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Very Mingming

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cheming1228

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218 comments

  1. MKHLOL
    MKHLOL
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    Nice animations! smooth and fluent! There's one thing that i've noticed, my weapon stance works only when there's an enemy nearby, in other cases my character would just hold weapon in hand and stand straight, is this a built in feature in MCO or your animation pack?
  2. GoyaWalnut
    GoyaWalnut
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    Will you make one for Elves?
    1. BurmySanders
      BurmySanders
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      I'd love if they did. I like the style of these, personally, not too over the top, and them being for specific races is quite nice. Although, I don't know what moves you could give to the elves. I'm not sure what you'd grab inspiration from, y'know?
    2. bluewolf5171
      bluewolf5171
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      Cheming does have a patreon where they're doing a work in progress build for High and Dark elves. Though it's been a year.
  3. Mthsobue
    Mthsobue
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    Hi guys, is there any way to increase attack speed? Any setting or mod?
    1. PorygonToast
      PorygonToast
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      did you end up finding anything? these animations feel pretty sluggish, i like their overall look but it can feel like the player is swinging in molasses
    2. 40Exxpress
      40Exxpress
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      If you're using Attack-MCO DXP, in the FOMOD you'll want to select the option that's NOT the Distar experience. you can then use console command: "Player.setav weaponspeedmult X" where X is the modifying number. I have it set to 1.7 for a fair but satisfying feel. also keep in mind, perks like dual flurry should be avoided, as this can make your dual wield attacks looney toons fast. the base animations in the mod for dual wields are fast enough to set them apart from the others. Hope this Helps!
  4. Ibbe0
    Ibbe0
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    In the download for the player animations the locomotions are included, despite it explicitly saying that they are not. This is particularly tricky if you want to use other locomotions, since it for some reason is very hard to overwrite them with other mods. I had this issue when i wanted to use Verolevi's locomotions instead.

    I ultimately ended up fixing it by deleting the locomotion file in the mod, titled 40100. Just a heads up if you have the same problem. 
  5. head0nfire
    head0nfire
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    The ADXP hyperlink connects to a blank page. Is that site/mod no longer maintained, or is this an issue on my end?
    1. holdenthehat
      holdenthehat
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      don't let it load , it actually links to a virus .
    2. RoryCrutch
      RoryCrutch
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      Just search Skyrim MCO in google, and it should come up by "distar"
  6. dovahkiin4343
    dovahkiin4343
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    The mod is sort of working, but my one handed sword only has 3 attacks as opposed to the video showcase. Does anyone know how I could fix that?
  7. Veillle
    Veillle
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    hi, bfco compatibility ?
    1. gonk3
      gonk3
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      Use MCO>BFCO Patcher and follow the instructions given in the "Posts" section of BFCO
    2. Veillle
      Veillle
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      ty
  8. ezraslight
    ezraslight
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    so i have the desert, impirium and nordic for their respective races, how can i  make it also works for player; if player is nord they should have nordic animation and if other race then other animation also i hope you drop one for elves.
    EDIT: how to use the three packs with stances
    1. Noodlesmile
      Noodlesmile
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      i second this, new to using OAR so if anyone knows how to go about doing this it would be much appreciated! 
    2. juliocmj
      juliocmj
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      The files _conditions.txt tells OAR/DAR in which case an animation should be used.
      Remove the lines with IsActorBase("Skyrim.esm" | 0x000007) in each of these files and the animations will work for both player and NPC.

      IsActorBase("Skyrim.esm" | 0x000007)  = apply to player
      NOT IsActorBase("Skyrim.esm" | 0x000007) = don't apply to player

      There are also lines to filter races if you use the races version
  9. Arpln
    Arpln
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    I cannot get the mod to work. I even set it all to the highest priority
  10. Mthsobue
    Mthsobue
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    Hi guys, I have a bug where sometimes NPCs stay static and in the "A" position. A noob question. I got the file that only applies to me, but can NPCs also perform attacks? I don't have SCAR installed, so I know they can't perform "combos" but they use the "basic" attacks? Is this bug similar to when I equipped two different weapons like a sword and an axe, when I tried to attack I would stay in the "A" position too, but I thought this moveset was designed for the use of same weapons. Did I do something wrong? Because apparently everything worked. I reinstalled MCO and left the moveset that already comes with it and tested it and this bug doesn't happen. Sorry for the long text.