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black

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black364

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73 comments

  1. Hustlery
    Hustlery
    • member
    • 1 kudos
    This moveset doesn't work on me, only the BFCO Default Attack is working. I'm using the latest BFCO. Any help?? 
  2. Snappukingu
    Snappukingu
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    • 1 kudos
    Hello guys, do you know the right setup for power attack so i can use sideway power attack to trigger Bloodskaal Blade's energy blade? Since i use this moveset, i can only trigger it in 1st person, but only vertically. Thanks
  3. Estaru
    Estaru
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    • 0 kudos
    I couldn't get this to work for me out of the box, didn't show up in the legacy section for some reason. Had to use DAR --> OAR Converter for them to show and then raised the priorities.
    1. TimDhs
      TimDhs
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      • 0 kudos
      I'm gonna try that, thanks !

      Could you provide a screenshot of your OAR screen with the changes you made ? Thanks !
  4. Burgundy2332
    Burgundy2332
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    • 0 kudos
    Ive been having an issue where regular attacks are not chaining properly and only play the first attack in the combo repeatedly. Anyone have any experience with this issue?
    1. soulis8
      soulis8
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      • 0 kudos
      You're probably missing the Payload Interpreter:

      https://www.nexusmods.com/skyrimspecialedition/mods/65089?tab=files

      Installing this fixed the issue for me.
  5. Anemo77
    Anemo77
    • supporter
    • 0 kudos
    I think the base BFCO mod is taking over this one. I do not get any of these animations to work. I only see the base BFCO animations.
    1. White11Shiro
      White11Shiro
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      • 0 kudos
      you better use MCO convert to BFCO tools. 
      https://www.nexusmods.com/skyrimspecialedition/mods/119926?tab=description
    2. QuantumAssassinate
      QuantumAssassinate
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      same problem, do you have any idea to solve it?
    3. Steamvikings
      Steamvikings
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      • 8 kudos
      Similar issue, but thinking that removing BFCO animation files for 1h,1hdw,2h, with this mod installed would work

      Or adding conditions to the BFCO base movesets that only work if you're naked, or some other improbable combat scenario
  6. Levidence6
    Levidence6
    • member
    • 0 kudos
    最新版神话整合,其他动作mod都没加,其他武器都正常,只有单手剑没法连击
    1. Levidence6
      Levidence6
      • member
      • 0 kudos
      换成旧版就好了,很奇怪
  7. PipPirip
    PipPirip
    • member
    • 3 kudos
    Hi, When I use animation mods like this it is too easy to avoid enemy power attacks. I can just walk backwards and they will always miss. I think they are starting the animation too far back or they dont move forward far enough during the attack. In vanilla they would move more aggressively forward during attack so i could just walk backwards to dodge the move. Is this a issue that can be fixed?
  8. Neoazaros
    Neoazaros
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    How do you change DAR animations into OAR animations?
    1. johnlem0n199
      johnlem0n199
      • member
      • 1 kudos
      OAR is fully backwards compatible with DAR, you don't need to convert them.
  9. Saperode
    Saperode
    • member
    • 0 kudos
    大佬您好,超级喜欢您的作品!不过有个小问题,就是我目前仍然没有找到特别适合这套攻击模组的装备动作,我目前找到的拔出和收回武器的动作mod和elden rim moveset里的闲姿和攻击动作不是特别协调,请问您是否有相关的作品?谢谢!
  10. JeanA882
    JeanA882
    • member
    • 43 kudos
    What's the difference between BFCO annotation and MCO annotation in the main files? Would really like an explanation please.
    1. oompskzo
      oompskzo
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      • 0 kudos
      The BFCO 3.3.0 update added native support for MCO annotations. From the changelog:

      • For animation authors - Now all MCO annotations can work in BFCO animations, with the same rules as MCO (and BFCO annotations are still available, choose the annotations you are familiar with for creation))
      • For player - Simpler mco2bfco conversion: People only need to change the file name to make mco animations to bfco, and everything will work as expected. (animations that already were converted before 3.3 is still working well, no duplicate work needs to be performed)