♦ The new addition - AIO ver is NOT exclusive for player, NPCs are also able to use it. Provided you have the necessary mod installed. Obviously you need ADXP-MCO 1.6.06 fix, unless you're using ADXP-MCO Maxsu's version (get it from Maxsu's discord). And Project Gap Close, use the 1st option if you're not using any Combat Pathing Revolution (CPR) patches. Or use the 2nd option (no dynamic CPR) if you're using it or planning to use CPR patches in the future. ♦ Object Categorization Framework (OCF) is a soft requirement, to recognize non-vanilla weapon, which are: Halberd, Quarterstaff, Twinblade, etc. If you don't use those weapons, feel free to skip (not installing) OCF. ♦ Please check the requirements tab and install the Hard Requirements, for a smooth sprint-attack's transition experience. The Maxsu's version is available at his Discord channel, check his profile/mods for the link. ♦All animatons are mixed from various attack stages, primarily from the 1st and 2nd stages. (Check the note inside AIO folder for details) Unarmed attacks use the 3rd stage for better collision with the enlarged skeleton node (Precision mod). ♦ Check the next section to change animations or adjust chaining attacks to specific normal/power attacks. Please adjust the priorities as needed. (Stance mods, custom weapons, certain moveset, etc.)
All my mods are patched with Precision for a better combat experience, with daggers and unarmed attacks scaled larger. Feel free to report for any bug or just want to ask for more details.
♦ How to use in details ♦ (Optional files, skip this if you're only using the AIO ver.)
♦ You can mix and match animations (e.g., use a mace animation for a sword, axe to halberd, etc.) Keep in mind that unarmed animations have distinct hit impacts and sounds, because they use the body's skeleton nodes. The sounds are not edited; they are based on Vanilla Skyrim and will be affected by your sound effects mods. ♦ For the best experience and smooth transtition, choose the chaining option to the 2nd attack stage (NA2/PA2). This is because NA1/PA1 animations typically have a long pre-hit frame and swing time, which can result in less smoothness. NA3/PA3 can feel overpowered, as some moves at the 3rd stage are already a finishing moves (ie: more damage). ♦ Feel free to mix and match of those animations, the choice is yours.
Optional renaming to sprinting Power-Attack: ♦ MCO: rename, MCO_SprintAttack.hkx to MCO_SprintPowerAttack.hkx ♦ BFCO: rename, BFCO_SprintAttack.hkx to BFCO_SprintAttackPower.hkx
(e.g; mixing Sprint-attack to NA1 and Sprint Power-attack to PA3 is possible)
Because many people ask basically the same question, I'll put it here. I learn to assist you with your problem, and you learn how to solve it. Let's learn together!
♦ Q&A ♦
Question 1: Where should I put or drag-and-drop this? Answer 1: Just Put it where MCO_attack1.hkx or BFCO_attack1.hxk of animation that you want to use.
Q2: How do I know the animation folder? A2: Use OAR Animation Logger, tutorial here, How to use the OAR Animation Logger by GiraPomba. Don't worry It's pretty straightforward and easy.
Q3: Can I do it with this moveset? A3: Yes, just send me the link of moveset which you're using right now, I can tell where to put the file.
Q4: I still cannot do it. A4: Just post the screenshot of that animation logger and I will try to assist.
Does anyone tried to use this with Smooth Dynamic Sprint? https://www.nexusmods.com/skyrimspecialedition/mods/95561 I tried tweaking the conditions in OAR, but I still can't get it to work. It's working when I preview the animations in OAR, really awesome sprint attacks. Can you help me fix?
P.S I forgot I also have Smooth Random Sprint Animation https://www.nexusmods.com/skyrimspecialedition/mods/46193
Yeah, lol. The infamous A-pose/T-pose issues in Skyrim are usually related to animation problems, which can mostly be solved with either Nemesis or Pandora. After installing Precision, try to look for checkbox for Precision at Nemesis/Pandora, check it and then re-run it.
You have saved the day! I have played the game for so many hours with new movesets without actually performing running attacks and today I found out that some of my movesets, especially dual wield ones suffered from not having them. Appreciate this mod SO MUCH! Plus the animations are sweet. Cheers!
This is likely due to using an older version of SCAR, not just this animation. Are you still using SCAR v1.06 on 1170? You will likely encounter more crashes with newer movesets for NPCs if you do not update. Please use SCAR 2.0 for AE (link), load it after the old SCAR, and re-run nemesis/pandora after installing SCAR. This should solve the issues.
After reading the sticky post, I thought about it and interpreted that in this case, the use of Sprint Attacks Remastered - 1st Stage is recommended, so I plan to overwrite the All in one animation file, but is this the correct installation procedure?
Also, can I use it together with Eivor - ADXP I MCO Sprint Attacks? I would be grateful if you could let me know your thoughts.
(I'm sorry if the sentence is difficult to understand because English is not my native language)
Yes of course, the AIO is ready to install with MO2. Only the optional files which need to be installed manually (also contain images inside).
- If you are using with Eivor's sprint attacks, they will only chaining into either normal attack 1 (NA1) or power attack 1 (PA1) because there is no next-attack data inside the annotations. If you're okay with that, you're good to go. No further settings needed. - This mod animations would overwrite the same weapon type's animation. Unless you set the priorities manually. Don't worry, it's easy. Just use animation logger and change the number. There’s a guide for the animation logger at the sticky post. - Elden RIm weapon arts is optional, you're not required to install it, unless you want the stagger effects (check the spoiler in the descriptions). - The sprint-attacks conditions from Project Gap Close is to enable the Eivor's sprint attacks for NPCs, combined with this mod, NPCs going to have many variations of sprint attack. It's nice to have.
After reading the sticky post, I thought about it and interpreted that in this case, the use of Sprint Attacks Remastered - 1st Stage is recommended, so I plan to overwrite the All in one animation file, but is this the correct installation procedure?
Well, the recommended is the 2nd stage. The 1st stage animations have less-smooth transitions. But if you're going to do that, just replace it manually. Check the video, image (outside the game) and animation logger (in game). Or maybe you want stronger combo? Consider replacing with the 3rd stage animations
Also, can I use it together with Eivor - ADXP I MCO Sprint Attacks? I would be grateful if you could let me know your thoughts.
Yes, and you're already asked before above. 😅
(I'm sorry if the sentence is difficult to understand because English is not my native language)
Don't worry I think I understand it well. Let me know if I missed any points.
Eivorのスプリント攻撃を使う場合、それらは通常攻撃1(NA1)かパワー攻撃1(PA1)にしかチェインされません。次の攻撃データが注釈にないからです。それで大丈夫なら、問題ありません。追加の設定は必要ありません。 このモッドのアニメーションは、同じ武器タイプのアニメーションを上書きします。手動で優先順位を設定しない限り。心配しないで、簡単です。アニメーションロガーを使って番号を変更してください。アニメーションロガーの使い方はスティッキーポストにガイドがあります。 Elden Rim Weapon Artsはオプションです。スタッガー効果が必要でない限り、インストールする必要はありません(説明のス spoilerを確認してください)。 Project Gap Closeのスプリント攻撃条件は、NPCのためにEivorのスプリント攻撃を有効にします。このモッドと組み合わせることで、NPCは多くのバリエーションのスプリント攻撃を持つことになります。持っておくと良いです。
Wow, thank you for your prompt and courteous response. I understand it very well. I'll give it a try when I wake up in the morning (it's 2am in Japan lol). I will ask you again if I encounter any problems. Thanks!
Project Gap Close pairs well with this and an aggressive edited combat AI, allowing NPCs to sprint frequently. I’ve tested it and still using it.
For Eivor's sprint attacks, the annotations need editing as they lack next-attack data by default. They will still work, but the transitions will be less smooth since they must wait for the full duration of the animation to end. And because of the no next-attack data, by default they will play either normal attack 1 or power attack 1.
Edit: But I guess that's also a good thing for NPCs, player would have enough time to prepare for their attacks. 😁
I see, but could I just use yours on its own with Project Gap?
Yes, but if you want more variant of sprint attacks, Eivor's sprint attack nicely complements that.
Is Weapon Art mandatory? I was surprised by the number of plugins and assets it installed in Base 0.
😄 Yes it's a long list; It's optional if you want the special stagger's effect animation, like the one shown in the description (from the greatsword C animation). If you don’t need it, no worries just feel free to skip Elden Rim.
Someone actually noticed, haha! The reason is that I was using a custom IED configuration for Kratos's Animated Guardian Shield (which is really cool and I don't know why it got deleted) on my left hand, so the shield wouldn’t go on my character's back. Then I switched to a regular shield for the video showcase and forgot to change the IED configuration for the regular one.
And yes, that mod (weapon style) will never be uninstalled in my playthroughs.
77 comments
Obviously you need ADXP-MCO 1.6.06 fix, unless you're using ADXP-MCO Maxsu's version (get it from Maxsu's discord).
And Project Gap Close, use the 1st option if you're not using any Combat Pathing Revolution (CPR) patches.
Or use the 2nd option (no dynamic CPR) if you're using it or planning to use CPR patches in the future.
♦ Object Categorization Framework (OCF) is a soft requirement, to recognize non-vanilla weapon,
which are: Halberd, Quarterstaff, Twinblade, etc.
If you don't use those weapons, feel free to skip (not installing) OCF.
♦ Please check the requirements tab and install the Hard Requirements, for a smooth sprint-attack's transition experience.
The Maxsu's version is available at his Discord channel, check his profile/mods for the link.
♦ All animatons are mixed from various attack stages, primarily from the 1st and 2nd stages. (Check the note inside AIO folder for details)
Unarmed attacks use the 3rd stage for better collision with the enlarged skeleton node (Precision mod).
♦ Check the next section to change animations or adjust chaining attacks to specific normal/power attacks.
Please adjust the priorities as needed. (Stance mods, custom weapons, certain moveset, etc.)
All my mods are patched with Precision for a better combat experience, with daggers and unarmed attacks scaled larger.
Feel free to report for any bug or just want to ask for more details.
(Optional files, skip this if you're only using the AIO ver.)
Keep in mind that unarmed animations have distinct hit impacts and sounds, because they use the body's skeleton nodes.
The sounds are not edited; they are based on Vanilla Skyrim and will be affected by your sound effects mods.
♦ For the best experience and smooth transtition, choose the chaining option to the 2nd attack stage (NA2/PA2).
This is because NA1/PA1 animations typically have a long pre-hit frame and swing time, which can result in less smoothness.
NA3/PA3 can feel overpowered, as some moves at the 3rd stage are already a finishing moves (ie: more damage).
♦ Feel free to mix and match of those animations, the choice is yours.
Because many people ask basically the same question, I'll put it here.
I learn to assist you with your problem, and you learn how to solve it. Let's learn together!
♦ Q&A ♦
Question 1: Where should I put or drag-and-drop this?
Answer 1: Just Put it where MCO_attack1.hkx or BFCO_attack1.hxk of animation that you want to use.
Q2: How do I know the animation folder?
A2: Use OAR Animation Logger, tutorial here, How to use the OAR Animation Logger by GiraPomba. Don't worry It's pretty straightforward and easy.
Q3: Can I do it with this moveset?
A3: Yes, just send me the link of moveset which you're using right now, I can tell where to put the file.
Q4: I still cannot do it.
A4: Just post the screenshot of that animation logger and I will try to assist.
Does anyone tried to use this with Smooth Dynamic Sprint? https://www.nexusmods.com/skyrimspecialedition/mods/95561
I tried tweaking the conditions in OAR, but I still can't get it to work. It's working when I preview the animations in OAR, really awesome sprint attacks. Can you help me fix?
P.S I forgot I also have Smooth Random Sprint Animation https://www.nexusmods.com/skyrimspecialedition/mods/46193
After installing Precision, try to look for checkbox for Precision at Nemesis/Pandora, check it and then re-run it.
https://www.nexusmods.com/skyrimspecialedition/mods/92703
NVM: saw this answered below
Please use SCAR 2.0 for AE (link), load it after the old SCAR, and re-run nemesis/pandora after installing SCAR. This should solve the issues.
I would like to ask about using the All in one mod.
Can I use it just by installing the folder in MO2?
I have the following mods installed: MCO (not Maxsu's), ADXP-MCO 1.6.06 fix, Project Gap Close (No CPR patch), Precision, Elden Rim Weapon Arts, Eivor - ADXP I MCO Sprint Attacks,and Eivor - ADXP I MCO Sprint Attacks I DAR Conditions.
After reading the sticky post, I thought about it and interpreted that in this case, the use of Sprint Attacks Remastered - 1st Stage is recommended, so I plan to overwrite the All in one animation file, but is this the correct installation procedure?
Also, can I use it together with Eivor - ADXP I MCO Sprint Attacks?
I would be grateful if you could let me know your thoughts.
(I'm sorry if the sentence is difficult to understand because English is not my native language)
- If you are using with Eivor's sprint attacks, they will only chaining into either normal attack 1 (NA1) or power attack 1 (PA1) because there is no next-attack data inside the annotations. If you're okay with that, you're good to go. No further settings needed.
- This mod animations would overwrite the same weapon type's animation. Unless you set the priorities manually. Don't worry, it's easy. Just use animation logger and change the number. There’s a guide for the animation logger at the sticky post.
- Elden RIm weapon arts is optional, you're not required to install it, unless you want the stagger effects (check the spoiler in the descriptions).
- The sprint-attacks conditions from Project Gap Close is to enable the Eivor's sprint attacks for NPCs, combined with this mod, NPCs going to have many variations of sprint attack. It's nice to have.
こんにちは、挨拶します。
もちろん、AIOはMO2でインストールする準備ができています。オプションファイルは手動でインストールする必要があります(画像も含まれています)。
Eivorのスプリント攻撃を使う場合、それらは通常攻撃1(NA1)かパワー攻撃1(PA1)にしかチェインされません。次の攻撃データが注釈にないからです。それで大丈夫なら、問題ありません。追加の設定は必要ありません。
このモッドのアニメーションは、同じ武器タイプのアニメーションを上書きします。手動で優先順位を設定しない限り。心配しないで、簡単です。アニメーションロガーを使って番号を変更してください。アニメーションロガーの使い方はスティッキーポストにガイドがあります。
Elden Rim Weapon Artsはオプションです。スタッガー効果が必要でない限り、インストールする必要はありません(説明のス spoilerを確認してください)。
Project Gap Closeのスプリント攻撃条件は、NPCのためにEivorのスプリント攻撃を有効にします。このモッドと組み合わせることで、NPCは多くのバリエーションのスプリント攻撃を持つことになります。持っておくと良いです。
推奨されるのは2ndステージです。1stステージのアニメーションは、スムーズな遷移が少ないです。でも、それを使うつもりなら、手動で置き換えてください。動画や画像(ゲーム外)やアニメーションロガー(ゲーム内)をチェックしてみてください。もしかしたら、もっと強いコンボが欲しいですか?それなら、3rdステージのアニメーションに置き換えることを考えてみてください。
はい、そしてそれはすでに上で聞かれましたね。😅
心配しないで、私はよく理解していると思います。もし私が見落とした点があれば教えてください。
I understand it very well. I'll give it a try when I wake up in the morning (it's 2am in Japan lol).
I will ask you again if I encounter any problems. Thanks!
On-topic; yes, let me know if you have any question later.
For Eivor's sprint attacks, the annotations need editing as they lack next-attack data by default. They will still work, but the transitions will be less smooth since they must wait for the full duration of the animation to end. And because of the no next-attack data, by default they will play either normal attack 1 or power attack 1.
Edit:
But I guess that's also a good thing for NPCs, player would have enough time to prepare for their attacks. 😁
Weapons Art isn't mandatory? I looked at the Base 0 and was a bit surprised by the amount of plugins and assets it installed
And yes, that mod (weapon style) will never be uninstalled in my playthroughs.