ANIMATION LIST (Water) 动作文件表-水下
Normal Attack N&P 常规轻重击 [LMB]
BFCO_SwimAttack1.hkx
BFCO_SwimAttack2.hkx
BFCO_SwimAttack3.hkx
BFCO_SwimAttackPower.hkx
EVENT LIST (Land) 动作注释表-地面
Custom events - ALL (BFCO_*.hkx) 通用派生注释(适用所有地面攻击动作)
PIE.@SGVF|BFCO_AttackSpeed|1.0 (*Optional, used to change attack speed like MCO)
BFCO_NextIsAttack1 (the first HAS TO BE AT 0.0s TIME, Set the number of the next attack-N)
BFCO_NextIsPowerAttack2 (the first HAS TO BE AT 0.0s TIME, Set the number of the next attack-P)
BFCO_NextWinStart (Attack-N win open)
BFCO_NextPowerWinStart (Attack-P win open)
BFCO_DIY_EndLoop (Attack-N&P win close)
BFCO_DIY_recovery (From now on, player can use movement/block keys to end this attack)
By editing Custom events, you can create action sequences like this:
BFCO_PowerAttack1.hkx→BFCO_Attack4.hkx→BFCO_Attack5.hkx→...
BFCO_PowerAttackA.hkx→BFCO_Attack6.hkx→BFCO_Attack7.hkx→...
BFCO_SpecialAttack.hkx→BFCO_Attack8.hkx→BFCO_Attack10.hkx→...
EVENT LIST 动作注释表
Custom events - ALL BOW (BFCO_*.hkx) 通用派生注释(适用所有地面攻击动作)
PIE.@SGVF|BFCO_AttackSpeed|1.0 (*Optional, used to change attack speed like MCO)
BFCO_NextIsAttack1 (the first HAS TO BE AT 0.0s TIME, Set the number of the next attack-N by Key M2)
BFCO_NextWinStart (Attack-N win open)
BFCO_DIY_EndLoop (Attack-N&P win close)
BFCO_DIY_recovery (From now on, player can use movement keys to end this attack)
By editing Custom events, you can create action sequences like this:
BFCO_BlockBash.hkx→BFCO_Attack4.hkx→BFCO_Attack5.hkx→...
BFCO_BlockPowerBash.hkx→BFCO_Attack6.hkx→BFCO_Attack7.hkx→...
BFCO_SprintAttackPower.hkx→BFCO_Attack8.hkx→BFCO_Attack10.hkx→...
(Optional) Charge Attack: MELEE (可选)近战蓄力动作
ANIMATION LIST (DIY Charge Attack) 动作文件表-蓄力攻击
Charge pose 蓄力姿态
BFCO_*Power*.hkx (see HOW TO CREATE)
EVENT LIST (DIY Charge Attack) 动作注释表-蓄力攻击
Custom events A-Charge pose 蓄力姿态注释
BFCO_DIY_EndLoop (HAS TO BE AT 0.0s TIME, to disable the normal N&P event)
BFCO_ChargeStageStart (HAS TO BE AT 0.0s TIME, set this hkx as a charge pose)
BFCO_ChargeStage1 (Minimum charging time, Play BFCO_PowerAttack_Charge1.hkx when M1 is released)
BFCO_ChargeStage2 (Optional, Play BFCO_PowerAttack_Charge2.hkx when M1 is released)
BFCO_ChargeStage3 (Maximum charge time, Play BFCO_PowerAttack_Charge3.hkx when M1 is still being held down)
Custom events B-Charge attack 蓄力斩击注释
same as EVENT LIST (Land)>Custom events - ALL 使用通用派生注释
HOW TO CREATE 如何创建蓄力攻击
1.Create charge pose:
Create a charge pose hkx and rename it to BFCO_*Power*.hkx which you want to replace with a charged attack(e.g BFCO_PowerAttackA.hkx),
edit your BFCO_*Power*.hkx to include the Custom events A-Charge pose
创建一个蓄力姿势hkx,命名为BFCO_*Power*.hkx (例如BFCO_PowerAttackA.hkx) ,这将决定蓄力攻击动触发方式和attackData
编辑你的BFCO_*Power*.hkx,写入蓄力姿态注释
2.Create charge attack:
Get 3 attack animations renamed to BFCO_PowerAttack_Charge1~3.hkx, edit the hkx to include the Custom events B-Charge attack
创建3个攻击hkx,命名为BFCO_PowerAttack_Charge1~3.hkx, 分别对应3段蓄力斩击,可填写通用派生注释
The following files can be used as charge poses:(以下文件被允许设为蓄力姿态)
BFCO_PowerAttack1.hkx~BFCO_PowerAttack20.hkx、BFCO_PowerAttackA/B/L/R.hkx
(Optional) Attack Variant (可选)攻击变体
BFCO v3.2 added a behavior Integer variable 'BFCO_iAttackVariants' , it can be used as a condtion of OAR, animator could set its value by custom events (The range of the value should be a integer and greater than 0)
Example:
1.Let's assuming that value is 1, so the annotation should be sth likes that
PIE.@SGVI|BFCO_iAttackVariants|1
2.After that, you should create an additional OAR animation folder, and add this condtion function into the folder 's config file:
{
"condition": "CompareValues",
"requiredVersion": "1.0.0.0",
"Value A": {
"graphVariable": "BFCO_iAttackVariants",
"graphVariableType": "Int"
},
"Comparison": "==",
"Value B": {
"value": 1.0
}
}
3.Once the "SCAR_AttackVariants" graph variable Int be set to 1 here, OAR could pick the next attack animation within this additional OAR animation folder.(Whenever attack end, "SCAR_AttackVariants" will reset to the default value of 0)
MISC SETTINGS 杂项设定
Shout-Attack Rules 龙吼派生
Attacks can be entered immediately after any SHOUT is fired, WhirlwindSHOUT will link Sprint Attacks. 龙吼后摇允许派生常规攻击动作(以及环战技动作),旋风冲刺龙吼可以直接派生冲刺轻重击
Bock-Attack Rules 格挡规则 (optional 可选)
1.styleA:
Allow immediate blocking during attack 在攻击时按格挡键立刻进入格挡
2.styleB:
hold the block button in attacking, will enter block after the attack win close (BFCO_DIY_recovery)
攻击前摇可以立刻格挡,攻击后摇按住格挡键会在攻击结束或派生窗口结束时[BFCO_DIY_recovery]进入格挡
INSTALLATION 安装卸载
Install 安装
Install the Requirements. 安装所需前置
Install BFCO with mod manager. 安装BFCO
(optional) Nemesis/Pandora user should run Nemesis/Pandora and check BFCO patch. (可选)运行Nemesis/Pandora工具并勾选BFCO项目
update 更新
(optional) Nemesis/Pandora user should run Nemesis/Pandora agin after each update (可选)Nemesis/Pandora用户应在每次更新后运行Nemesis/Pandora工具
Update in middlegame is absolutely safe 更新不会损害现有存档
uninstall 卸载
Weapon sheathed and saved to exit the game 收起武器后存档退出
Remove mod files 卸载mod
(optional) Nemesis/Pandora user should run Nemesis/Pandora agin (可选)Nemesis/Pandora用户应再次运行Nemesis/Pandora工具
Compatibility Issues 兼容性
Compatible with
PerkOverhaul mods: Compatible, BFCO supports vanilla attack speed and direction heavy attack, so it do compatbile with every perk mods, including Vokrii, ord and any others 兼容任意技能树大修MOD(因为支持方向重击和原版攻速)
SCAR: Compatible, Animation without SCAR-event is managed by bfcoAI, while animation with SCAR-event is still managed by scarAI.(NPC can correctly use Combo Attacks without SCAR-event, but using SCAR can make it better) 兼容任何版本SCAR:如果动作中存在scar注释,则该动作交由scar接管(虽然BFCO本身的AI足以让npc正确使用连段,但SCAR提供了更多可能性)
DMCO: Compatible(any version), both attack during dodge and dodge during attack are allowed 兼容任何版本DMCO,允许闪避派生攻击或攻击派生闪避
BowRapidComboV3:Compatible patche available
Compatible with, but please note
Elden Counter (note: Dont tick "Elden Counter Vanilla Behavior Patch" in Nemesis, To prevent that Normal Attacks include vanilla wind up animation)
Campfire(note: To ensure compatibility, you should make sure the PapyrusUtil.dll in PapyrusUtil is not overwritten by other mods such as the Campfire)
VioLens (Although Kaput is incompatible, but VioLens can work well with BFCO)
Incompatible with
Skysa/ABR/MCO (Repetitive functions, people can easily convert the MCO hkx to BFCO by using MCO To BFCO Converter)
One Click Power Attack NG: (Repetitive functions, see MCM>BFCO) Will cause light attacks to fail
One Click Power Attack NG - Fixed: (Repetitive functions, see MCM>BFCO) Will cause light attacks to fail
Elden Power Attack: (Repetitive functions, see MCM>BFCO)
For Honor Power Attack (Repetitive functions, see MCM>BFCO)
Dual Wield Parrying (Repetitive functions)
UCBO - Unarmed Combat Behavior Overhaul (Repetitive functions)
CGO (Repetitive functions *Whenever player jumps to attack, it will cause stuck in a falling)
Dragon Clutch (it will cause stuck in a falling)
FNIS (FNIS is outdated, please use Pandora)
Kaputt - Melee Killmove Manager (It will disrupt the connection between PowerAttacks)
flying mod (cause the jump attack of BFCO to fail)
DLC2-Bloodskal Event(only used by the BloodskalBlade)
Spoiler: Show
AttackPowerForward_FXstart (cast BloodskalBladeSpellVert)
AttackPowerLeft_FXstart (cast BloodskalBladeSpellHoriz)