thank you skycaptin for finaly returning to this brilliant idea. thanks so much. one quistion, when will the new version be released?
A month or so, this little side project took all my modding time temporarily and I?m struggling with school and work. Hopefully I keep having energy to put in a few hours a week.
QUOTE (Mr. Tissue Box @ Sep 23 2009, 04:23 AM) *
I mean, they just automatically go right back up. You were talking about that bug a couple pages back I think.
I still don?t understand. Are you talking about jumping or the vanilla bug where NPCs falling from a cliff (knocked down) teleport to where they got knocked down when they wake up?
Hope it's allright that I start up a new thread as it seemed that there were still unanswered questions. Otherwise let the thread drift off into the sunset
I asked Skycaptain this question via PM.
Have you quit working on Deadly Reflex 6, or even TES IV modding completely?
Please let the community know whats up.
The "planned" release date was 2 month ago, and after that you vanished from the scene.
And here is the answer i got today
I don?t know why but I feel I need to work "behind the scenes" at the moment, I just can?t bring myself to open up a thread and discuss the update at the moment. Maybe because I know I wouldn?t have the time or the energy to do both, answer the questions and mod. So I?m modding again, but keeping it quiet for now.
To answer the obvious question, I think I have something like few weeks to go, depending on how many evenings a week I actually get something done. So in other words it could be double the time just as well. But I?m motivated and should have a bit more time on my hands again, so it?s not like before.
I was unsatisfied with some of the animations I had to settle with originally, but I recently got a new animation and possibly will get one or two more, so that has given me new motivation. I also got a pretty nice idea (IMO) on how to tie user actions more closely to the chance system, so for the first time I actually feel like there?s no gray areas I still need to tackle, should be more fun from now on. smile.gif
If anyone asks or you just feel like sharing feel free to tell what I told you. I do feel bad that I?m unable to keep the community posted about these things, but I just have to trust my instincts. I just don?t have enough time to answer every post, and if I only answer some of them, I feel bad for the response I get from those that didn?t get their replies. So practically keep from posting at all. It?s not a perfect solution but at least I don?t burn out, I manage that only by focusing only on the fun part of modding.
Sorry guys for being so busy, and sorry for all the PMs that went unanswered.
I?ll try to post some more detailed info in this thread later this weekend, but in short, to clear some initial confusion, I can say v6 will be very different from v5, in many ways. Here?s some listing...
For one, all powerattacks have dedicated animations, with a different damage and purpose.
For example the forward attack allows free movement during the attack, but gives extra (even HEAVY) damage according to how fast you charge towards the enemy the time of impact.
One power attack is slow, but does much more damage than other attacks. It also allows free movement, so the fun part is timing the hit and trying to avoid taking a beating yourself before the strike.
One attack is finesse attack (to try decaps), but the base damage is low. It?s counterpart is also low base damage, but includes two slashes where the first one breaks the enemy block and/or recoils to make way for the actual second slash.
The acrobatics are gone as we know them, acrobatics is a kick skill. Every acrobatics move, except the backwards spin dodge, is a kick. The forward acrobatics move is a flying kick, you need your distance to time the landing to make it connect effectively. Very fun. wink.gif
The other kicks are push and sweep, and then there?s the knockdown kick. All kicks work in both 1st and 3rd person with legs universally visible.
The whole idea here is make you use ALL the moves, by giving them different effects, AND giving bonus/penalty on damage or chances on how FREQUENTLY a move is used in given fight. Use all moves equally often, and maintain a nice medium. Favor one move constantly before others, and the NPC counters it better and better. Keep a move "under the table" until the end battle, and the bonus damage/chance is staggering since you kept the move "special" and unpredictable. smile.gif
You can see how this effects decaps and knockdowns etc. I can allow higher base chance, since constant spamming of a move gets penalized by the system. On the otherhand careful, well timed critical attemps or knockdowns work much more reliably.
The system automatically makes you choose your moves instead of instinctly spamming the buttons, and you find yourself forming combos on your own to fool the enemy. The skill-based chance system is still there, but now your actions directly modifiy it in a timely manner. The "frequency counters" reset every battle (not every enemy, necessarily), so you can always choose a different approach.
v6 is BASED on "1st person animations in 3rd person" that I have customized to clear out clipping and to align them better. The advantage of this mod is more dynamic feel in all 1st person anims, 1s person horse combat with mouse aiming of the strikes, the kicks in 1st person as well as some moves like the stun-impale-kick critical that was only in 3rd person before, and so on.
It?s a much more drastic approach, with the required mods and dedicated attack animations and all, but it?s the only way to make something like this. I can only promise it?s much more fun this way. There?s some other features, like a supprise sneak move, but like I said I can explain stuff in more detail a bit later.