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.
- Requirements
- Permissions and credits
- Changelogs
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.
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.
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.
- MCO Block Recovery is now functioning properly.
- 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.
Known Issues:
1. When using One Click Power Attack NG, if you try to perform a power attack while returning from a blocking state to a standby state, either a normal attack animation of the power attack decision is performed or the power attack is performed after the normal attack.
The reason is that OCPA sends the normal attack animation event before the power attack animation event when trying to perform a power attack on the way back to the standby state from the blocking state (can be confirmed in the animation event log in OAR).
This problem does not occur when using Separate Power Attacks or when sending animation events directly from the console.
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.
Requirements:
- ADXP|MCO and all it's requirements
- (Optional) Classic Sprinting Redone (SKSE64)
Compatibility:
Overwriting esp edits may cause problems. Please do not overwrite with other mods.
- One Click Power Attack NG (NG-v1.11) -- Compatible.
- Separate Power Attacks (1.1) -- Compatible. Some edits conflict, but compatibility patch is available.
- Smooth Input - Input Buffer - Attack Cancel (1.2.1) -- Not compatible (for now). When used together, the sprint attack will not work properly. The cause may be related to changes to behavior. I cannot fix this bug for now.
- Power Attack Key NG (1.2) -- Compatible.
Installation:
Use the Mod Manager to install this mod to overwrite ADXP's files with this mod's files.
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.