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Next Project: Bringing “First Knight”-style Clashing to Skyrim

TL;DR
I’m teaming up with Pasquale (Albus961) and crew to build cinematic, HEMA-inspired swordplay on top of MCO. First milestone: a rock-solid MotionBuilder → FBX → HKX pipeline. Then a tiny Block/Deflect vertical slice that proves the feel—clear parries, satisfying clangs, readable rhythm. Simple version: one perfect clash that feels great and behaves consistently.

What We’re Building

Cinematic, HEMA-informed swordplay for Skyrim—built on MCO, not a Dark-Souls clone.

Runs with MCO (+ OAR/AMR in the ecosystem; Nemesis/Pandora).
Signature: real-time weapon clashing that actually shifts tempo and stance—not just sparks or QTEs.

Vision & Pillars

Why a Small Vertical Slice?

A small, working slice keeps us honest and focused.
Scope: two human NPCs, similar height, 1H swords shown in a 2H grip for leverage/readability.
Goal: a clean loop of Block Pose ⇄ Deflect with timing/SFX/sparks that truly sell the “clang.”
If one clash feels amazing, scaling to weapon types, height gaps, and 1vX becomes sane.

How It Plays

How We’ll Build It (stable, not brittle)

We can sell the clash feeling without pairing every exchange:

Roadmap

Team

Producer/Vision: Pasquale (Albus961)
Systems/SKSE logic: Monitor221Hz
Moveset (Blender): Cult
Clash direction & animation assets: KEI(me)

I’ll focus on animations, timing, and readability; Monitor handles the plugin/events side.

Status Right Now

What Patrons Get

Quick Interview: KEI × Albus (highlights)

Q1. What are you making, in one line?
Albus: Cinematic, HEMA-inspired swordplay for Skyrim—built on MCO, not a Dark-Souls clone.
KEI: So patrons should picture movie-style duels with clear reads and real deflections, running on MCO with OAR (Nemesis/Pandora as needed)?
Albus: Exactly.

Q2. Is “weapon clashing” just a QTE?
Albus: No. A bind state happens when blades meet. You feel pressure, reposition, and create an opening—then counter.
KEI: And if a second enemy jumps in?
Albus: A brief Ryse-style parry/turn window keeps 1vX fair. No flashing prompts.

Q3. Do we need paired animations for every clash?
Albus: No. We can sell the feeling with deflect loops + stance swaps, and timed sparks/SFX.
KEI: Then save paired anims for finishers or decisive moments.
Albus: That’s the plan. Monitor221Hz wires the logic.

Q4. What’s the first playable slice?
Albus: Two human NPCs, 1H swords shown in a 2H grip. Nail bind rhythm, deflect timing, and 1vX interrupts—then scale to height/weapon-length differences.

Q5. What makes this different from other MCO sets?
Albus: Our three pillars: cinematic, HEMA-informed, and a dynamic clash system that changes tempo. References: First Knight for tone, Knight's path for directional fencing beats, Ryse: Son of Rome for clean 1vX flow.

Q6. Who’s building it—and how can patrons help?
Albus: Cult = core moves (Blender). Monitor221Hz = SKSE logic/events. BWV = clash direction + motion + design guardrails.
Ask to patrons: Feedback on bind rules, readability, and reference scenes you want us to study. Your support helps us finish the slice and push Skyrim’s swordplay somewhere new.

Thank You

Big thanks to Pasquale (Albus961) for bringing me in, Monitor221Hz for the systems side, and Cult for the base moves. And thank you, patrons, for backing the “boring but essential” foundation. That’s how we ship something fun, stable, and worth your time.

— KEI_BWV997

Next Project: Bringing “First Knight”-style Clashing to Skyrim

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