Deadly 6 news

Post » Mon Nov 02, 2009 9:28 pm

What MAO does is move all the NPC animations to a different folder, so that the Player can have independent animations from NPCs. A bit of an odd way to do it since it seems it would be easier to move the players animation folder instead, but I guess it was to ensure compatibility with other mods that alter player animations.

Seems like the intent of it is to do exactly the opposite of what kaji247 is requesting.

However, giving NPCs back the animations from DR may be just a matter of copying the correct files over to the new animation folder that NPCs are using.


It?s kinda confusing, I guess the only way would be try it out.


In CS the animation path is like "characters\_male\idleanims\DeadlyReflex data\xxx.kf", so it doesn?t seem like the path is relative enough for the game to use the new folder automatically.

On the otherhand, it seems the game is not using the animation path explicitly enough to find the animations after the NPC skeleton (?) is relocated, and thus the problem rises in the first place.


So yeah, someone should simply try it out. Copy the DeadlyReflex data folder in the idleanims to the NPC?s idleanims folder, and see what happens. :)
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Kelly John
 
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Post » Tue Nov 03, 2009 5:48 am

Well some casual news. :)


I have almost rounded up the stuff I?d like to get in the first preview movie.

I also finally remembered to test out the collision trick for wolve?s intestine objects, and it was as easy as I anticipated, in my test I imported the object into a bread ingredient and deleted the bread part. Even a collision object from a bread did the trick seemlesly. I still need the final objects from wolve though, or at least the textures, this was just a quick proof of concept to see if the collision is a problem or not. :)


A small big thing is that I finally figured out a very stupid "bug" in playing the duck animation. As it was, I was locking the player?s mouse, reducing the sensitivity to 0 and even then I had to wait a couple of frames after the keypress to play the animation, as the animation simply refused to play in 1st person properly, if the mouse was moved and all these steps weren?t taken.


Well it seems I had setup the animation type wrong in CS.... :facepalm: ..noticed it after all this time. :banghead:

The good news is the duck reacts to your keypress 2 or three times faster now, it makes a world of difference I tell you. :)



Well, back to modding! :foodndrink:
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m Gardner
 
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Post » Mon Nov 02, 2009 11:48 pm

I have almost rounded up the stuff I?d like to get in the first preview movie.
Nice can't wait for the vid ;) Glad things are coming together for ya.
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CArlos BArrera
 
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Post » Tue Nov 03, 2009 8:05 am

A small big thing is that I finally figured out a very stupid "bug" in playing the duck animation. As it was, I was locking the player?s mouse, reducing the sensitivity to 0 and even then I had to wait a couple of frames after the keypress to play the animation, as the animation simply refused to play in 1st person properly, if the mouse was moved and all these steps weren?t taken.


Well it seems I had setup the animation type wrong in CS.... :facepalm: ..noticed it after all this time. :banghead:

The good news is the duck reacts to your keypress 2 or three times faster now, it makes a world of difference I tell you. :)



Well, back to modding! :foodndrink:

Incredible.
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jaideep singh
 
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Post » Tue Nov 03, 2009 12:58 am

I wish I had your coding and moding know-how SC.
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Stephanie Nieves
 
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Post » Tue Nov 03, 2009 7:06 am

I also finally remembered to test out the collision trick for wolve?s intestine objects, and it was as easy as I anticipated, in my test I imported the object into a bread ingredient and deleted the bread part. Even a collision object from a bread did the trick seemlesly. I still need the final objects from wolve though, or at least the textures, this was just a quick proof of concept to see if the collision is a problem or not. :)
I didn't realize that the bread model had any hinges/constraints. IIRC, it doesn't even bend. But something tells me I'm lost.
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Dona BlackHeart
 
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Post » Mon Nov 02, 2009 8:48 pm

I wish I had your coding and moding know-how SC.


Heh, I guess it?s mostly a matter of how crazy you go over something...I have said it before, DR1 was the first thing I ever modded. And I had no real coding experience, just one basic class I had had years before that. So I guess I just found out I liked coding after all. :P

I didn't realize that the bread model had any hinges/constraints. IIRC, it doesn't even bend. But something tells me I'm lost.


Hmm? The bread was just a test to see if it?s really that easy to fix the collision problem wolve had with the models. He said his items were falling through the floor.


The only idea was to test that if he has problems making the collision work, I can always just take some existing item and replace the "shape" with his model while keeping the collision of the original object, like, say, bread, board meat or human heart, what happens to fit the best. For someone it would probably been given it works, but I had never even tried anything like that. :)
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Alan Cutler
 
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Post » Mon Nov 02, 2009 10:41 pm

Hmm? The bread was just a test to see if it?s really that easy to fix the collision problem wolve had with the models. He said his items were falling through the floor.

Seems like I was right after all - I had no clue about what you were talking about :D
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Angelina Mayo
 
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Post » Mon Nov 02, 2009 11:46 pm

Thanks again for all your fantastic hard work. I swear Bethesda should hire you in their next game.
I also would love a similar combat system in Oblivion, but I fear it?s out of reach. Oblivion just relies on such different system. I keep playing with the idea though, maybe some of the FEEL could be carried over to Oblivion through simplified means....


Well now I'm even more ridiculously excited now that I know that you are a fan of M&B, and I now trust that whatever method you decide to use for the horse combat will be amazing.

G
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Gen Daley
 
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Post » Tue Nov 03, 2009 12:02 pm

I can't remember the exact sites I read that gave tips on how to fix it. Several were saying to go into CS and edit it there, but everytime i load CS and try to change what thy say it either crashes out or oblivion won't load. One of them was on the comments to i think either MAO or DR on tesnexus from TGblanks. I tried that method and it didn't work, I'll work on finding the posts I had before.

Edit: here's the link to one of the methods that is "supposed" to make animation mods work with MAO which only caused the thrust animation to come back but ended up making oblivion unstable.

http://www.tesnexus.com/modules/comments/index2.php?tid=74801&fid=19796&img_id=&aid=&sort=ASC&page=22
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Sam Parker
 
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Post » Tue Nov 03, 2009 5:46 am

So guessing no one has read this or no one has any ideas on how to fix MAO so it allows the deadly reflex animations, cuz i really don't want to have to go back to using specialanims animation mods, they're such a pain.


See my post on the previous page. Did you try copying the folder?
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Angela Woods
 
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Post » Tue Nov 03, 2009 9:37 am

See my post on the previous page. Did you try copying the folder?

Yeah i didn't see the post when i first got into the forums, for some reason page 7 didn't show up and it was stuck on the last page when i posted. I tried copying the animations into the MAO folder and it didn't do anything but give them the thrust attack. Still missing the death animations and dodging and shield bashing. I've tried every way possible of copying it over into that folder, even did a bash patch and still couldn't get it to work.
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OJY
 
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Post » Tue Nov 03, 2009 10:35 am

Yeah i didn't see the post when i first got into the forums, for some reason page 7 didn't show up and it was stuck on the last page when i posted. I tried copying the animations into the MAO folder and it didn't do anything but give them the thrust attack. Still missing the death animations and dodging and shield bashing. I've tried every way possible of copying it over into that folder, even did a bash patch and still couldn't get it to work.


In normal Oblivion the animations are located like:


data\meshes\characters\_male\idleanims


What?s the corresponding path with MAO?
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Tyrone Haywood
 
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Post » Tue Nov 03, 2009 3:57 am

MAO puts all of the NPC animations into a seperate folder in the meshes that's called mayu's projects[m]\animation overhaul\vanilla and has all the animations there. the mod itself is a wonderful idea but so hard to work around.
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Lyndsey Bird
 
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Post » Tue Nov 03, 2009 10:03 am

MAO puts all of the NPC animations into a seperate folder in the meshes that's called mayu's projects[m]\animation overhaul\vanilla and has all the animations there. the mod itself is a wonderful idea but so hard to work around.


Ah, but that?s not enough, I need a complete path to the MAO idleanims folder, so that I can tell you exactly what should have been copied exactly where. :)


I?m not saying the copy will necessarily work, but at least I can tell you what WOULD work if anything.
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:)Colleenn
 
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Post » Tue Nov 03, 2009 7:32 am

Ah, but that?s not enough, I need a complete path to the MAO idleanims folder, so that I can tell you exactly what should have been copied exactly where. :)


I?m not saying the copy will necessarily work, but at least I can tell you what WOULD work if anything.

oh sorry you wanted the full path lol.

data\meshes\mayu's projects[m]\animation overhaul\vanilla\idleanims


Also just got my comp hijacked by god knows what. I cannot run any spyware scanner in reg or safe mode, antivirus will not work, cannot use windows update. So yeah looks like i'm in a reformat mode that or run a magnet across the HD
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Louise
 
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Post » Tue Nov 03, 2009 12:02 am

oh sorry you wanted the full path lol.

data\meshes\mayu's projects[m]\animation overhaul\vanilla\idleanims


Also just got my comp hijacked by god knows what. I cannot run any spyware scanner in reg or safe mode, antivirus will not work, cannot use windows update. So yeah looks like i'm in a reformat mode that or run a magnet across the HD


Autch...on both accounts. Both the MAO problem and your system sound like nothing I can do about. :(



Now, what I was after is that for some reason the path I have defined to the animations does not work with MAO. This means Oblivion does not start readin the path from "characters" folder - OR, it considers the path simply invalid.

The only hope was to follow the first option, and assume that Oblivion starts looking for the animations from somewhere "midpath". Well, the MAO path is TOTALLY different to the bitter end....so I guess it doesn?t matter.



If copying the "DeadlyReflex data" in "idleanims" folder to "data\meshes\mayu's projects[m]\animation overhaul\vanilla\idleanims" didn?t help, you are probably out of luck. :(
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Ana Torrecilla Cabeza
 
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Post » Mon Nov 02, 2009 11:30 pm

I'm new to PC gaming, and I haven't played with Deadly Reflex yet. Should I download it now or just wait for version six? Note that if I download version five, I'll probably forget about the newer version.
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Syaza Ramali
 
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Post » Tue Nov 03, 2009 9:40 am

I'm new to PC gaming, and I haven't played with Deadly Reflex yet. Should I download it now or just wait for version six? Note that if I download version five, I'll probably forget about the newer version.


If i may suggest download it now, Oblivion with deadly reflex is different then the game without it, it is a lot more challenging and fun.
I have to say that you get an age of conan feeling with it.
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Hot
 
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Post » Tue Nov 03, 2009 9:04 am

I'm new to PC gaming, and I haven't played with Deadly Reflex yet. Should I download it now or just wait for version six? Note that if I download version five, I'll probably forget about the newer version.


You know honestly, I think you should get v5 and I'm pretty sure once you play with it you won't forget that there is a v6 comming out. You'll probably check the thread at least once a week for it :obliviongate:
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Emmi Coolahan
 
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Post » Tue Nov 03, 2009 1:26 am

Sorry for the video preview taking so long, I guess I just don?t like filming stuff until it?s actually done. At the moment I?m hunting for a sound file or two, for the special feature I mentioned. The bright side is that I have made great progress and actually finished lots of stuff, probably more progress in two weeks than in the four months before that. :)


My thread seemed to be a success, and I got the best answer I could have asked for, so it?s probably not that long before I can make the preview as well. :)



But about the videos overall, I have now, for test purposes, made the first exported movie and I?m really stunned how smooth it is, so really I feel I own an apology for bashing Fraps, seems like it was all about setting the recording FPS to 60 - something I thought would criple the FPS and quality even more. :P
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Eliza Potter
 
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Post » Tue Nov 03, 2009 3:23 pm

seems like it was all about setting the recording FPS to 60 - something I thought would criple the FPS and quality even more. :P
Just make sure you've got enough room on your destination folder. FRAPS usually over-indulges at high framerates.
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Emma Louise Adams
 
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Post » Tue Nov 03, 2009 4:34 am

Skycaptain, I'm astounded by your work and often wonder what the community has done to deserve such a brilliant modder as yourself. :goodjob:

I anxiously await DR6 as well as the preview video. I'm glad Fraps worked out for you - I'm surprised that Xfire was incompatible with OBSE - it records fine for me, but the video and audio desync after a few mins, which I doubt is a compatibility issue.

I might as well tell you this too - a day or two ago, whenever I knocked an enemy down and used the impalement finisher, instead of dying (or taking any damage), the NPCs started recovering to 100% health instantly. And if the enemy does it to me, I don't take any damage (though I don't heal either).

You can imagine my dismay when I stab a boss in the heart at 10% health, and then she gets right back up and heals 90% :P

It's not a huge problem, I hasn't mattered enough to me to try to fix it or anything. Maybe if DR6 comes out and it's still an issue, I'll do some compatibility tests or something.

Thanks again for the mod, I wish more people (myself included) shared your passion for scripting. :P You seem to enjoy it if you're willing to spend hours working on this mod; maybe I should try my hand in scripting. You've inspired me!
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Nicole Mark
 
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Post » Tue Nov 03, 2009 2:17 pm

Skycaptain, I'm astounded by your work and often wonder what the community has done to deserve such a brilliant modder as yourself. :goodjob:

I anxiously await DR6 as well as the preview video. I'm glad Fraps worked out for you - I'm surprised that Xfire was incompatible with OBSE - it records fine for me, but the video and audio desync after a few mins, which I doubt is a compatibility issue.

I might as well tell you this too - a day or two ago, whenever I knocked an enemy down and used the impalement finisher, instead of dying (or taking any damage), the NPCs started recovering to 100% health instantly. And if the enemy does it to me, I don't take any damage (though I don't heal either).

You can imagine my dismay when I stab a boss in the heart at 10% health, and then she gets right back up and heals 90% :P

It's not a huge problem, I hasn't mattered enough to me to try to fix it or anything. Maybe if DR6 comes out and it's still an issue, I'll do some compatibility tests or something.

Thanks again for the mod, I wish more people (myself included) shared your passion for scripting. :P You seem to enjoy it if you're willing to spend hours working on this mod; maybe I should try my hand in scripting. You've inspired me!

/rant on

Yeah, I get a similar problem too, perhaps Skycaptain should add a optional insta kill for this or maybe a 80% hp drop in the enemy? I mean, if you kick some dude down in Ebony armor and then stab him in the chest, for one hes in armor so he shouldn't be getting up very quick and you STABBED HIM...in the CHEST...

Also, whenever I sneak attack someone from behind like 90% of the time they will dodge it... and I am a master at sneak! How does that make sense?

Otherwise I have been using DR for quite awhile without any complaints. Good work Skycaptain! :thumbsup: I wish all modders had your kind of devotion.
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Dragonz Dancer
 
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Post » Tue Nov 03, 2009 2:51 pm

Skycaptain, I'm astounded by your work and often wonder what the community has done to deserve such a brilliant modder as yourself. :goodjob:

I anxiously await DR6 as well as the preview video. I'm glad Fraps worked out for you - I'm surprised that Xfire was incompatible with OBSE - it records fine for me, but the video and audio desync after a few mins, which I doubt is a compatibility issue.

I might as well tell you this too - a day or two ago, whenever I knocked an enemy down and used the impalement finisher, instead of dying (or taking any damage), the NPCs started recovering to 100% health instantly. And if the enemy does it to me, I don't take any damage (though I don't heal either).

You can imagine my dismay when I stab a boss in the heart at 10% health, and then she gets right back up and heals 90% :P

It's not a huge problem, I hasn't mattered enough to me to try to fix it or anything. Maybe if DR6 comes out and it's still an issue, I'll do some compatibility tests or something.

Thanks again for the mod, I wish more people (myself included) shared your passion for scripting. :P You seem to enjoy it if you're willing to spend hours working on this mod; maybe I should try my hand in scripting. You've inspired me!


Thanks for your kind words, you know it?s the people like you keep me going! :foodndrink:


Could you help me solve that problem?

1. Find some weak target, and save your game.

2. Beat him up so his health is low, and to make sure you get to impale him open console, select him and type "modactorvalue fatigue -9999".



If the bug happens:


3. quit your game, go and disable combat moves esp. Load up that save you made above, and save again.

4. Quit instantly before the fight starts and re-enable the combat moves esp, and this time load that new save.

5. Repeat #2 and see if the bug happens again.



What you do, is check if the bug happens in the same situation if you "clean save" the mod so that all variables reset. If the bug goes away I?ll know exactly where to find the problem and it will be fixed for sure. :)


/rant on

Yeah, I get a similar problem too, perhaps Skycaptain should add a optional insta kill for this or maybe a 80% hp drop in the enemy? I mean, if you kick some dude down in Ebony armor and then stab him in the chest, for one hes in armor so he shouldn't be getting up very quick and you STABBED HIM...in the CHEST...

Also, whenever I sneak attack someone from behind like 90% of the time they will dodge it... and I am a master at sneak! How does that make sense?

Otherwise I have been using DR for quite awhile without any complaints. Good work Skycaptain! :thumbsup: I wish all modders had your kind of devotion.



The chance system will get some treatment as well, but the thing is - the ambush does NOT use sneak skill at all in the chance calculation! :)


EDIT: Whoops I misread your post. :embarrass: Well I?ll leave details posted.



The sneak only plays role in actually getting close enough, but overall the move is an "ambush", in other words you LEAP from the shadows to try drop the first enemy. The move is ACROBATIC and doesn?t even leave you sneaking, so it?s not a sneak kill per se.

Affecting factors are your condition, level vs enemy level (experience), weapon skill vs enemy block skill, acrobatics vs enemy agility, strength vs enemy armor and armor type. :



To use your superior stealth skill to your advantage, close in sneaking and slit their throat. Then factors affecting success are, to simplify, your sneak skill, level vs enemy level and blade skill. :)

EDIT: Your critical chance also forms 1/4 of the chance. It?s possible that I should remove this, cause if you use a low critical chance you also have much lower chance to sneak kill.
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Skivs
 
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