Hi im not sure if this is animation issue or MCO issue on my part but sometimes it works sometimes only 1 normal attack and 1 power attack works and no combo
Can't seem to get this mod to work in game. I have downloaded all requirements and used Nemesis, but the animations don't show up in game. Just the vanilla one. I have used the likes of JH Animation pack with no issues. If there something I'm doing wrong. Thanks
Maybe other DAR animation using same condition. I can't solve the problem like "why It doesn't work in MY SKYRIM" I don't know what mod you installed. If you show me load order, It can't give solution neither. Because I don't know which options is chosen when you installed.
Great mod, loving every animation you made for MCO, but I have a question, how do you perform multi-heavy attack, I'm using One Click Power Attack mod just as Distar instructed, but it seems that I can't do more than one heavy attack, everything else is working just fine though, know any solutions? Thanks a lot ;)
sorry for the late reply I totally forget that I report the issue here, for every who has the same problem, it's caused by the Inquisitor mod, I was messing around the magic animation mods the another day, when I deactivated the Inquisitor, MCO's multi-heavy attack finally worked......
This is a weird one, the power attack chains are very odd, though I think I've figured them out for anyone curious. To start off, the power attacks seemingly chain endlessly with each other, so you can do power attacks 1-2-3 then after the 3rd power attack you can chain into the 1st. The normal attacks do not work the same, after the 5th attack in the chain you will pause and have to return to a neutral state before you can do more normal attacks.
Power attack 1 will transition into the first normal attack, and can be done raw or chained off the 5th normal attack. This means you could reset the normal attack combo to continue offense past the 5th, which is useful with the other chains.
Power attack 2 will transition into the 4th normal attack, and can be chained off of normal attacks 1-3. Oddly enough the normal attack 1 -> power attack chain seemingly has the animation associated with power attack 1 (a rising slash), but does maintain the chaining properties of power attack 2.
Power attack 3 chains directly into normal attack 5, and is only triggered off of normal attack 4 outside the full power attack chain itself.
This allows for a lot of odd combo potential, as you could run normal attacks 1 and 2, follow up with a power attack which chains into normal attack 4, go into normal attack 5, then power attack again to reset the combo. I think it fits the sword too, it's kind of a basic weapon as shown by the normal attacks not having any particularly useful properties besides being mostly wide slashes and doesn't need a lot of anything to be dangerous so long as you know the bare minimum of how to fight with one, but it rewards the user's skill with raw versatility.
1. Stop combo in 5th normal attack is intended. Like original AC valhalla. 2. Transitioning Power attack incorrect order. Yes, best is correct order like pw1-na-2-pw3-na4. But I wanna reduce number of animations. Because chain animation means need more animation for smooth transition. I dont wanna spend 20~30 animation slot for only one weapon moveset(It causes 5 mins start up T posing) I can't make all of cases of switch steps and transitioning animation. I picked normal attack has just correct foot position after 2,3 power attack.
After finish GreatSword and BattleAxe, All of my animation will be reworked. At that time, animation chain gonna be improved. I will not promise will be done what all you said. Because it should be compromise with different modding environment and my skill(I'm not professional modder or game buisness worker LOL). But I refer to your opinion.
Oh, I'm not disappointed. It was just very weird at first, but as I mentioned I think it suits the sword pretty well. The explanation here was my findings to help anyone else who's trying to understand the chains get on their way faster, since it took me a solid 20 minutes of swinging into thin air to figure out how everything went together.
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Thanks
Otherwise, go into your nemesis output folder, delete the whole thing, and re-run Nemesis.
For whatever dumbass reason, my setup won't overwrite what is already present.
there is link of Custom OCPA. could you try it again with this?
Power attack 1 will transition into the first normal attack, and can be done raw or chained off the 5th normal attack. This means you could reset the normal attack combo to continue offense past the 5th, which is useful with the other chains.
Power attack 2 will transition into the 4th normal attack, and can be chained off of normal attacks 1-3. Oddly enough the normal attack 1 -> power attack chain seemingly has the animation associated with power attack 1 (a rising slash), but does maintain the chaining properties of power attack 2.
Power attack 3 chains directly into normal attack 5, and is only triggered off of normal attack 4 outside the full power attack chain itself.
This allows for a lot of odd combo potential, as you could run normal attacks 1 and 2, follow up with a power attack which chains into normal attack 4, go into normal attack 5, then power attack again to reset the combo. I think it fits the sword too, it's kind of a basic weapon as shown by the normal attacks not having any particularly useful properties besides being mostly wide slashes and doesn't need a lot of anything to be dangerous so long as you know the bare minimum of how to fight with one, but it rewards the user's skill with raw versatility.
1. Stop combo in 5th normal attack is intended. Like original AC valhalla.
2. Transitioning Power attack incorrect order. Yes, best is correct order like pw1-na-2-pw3-na4. But I wanna reduce number of animations. Because chain animation means need more animation for smooth transition. I dont wanna spend 20~30 animation slot for only one weapon moveset(It causes 5 mins start up T posing) I can't make all of cases of switch steps and transitioning animation. I picked normal attack has just correct foot position after 2,3 power attack.
After finish GreatSword and BattleAxe, All of my animation will be reworked. At that time, animation chain gonna be improved. I will not promise will be done what all you said. Because it should be compromise with different modding environment and my skill(I'm not professional modder or game buisness worker LOL). But I refer to your opinion.
I'm Just waiting for complete series, "Nordic 2h Battleaxe and Hammer" " 2h Greatsword" " dual weapon"