Hey! If you’re reading this, I’m probably in Turkey like I said last week—assuming nothing exploded on the way. I worked right up until I had to leave the house, so here’s where things stand.
TL;DR
Locomotion is almost complete and playable in-game.
One rough edge: the forward-left diagonal transition looks a bit sluggish. I’ll polish that.
A locomotion HKX preview is attached for tasting. Manual install only (details below).


Locomotion set: Walks, runs, sprint—basically the full loop is in and working.
Playable state: You can drop the HKX into the right folders and test it in-game.
Known issue: The forward-left (diagonal) transition can feel weird. Marked for cleanup.

I based the idle on vom tag, but I redesigned it for a clear goal: let the player see the sword.
Longpoint guard or Schluessel look awesome, but in third-person Skyrim you mostly stare at your character’s back. Those guards tend to hide the blade behind the body. So I pulled the sword slightly to the back-side and framed it for the camera. There are so many beautiful sword mods in this community—it’d be a waste not to show them off.
(That said, longpoint/Schluessel could be great for NPCs. I may make NPC-only variants later.)

The way I’ll build the MCO combo set is very close to how I worked on a past fighting-game project (Dragon Ball: Sparking! Zero). Turns out most fighters share the same core logic, so this should be fast and clean.
Workflow I’ll use for a 5-hit combo:
Block out the entire 5-hit chain as one continuous clip to nail rhythm, weight, and “feel.”
Split that master clip into five individual attacks.
For each attack, author the “stop here and return to idle” branch, so every hit can either continue or end gracefully.
This keeps the global flow tight while letting me polish each branch. I get to check “does the whole thing feel great?” and also “does each exit feel clean?” at the same time.
As I write this I’m still in Japan, secretly wishing the trip gets canceled so I can keep animating… but who knows, maybe Turkey will be amazing and I won’t want to leave. Either way, next week I likely won’t have modding progress.
This is just raw HKX for a quick taste.
Do not install with MO2/Vortex as a normal mod.
Do manually place the files into the proper folders to test.
If you’re not sure where that is in your setup, it’s totally fine to wait for the finished pack—I’ll package it in a user-friendly way later.
Thanks for sticking with me. Once I’m back, I’ll:
Fix that forward-left transition,
Start blocking the full MCO combo chain with the workflow above.
See you soon—and wish me safe travels!