use BFCO_DIY_recovery to replicate the function of mco_recovery [3.0.50a done]
dmco-bfco Patch [3.2.0done]
Attack Variant for modder [3.2.1done]
Simpler mco2bfco conversion: People only need to change the file name to make mco animations to bfco, and MCO annotations can be used in BFCO [3.3.0done]
swim and jump attack support 1st person
air shout&cast
==================== For Nemesis users: remove your Nemesis cache folders is necessary before each time run of Nemesis, otherwise It may cause incorrect behavior output that's why you can't attack or other hkx error. (typically, cache folders are overwrite\Nemesis_Engine\cache and overwrite\Nemesis_Engine\temp_behaviors).
For Pandora users: each time you update BFCO, should remove {PandoraOUTPUT}\Nemesis_Engine\mod\bfco\animationdatasinglefile\DefaultFemale.txt+DefaultMale.txt and run Pandora again.
Reason: Pandora should have rebuild Nemesis_Engine\mod\{MODname}\animationdatasinglefile\DefaultFemale.txt+DefaultMale.txt at each lunch to avoid errors, but it didn't. I hope someone will report this issue to the Pandora author)
==================== How to make MCO animation work for BFCO3.3+? - Just change the file name of each MCO animation, use a converter to help you quickly complete this task: MCO To BFCO Converter
about attack speed choice in fomod: A-Vanilla x BFCOspeed: perks, shouts, etc. that would increase or decrease the player attack speed B-only BFCOspeed: a mode like MCO, where the attack speed depends only on the animation itself
Hi, I can't do directional power attack with ZQSD (AZERTY keyboard here, perhaps this is my problem ?) + PERSONNAL KEYBIND, it only works with ZQSD(WASD for qwerty keyboards) + LMB (when option for power attack is activated on LMB), is it normal ? It works during a combo but if I want to hit with a power attack not in a combo, it always do the same static power attack no matter if I press W, A, S or D.
it is normal. directional power attack only work on WASD+LMB, WASD+PERSONNAL KEYBIND is the DIY space reserved for modders with keyrace(such as they did in mco)
Great mod, wanted to say that first off the bat. Appreciate the work you're putting into it.
I'm stumped. I cannot for the life of me get Light jump attacks to work. I just get stuck in freefall for 7 seconds or so. I tried installing Lothric Knight moveset to test it out, no luck. I uninstalled Book of Shadows, no luck. Uninstalled Bow Rapid Combo v3, no luck. Even tried uninstalling Better Jumping, no luck. Other people have had this issue, but I can't seem to solve it for my game.
Ignore this, I had a hotfix file of DMCO installed that was causing various errors. If you're having similar issues, dig through your folder list for any combat modules you might've forgotten you had. Also keep Better Jumping, it allows you to sprint jump attack with DMCO.
I can recover from DMCO dodge animations using movement but not with attacks, even with (and also without) the new patch in the FOMOD. For example, after rolling, I can move forward to exit the animation early, but if I attack without movement, I have to watch the whole animation first. This used to work with MCO: You can exit the dodge animation by attacking OR moving.
I'm using DMCO, Infinity Dodge, BFCO, MCO and BFCO Universal Support. Has anyone found a way to make recovery frames work with attack inputs?
I want to switch to BFCO permanently, but combat feels sluggish without being able to recover from dodges with attacks.
Looks like attack cancels using dodge was removed in DMCO 2.0. A user a few comment threads back recommended this mod to bring it back. Works like a charm for me.
If anyone managed to get this to work with any dodge mod, please let me know how. Latest version of Skyrim, using Pandora. With TK I'd just get stuck in place (mods supposed to fix that didn't) and with DMCO dodge just straight up doesn't work. I did try TK RE and NG. Also I did have the Dodge framework. Send help
I haven't even decided on which dodge mod to use. So TK dodge works? Would you mind telling me which mods/patches you use and the load order you put them all in to get everything to work together?
I'm using Nemesis at the moment, and haven't upgraded to Pandora.
Took me a while to see this lol sorry but here's what I use, not absolutely everything here is combat stuff and some things are just requirements for others but this is what that bit of mo2 looks like for me:
Animation Motion Revolution Paired Animation Improvements Horse Mount and Dismount Double Sound Fix Animation Queue Fix Open Animation Replacer Open Animation Replacer - IED Conditions Open Animation Replacer - Math Plugin EVG Animated Traversal SkyParkour v2 - Procedural Parkour Framework (SPPF) JellyFishInLoop SkyParkour animations Dynamic EVGAT SkyClimb and Parkour animations Double Animation Fix Dynamic EVGAT SkyClimb and Parkour animations - Settings Loader EVG Animated Traversal Skyrim Integration Patch Immersive Interactions - Animated Actions First Person Animation Teleport Bug Fix Simple Dual Sheath Weapon Styles - DrawSheathe Animations for IED Immersive Equipment Displays Pandora Behaviour Engine Plus XP32 Maximum Skeleton Special Extended True Directional Movement - Modernized Third Person Gameplay True Directional Movement - Diagonal Sprinting Fix Simpler Dragon Targeting - True Directional Movement CBPC - Physics with Collisions CBPC Equipment Physics CBPC Equipment physics - Real Tight config Faster HDT-SMP Animation Motion Fix Hellblade - Timed Block - AE Support BFCO Universal Support MCO Universal Support Precision Dodge MCO-DXP DMCO v2 - Addon and Patch Collection Dodge Framework Dynamic Dodge Animation Dynamic Dodge Shot Elden Counter dTry Plugin Updates (elden counter plugin update) Elden Counter BFCO patch BFCO - Attack Behavior Framework 3.3.13 BFCO - elden rim moveset collection (SCAR) Combat Pathing Revolution Combat Pathing Revolution AE SCAR - Skyrim Combos AI Revolution SCAR AE Support POISE - Stagger Overhaul SKSE Dynamic Grip Dynamic Grip MCO Weapon Switch Animation Fix Patc Dynamic Sprint Dynamic Sprint Stop Smooth Moveset - OAR Smooth Moveset (CPR) Next-Gen Decapitations Dismembering Framework
I'm using the latest version of Skyrim. If you wanna make something similar definitely re-read all the requirements for all the mods you wanna use tho and good luck, hope this helps!
No problem man! And thank you for the mod list, there's actually some stuff I didn't even know I needed like the TDM diagonal sprint fix lol.
Btw, I noticed you have CBPC Equipment Physics and CBPC Equipment physics - Real Tight config, do you actually need those anymore? Immersive Equipment Displays has a setting that gives equipment physics.
Bug report: generating animations for BFCO in pandora 3+ will result in inplace charge attacks (player not movig) the same for the jumping backwars bow attack (is done inplace), for pandora 2.7 the animations are generated just fine.
is anyone else having major problems chaining power attacks? like, you can but you either have to spam the button or get the timing EXACT, and that really messes with my games combat flow.
- additionally and unrelated, not having an option for first person only directional attacks is kind of a bummer.
for some reason greatswords tend to use the first animation wind up swing animation of the vanilla skyrim greatsword swing animation and then use the modded replacer greatsword animation
like for example : attack - vanilla greatsword windup - the ER light greatsword attack aniamtion
theres this weird delay in the end that really break teh flow of the combat. this does also effect 1H as well which i know when using dynamic grip mod.
also another problem is taht for some odd reason theres no sprint attack aniamtion. for some reason it just wont activate on any modded replacer animation.
The sticky post talking about dodge/attack cancelling is locked despite it not solving the issue. OP was talking about dodge-cancelling with an attack (attacking out of a dodge.) The "solution" was for the opposite, attack-canceling with a dodge (dodging out of an attack).
This does not actually offer a solution for cancelling the dodge recovery with an attack.
MCO Dodge flat out doesn't work with this; nothing happens when I press the dodge button. I can settle for using TK Dodge instead, but it's a really messy setup and there must be a simpler and more elegant way of implementing a dodge mechanic.
I found out how to get MCO Dodge to work. Download the dodge framework from a different mod (https://www.nexusmods.com/skyrimspecialedition/mods/87645?tab=files) and load it after MCO Dodge.
Thank you for all your hard work and wonderful mods. I am having an odd issue with BFCO where I am having difficulty getting power attacks to work. For example: when selecting a hotkey to use for power attacks (say mouse button 2) the power attacks will respond to the M2 keypress with a power attack successfully for a few attacks, but will eventually stop responding to that keybind. When going back to the MCM it still shows the keybinding as being set to M2. I have tested with other keybindings and it does not seem to matter what key it is bound to, the power attack button just always seems to stop responding and requires rebinding. Additionally I have some difficulty getting the MCM to accept my keybinding. For example I will click the option to have it accept the next keypress as the binding for power attack, and it will take several button presses before it finally registers that key and binds it. Nothing seems to be overwriting BFCO in mod organizer, I am not sure what is going on. Thank you again for all your work and your assistance
Nothing seems to be overwriting BFCO in mod organizer
It's not that type of file. Your issue is your key mapping in Skyrim.
I have no idea if this works for AE, but this works for LE https://www.nexusmods.com/skyrim/mods/88?tab=description
You can also do some digging and then make changes to the ControlMap_Custom.txt. and the controlmap.txt
You would need to change the bindings for the buttons you wish to set BFCO for as, like with other mods not just BFCO, they can be overwritten for several reasons the most obvious being verifying game files.
This mod is almost perfect the only thing holding it back is the forward power attack. I don’t know if it’s just me, but every weapon uses the same animation for forward power attacks, even when it doesn’t make sense. NPCs spam it all the time, and it feels unfair for both the player and the NPCs because it deals so much damage
Got this too, it's the one where they do a huge thrust forward on 50km ? Everyone is spamming that in combat and it will do 5 times the damage of a normal power attack.
1586 comments
- swim and jump attack support 1st person
- air shout&cast
====================example HKX byblack364 [3.1done]MCM [3.2.0done]use BFCO_DIY_recovery to replicate the function of mco_recovery [3.0.50a done]dmco-bfco Patch [3.2.0done]Attack Variant for modder[3.2.1done]Simpler mco2bfco conversion: People only need to change the file name to make mco animations to bfco, and MCO annotations can be used in BFCO [3.3.0done]For Nemesis users:
remove your Nemesis cache folders is necessary before each time run of Nemesis, otherwise It may cause incorrect behavior output that's why you can't attack or other hkx error. (typically, cache folders are overwrite\Nemesis_Engine\cache and overwrite\Nemesis_Engine\temp_behaviors).
For Pandora users:
each time you update BFCO, should remove {PandoraOUTPUT}\Nemesis_Engine\mod\bfco\animationdatasinglefile\DefaultFemale.txt+DefaultMale.txt and run Pandora again.
====================
How to make MCO animation work for BFCO3.3+?
- Just change the file name of each MCO animation, use a converter to help you quickly complete this task: MCO To BFCO Converter
about attack speed choice in fomod:
A-Vanilla x BFCOspeed: perks, shouts, etc. that would increase or decrease the player attack speed
B-only BFCOspeed: a mode like MCO, where the attack speed depends only on the animation itself
directional power attack only work on WASD+LMB, WASD+PERSONNAL KEYBIND is the DIY space reserved for modders with keyrace(such as they did in mco)
I'm stumped. I cannot for the life of me get Light jump attacks to work. I just get stuck in freefall for 7 seconds or so.
I tried installing Lothric Knight moveset to test it out, no luck.
I uninstalled Book of Shadows, no luck.
Uninstalled Bow Rapid Combo v3, no luck. Even tried uninstalling Better Jumping, no luck.
Other people have had this issue, but I can't seem to solve it for my game.
If you're having similar issues, dig through your folder list for any combat modules you might've forgotten you had.
Also keep Better Jumping, it allows you to sprint jump attack with DMCO.
I'm using DMCO, Infinity Dodge, BFCO, MCO and BFCO Universal Support. Has anyone found a way to make recovery frames work with attack inputs?
I want to switch to BFCO permanently, but combat feels sluggish without being able to recover from dodges with attacks.
I'm using Nemesis at the moment, and haven't upgraded to Pandora.
Animation Motion Revolution
Paired Animation Improvements
Horse Mount and Dismount Double Sound Fix
Animation Queue Fix
Open Animation Replacer
Open Animation Replacer - IED Conditions
Open Animation Replacer - Math Plugin
EVG Animated Traversal
SkyParkour v2 - Procedural Parkour Framework (SPPF)
JellyFishInLoop SkyParkour animations
Dynamic EVGAT SkyClimb and Parkour animations
Double Animation Fix
Dynamic EVGAT SkyClimb and Parkour animations - Settings Loader
EVG Animated Traversal Skyrim Integration Patch
Immersive Interactions - Animated Actions
First Person Animation Teleport Bug Fix
Simple Dual Sheath
Weapon Styles - DrawSheathe Animations for IED
Immersive Equipment Displays
Pandora Behaviour Engine Plus
XP32 Maximum Skeleton Special Extended
True Directional Movement - Modernized Third Person Gameplay
True Directional Movement - Diagonal Sprinting Fix
Simpler Dragon Targeting - True Directional Movement
CBPC - Physics with Collisions
CBPC Equipment Physics
CBPC Equipment physics - Real Tight config
Faster HDT-SMP
Animation Motion Fix
Hellblade - Timed Block - AE Support
BFCO Universal Support
MCO Universal Support
Precision
Dodge MCO-DXP
DMCO v2 - Addon and Patch Collection
Dodge Framework
Dynamic Dodge Animation
Dynamic Dodge Shot
Elden Counter
dTry Plugin Updates (elden counter plugin update)
Elden Counter BFCO patch
BFCO - Attack Behavior Framework 3.3.13
BFCO - elden rim moveset collection (SCAR)
Combat Pathing Revolution
Combat Pathing Revolution AE
SCAR - Skyrim Combos AI Revolution
SCAR AE Support
POISE - Stagger Overhaul SKSE
Dynamic Grip
Dynamic Grip MCO Weapon Switch Animation Fix Patc
Dynamic Sprint
Dynamic Sprint Stop
Smooth Moveset - OAR
Smooth Moveset (CPR)
Next-Gen Decapitations
Dismembering Framework
I'm using the latest version of Skyrim. If you wanna make something similar definitely re-read all the requirements for all the mods you wanna use tho and good luck, hope this helps!
Btw, I noticed you have CBPC Equipment Physics and CBPC Equipment physics - Real Tight config, do you actually need those anymore? Immersive Equipment Displays has a setting that gives equipment physics.
Bug report: generating animations for BFCO in pandora 3+ will result in inplace charge attacks (player not movig) the same for the jumping backwars bow attack (is done inplace), for pandora 2.7 the animations are generated just fine.
- additionally and unrelated, not having an option for first person only directional attacks is kind of a bummer.
for some reason greatswords tend to use the first animation wind up swing animation of the vanilla skyrim greatsword swing animation and then use the modded replacer greatsword animation
like for example :
attack - vanilla greatsword windup - the ER light greatsword attack aniamtion
theres this weird delay in the end that really break teh flow of the combat. this does also effect 1H as well which i know when using dynamic grip mod.
also another problem is taht for some odd reason theres no sprint attack aniamtion. for some reason it just wont activate on any modded replacer animation.
any fix trough OAR?
This does not actually offer a solution for cancelling the dodge recovery with an attack.
work. For example: when selecting a hotkey to use for power attacks (say
mouse button 2) the power attacks will respond to the M2 keypress with a
power attack successfully for a few attacks, but will eventually stop
responding to that keybind. When going back to the MCM it still shows
the keybinding as being set to M2. I have tested with other keybindings
and it does not seem to matter what key it is bound to, the power attack
button just always seems to stop responding and requires rebinding. Additionally I have some
difficulty getting the MCM to accept my keybinding. For example I will
click the option to have it accept the next keypress as the binding for
power attack, and it will take several button presses before it finally
registers that key and binds it. Nothing seems to be overwriting BFCO in
mod organizer, I am not sure what is going on. Thank you again for all
your work and your assistance
I have no idea if this works for AE, but this works for LE
https://www.nexusmods.com/skyrim/mods/88?tab=description
You can also do some digging and then make changes to the ControlMap_Custom.txt. and the controlmap.txt
You would need to change the bindings for the buttons you wish to set BFCO for as, like with other mods not just BFCO, they can be overwritten for several reasons the most obvious being verifying game files.
The only problem in this mod is that the character don't move foward when attacking so it's really hard to kill fleeing enemies.
Looks like it was a problem on my end, I forgot to install Animation Motion Revolution.