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SKYKLF

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SKYKLF

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  1. SKYKLF
    SKYKLF
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    There is an issue of 2H_idle not displaying properly when carrying an EMPTY left hand and a TWO-handed weapon. In order to defeat this, I came up with an "invisible shield fix" which is kind of janky but works mostly flawlessly to be fair to the situation. You can craft it at the forge for 1 iron ingot.

    Thanks to Jeanpatrickduro it was discovered using a trick of renaming the 2hm_idle.hkx to 1hm_idle.hkx that it will help with the idle issue even further. I have updated the file and included this trick so now you don't have to do it yourself, UNLESS you use a 2hm_idle.hkx replacer like the one found here Leviathan Animations II. You can read how to do so in the other stickied post.

    I am also releasing here, a control map text file and a small text based tutorial on how I use this mod and a couple of others as I have found it's the best way for me to defeat the idle issue and get the absolute most out of this mod. You can find the control map file under optional files along with the read me tutorial.
  2. Jeanpatrickduro
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    FOR ANYONE WANTING TO HAVE UNLOCKED GRIP ON 2H (for the idle) WEAPON FOLLOW THIS GUIDE

    Ok so like the other comments here, ive been searching everywhere for a way to have a DS grip for two handed with MCO. Ive finally found a way that works and wanted to let yall know what i did.

    1)Go to the animation files for mco-cgo. 

    2)Copy the file 2hm_idle.hkx

    3)Paste the copy anywhere, rename it to ''1hm_idle.hkx'' and cut it.

    4)Go to the directory for greatswords (or any other 2 handed weapons) for the animation pack youre using

    5)Paste ''1hm_idle.hkx'' there and voila! The game will use that idle animation (unlocked grip from cgo).

    Hope this helps!!
    1. Jeanpatrickduro
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      The way i discovered this is that i realized that the game considers your weapon 1 handed even if you press the key to unlock grip.
  3. QpOQ0SOSXD
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    does this mod works with pandora??
    1. SKYKLF
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      I don't know I have never tested Pandora. This simply removes two folders from CGO to eliminate the twisty skeleton from that mod so it probably does but I don't know. Test it out and let us know!
  4. Fractalbase
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    perhaps two hand idles not playing properly might be due to this mod (from the original CGO) marks 2-handed weapons as 1-handed weapons in the inventory.
    1. funckybudha
      funckybudha
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      I think you're right, they do not play correctly when holding a left spell or weapon. Have you found a workaround ?
    2. SKYKLF
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      The workaround is to use the invisible shield this mod created in order to use both of these mods together.

      If someone else can ever recreate the scripts from CGO to work with MCO in a better way than more power to them, but this is the simplest way to use both of these mods together.

      The idle issue is ONLY persistent when trying to use a 2H weapon to my knowledge, if you don't use one you'll never notice. That's why the invisible shield for 2h idles was created.
  5. Jimjam2134
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    is there any way to only have the grip switch of this mod? for some reason cgo is the only mod that allows switching spells with two handed weapons. if you switch spells with a two handed in your left with any other mod like dynamic grip it just makes the magic invisible in your left hand. It's still usable of course but rather annoying to be holding no magic at all in my opposite hand even though the game says it's equipped.
    1. SKYKLF
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      idk there are a great deal of varying CGO mods on the nexus, you may find one. you can try to create on by yourself if you're willing to do some trial and error and start fiddling with CGO, that's how I made this. I just tried.
    2. Jimjam2134
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      yea more than likely i'll have to just fiddle with it myself. Tried looking and nobody made a version with just the grip switching
      oh well. hopefully somebody in the future will make it, or if i get bored and high enough i'll probably make a janky version of it.
    3. SKYKLF
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      bro that's what I did lol. I have faith.
  6. marcosdl
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    Hi, MCO animations don't work, only vanilla attacks
    1. SKYKLF
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      Try BEES see if that helps. Someone said it doesn't work on 1.5.97 if that's what you are on. Also I think I packaged this kinda funky. So you might try to open it up and repackage it. I was in a hurry when I uploaded this and never fixed it I don't think. Also make sure you uninstall the original cgo first, if you use it, before installing this and running nemesis again.  It worked for me since 1.6.64 and I'm fully updated now and it still works for me.
    2. marcosdl
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      im use 1.5.97 downgrade
  7. Steinbukk
    Steinbukk
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    Hello, commented earlier that I had a problem with two-handed, don't know what's changed but it works perfectly now. The invisible shield you added was a genius solution. Thank you a thousand-fold.
    1. SKYKLF
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      Hey I'm so glad to hear it, that's wonderful. And thanks about the shield, it was the best thing I could think of lol.
  8. ExitCode139
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    Is there a mod that enables CGO in First person and disables it in 3rd Person? I really like MCO out doors I play in Third person but in doors you need the fluidity of CGO and First person.
    1. SKYKLF
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      Fascinating way to play, I rarely use 1st person. I have no idea about your question friend. 
  9. dlusionist19
    dlusionist19
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    I used this to try replacing CGO Lite but after the installation the grip switch feature broke. Any possible causes?
    1. SKYKLF
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      the grip switch feature is mostly disabled when using this. this was mostly made to use mco animations and have a functional dodge, as at the time of release those of us who updated basically lost our dodge mods so if that is something that is important to you than you should probably stick with cgo lite.
  10. PLSET
    PLSET
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    If only there was a way to strip out all the other CGO stuff and leave just tumbling, no dodge mod is smoother than that.
    1. SKYKLF
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      I am almost positive something like that exists already on the Nexus.
  11. Steinbukk
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    Great mod, the only problem I encounter is that I cant equip 2h with just one arm anymore which is a little inconvenient for spells like candelight which I use often, any ideas?
    1. SKYKLF
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      honestly dude no. I had this issue also when I was running a mod list that had like 700 mods and a crap ton of animations going. I do believe that is has something to do with scar or some other attack mod like that. when running only mco and cgo together with this mod i don't get that issue but i generally only have about 40 - 60 mods running these days and don't usually have any issues.
    2. Steinbukk
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      Yeah fair enough, this mod still saved my day so cheers!
    3. SKYKLF
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      Also check out some mods like this they pair quite nicely with this imo :

      https://www.nexusmods.com/skyrimspecialedition/mods/65398

      it will help you with the spell casting issue to some degree. This is just one, there are a few that do the same.
  12. Fractalbase
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    noticed an issue where all 2h melee weapons were listed in inventory as having 1h instead of 2h.  Been researching the interwebs and disabling various mods that might cause that and so far it seems that CGO+MCO Together plugin might be the culprit.  Probably part of the original CGO.  Any ideas on why that was done, and for a possible update or patch to allow 2h melee weapons to retain their 2h status in game?

    Addendum: any comments on how patches for the original CGO would work with CGO MCO Together?
    1. SKYKLF
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      the only thing this "mod" does is delete two folders from the original CGO. it doesn't do anything else. whatever changes you are seeing are definitely coming from the original CGO or something else...i assume its connected to the grip switch feature but CGO is HEAVILY scripted, and I am not even close to smart enough to understand all the changes DServant made. Like I said in the description I just deleted some folders and it ended up working so I shared it for others to use because none of the dodge mods were working for those of us who updated tp the current version of Skyrim. I don't even use this myself now that other dodge mods got updated or patched, or at least haven't been. I do not plan on making any patches for this but if I ever change my mind and do find or make a fix, I will let you know.
    2. Fractalbase
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      thank you for your reply.
    3. SKYKLF
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      Yea of course! Thank you for your feedback, that is probably the root cause of the idle weapon problem in all reality and I never even noticed.