Attack - MCO|DXP — Distar animations (2024)

Ice skating problem : 1st person style

Skyrim shares the same mechanics for 1st and 3rd person. While it ensure gameplay continuity when switching point of view, it doesn’t translate well and created something you never see in modern games : the ice skating combat

You move freely during the attacks, like in a topdown 2D game. Conventional mods could only limit it by reducing the movement speed

Step&Swing : Modern ARPG style

In modern ARPGs your attacks are commited. You step and swing. The gameplay is more fun and the animations look better

With its convenient framework for both mod users and makers Attack MCO|DXP has the biggest animation library in the modding scene. It’s powered by “Elder Souls” created by professional animator and SkyrimGuild Founder : MikeN1ke

More features

Better than SkySA

Chainable power attacks, animated charged attacks, animated transitions and non linear movesets are all available in one mod at absolutely no performance cost due to its behavioral nature

Attack MCO-DXP will be integrated to ABR. A SkySA to Attack - MCO|DXP converter has been developped

AMCO and ADXP

AMCO (Attack - Modern Combat Overhaul) is made to be as compatible with other mods as possible

ADXP (Attack - Distar Experience) is ideal for an animation based modlist and animation development. It removes the directional power attack and the weapon speedmult to let the user chose it on an animation basis

Download

    • Run Nemesis

    • If used, configure One Click Power Attack (see instructions above)

  • b1.1:

    • Removed the Payload interpreter (Now a dependency)

    b1.2:

    • Fixed short transition windows

    • Shortened transition to idle

    • Fixed transition to idle motion

    • Fixed H2H animations

    b1.3:

    • Fixed power attack chaining

    • Fixed power attacks 7, 8,9 and 10 causing a T-pose

    • Added vanilla sprint attacks

    • Added H2H-DW block

    b1.3.1

    • Added AE compatibility (support of the recovery interruption with movement input)

    • Added SCAR compatiblity

    • Added Precision 4.0 compatibility

    b1.3.2

    • Fixed H2H-DW running block not working

    b1.4

    • Complete rewrite and structure change

    • Reduced number of edits to the vanilla behavior

    • Fixed abrupt transition from attack to idle

    • Removed staff block

    • Added TDM and Precision 5.0 support and future control overhaul support

    • Fixed Ultimate Combat attack cancel compatibility

    • Added controllable trasition blend length with graph float MCO_BlendLength

    • Added MCO_AttackInitiate, MCO_PowerAttackInitiate, MCO_TransitionToNormalInitiate and MCO_TransitionToPowerInitiate

    • Fomod for Elder Souls locomotion

    • Fomod for versions 1.3.2 or 1.4

    b1.4.1

    • Fixed power attack chaining (no need to rerun Nemesis)

    b1.4.2

    • Fixed H2H power attack 1 not triggering

    b1.4.3

    • Added potential NPC freezing bug fix (credits to Maxsu)

    • Added back potential root motion collision fix

    b1.5

    • MCO version initial release (vanilla speed multiplier + directionnal power attacks)

    • Frameworked sprint attacks (allows animated transitions, currently writing documentation)

    • Moved directionnal power attack management from behavior to ESP

    • Complete rewrite of the transition states

    b1.5.0.1:

    • Fixed wrong packing for MCO version

    v1.5.0.2:

    v1.6

    • Added Weapon arts

      • Replaces Dual Wield Power Attack (uses the same controls LT+RT long press)

      • Extended to all melee weapons (except shields)

      • Removed normal dual wield attack from DXP version

    • Fixed attacks not launching when triggered after a combo ends (credits to Maxsu)

    v1.6.0.1

    • Fixes for Payload Interpreter

      • Events were not received for the first attacks if they were sent too fast (first attack/power attack repeating once before combo going normally)

        • No need to set the PIE events to 0.067 anymore. Setting it to 0.0 works

        • Even with the event sent to 0.067 it was sensitive on MCO version in case of high speedmults

    • Added Maxsu’s fix from 1.6 that I actually reverted before upload lol

    1.6.0.2

    • Added back sprint attacks/power attacks that were accidentally removed

    1.6.0.3

    • Complete rewrite of MCO_Attack.hkx (test before expansion to other behaviors)

      • Extended normal attacks count from 10 to 20

    • Added transition windows from weapon arts to attack/power attacks

    • Fixed issue with H2H power attacks not triggering

    1.6.0.4

    • Fix for MCO version not triggering power attacks correctly

    1.6.0.5

    • Fixed chaining power to light attack chaining and power to power chaining

    • Reverted to 1.6.0.2 with 1.6.0.4 esp

    1.6.0.6

    • Added “MCO Universal Support” requirement

    • Updated OCPA requirements due to OCPA update

    • My Patrons for letting me develop free mods when I should be working on things I am actually paid for 💰

    • Shykiokira for Nemesis and allowing me to start the behavior adventure 🤠

    • NickNack for helping me make SkySA possible 🤝

    • El Miguel for Elder Souls 🌮

    • dTRY for making Payload Interpreter despite being maidenless 👨‍🦲

    • Maxsu for S.C.A.R 🐻 and Monitor for cheerleading him in a questionnable outfit on the side 💃

    • Doodlez for MCO Universal Support 🖥️

AllAnimationCombatFramework

Attack - MCO|DXP — Distar animations (2024)

FAQs

Does MCO have directional power attacks? ›

Attack - MCO - No Directional Power Attacks

Attack - DXP|MCO features the ability to use a new combat framework overhaul, with the ability to choose between "Attack - Modern Combat Overhaul" and "Attack - Distar Experience", resulting in two seperate .

What is attack mco dxp? ›

Attack -MCO|DXP comes in two flavors. The Modern Combat Overhaul version and the Distar Experience version. The DXP version removes the directional power attack and the weapon speedmult to let the user chose it on an animation basis.

What is MCO Skyrim? ›

OVERVIEW. MCO SKSE plugin remade to work with all Skyrim versions including the latest AE build. Modern Combat Overhaul's SKSE plugin is used to add "recovery" frames to attack animations, which lets the player exit attacks early via directional inputs on supported movesets.

What are the parts of an attack animation? ›

Definition. There are two components in attack animations — a foreswing (or attack point), which takes place before an attack lands, and a backswing, which takes place after.

How can I get through MCO security faster? ›

Pre-enroll in TSA PreCheck® through CLEAR and complete your application at the airport. RESERVE is our free reservation service that allows you to book a time in the airport security line. Book your spot with MCO RESERVE.

Can you walk between Terminal A and B at MCO? ›

Terminal A and Terminal B are opposite sides of the same building, which is only 525 feet across. Crossing from Terminal A to Terminal B (or vice versa) can be done on Level 3.

What is MCO platform? ›

MCO provides integrated and comprehensive compliance software for financial services firms worldwide. Our mission is to help these firms effectively manage and mitigate compliance risk on a singular platform.

Does Nolvus use MCO? ›

Nolvus uses its own MCO stances framework with a custom directory structure layout.

What does llo mean in Skyrim? ›

Xbox Logical Load Order (LLO) Template 2023 at Skyrim Special Edition Nexus - Mods and Community.

What is CK in Skyrim? ›

The Creation Kit is a free downloadable editor that allows you to create mods for Skyrim and then share them with other players across Bethesda.net. Most popular community and official content for the past week. (?) Not launching at all. Not launching at all.

What is a NIF in Skyrim? ›

NIF stands for "NetImmerse Format," which is a file type that was created for the NetImmerse engine in 1997. This later morphed into the Gamebryo Engine (used for Morrowind, Oblivion, and Fallout 3), which in turn was the basis for the Creation Engine, used by games such as Skyrim, Fallout 4, and Fallout 76.

What is the longest attack animation? ›

In the penultimate battle of Final Fantasy VII (1997) the boss Safer Sephiroth's SuperNova attack starts a cutscene that takes a record 2 min 16 sec to unfold. This is gaming's longest wait between the start and end of an attack, and cannot be skipped through.

Where does MCO rank in busiest airports? ›

Orlando International Airport (IATA: MCO, ICAO: KMCO, FAA LID: MCO) is the primary international airport located 6 miles (9.7 km) southeast of Downtown Orlando, Florida. In 2021, it had 19,618,838 enplanements, making it the busiest airport in the state and seventh busiest airport in the United States.

How many security checkpoints does MCO have? ›

MCO Security and Customs

MCO has 3 security checkpoints; 1st security checkpoint is on the west side of the main terminal. This checkpoint is serving gates from 1 to 59.

What Airlines use MCO as a hub? ›

The airport is a hub for Silver Airways, as well as a focus city for Frontier, JetBlue, Southwest, and Spirit. Based on the number of passengers carried, Southwest is the airport's largest carrier.

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