Ice skating problem : 1st person style
Skyrim shares the same mechanics for 1st and 3rd person. While it ensure gameplay continuity when switching point of view, it doesn’t translate well and created something you never see in modern games : the ice skating combat
You move freely during the attacks, like in a topdown 2D game. Conventional mods could only limit it by reducing the movement speed
Step&Swing : Modern ARPG style
In modern ARPGs your attacks are commited. You step and swing. The gameplay is more fun and the animations look better
With its convenient framework for both mod users and makers Attack MCO|DXP has the biggest animation library in the modding scene. It’s powered by “Elder Souls” created by professional animator and SkyrimGuild Founder : MikeN1ke
More features
Better than SkySA
Chainable power attacks, animated charged attacks, animated transitions and non linear movesets are all available in one mod at absolutely no performance cost due to its behavioral nature
Attack MCO-DXP will be integrated to ABR. A SkySA to Attack - MCO|DXP converter has been developped
AMCO and ADXP
AMCO (Attack - Modern Combat Overhaul) is made to be as compatible with other mods as possible
ADXP (Attack - Distar Experience) is ideal for an animation based modlist and animation development. It removes the directional power attack and the weapon speedmult to let the user chose it on an animation basis
Download
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Power attack button mod of your choice (soft requirement, you just won’t be able to trigger the first power attack)
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Run Nemesis
If used, configure One Click Power Attack (see instructions above)
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b1.1:
Removed the Payload interpreter (Now a dependency)
b1.2:
Fixed short transition windows
Shortened transition to idle
Fixed transition to idle motion
Fixed H2H animations
b1.3:
Fixed power attack chaining
Fixed power attacks 7, 8,9 and 10 causing a T-pose
Added vanilla sprint attacks
Added H2H-DW block
b1.3.1
Added AE compatibility (support of the recovery interruption with movement input)
Added SCAR compatiblity
Added Precision 4.0 compatibility
b1.3.2
Fixed H2H-DW running block not working
b1.4
Complete rewrite and structure change
Reduced number of edits to the vanilla behavior
Fixed abrupt transition from attack to idle
Removed staff block
Added TDM and Precision 5.0 support and future control overhaul support
Fixed Ultimate Combat attack cancel compatibility
Added controllable trasition blend length with graph float MCO_BlendLength
Added MCO_AttackInitiate, MCO_PowerAttackInitiate, MCO_TransitionToNormalInitiate and MCO_TransitionToPowerInitiate
Fomod for Elder Souls locomotion
Fomod for versions 1.3.2 or 1.4
b1.4.1
Fixed power attack chaining (no need to rerun Nemesis)
b1.4.2
Fixed H2H power attack 1 not triggering
b1.4.3
Added potential NPC freezing bug fix (credits to Maxsu)
Added back potential root motion collision fix
b1.5
MCO version initial release (vanilla speed multiplier + directionnal power attacks)
Frameworked sprint attacks (allows animated transitions, currently writing documentation)
Moved directionnal power attack management from behavior to ESP
Complete rewrite of the transition states
b1.5.0.1:
Fixed wrong packing for MCO version
v1.5.0.2:
Fixed motion lock (credits to Maxsu)
Fixed transition from attack recovery to block
v1.6
Added Weapon arts
Replaces Dual Wield Power Attack (uses the same controls LT+RT long press)
Extended to all melee weapons (except shields)
Removed normal dual wield attack from DXP version
Fixed attacks not launching when triggered after a combo ends (credits to Maxsu)
v1.6.0.1
Fixes for Payload Interpreter
Events were not received for the first attacks if they were sent too fast (first attack/power attack repeating once before combo going normally)
No need to set the PIE events to 0.067 anymore. Setting it to 0.0 works
Even with the event sent to 0.067 it was sensitive on MCO version in case of high speedmults
Added Maxsu’s fix from 1.6 that I actually reverted before upload lol
1.6.0.2
Added back sprint attacks/power attacks that were accidentally removed
1.6.0.3
Complete rewrite of MCO_Attack.hkx (test before expansion to other behaviors)
Extended normal attacks count from 10 to 20
Added transition windows from weapon arts to attack/power attacks
Fixed issue with H2H power attacks not triggering
1.6.0.4
Fix for MCO version not triggering power attacks correctly
1.6.0.5
Fixed chaining power to light attack chaining and power to power chaining
Reverted to 1.6.0.2 with 1.6.0.4 esp
1.6.0.6
Added “MCO Universal Support” requirement
Updated OCPA requirements due to OCPA update
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My Patrons for letting me develop free mods when I should be working on things I am actually paid for 💰
Shykiokira for Nemesis and allowing me to start the behavior adventure 🤠
NickNack for helping me make SkySA possible 🤝
El Miguel for Elder Souls 🌮
dTRY for making Payload Interpreter despite being maidenless 👨🦲
Maxsu for S.C.A.R 🐻 and Monitor for cheerleading him in a questionnable outfit on the side 💃
Doodlez for MCO Universal Support 🖥️
AllAnimationCombatFramework