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For this update : AMDXP is uploaded, the SkyrimGuild website is available at "www.skyrim-guild.com". Some mods there are not available on the Nexus, including an updated SkySA v2.6. The wolves overhaul beta is removed from Patreon and free on the website. I don't want to charge for sub-par quality mods. I will redo them properly for Patreon. The  version available on the Skyrim Guild is better than the one I uploaded yesterday on patreon, download it again there if you use it

The approaches :

  • Frameworks :  "Modern Combat Overhaul - MCO"
    Frameworks made for other modders to build upon. You have the control and can customize the features. You adapt the mod to your modlist
  • DLCs : "Distar Experience - DXP"
    Custom version of the mods and frameworks. Allows to implement more daring features at the cost of customization. The mods are tailored for a specific modlist, providing what I deem the best game experience
  • Mods :
    Standard mods. They act as placeholders until a DXP version is created

MCO :

Arena Movement - Modern Combat Overhaul V2 (requires Nemesis - SPID - sprint bug fix)

  • v2.0 : now only applies in combat - Separates PC and NPC movement speed (in case you want to go faster than the NPCs) - spellswords now uses the melee speed (left hand with a spell, weapon in right hand) - fixes the walking in place bug - fixes the slow sprint bug (download the Slow Sprint bug fix in the requirements)
  • v2.1 : Fixed Player/NPC separation not working - Added bow, crossbow, 2HW, magic and magic casting separation

DXP :

Arena Movement - Distar Experience (requires Nemesis - SPID - sprint bug fix)

  • v2.1 : same as AMMCO v2.1 - the player melee backward speed goes a bit faster than the NPC melee forward speed - slowed down NPC melee forward speed to allow spacing management -  archers can run when not aiming - mages can run at half speed when not casting

Comments

Adam Adamski

I have problem with very slow movement when weapon draw animation is playing and i stop moving in middle of animation. Can i do something with that? DistarEXP

Anonymous

only applies in combat let's gooooo

Distar

Yeah, don't hesitate if you have more feedback. I guess I could also check for the target distance or sth but I'm not sure how it'd react as honestly I don't have time to test for extended periods

Anonymous

I love you <3

Anonymous

what does this mod do?haha

Daniel Shehovsov

Hi Distar! Love your work. Quick question: Is there a way for the user to adjust the speed for magic movement?

Distar

Yo, AMMCO prevents you from running during combat, like in Hellblade. It's not the only game like this actually, For Honor seem to do that too but well, it's still a bit faster. You can tweak the movement speed in xEdit. With this version, because the speed is separated you can go faster or slower than the NPCs

Distar

Yo, it would be useful you think ? I can always add that in a future update

Nechigawara

Now I can run while holding weapon, thx.

Anonymous

My character when equipped a weapon on the right and spell on the left hand seems to be walking real slow like over cumbered speed. Was that intentional or am I having some sort of conflict?

Anonymous

same except im using a 2h sword, i made sure to install and run the 'slow sprinting fix' in nemesis but this doesnt seem to be for this bug unless im missing something. Ima go back to ver.1 until theres some fix for this.

Anonymous

bro why are wolves walking on two legs XD

Anonymous

I don’t know what the problem is, I still running at a slow speed even in a non-combat when weapon draw.

Anonymous

Not sure why but after installing this, Stances and the Scroll Mouse speed mod stopped working for me.

Distar

Hmmmmm...just to make sure, you're really using V2 and not V1 right ?

Distar

Well, I can't make sense of it at all lol. Stances work afaik only with DAR so it doesn't have an interaction at all with AMMCO, and Scroll Mouse also only works with SKSE which doesn't interact either

Anonymous

Sorry to be a bother but how do I edit the speeds with XEdit, I don't really understand XEdit still and I'm confused on what I modify to make the player and npc move faster. Something kind of like the mern edit from the original AMMCO

Naotenho nome

The speed with the bow out of combat is still slowed down, as in, same speed as in combat. Any values I can edit in xedit to quickly fix it ? Even thou, I may leave it like this to balance out bows in this game being too OP :p

Distar

Yo. So I'll deconstruct the naming convention Should be somethimg like : AMMCO_1HM_IC_NPC AMMCO just indicates that it's AMMCO. 1HM that it's for the one handed weapon types, you'll see another one for the 2HM IC = in combat. NC = non combat. The NC values are identical to the vanilla one's as AMMCO only touches in combat. But you'll see that for the IC, the run speed is the same as the walk speed. So what you can do is just increase the run speed to whatever value you want Then NPC means it's for NPC and Player means it's for the player. In case you want different movement speeds for yourself

Distar

Yo, the thing changed for the bow is the drawing speed. So you can move regularly with your weapon, you just can't run anymore while aiming

Anonymous

Eh time to delete my measured combat mod I guess. Any chance I can offer my movement speed edits as an optional file for your mod?

Anonymous

I don't know why, but I am still very much able to run in combat. :/ Oh, and by the way, today you became the first author to whom I payed on Patreon. :D I really don't like to part with my money, so that's mean something.

Distar

Thanks ^^ Hmmmm....can the NPCs run ? Did you run Nemesis ? Did Nemesis show AMMCO in the list of mods added (not the list where you tick, the output)

Anonymous

Creating new thread cuz it doesn't belong to Victor's question anymore. Yeah, I get it, that's stated in patch notes. I think I mislead you by a mistake, so let me rewrite my case: I'm spellsword using1h sword in main hand and Flames in offhand. I can only walk and sprint, however when I am casting Flames, I can ran normally as if I were a mage. When I stop casting spell, I cannot run anymore. Is it a bug?

Anonymous

is it possible to added a faster speed like in the first version and as a skysa sprint attack?

Keithy

I don't see any option in xEdit to change the speed for bows. It only shows options for one-handed weapons and two-handed weapons. The only other thing I see is for NPC bow speed (NPC_Bow_MT) which should probably control the speeds of both the player and NPC like in the first version of the mod?

Anonymous

Doesn't work when wielding two-handed weapon.

Anonymous

If you open in xedit you can change the values manually. I changed all NPC human to 100 walk and 160 or lower for run. There is also sprint categories for each creature/animal etc. With all the new combat (skysa,animations,combos,etc....) slowness now feels challenging and part of the combat. You move real fast in Skyrim. Compare to the Witcher I went for more that style movement. A use for horses now. If you also download Pace you can further fine tune the movement speed in game. I included some images to show some of my values. I personally like the slow immersive feel to everything. If you would like this version ask Distar this is his mod I only added values that made his mod even more immersive! (https://www.nexusmods.com/skyrimspecialedition/mods/27268) (https://imgur.com/gallery/H0UtM6u)

Anonymous

Hello, I changed the speed values in xedit, but in game I am still running as slow as I walk. I tried running nemesis again just in case, but the speed still doesn't change. Did I overlook something? I'll be gratefull for any pointers.

Anonymous

Hello, Distar. I found myself with a small problem when using this mod. I use the Adamant perk mod in conjuction with it, and before installing AMMCO, I had taken the defensive maneuvers perk, which no longer slows your movement when blocking. Thing is, now when I'm in combat, I run more slowly (I edited the values in SSEedit), but when blocking I go back to the vanilla values. I tried making the block tree legendary or manually removing the perk with removeperk, but those don't seem to remove the effect (that might be a problem on adamant's part, though)

Anonymous

Hello, Distar. I'm having some problems with the update you just released. The previous version was working fine (well, not really since in my latest load order it didn't work properly, but that's still something I have to sort with the mods I added), but when activating V2.1.7 in that same load order, I get CDTs either when loading the main menu, when loading a previous save, or when trying to create a new one.

Nechigawara

I should download AMMCO V2.1.7z, not AMMCO V2.7z, right?

Anonymous

Is there an easy way to customize it movement speed?

Anonymous

AMMCO V2 works apart from the obvious cant change speed values but V2.1 crashes before I can even see the main menu not too sure why that is.

Anonymous

AMMCO V2.1 works perfectly, except when i block (with any weapon) my character runs, is there a way i can force walk mode when blocking ?

Bo

No worries. I should've caught that myself. Thanks for the clarification. Cheers!

Kaydens

So, is it intended that enemies walk towards me when I am shooting arrows at their knees? Edit: I think distance based combat solved the issue, its kinda a soft requirement by the look of it lol

Distar

Hmmmmm it's possible. I don't personally use it but glad if it helps