Skyrim Special Edition
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Created by

Sukezzzzz

Uploaded by

sukez123

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Safe to use

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About this mod

A simple tool to convert MCO animation files to BFCO animation files.

You can easily batch convert MCO animation files to BFCO animation files, batch dump and update the annotations.

Requirements
Permissions and credits
Changelogs

What is this mod for?


1. Replace the animation files' name so the BFCO framework can recognize.
2. Replace (Actually 'add' according to my personal preference) the MCO annotation to BFCO annotation. 
3. Allow custom file name modification rules and annotation conversion rules.
4. Batch dump and update annotation files.


Who needs this mod?

If you want to migrate your MCO animations to the BFCO framework, you definitely need this.

Important

Back up your mod files. For me, it works very well, but it may not be completely bug-free.

At least read all the content, it contains the instructions on converting the animation files and some problems you might meet and how to fix it.


Because of some pyinstaller issues, it doesnt pass the virus scan. I add the .DELETEME suffix to make it right. If you worry about it, I also upload the source .py file, feel free to download and check it.

Quick Start

0.Rename mco2bfco.exe.DELETEME to mco2bfco.exe

1.(optional but recommend) Place mco2bfco.exe in the same directory as hkanno64.exe.


You need "hkanno64 Animation Annotation Tools" to automatically replace annotation, but actually you only need to replace the animation files name so the BFCO framework can recognize it. 

2.Click "Select Folder" button.

Choose a source folder. All the MCO animation files mentioned in "What animations will be renamed?" part (such like mco_xxx.hkx) in this folder will be processed recursively.

3. Click "Change Annotation" button.

(If you dont want to change annotation, skip this step. ) Wait until you see "Annotation Changed." in the log. 

4.  Click "Change Filename" button.

Wait until you see "Filename Changed.mco->bfco." in the log.

5. Enjoy your game


What annotations will be converted?
example:

PIE.@SGVI|MCO_nextattack|1 -> BFCO_NextIsAttack1
PIE.@SGVI|MCO_nextpowerattack|1 -> BFCO_NextIsPowerAttack1
MCO_WinOpen -> BFCO_NextWinStart
MCO_PowerWinOpen -> BFCO_NextPowerWinStart
MCO_WinClose/MCO_PowerWinClose -> BFCO_DIY_EndLoop
MCO_Recovery -> BFCO_DIY_recovery


What animations will be renamed?

"mco_attack" -> "BFCO_Attack"
"mco_powerattack
" -> "BFCO_PowerAttack"
"mco_weaponart" -> "BFCO_PowerAttackComb"
"mco_sprintattack" -> ""BFCO_SprintAttack
"mco_sprintpowerattack" -> "BFCO_SprintAttackPower"

Multi-Process config

click "Configure"-> "Number of Process" and set the number of process(default:4).  

Batch dump and update annotations

select source folder and click "Dump Annotation", all the MCO animation files and BFCO animation files will be dumped.
select source folder and click "Update Annotation", all the MCO animation files and BFCO animation files will be updated. 

Some known issues

For some unknown reasons, the path string of the animation file cannot be too long. As a result, you will see something like "unable to load scene file" in the cmd, and your animation files will be wrongly copied and renamed (your animation files may have some size and content due to this bug).

That is to say, your MCO mod should not be placed like "~/a/very/deep/path/to/your/Mod", just place it like D:\Skyrim\YourMod, after you have done the conversion, just copy it back to where it should be.
Fixed in 1.1.2.