Attack - MCO|DXP — Distar animations (2024)

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

    • Run Nemesis

    • If used, configure One Click Power Attack (see instructions above)

  • 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:

    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

    • 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

Attack - MCO|DXP — Distar animations (2024)
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