Deadly 6 news

Post » Tue Nov 03, 2009 1:35 am

Forgive me, I was not being clear, on the AMBUSH move I usually pull it off I knew it didn't count on the sneak skill, its on the SLIT THROAT move that I can never seem to accomplish.

Hmm.. I will test this a bit with my new character, since he has a high sneak and blade and is a lvl 55...
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Claire Vaux
 
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Post » Tue Nov 03, 2009 11:28 am

Forgive me, I was not being clear, on the AMBUSH move I usually pull it off I knew it didn't count on the sneak skill, its on the SLIT THROAT move that I can never seem to accomplish.

Hmm.. I will test this a bit with my new character, since he has a high sneak and blade and is a lvl 55...


If you are curious what your actual chance was, type in the console "show skycaptainsNPCNeckstab.killingchance", AFTER trying to pull it off. :)
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Kate Schofield
 
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Post » Tue Nov 03, 2009 6:27 am

If you are curious what your actual chance was, type in the console "show skycaptainsNPCNeckstab.killingchance", AFTER trying to pull it off. :)

Ok, Thanks! Now get back to work *cracks whip*

:chaos:
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Amelia Pritchard
 
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Post » Tue Nov 03, 2009 6:53 am

Yep, I followed your instructions and it seems to have solved the bug.

I tested on an innkeeper, and if she was below 15% then the impale would kill her... if she was above 15%, then the impale seemed to heal her for 15%.

Then when I disabled and enabled when you told me to, the innkeeper died immediately at 97.5% (probably 100% too, but I didn't test it).

So it seems like the variables weren't what they were supposed to be, from what you described... any idea what would have changed them? I'm assuming that's what happened anyway.
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Dalia
 
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Post » Tue Nov 03, 2009 8:05 am

Yep, I followed your instructions and it seems to have solved the bug.

I tested on an innkeeper, and if she was below 15% then the impale would kill her... if she was above 15%, then the impale seemed to heal her for 15%.

Then when I disabled and enabled when you told me to, the innkeeper died immediately at 97.5% (probably 100% too, but I didn't test it).

So it seems like the variables weren't what they were supposed to be, from what you described... any idea what would have changed them? I'm assuming that's what happened anyway.


Thank you for such an accurate report, this really makes it all clear and easy to fix. DR5 is all quest scripts (for their superior stability and ability to read data from script to script), so I need to manually reset any variables used as the script is not "recreated" for every use, but rather any previous values stay if not reseted in the end of the script.


So the bug seems pretty obvious, some variable used to calculate the damage is not reseted properly. If the script decides kill instead of just damage (or the damage is high enough to kill), the script uses a different command to add to your kill count, that explains why that part happens to be free of the bug.


Now that I think about it, I actually may have already found and fixed this bug a couple of months ago, but I now it?s easy to check. :)
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Max Van Morrison
 
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Post » Tue Nov 03, 2009 1:39 pm

I completely went through this whole thread and wanted to make sure I was not being impolite when asking this, but will DRv6 support marksmanship while engaged in horse combat mode?

Btw, this mod is fantastic, at first I didn't like this mod because it just seemed like pointless gore, but now that I've given it a chance and played it, I don't think oblivion would be the same without. I'm into meshmaking, and this scripting just blows my mind on what is possible to mod in oblivion.
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luis ortiz
 
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Post » Tue Nov 03, 2009 2:18 am

sorry but i use MAO and they still use the shielbash
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Code Affinity
 
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Post » Tue Nov 03, 2009 10:53 am

The impale works for me thought, i never had bugs with it. For me its kind of overpowered as i got a drain 350 fattigue spell causes them to fall, and i can rush in and impale them before 5 secs...
Its working well and im trying not to use it to much ITS JUST SO MUCH FUN :toughninja:

Great work can wait for DR6 :tops:
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Adam Baumgartner
 
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Post » Tue Nov 03, 2009 1:28 am

Just gave the NPCs the new kicks, I can almost smell the release now. :)


Well there?s still working with the chance system, and some animation tweaking hell, but overall now I?m starting to feel pretty good about the state of things.


Ah the moment when my test NPC performed a forward flying kick out of the blue, which sent me on my back, after which he tried to impale but my char avoided the blow. I blocked, and performed a sweeping kick when he was recoiled, he collapsed in place on his back, only to try on his feet immeaditely but my one-handed quick stab to his stomach was enough to make that a futile attempt. :D


sorry but i use MAO and they still use the shielbash


Shield bash vanilla animation as well, and it uses an ingame system to play the animation. So there?s no missing animation/animation path problem, since I never explicitly specify the path. The problem is with special animations that play a certain exact animation I have specified a path to.

The impale works for me thought, i never had bugs with it. For me its kind of overpowered as i got a drain 350 fattigue spell causes them to fall, and i can rush in and impale them before 5 secs...
Its working well and im trying not to use it to much ITS JUST SO MUCH FUN :toughninja:

Great work can wait for DR6 :tops:


Well, if you effectively paralyze your target that easily, killing him shouldn?t be [EDIT: hard] either, right?

The system cannot make the NPC to play any defensive manouvers either, since his "out" and cannot move, caused by something outside DR. So the balance problem is not exactly caused by DR, don?t you agree? :)
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Robert Devlin
 
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Post » Tue Nov 03, 2009 11:02 am

Superspeed Q: Shieldbash doesn't work on goblins: Is this normal?
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Krystal Wilson
 
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Post » Tue Nov 03, 2009 1:33 am

Superspeed Q: Shieldbash doesn't work on goblins: Is this normal?


It should work just fine, I have no problems and no one has ever reported a such problem.



But, it doesn?t stagger them EVERY TIME intentionally. Since I can?t make the creatures dodge etc, the shieldbash simply fails from time to time, and you take some damage instead.

And the way the system is coded, the more you bash, the more likely you fail. Give it some time before the next bash if you fail, then the next bash is more likely to succeed, especially if you cause damage in the mean time.
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adam holden
 
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Post » Tue Nov 03, 2009 10:00 am

Alright thanks, I just needed that cleared up. I don't suppose it matters if it's a mart creature though no? I can usually get people to stagger fine, but I've never once got it to work on a goblin, block skill at 50 mind. I probably need to do more testing with it though, so don't take it as a bug report.
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Racheal Robertson
 
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Post » Tue Nov 03, 2009 3:03 pm

finally brought my comp back from the land of the dead. had a nasty win32 virus that kept blocking out alot of things. finally got combofix to kill the bug and my system is back to normal so i can go test out moving the deadlyreflex folder into the mao stuff. never tried to do that one yet. been posting on MAO's forum and have yet to get any reply from the mod author or anyone else, last reply anyone posted was back in august. seems that forum has died or something. trying to get a response that makes sense from them. if i ever do get a reply i'll let you know what they say to do, so maybe you could write a patch or something to go along with v6. (this being after it's done and working don't wanna put more work on your hands)
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Megan Stabler
 
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Post » Tue Nov 03, 2009 3:39 am

Ah the moment when my test NPC performed a forward flying kick out of the blue, which sent me on my back, after which he tried to impale but my char avoided the blow. I blocked, and performed a sweeping kick when he was recoiled, he collapsed in place on his back, only to try on his feet immeaditely but my one-handed quick stab to his stomach was enough to make that a futile attempt. :D

That was one moment?!? :shocking:
Man, I may need to drink a *lot* of caffeine before playing to keep up with that kind of speed. Or start taking skooma or something.

Vac (thinks it sounds great!)
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Heather Kush
 
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Post » Tue Nov 03, 2009 4:28 am

Well, if you effectively paralyze your target that easily, killing him shouldn?t be [EDIT: hard] either, right?

The system cannot make the NPC to play any defensive manouvers either, since his "out" and cannot move, caused by something outside DR. So the balance problem is not exactly caused by DR, don?t you agree? :)


Nope paralyze does the trick too. And no of course its nothing caused by DR, i was just trying to say that impaling works (very) well for me ^_^

Sounds great that DR6 is almost done, its a amazing work skycaptain, hats off for that
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Tiff Clark
 
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Post » Tue Nov 03, 2009 4:27 am

It is nearly done?!?! I love you... seriously
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BlackaneseB
 
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Post » Tue Nov 03, 2009 3:37 pm

Yay :D

I've been holding off reinstalling DR5 on windows 7 till 6 comes out :D
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Vahpie
 
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Post » Tue Nov 03, 2009 8:15 am

*Awards Skycaptain [Box of Lovely Butter Cookies] for making one of the best gameplay mods to Oblivion*
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Danel
 
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Post » Tue Nov 03, 2009 11:00 am

That was one moment?!? :shocking:
Man, I may need to drink a *lot* of caffeine before playing to keep up with that kind of speed. Or start taking skooma or something.

Vac (thinks it sounds great!)


Well, something like that is a pretty unique sequence of actions, anything could have gone differently. :)

It is nearly done?!?! I love you... seriously


Yay :D

I've been holding off reinstalling DR5 on windows 7 till 6 comes out :D



It?s starting to be close now, but I gotto be honest with you, the more time passes the less time I have, this makes it very difficult to preditc WHEN it?s actually done.


I made big progress during the last week or so, and it would only a take a similar burst to make it to the initial release version, but I have a deadline after deadline right around the corner, extending to the very end of the year, so fate pretty much decides if I manage to squeeze the release this month or if it?s postponed to the Christmas hollydays. :shrug:



But I?ll do my best to make it the first option, for sure. :)
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no_excuse
 
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Post » Tue Nov 03, 2009 10:52 am

It?s starting to be close now, but I gotto be honest with you, the more time passes the less time I have, this makes it very difficult to preditc WHEN it?s actually done.



You could take forever, I would still be here, waiting for your next piece of art :D
I seriously couldn't play oblivion without DR anymore, so I guess if DR 6 was released in 2012, I would still be here, once or twice a week, impatiently waiting.

One of the best mods since the beginning of Oblivion, if you ask me!
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RAww DInsaww
 
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Post » Tue Nov 03, 2009 3:09 am

I've been waiting for DR6 as well. I actually never played oblivion with DR before. I just started playing again after about a 2 year break from it. I'm installing a lot of new mods for some new awesome adventures. I'm getting anxious, however, and may end up just installing DR5. Is there any reason why I shouldn't? I could just install DR6 right over it when it comes out.
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Brad Johnson
 
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Post » Tue Nov 03, 2009 8:10 am

All 2h animations finished, oh man I?m happy! :intergalactic:


They have been bogging me down from the start, they are the hardest cause the most simple brute force rotations tend to fail as I need to keep both hands visible in the attacks, and both arms tend to rise high revealing the empty armpits. Every time I try to hide the other the other one clips with the screen or the end of the arm mesh comes visible, argh!


But I found a solid method, finally, I went through the hardest ones like it was nothing, and made the already adjusted so much better, this was really good for me overall feeling about everything, I feel like I can adjust anything with ease after this! :foodndrink:


I've been waiting for DR6 as well. I actually never played oblivion with DR before. I just started playing again after about a 2 year break from it. I'm installing a lot of new mods for some new awesome adventures. I'm getting anxious, however, and may end up just installing DR5. Is there any reason why I shouldn't? I could just install DR6 right over it when it comes out.


Really no reason, just play with the current one, and you?ll just appreciate the update even more when it comes. Just make sure to crab the hotfix esp - the link is in the Tesnexus description. :)
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Wanda Maximoff
 
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Post » Tue Nov 03, 2009 4:32 am

But I found a solid method, finally, I went through the hardest ones like it was nothing, and made the already adjusted so much better, this was really good for me overall feeling about everything, I feel like I can adjust anything with ease after this! :foodndrink:

It's nice when that happens, isn't it? And you find that something that might have taken you days to get right a while back takes you, well, minutes to get right now (and half of that is just checking that it looks ok in action). Ahh, the joys of learning.

Vac
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Emilie M
 
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Post » Tue Nov 03, 2009 12:36 pm

It's nice when that happens, isn't it? And you find that something that might have taken you days to get right a while back takes you, well, minutes to get right now (and half of that is just checking that it looks ok in action). Ahh, the joys of learning.

Vac


Yeah it?s all down to finding the right trick - which works for them all, cause they all play together, I can?t treat them individually.


Now that I found the sweetspot, I realised I could probably use copy-paste on most of the sneak related values. And yup, since my last post I treated every 1h and 2h sneak animations. :)
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Conor Byrne
 
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Post » Tue Nov 03, 2009 11:01 am

Hi all,

It is posible to install DR v5 in a maner that I can have timed block and higher weapon damage but not the special moves?
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lucile
 
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