncultaWolf
    IncultaWolf
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    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” in animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.

    I appreciate the insight and communication on this. It's exactly what I suspected to be the reason, memory limitations for last gen consoles/hardware. Nice to get a definitive answer on this even if it's disappointing to hear.
  • coop500
    coop500
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    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.

    Thank you for the thoughtful response about this Jessica. It's sad but acceptable, as there's not really anything anyone can do about that. Hopefully in due time this might become less of a concern, but such a detailed breakdown is refreshing and hopefully allows people to understand why new stuff can't always be added on the pile.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Inari Telvanni
    Inari Telvanni
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    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.

    Definitely not the reasoning I was expecting, and it makes me feel relieved that it might indeed be something temporary in the long term! Thank you for the transparency.
  • Erickson9610
    Erickson9610
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    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.

    Definitely not the reasoning I was expecting, and it makes me feel relieved that it might indeed be something temporary in the long term! Thank you for the transparency.

    This gives me hope that one day we will get proper sneaking animations in the future, despite the team's stance on it for balance reasons. There are several reasons why we want to be able to crouch/sneak as a Werewolf across PvE and PvP, and one of the reasons we didn't get it this patch was because of the animation budget.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • YandereGirlfriend
    YandereGirlfriend
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    This is one of those Arnold x Carl Weathers bro handshake moments where everyone can come together to vote old-gen consoles off the island.

    They are holding back so much progress for the game.
  • IncultaWolf
    IncultaWolf
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    This is one of those Arnold x Carl Weathers bro handshake moments where everyone can come together to vote old-gen consoles off the island.

    They are holding back so much progress for the game.

    I hope this happens when crossplay is implemented
  • huskandhunger
    huskandhunger
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    yes agreed 🐺💕
  • Erickson9610
    Erickson9610
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    Hi everyone! Thank you for all the wonderful and creative suggestions for unique Werewolf emotes and general emote support for the Werewolf model. While this is something we all would love to do, unfortunately it isn’t something we are able to do at this time. We’d like to provide some context as to why, and though we know this is not the answer you all were hoping for, we hope it helps give you a little extra insight.

    Every animation in the game from pet and mount animations to emotes to combat animations contributes to our overall shared animation memory budget for ESO. That budget has a cap to ensure the game runs as smoothly as possible and our players don’t run into a memory cap (the worst-case scenario of which ends in a blue-screen-of-death.)

    Emotes, in particular, sometimes have a more “expensive” animation memory cost than regular combat or collectibles animations because we let you emote at any time, emotes can be very long and grandiose, and you can do many of the same things with them as you can with combat animations (animation cancel, blend, etc.) This makes special, contextual emotes, like those for the Werewolf model, highly expensive compared to other types of animations; we have to be extremely selective with the ones we create.

    When we’re prioritizing new animations, we need to be very careful with where we spend that animation memory budget. With the class refresh work, animations related to combat skills are given higher priority than new emotes. So, again, it’s something we’d love to do at some point and may be able to revisit in the future. It’s just not in the cards at this time due to current animation memory budgets and how careful we must be with where we spend that animation memory budget.

    In the meantime, can you just re-enable the use of existing emotes?

    Here's a list of emotes which would play an animation if we were allowed to use emotes in Werewolf form:
    • /crouch (the werewolf crouches down and starts to eat whatever is below it. This is used when the player harvests resources, repairs structures, and if we could place siege, this animation is the one used there as well)
    • /begone (this emote from the Clockwork City causes you to swipe the area in front of you with your claws and then bite twice)
    • /playdead (this emote causes you to do the death animation, where you lay on the ground)
    • /kneelpray (this emote causes you to do the Piercing Howl attack animation, with the Roar SFX. Both the SFX and animation were updated in U50, and you can encounter this animation when kneeling at the altars in Earthen Root Enclave)
    • /smash (this emote causes you to swipe the air in front of you twice. This is normally used when entering doors)
    • /take (this emote causes you to swipe the air in front of you once. This is normally used when picking up items, such as torchbugs)
    • /cower (this emote causes you to do what was once the blocking animation)
    Already, there are plenty of existing Werewolf animations that we used to be able to use on demand. This would be a good starting point for Werewolf emotes. I remember using several of these emotes at the werewolf shrines back in the day to socialize with other people there as a werewolf.

    @ZOS_JessicaFolsom @ZOS_Erin
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
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    I hope we don't have our ability to use Mementos taken away while transformed like how we had our Emotes taken away. Knowing which Emotes/Mementos played a corresponding Werewolf animation gives us more ways to socialize. I've literally bought some Mementos for the sole purpose of using them to interact with others while I'm in Werewolf form.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
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