CGO adds several features and fixes to combat and movement. It has responsive dodge rolls, procedural leaning, grip changing, mid-air combat, striking with staffs, dual-wielding two-handed weapons, 1st & 3rd person weapon animations, and more.
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Added MCM toggle for unlocked power attack movement with separate settings for 1st Person, 3rd Person, and NPCs
Improved leg animations for greatsword basic attacks while moving
Dual-wield turning now uses your dual-wield pose on the upper body
Player functionality is now re-added on game load, in case any abilities are dispelled
Slight changes to the dodge animation
Changed the dodge roll implementation from replacing an existing animation to adding a new animation, you can now use TK Dodge and CGO rolls together
Sprinting attack speeds now change according to grip
Left hand power attack speeds are now affected by 2H weapons and their speed change setting in the MCM
Fixed 2H and LH animation skips (happened when you triggered a second swing or a power attack in the last 0.25 seconds of the first swing)
Fixed footstep sounds while jumping
Fixed doubled up footstep sounds when sprinting with certain weapon combinations (requires using the included 2hm_sprintforward, and 2hw_sprintforward animations)
Fixed staggering occasionally cutting off the roll animation
Fixed dual-wield attacks having different speed while swinging in 1H grip and 2H grip
Fixed basic attacks while sprinting causing the legs to remain in sprint when you didn't have the sprinting attack perk
Fixed left hand not grabbing two-handed weapons for NPCs while moving or turning
Fixed leaning not calculating correctly for backwards dodge rolls
Wield 2H Weapons w/ Spells, Weapons, Shields, Torches, or Dual-Wielded
2H Weapon Animations
Reworked Attack Animation Blending
The smaller features and fixes are:
A second swing for left hand weapons
Chaining attacks together from 1H and 2H grip
Attacks in 2H grip get sweeping hitboxes that hit in a 180° arc in front of your character (toggle-able)
Blocking Hotkey for dual-wielding, magic in left hand, and unarmed
Free movement while performing power attacks, sneak attacks, dual wielding attacks, attacks while casting spells, and bashes
Attack speed boost while standing still
Blocked attacks may glance off instead of bouncing back
Subtle first person camera movement
Dual-wielding animations are used on the upper body while turning
Changes the base animations to weapon animations when wielding a weapon in the right hand and a spell or staff in the left hand
Fixes the input buffer for several attacks and actions
Fixes attack speed for dual-wield attacks (now calculated as an average between left and right hand attack speed)
Fixes the desynced movement animations for battleaxes and warhammers
Fixes a bug in sneak movement where drawing/sheathing your weapon would put you in the wrong movement type
Dodge Rolls
The Player and NPCs can perform dodge rolls with and without weapons drawn Dodge rolls have animations for 1st and 3rd person which work in 8 directions Dodging uses modified sneak controls (dodge if moving, toggle sneak if stationary), which creates a no-lag input NPCs will occasionally dodge attacks and may retreat with dodges when their health is low There are MCM options to use a scripted hotkey, add i-frames, and remove stamina cost
Procedural Leaning
The Player and NPCs lean based on their acceleration and turning speed Leaning is applied on top of your animations, it doesn't replace them Leaning is a continuous element without jarring transitions, making animation more cohesive There are separate sliders to adjust first person and third person leaning in the MCM
Grip Changing
Wield striking weapons with one hand or two hand grips, switching with a hotkey One hand grip is precise, two hand grip hits all enemies in a 180° arc Skills switch along with the grip -- affecting damage, perks, and where XP goes Change grip during an attack combo to make custom combinations Attack speed changes when changing grip, you can adjust the amount in the MCM
Mid-Air Combat
Attacks and spells work while mid-air, for first and third person Directional jumping is slightly changed, rotation is now done procedurally
Weapon Animations
Greatswords (1st & 3rd Person): Basic attacks, idle, walks, runs, turning, equip, and sheathe Battleaxes/Warhammers (1st & 3rd Person): Basic attacks, idle*, walks*, runs*, turning* and equip (* - when left hand is filled) Swords/Daggers/Axes/Maces (3rd Person Only): Idle Animation
Reworked Attack Animation System
Basic attacks are generated differently with CGO, the system was changed prevent a glitch in the attack animations related to changing grip Normally there are 9 attack animations (1 in-place, 4 walking, 4 running) for each attack, with CGO the directional animations are generated in the behaviors using the in-place attacks The upper body uses the in-place attack animation, the lower body uses the movement animations, and a rotation is applied to the whole body This may allow for more advanced attack systems in future updates, with different animations for each weapon type and perhaps some new weapon sub-types
Unlocked Movement For Attacks
Move freely during power attacks, sneak attacks, dual-wielding attacks, attacks while casting spells, and block bashes Power attacks are selected based on your movement direction at the start of the attack If you continue to move in the same direction, the animation plays on the whole body If you move in another direction, it will continue on the upper body and the legs will move in that new direction In first person, the animations are unaffected and you can move around without any changes to the animation
Other Features
- Added a second swing for left hand weapons, to match the right hand behavior - Attack speed is boosted by 30% (non-stacking) while standing still -- adjustable in the MCM - Attacks have a 50% chance to glance off a block instead of bouncing back, letting you attack again - First person camera noise adds movement to first person view -- adjustable in the MCM - Fixes the sneak movement bug, drawing or sheathing weapons doesn't make you move faster - Removed the strafe animations from the movement behaviors (runstraferight, runstrafeleft) due to redundancy - Adds a blocking hotkey for dual-wielding, magic in left hand, and unarmed - A 360° combat mode is included for basic attacks with vanilla races, it will be finished in future updates
Compatibility
Mods that contain behavior files (found in data\meshes\actors\character\behaviors\ or data\meshes\actors\character\_1stperson\behaviors\) will conflict with CGO If certain features are not working correctly, it's most likely a conflict between CGO and another behavior mod
Nemesis is a tool that allows you to use multiple behavior mods together, there's a patch included with CGO and instructions below
Modded staffs will not have sounds or hit particles, you can manually create a patch or use the zedit script (credit to cuyima) provided here
360 Combat requires changes to the vanilla races inside the esp. If you want to use this feature, you may need to create a patch with TES5Edit to fix a conflict with another esp file
Mods that change the directional attack animations (e.g. Every Attack Different) won't work properly, since CGO disables those animations
IMPORTANT: Nemesis should be installed manually if you're using Vortex mod manager
1. Download Nemesis Unlimited Behavior Engine Beta (make sure it's not the SSE version) 2. Install Nemesis with your mod manager or manually extract the rar archive and place the "meshes", "Nemesis_Engine", and "scripts" folders inside your Data folder 3. Run "Nemesis Unlimited Behavior Engine.exe" through your mod manager or inside "Nemesis_Engine" 4. Click on "Update Engine" and let the patcher do it's thing 5. Check off any mods you want to use 6. Click on "Launch Nemesis Behavior Engine" to generate merged behavior files