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Vector1886

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Vector1886

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17 comments

  1. Jay33721
    Jay33721
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    These animations are so so good, I just wish running and walking kept the weapon in one hand at the side instead!
  2. hoangdai94
    hoangdai94
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    • 184 kudos
    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  3. cheesequuake
    cheesequuake
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    So would this custom moveset make it to where finishing move kills wouldnt happen or are they just harder to happen now cause i havent seen any happen for my character yet. 
  4. cheesequuake
    cheesequuake
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    For some reason im getting the first two attacks but the rest of the attacks arent happening. 

    1. Vector1886
      Vector1886
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      Please describe the error you meet in more detail, otherwise I'm sorry there is nothing I can do about it):
    2. cheesequuake
      cheesequuake
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      well i got more news, i got the normal attacks to work but the power attacks dont seem to work. Whenever i use my power attack my character does this pommel attack with their axe and doesent do any chain attacks. i looked it up and people said that SCAR and distance based combat were incompatible so i disabled distance based combat but its still doing it. I can tell you whatever other information you need to help me. 
    3. Vector1886
      Vector1886
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      Check your MCO version, only in MCO v1.43 and below this mod's power attack animations will be played as expected:)
  5. Kulharin
    Kulharin
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    was just curious regarding why there are 2 conditional folders? one high priority, one fairly low.

    The animation is reaally good although the transition from two handed swing to one handed idle seems a bit jarring.  aside from that perfect. 
  6. deleted157694013
    deleted157694013
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    Awesome. But, as long as SkySA/ABR/ADXP/MCO Animation type frameworks continue to make Attack Animation Recovery to Idle time ''Slow Motion'' i wont be using them unfortunately. There is already commitment through movement lock and optionally turning rate through other mods. So having PC/NPC go back to Idle in slow motion, like both had suddenly a Back Injury, looks both weird and is pointless.
    In any case your animation moveset is excellent.
    1. 13coins
      13coins
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      • 64 kudos
      Mmh, but most attack combinations are infinite right? Or did I misunderstand you.

      I only kind of miss the directional attacks tbh
    2. deleted157694013
      deleted157694013
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      Player or NPC start any attack animation. (Perfect)
      Player and NPC finish any attack animation. (Perfect)
      Player and NPC switch to Idle. (Slow Motion)
      Player and NPC can resume to attacking. (Perfect)

      That's the SkySA/ABR/MCO/ADXP issue i mean.
      They copy the feature directly from Bandai Namco games i guess which i call ''Dodge Spammers'' but its not present in other titles.
      Thing is it works on Bandai Namco games because they are designed like that but it would feel bad in any other title.
    3. 13coins
      13coins
      • supporter
      • 64 kudos
      I get it, yeah. It's kinda unrealistic. But this animation is the most realistic for MCO. 

      I really like MCO, but the lack of realistic animations makes me swap back to vanilla for now ;(
  7. GMan7
    GMan7
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    Simply beautiful. Probably my favorite combat animation set, period, not just for axes. 
  8. Vector1886
    Vector1886
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    Thanks for loving,guys!:D
    I'm considering about creating a new weapon animation mod next month, if I have time :D
  9. 13coins
    13coins
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    • 64 kudos
    Wow well done. Battleaxe is a hard weapon to get right :S
    Gonna have to remember to endorse this tomrorow :S
  10. Alvite
    Alvite
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    • 5 kudos
    Amazing work. Love the realistic moveset and wish more ppl would work on it.
    Thanks for your work Vector.