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Turns out the custom collisions I've been telling everyone to add don't actually work with MCO.

Blame Distar.

MCO adds its own behavior graph (or something along those lines, I'm not too knowledgeable there) and that one won't include any events added by mods. So the Precision ones are missing and so they don't get called even if they're present in the animations, and the plugin can't pick them up.

NickNak's jump attack mod's custom collisions worked because jumping is another behavior.

I tested the implementation myself on vanilla and SkySA, not MCO, which didn't have the issue.

Distar is now aware of the problem and said that he will try to think up a solution. An easy one would be to just add my events to MCO's graph, but it still raises questions about the whole design of MCO if it's by default incompatible with any new stuff, so I hope he comes up with a way to make MCO more compatible.

Apologies to everyone I've told to just add the new events with hkanno64 and it didn't work, I had no idea such a problem was even possible.

Comments

Artorias

does that mean its possible to fix the collision issues on double sided weapons like quarterstaffs or twinblades without too much inconvenience?

jsr108

Hey Ersh, thanks for keeping us updated - for the layperson using MCO movesets and Precision together, what are the implications of this finding?

WintyFree

Wait, woah. So... Precision and Jump Attack are incompatible with MCO ADXP? I've been using Precision alongside MCO ADXP and haven't noticed anything wonky between the two but I'm just a user. I stopped Using Jump Attack because I figured I was crashing awhile back do to incompatibilities with Underdog Animations. I hope Distar is willing to address this cause Precision is on gad the most sickest thing I've seen in Skyrim since... well idek. Your mods is the bees knees.

Ersh

Yeah I've actually added twinblade collisions while testing the implementation way back then, I did it on a SkySA animation however which is why I thought everything works as intended.

Ersh

Only the fact that they currently can't have custom collisions added because the plugin won't pick these events up (Collision_Add etc as described in the readme). None of the MCO movesets have them yet, understandably, as anyone that tried couldn't get it to work because of that issue. The fallback mechanics that depend on weaponSwing events works as intended, whether it's MCO, SkySA, vanilla, or anything else.

Ersh

Nah they're not incompatible, it's just that custom collisions can't be implemented yet. I used Jump Attack as an example where custom collisions work, I didn't mean it's incompatible. All's fine, just the more interesting stuff (twinblade collisions, unarmed collisions for kicks etc) can't be implemented with MCO yet.

Anonymous

Are there any installation requirements? Or is it independent of other mods?

Ersh

The usual: SKSE, Address Library, Nemesis, MCM Helper

Anonymous

Hi, Ersh, if I want to add the custom collision to the animation annotations, like kick, the NPC Foot L/R. Did I need to add the definition in the toml file first?

Ersh

Hey, no, the toml stuff will be completely ignored if the annotations are present.