Deadly 6 news

Post » Mon Nov 02, 2009 5:33 pm

Anyone have a link to npcjumpbeta4.zip? The one in this thread is dead. Also, SC, if you are reading this is should be a duck/crouch then jump. That would probably fix some of the dungeon stucks as well. The big question is though, can skeletons and goblins duck or crouch? prolly not :)

Email me the zip or esp if anyone has it, please!

slammaflathead@msn.com

Thanks!
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Mélida Brunet
 
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Post » Tue Nov 03, 2009 2:28 am

In the future, it'd be pretty cool if frozen NPCs and creatures could be improved. So for example, when you break them when they are frozen, they should split apart in realistic pieces, not the Storm Atronach body parts. Perhaps make the ice pieces more rigid and pointed, instead of the smooth roundness of the atronach parts.
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Cesar Gomez
 
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Post » Mon Nov 02, 2009 10:35 pm

i really can't wait, the mod is so brilliant. thx for your work. :)
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Juan Suarez
 
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Post » Tue Nov 03, 2009 2:14 am

Where are ya Skycaptain? Haven't heard from you in awhile, hows the mod coming along?


I?m here...just remember I tend to post less nowadays, modding related - when I have time to think about the mod, I usually just mod instead. :)


This weeken is too busy for me to script much, I?m mostly testing the great animation resources I have been given and fitting them into the mod. :)


Anyone have a link to npcjumpbeta4.zip? The one in this thread is dead. Also, SC, if you are reading this is should be a duck/crouch then jump. That would probably fix some of the dungeon stucks as well. The big question is though, can skeletons and goblins duck or crouch? prolly not :)

Email me the zip or esp if anyone has it, please!

slammaflathead@msn.com

Thanks!


Ah, damn well it was mostly a just a short beta test, the idea is the include it in DR6 as plugin. But I don?t mind if someone reuploads to some temporary server for now and posts the link here. :)

In the future, it'd be pretty cool if frozen NPCs and creatures could be improved. So for example, when you break them when they are frozen, they should split apart in realistic pieces, not the Storm Atronach body parts. Perhaps make the ice pieces more rigid and pointed, instead of the smooth roundness of the atronach parts.


At first it sliced the NPC in pieces, but those pieces would then be ragdoll-like.


If someone makes me a set of pieces that resemble a shattered human ice figure, I can nowadays use placeatme in a safe way to spawn those instead. :)
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Amy Cooper
 
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Post » Mon Nov 02, 2009 4:02 pm

I have a question. Are all first person animations tweaked?
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Gill Mackin
 
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Post » Mon Nov 02, 2009 12:19 pm

I have a question. Are all first person animations tweaked?


There?s only 3rd person animation files, that play in 1st person as well. Also I have had to adjust [EDIT: many of] them a little. So in that sense, yes.
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Motionsharp
 
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Post » Tue Nov 03, 2009 3:07 am

Also I have had to adjust [EDIT: many of] them a little. So in that sense, yes.

In what way were they adjusted?
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dean Cutler
 
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Post » Mon Nov 02, 2009 2:01 pm

In what way were they adjusted?


The animation usually needs some additional rotations to better display the hands, align an attack or avoid clipping. For example, by default in 3rd person anims in 1st person you can?t see your weapon in 1st person when idle. So I adjusted it so that you can. :)
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CHARLODDE
 
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Post » Mon Nov 02, 2009 6:19 pm

The animation usually needs some additional rotations to better display the hands, align an attack or avoid clipping. For example, by default in 3rd person anims in 1st person you can?t see your weapon in 1st person when idle. So I adjusted it so that you can. :)

Awesome, thanks. :)
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Danny Blight
 
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Post » Tue Nov 03, 2009 3:02 am

For example, by default in 3rd person anims in 1st person you can?t see your weapon in 1st person when idle. So I adjusted it so that you can. :)

Sounds cool :D
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Emmie Cate
 
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Post » Mon Nov 02, 2009 6:46 pm

I am so pumped up for this mod, the release of it is what has been making me to wait on rebuilding my FCOM game. Anyway, I was wondering if it will be the same deal as before when using it with FCOM, just place it last in the load order?

Thanks for making a great game much more dynamic Skycaptain!
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Sami Blackburn
 
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Post » Mon Nov 02, 2009 1:52 pm

Lol, sorry Skycaptain, I just get anxious with this mod. It's soooo awesome, and I just can't wait til the release of DR6. Have you got any news about body parts? I'm assuming they haven't been worked on much, since you seem to be knee deep in scripting and what-not lolz
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john palmer
 
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Post » Tue Nov 03, 2009 12:19 am

I apologise if this is covered elsewhere, I've been through the readme, this thread, and skimmed the last one without finding an answer.

I enjoy playing Oblivion as a thief/assassin type, with heavy use of both daggers and bows. I very much appreciate the new backstab moves and that melee combat is more visceral and active, especially with timed blocks. But I find using a bow with DR becomes absolutely infuriating. Every so often I run into a spellcaster who seems to have gotten lucky and picked up the acrobat style, and as a result seems to be able to simply duck under every arrow I fire, even if in the middle of casting a spell. To top it off, aiming low so that the arrow still 'should' hit still fails because of the dodge mechanics. I suspect it might not seem too bad with vanilla Oblivion but with the increased flight speeds in OOO any NPC with the acrobat style becomes godlike.

Naturally as a result of this experience I feel like it would be nice to have a small configuration file where I could tweak the chances, such as the acrobat dodge chances and chances of NPCs being acrobats, but I do understand that this might be a large amount of work and also that there might be things I could do better in-game.

So essentially I have two questions: 1) Could anyone point me to which scripts I should look at if I want to tweak these values, and 2) is there anything about archery in DR that makes an effective counter to NPC duck-spamming?
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gemma king
 
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Post » Mon Nov 02, 2009 8:20 pm

I apologise if this is covered elsewhere, I've been through the readme, this thread, and skimmed the last one without finding an answer.

I enjoy playing Oblivion as a thief/assassin type, with heavy use of both daggers and bows. I very much appreciate the new backstab moves and that melee combat is more visceral and active, especially with timed blocks. But I find using a bow with DR becomes absolutely infuriating. Every so often I run into a spellcaster who seems to have gotten lucky and picked up the acrobat style, and as a result seems to be able to simply duck under every arrow I fire, even if in the middle of casting a spell. To top it off, aiming low so that the arrow still 'should' hit still fails because of the dodge mechanics. I suspect it might not seem too bad with vanilla Oblivion but with the increased flight speeds in OOO any NPC with the acrobat style becomes godlike.

Naturally as a result of this experience I feel like it would be nice to have a small configuration file where I could tweak the chances, such as the acrobat dodge chances and chances of NPCs being acrobats, but I do understand that this might be a large amount of work and also that there might be things I could do better in-game.

So essentially I have two questions: 1) Could anyone point me to which scripts I should look at if I want to tweak these values, and 2) is there anything about archery in DR that makes an effective counter to NPC duck-spamming?


There is actually a variable you can set, the system was meant to be adjusted through user input and a menu system to configure was planned, but I ran totally out of time and later I found myself in the middle of already making v6. :P


Unfortunately this setting multiplies the dodge chance in any situation, nevertheless it should help: set skycaptainsConditions.victimDodgeMult to 15

That?s the default. Use a value of 5 to divide any chance you currently have by 3, for example. :)
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Austin Suggs
 
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Post » Mon Nov 02, 2009 1:59 pm

That's great, thanks very much!
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AnDres MeZa
 
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Post » Tue Nov 03, 2009 1:34 am

So hows the mod comming along? :rock:
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Khamaji Taylor
 
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Post » Mon Nov 02, 2009 5:04 pm

I got my first Decapitation yesterday! It was wonderful... I love DR!!!
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Matt Bee
 
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Post » Tue Nov 03, 2009 1:28 am

I got my first Decapitation yesterday! It was wonderful... I love DR!!!


Oh the first time is always so wonderful i remember my... :drool:

XD yea DR is great, i have one question for you sky: have you found a way to fix the decap bodies lying around? So like the guards heads wont spawn?
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Zosia Cetnar
 
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Post » Mon Nov 02, 2009 12:43 pm

Anyone have a link to npcjumpbeta4.zip? The one in this thread is dead.


Ditto here!

I don?t mind if someone reuploads to some temporary server for now and posts the link here. :)

^^See? It's OK. :)
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Dawn Porter
 
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Post » Mon Nov 02, 2009 3:50 pm

http://www.4shared.com/file/141230766/51bd7ef0/NPCJumpBeta4.html
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Lewis Morel
 
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Post » Mon Nov 02, 2009 1:28 pm

http://www.4shared.com/file/141230766/51bd7ef0/NPCJumpBeta4.html


Awesome thanks so much!
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Harinder Ghag
 
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Post » Tue Nov 03, 2009 1:54 am

Hi all, I promised to post whenever something happens - well I haven?t excatly true to my word, on the otherhand things have been slow, too damn much work, I have had maybe two hours a day for myself and I have usually been too tired to do anything else than play Fallout for a while. :P

(I have a system - I play Fallout and haven?t downloaded GECK, at the same time I mod Oblivion telling myself I get to play it instead, eventually. :P)



Anyway, the awesome people helping me have contributed great stuff, I received a new roundhouse kick (frantic) for those situations you just want to distract the enemy and cause some damage and make him stagger sideways (sir Troy) for a moment, also I received a double-slash attack animation (Howard) for the 2h double attack (the first part is a quick slash that breaks any defense, and the second part connects with more damage - kind of a lowish damage, but always connects type of attack, and you can move freely during the animation to make sure the second part connects as well).

Oh, Howard also made a new dying animation, it?s for when you bust a skull - the enemy falls on the knees, waves back and forth for a moment without a head, before dropping down. And Sir Troy made a new flailing animation for decapitation victims. :D


(apologies for not checking proper spelling on the names)



I?m modding whole night, so I?ll probably have some more news later about my own progress. ;)


http://www.4shared.com/file/141230766/51bd7ef0/NPCJumpBeta4.html


Thanks for contributing my friend! :goodjob:
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Joey Bel
 
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Post » Mon Nov 02, 2009 3:06 pm

Super, Super, Super kick ASS!
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Max Van Morrison
 
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Post » Mon Nov 02, 2009 6:06 pm

Super, Super, Super kick ASS!

This is Prime Monky and i approve this message
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Frank Firefly
 
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Post » Mon Nov 02, 2009 1:30 pm

So when is it I and my fellow nif-skope diver will do all that tweaking you were hinting at? :whisper:



Sorry I played you this long, but it seems I was lying when I said how simple it is. :(


It?s a [censored] really, I can?t seem to get a sound formula for it. The bone priorities play a strange role, and some that works with some adjustments in 1h animation may pickup odd settings from who knows what animation in the middle of the animation even though the same settings as such would seem to work.

So I kinda came to the conclusion there?s no way out from this for me, I?ll do my best but I?m cutting unimportant stuff, I will not go through countless random animation that relate to, say, swimming, or try to make the legs visible in odd animations, they are visible in those animations (mostly 1h ones) that already worked on but I will not pay attention to it any further, the gains are minimal as you can only see them if you really try to and it?s more important to try and iron out clipping from the attacks and such, which is present in "3rd person animations in 1st person" everywhere - but of course, mostly just attacks as those bring the hands in front of the screen.
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Euan
 
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