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illuke00

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illuke00

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About this mod

This is a patch to fix a few bugs in ADXP|MCO version 1.6.0.6. Personally, the most important fix is that combos can now be connected from sprint attacks to normal attacks.

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Permissions and credits
Changelogs
Description:
This is a patch to fix a few bugs I encountered while using ADXP MCO version 1.6.0.6. 
The fixes are as follows:

  • Fixed an issue where animations were sometimes interrupted by recovery annotations prior to the combo when switching animations in a combo.
  • Fixed a rare issue where an attack after an animation is terminated by recovery would not reset the combo state and play an animation that was not the first stage of the combo.
  • Transition from sprint attack to other attack states is now possible.
Spoiler:  
Show
demonstration:

Movesets used in video:
IMPORTANT!
In order to connect a combo from a sprint attack to a normal attack, the sprint attack animation (mco_sprintattack.hkx, mco_sprintpowerattack.hkx) must have the " MCO_WinOpen" and " MCO_PowerWinOpen" annotations must be added.
Use hkanno64 to edit the annotations.
(The latest version of Eivor - ADXP I MCO Sprint Attacks used in the demonstration video at this time does not have the MCO_WinOpen and MCO_PowerWinOpen annotations added. The animation with annotations added is used in the video.)

Without Classic Sprinting Redone (SKSE64), when performing a sprint attack while locked on to an enemy with TDM's lock-on feature, the sprint state is not released after the attack, causing problems with directional control of the attack.

  • Fixed an issue where the animation was not interrupted by recovery if the power attack had been continued twice immediately before.
  • Fixed an issue where the first stage of bare hand power attack could not be performed.
  • Fixed an issue where bare hand sprint power attacks could not be performed.
  • mco_weaponart and other attack states can now transition to each other.
Spoiler:  
Show
Possible transitions:
WA -> WA
WA -> NA
WA -> PA
NA -> WA
PA -> WA
SA -> WA
SPA -> WA

To enable the transition to WeaponArt, MCO_PowerWinOpen is required in the annotation of the animation of the transition source. To enable transitions from WeaponArt to other attack states, MCO_WinOpen and MCO_PowerWinOpen are required in the annotation of mco_weaponart.hkx.
It is also recommended that the following annotations in mco_weaponart.hkx be set to timing before the MCO_WinOpen or MCO_PowerWinOpen annotations. I do not know the cause, but it seems that these annotations are not recognized if the timing is set too early. If these variables are not set, the combo stages and attack speeds will not be reset to their initial values after WeaponArt.

0.100000 PIE.@SGVI|MCO_nextpowerattack|1
0.100000 PIE.@SGVI|MCO_nextattack|1
0.100000 PIE.@SGVF|MCO_AttackSpeed|1.0

  • Improved animation blending of power attack and sprint attack initiation.
  • Changed all MCO transitions to prioritize the amount of movement of the post-transition animation during animation blending. (Previously, the amount of movement of the post-transition animation was reduced during blending.)
  • Fixed an issue where attacks could not be performed during recovery.
  • Fixed an issue where sprint attacks could be unintentionally performed in succession. (Added a 0.5 second cooldown to sprint attacks so that sprint attacks cannot be performed during the cooldown)
  • AMCO - Changed attack speed when using dual wielding to refer to the slower of the right or left weapon.
  • Fixed an issue where an attack would be treated as a different type of attack if the player tried to perform a different type of attack while attacking, thanks to Maxsu, author of the Attack Data Transition Fix.
  • Added option to the MCM to select the interval at which pre-input is accepted during an attack to the default or after the HitFrame.
  • Added option to the MCM to toggle whether to use vanilla directional power attack.
  • Added option to the MCM to toggle whether to use vanilla dual wield attack.
  • Changed to allow transition to MCO_PowerAttackOutro by block input or power attack as well as normal attack while MCO_PowerAttackLoop is being performed. Also fixed an issue where a normal attack would unintentionally occur after MCO_PowerAttackOutro if a normal attack was input while MCO_PowerAttackLoop was being performed.
  • Fixed the first person combat system to be the same as vanilla. Also added a transition to allow sprint power attacks with hotkeys when in first person view.
  • Vanilla directional power attacks and dual wiled attack and MCO attack states can now transition to each other.
  • Added block cancel function. (can be turned on/off at MCM)
  • Fixed an issue where a directional power attack could not be performed during a sneak.
  • Added dummy animation file for T-pose prevention. If a character uses a dummy animation file, it will return to Idle after 0.5 seconds.
  • Changed to allow attacks to be made immediately after blocking an enemy attack (Elden Counter can now be performed immediately after blocking, which makes for a better experience when combined with a timed block mod like Valhalla Combat). Also, added compatible patch for Maxsu Block Overhaul.
Spoiler:  
Show
video:


Mod used in video:
Elden Counter
- Valhalla Combat
Maxsu Block Overhaul + Dynamic Block Hit


Known Issues:
1. If you use the One Click Power Attack NG, if you try to perform a power attack immediately after blocking, a normal attack will be performed. If you use the block cancel feature or Elden Counter, it is recommended to use a power attack mod except OCPA NG.

2. In all attacks, if you try to perform another type of attack before the attack hits, the attack decision is overwritten. For example, if you perform a power attack during a normal attack, the attack will be treated as a power attack.
This issue has been fixed in version 2.0.0


Requirements:

Compatibility:

Please do not unintentionally overwrite IDLE edits by this mod. If there are conflicting edits, a patch should be created to avoid the conflict.

Installation:
Use the Mod Manager to install this mod to overwrite ADXP's files with this mod's files. Then, run Nemesis with "ADXP MCO 1.6.0.6 Bug Fixes" enabled. Then run Nemesis or Pandora. (The “ADXP MCO 1.6.0.6 Bug Fixes” behavior patch is no longer needed since version 1.1.0.)

If using Elden Counter:
Spoiler:  
Show
When installing Elden Counter, please select the “MCO-ADXP” option. Then apply the annotations in the Miscellaneous files of this mod to the Elden Counter animations.

About the behavior patch:
If you use Valhalla Combat, please apply the following two patches, if you do not use Valhalla Combat, you do not need them.
- Elden Counter - Stun&Poise Damage
- Elden Counter - NPC Counter Behavior

Do not use the “Elden Counter - Vanilla Behavior Patch”. This is not necessary when using MCO.


Credit:
Distar for ADXP|MCO
Vermunds for Classic Sprinting Redone (SKSE64)
opparco for hkanno64
JellyFishInLoop for Forward Slide Attack -- I borrowed the animation as mco_weaponart for a one-handed weapon. Thanks to the author for creating a great animation and releasing it with Asset use permission.
SARDONYX for serde-hkx CLI
Ashingda for Motion Sensitive Fix SE -- I borrowed animation files for sprint attacks.
Maxsu for Attack Data Transition Fix
Gydehn for gave me tips on using ADTF.
SkyHorizon3 for Attack Data Transition Fix NG