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?
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?
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
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!
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.
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
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
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.
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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.
EDIT: how to use the three packs with stances
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