4.19.24 added the rest of the stuff from my merge file which i forgot - so good at that
it was asked if these values get changed then what is the actually use of movement mco a: it distributes movement flags to characters in need of movement b: it handles locomotion and animations while interacting with adxp/mco and true directional movement overhaul c: because TDM handles the directional, targeting and all of the stuff it handles, while movement mco handles the actual animation locomotion
me personally i use the split movement. the full vanilla numbers - some i had to fudge ---i still may rearrange and lower slightly the full speed because it does alter the gameplay tremendously ---because full speed with mco becomes very challenging to keep up with, which is one of the reason movementmco was even made. how ever ---as noted I like the half speed.
5.19.24 added an adxp version fixed errors in mco full version
the challenge stuff will all become clear with the next mod i put up :)
NGL the entire mod page is a bit confusing and yes I already read the description and then the downloads made me even more confused. Guess I'm just gonna have to yolo try it.
EDIT: Yep. even more confusion because when I finally guessed which one is the one I needed, the download said that movementmco.esp or movementdxp.esp was required....I have momvementdxp (The new one) but I get missing master movementmco.
ok i will look into it. i think skyrim is still installed i have adhd so i can ramble and get lost and it makes sense to me at the time oh look. squirrel
wow, amazing! The only thing I didn't like about MCO was the crawling speed, I just ended up casting spells during the approach. Now, well, it's on! Thanks so much, great job!
it's up now. well, 5 minutes or so. someone mentioned it before my brain just didnt connect the dots really feel pretty stupid not realizing that adxp had it's own movement references but i did fix some errors in the mco version also
the reason is that they edited the mod in sseedit after installing mco version. you can safely reroute the dependency in ssedit or wrye bash or you can run both and just have adxp override mco. both can be safely esl flagged if plugin count is an issue though at that point you might as well just fix the issue
Sorry for the late reply, but you're saying I can flag both Movement_DXP/Attack_DXP's plugin's in SSEdit, huh didn't think that was possible, thanks for the heads up. Also I'll try the fix you mentioned but I'm not quite sure on how to reroute the dependency of another mod in SSEdit, I know how to add masters but not setting it to another one.
I'm aware of the differences between the two, however what I'm referring to is when you install MCO for the first it will ask you whether you want to install the MCO version (which I used to have) or the Dishtar Experience version (which I have installed now), your mod only has the original MCO plugin as a master but not the Dishtar experience/DXP variant.
so. i have looked and there is nothing in attack mco or attack dxp that should short circuit movementmco or the ammco movement changes in this mod. the only actually difference is distars xp has a couple of extra power attacks. power attack back, pa left and pa right and dual wield special attack - which is the sword spinny one i think . it handles it's own different versions of hand 2 hand block, dual wield block and attack sprint but as far as locomotion goes it is all in movement mco
adxp and mco both just require skyrim and update. movement requires skyrim up and dawnguard. these 2 just require skyrim, dawnguard and movement mco.
not that I have ever had issues with, I love cpr. what exactly is it doing or not doing
mmco just alters the speeds that npcs would utilize in combat pathing revolution which is directed by mco/adxp through tdm from there it translates into how each combat style deals with the npc which is pathing (dueling, flanking, hang back, rush, kite)
LOL perfect. You would not believe the moron level arguments I've had with Distar about Movement. He's like ITS LIKE DARK SOULS and I'm l like THIS ISN'T DARK SOULS. We're dumb af about it.
Largely Movement spawned out of a large discussion about how enemies tend to pile up in front of you with no regard for where any other enemy is, movement was intended to space out encounters so you didn't end up with 5 bandits standing in the same meter and a half of space all trying to attack you in that space.
Since then Maxsu has come up with a slightly more elegant solution that I feel makes Movement more or less redundant, with Combat Pathing Revolution. Still doesn't stop me from having moron arguments with Distar tho.
im pretty hard core. combat pathing with behavior injection. modern combat ai with suped up combat ai (my baby). effectively 2 hell mode populated npcs.
super up ai pretty much cancels all that since ranged will shred you to pieces in distance and groups. the melees will still gut you but they arent the real problem any more.
fleeing like a b&@*$ to hide behind a rock and heal is the new trend
33 comments
added the rest of the stuff from my merge file which i forgot - so good at that
it was asked if these values get changed then what is the actually use of movement mco
a: it distributes movement flags to characters in need of movement
b: it handles locomotion and animations while interacting with adxp/mco and true directional movement overhaul
c: because TDM handles the directional, targeting and all of the stuff it handles, while movement mco handles the actual animation locomotion
me personally i use the split movement. the full vanilla numbers - some i had to fudge
---i still may rearrange and lower slightly the full speed because it does alter the gameplay tremendously
---because full speed with mco becomes very challenging to keep up with, which is one of the reason movementmco was even made. how ever
---as noted I like the half speed.
5.19.24
added an adxp version
fixed errors in mco full version
the challenge stuff will all become clear with the next mod i put up :)
stay tuned - thanks for reading
for my understanding this mod helps for fast action in mco move set???
this put's it back to the vanilla movement rate
EDIT: Yep. even more confusion because when I finally guessed which one is the one I needed, the download said that movementmco.esp or movementdxp.esp was required....I have momvementdxp (The new one) but I get missing master movementmco.
i have adhd so i can ramble and get lost and it makes sense to me at the time
oh look. squirrel
Thanks so much, great job!
really feel pretty stupid not realizing that adxp had it's own movement references
but i did fix some errors in the mco version also
movement mco is a separate entity from distar from the animation page
there you will find many amazing and game changing mods
https://www.distaranimation.com/mods
but as far as locomotion goes it is all in movement mco
adxp and mco both just require skyrim and update. movement requires skyrim up and dawnguard.
these 2 just require skyrim, dawnguard and movement mco.
so i really dont know
not that I have ever had issues with, I love cpr. what exactly is it doing or not doing
mmco just alters the speeds that npcs would utilize in combat pathing revolution which is directed by mco/adxp through tdm
from there it translates into how each combat style deals with the npc which is pathing (dueling, flanking, hang back, rush, kite)
You would not believe the moron level arguments I've had with Distar about Movement.
He's like ITS LIKE DARK SOULS and I'm l like THIS ISN'T DARK SOULS.
We're dumb af about it.
Largely Movement spawned out of a large discussion about how enemies tend to pile up in front of you with no regard for where any other enemy is, movement was intended to space out encounters so you didn't end up with 5 bandits standing in the same meter and a half of space all trying to attack you in that space.
Since then Maxsu has come up with a slightly more elegant solution that I feel makes Movement more or less redundant, with Combat Pathing Revolution.
Still doesn't stop me from having moron arguments with Distar tho.
super up ai pretty much cancels all that since ranged will shred you to pieces in distance and groups. the melees will still gut you but they arent the real problem any more.
fleeing like a b&@*$ to hide behind a rock and heal is the new trend