Deadly Reflex 6 News

Post » Fri May 27, 2011 7:04 am

It would, it?s a risky command. I can make it toggleable.
SetNoAvoidance doesn't produce the same results, I assume? Presumably because the failure you are fixing is one where the NPC has searched the paths and concluded none are possible.
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Anthony Diaz
 
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Post » Fri May 27, 2011 5:34 am

SetNoAvoidance doesn't produce the same results, I assume? Presumably because the failure you are fixing is one where the NPC has searched the paths and concluded none are possible.


Yeah I tried that one one as the first option, actually I think the documentation is not accurate or the command does nothing in combat, I could see no difference at all.


But it should be fine, the command is used momentarily only when an actor fighting you is trying to come to you but just stands still, given up. And I can?t think of a gap in the whole game you can jump over, that would be so unreachable otherwise that the NPC would give up as he does when you stand on a rock he can?t climb. :)
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Miss K
 
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Post » Fri May 27, 2011 12:09 am

Why couldn`t you guys have just made a little patch for us noobs?

Now my game crashes when I try to start.

I thought I found the same bit, but I guess I adjusted the wrong thing. Now i`ve got to go back and try and find what i did wrong. Wish I hadn`t bothered. Sorry, but i`m gutted. Not all of us find this pc programming modding stuff so simple. That`s why I admire the guys that can do it. Between work I don`t really have time to be knee deep in something I don`t know.
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Trish
 
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Post » Thu May 26, 2011 11:14 pm

Why couldn`t you guys have just made a little patch for us noobs?

Now my game crashes when I try to start.

I thought I found the same bit, but I guess I adjusted the wrong thing. Now i`ve got to go back and try and find what i did wrong. Wish I hadn`t bothered. Sorry, but i`m gutted. Not all of us find this pc programming modding stuff so simple. That`s why I admire the guys that can do it. Between work I don`t really have time to be knee deep in something I don`t know.


I?m sorry you ran into trouble, but....did you compare with the picture? The blue color marks the only things I clicked after loading the animation file (well in between them I had to expand the "bip01 head" row from the list that reads "controlled blocks".


So really it?s no programming or anything, it?s two/three clicks and then you change a number. I know anything is confusing when you see it for the first time, but this particular thing is no more complicated than when someone tells you how to unzip a file a for the first time - there is no special skills needed, just the info provided. I tried my best, I?m sorry if it came out confusing. :(


There?s no patch or anything since it?s the middle of the night and it was a theory I made up, and it happened to be correct, only one person has tried it (that I know of) so for now it?s only directions to do the same thing. The animation is not even used in v6 as it uses the 3rd person file instead, which I naturally adjust to avoid the problem.
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Monika
 
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Post » Thu May 26, 2011 8:27 pm

Don't mess with the nif any further. Just extract the one from the Deadly Reflex installer, or reinstall Deadly Reflex entirely.

I'm sure someone will post a fixed nif soon.
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GPMG
 
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Post » Thu May 26, 2011 11:45 pm

Here's the "fixed" http://thechaosfactory.googlepages.com/blockattack.kf. Haven't tested it though.
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Rachel Briere
 
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Post » Fri May 27, 2011 3:36 am

Sorry guys if I sounded upset but my game`s been working perfect and I got a little stressed. Fixed it by re-installing the FOV mod. However, I won`t be trying any more until i`m more confident.

@shademe: Ok tried your little fix. It works. Thankyou and everyone who`s helped. :)
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Jon O
 
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Post » Fri May 27, 2011 2:27 am

Guys, I was thinking about uploading a sort of "hidden" beta for the "NPC jump".


It?s possible that I haven?t included all the needed conditions for all situations, but in my [censored] [EDIT: That cencored word was TESTING, at least it was supposed to be??] it?s loads of fun, I just fought NPCs on a damn ruin wall. :P


The system leans on the default AI, as in it doesn?t make the NPCs any smarter and only helps them go where they already want to go. So there?s still some occasional running around in cycles, on the otherhand no unwanted hopping was present.

But I?ll upload the esp, post some more, and hope you have fun experimenting with it. :)
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мistrєss
 
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Post » Fri May 27, 2011 1:34 am

TO TEST NPC JUMP:

http://fastfreeupload.com/download.php?file=33NPCJumpBeta4.zip

EDIT: BETA4 attemps to fix NPCs getting stuck jumping against obstacles when the player is not even in that direction.




It?s plug and play. BUT requires OBSE, it?s compiled with the latest one.




To adjust settings if needed, you can type in the console "set [settingname] to [value]"

settings:


-npcjumpHeight (default 100, units, actor is ~120 units tall), how high the NPC jumps

-npcjumpSpeedLimit (default 30), if the NPC is running forward but advances less than this amount of units in a secod he?s considered running against an obstacle. Rise to make NPC less sensitive to jump.

-npcjumpAnimDelay (default 0.25), amount of seconds the NPC needs to be considered "stuck" (see above) to jump. Rise if the NPCs jump for no reason.

-(advanced) npcjumpUpTime (default 0.3), adjust if the amount of time the NPC moves upwards during the jump seems wrong to you.



Let me know how it play when you actually play the game, like I said it was fine in limited testing but you never know what comes up. :)
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Danny Warner
 
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Post » Fri May 27, 2011 6:24 am

Ok sorry for anyone who downloaded the first esp, of course it required the animation (and one null nif) to work in the first place.

Anyway it?s reuploaded now. :)



EDIT: I can?t believe this hasle every single time...this time the link wasn?t valid due to zip name....reuploaded....renewed link... :P
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Alisha Clarke
 
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Post » Thu May 26, 2011 8:58 pm

Guys, I was thinking about uploading a sort of "hidden" beta for the "NPC jump".
Not very well hidden, is it ? :shifty:
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Eric Hayes
 
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Post » Fri May 27, 2011 1:44 am

Not very well hidden, is it ? :shifty:


:P I merely meant I wont make a separate WIP/BETA thread even though it?s a standalone mod, nor I posted the beta to Tesnexus.


So overall, only a few people will probably end up downloading it, especially after this page comes full. But I simply wanted to let YOU who post in this thread to be able to try it out if you want. :)
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Trista Jim
 
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Post » Fri May 27, 2011 10:26 am

I tested it out and it seems to work pretty well. Although, in my opinion the NPCs jump way too high. Also, after the NPCs jump, there's a delay. Is it possible to make them immediately run after they jump?

And I found something strange, but kind of funny, a bandit ran towards me and jumped over me. I guess I was some kind of collision. :P
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kevin ball
 
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Post » Fri May 27, 2011 7:17 am

I tested it out and it seems to work pretty well. Although, in my opinion the NPCs jump way too high. Also, after the NPCs jump, there's a delay. Is it possible to make them immediately run after they jump?

And I found something strange, but kind of funny, a bandit ran towards me and jumped over me. I guess I was some kind of collision. :P


The problem is the player jumps rediculously high - that?s why the jump is even meant to LOOK more like the player?s jump than realistic, as it?s meant to bring the NPCs on the same line as the player, to be able to jump like the playes does.

IMO, the esp serves little purpose if the NPC cannot jump as high as an average player, but then again you can adjust the height with the command posted. :)



The NPCs shouldn?t jump when close to player, but naturally occasionally they may jump just when you get close. Oh, and the delay comes only sometimes, I guess it?s related to the AI redeciding things, but I can see if there?s anything that affects its frequency.
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Samantha hulme
 
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Post » Thu May 26, 2011 9:29 pm

Small feedback:

DAYUM! :goodjob:

Only thing I noticed: Whenever the enemy isn?t moving (e.g. standing power attack, ...) while the pc moves up/down the y-axis he immediately jumps when he resumes to follow you even though there is no obstacle. I noticed this while fighting on a slope btw. Hope you get what I mean
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dell
 
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Post » Fri May 27, 2011 8:01 am

The NPCs shouldn?t jump when close to player, but naturally occasionally they may jump just when you get close. Oh, and the delay comes only sometimes, I guess it?s related to the AI redeciding things, but I can see if there?s anything that affects its frequency.

Hm. The delay happened every time an NPC would jump over an obstacle.
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Claire Lynham
 
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Post » Fri May 27, 2011 2:43 am

Small feedback:

DAYUM! :goodjob:

Only thing i noticed: Whenever the enemy isn?t moving (e.g. standing power attack, ...) while the pc moves up/down the y-axis he immediately jumps when he resumes to follow you even though there is no obstacle. I noticed this while fighting on a slope btw. Hope you get what i mean


Type in the console "set npcjumpanimdelay to 0.2", if that doesn?t help, try a higher number like 0.3.


Just before I uploaded, I adjusted the value down from 0.2 to 0.15 and only made a very quick test. I think what you saw relates to how the NPC reports playing "fastforward" animation before he actually moves, so the delay passes before he even moves and the script thinks he?s running forward but not moving.



GENERAL: Really try out the variables, it?s actually my secret agenda to find good defaults with your help. ;)
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sam smith
 
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Post » Fri May 27, 2011 9:11 am

Hm. The delay happened every time an NPC would jump over an obstacle.


I?ll try one thing, I?ll reupload if it helps. :)
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asako
 
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Post » Thu May 26, 2011 9:18 pm

I?ll try one thing, I?ll reupload if it helps. :)

Cool, thanks.
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K J S
 
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Post » Fri May 27, 2011 7:13 am

Cool, thanks.


I think that did the trick, I?ll reupload. :)
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Dezzeh
 
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Post » Thu May 26, 2011 11:47 pm

TO TEST NPC JUMP:

http://fastfreeupload.com/download.php?file=33NPCJumpBeta4.zip

EDIT: BETA4 attemps to fix NPCs getting stuck jumping against obstacles when the player is not even in that direction.




It?s plug and play. BUT requires OBSE, it?s compiled with the latest one.




To adjust settings if needed, you can type in the console "set [settingname] to [value]"

settings:


-npcjumpHeight (default 100, units, actor is ~120 units tall), how high the NPC jumps

-npcjumpSpeedLimit (default 30), if the NPC is running forward but advances less than this amount of units in a secod he?s considered running against an obstacle. Rise to make NPC less sensitive to jump.

-npcjumpAnimDelay (default 0.25), amount of seconds the NPC needs to be considered "stuck" (see above) to jump. Rise if the NPCs jump for no reason.

-(advanced) npcjumpUpTime (default 0.3), adjust if the amount of time the NPC moves upwards during the jump seems wrong to you.



Let me know how it play when you actually play the game, like I said it was fine in limited testing but you never know what comes up. :)
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Samantha Jane Adams
 
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Post » Fri May 27, 2011 10:32 am

Here, I edited the first link as well:

That certainly fixed the delay, thank you!

Another problem, it's not related to this mod, but it's the AI not taking a different route after they've run into an obstacle they can't get over. They just keep jumping over and over and over again to no avail until I get to a certain spot where they can run to me unobstructed. Is it possible to fix this? To make them get to me by a different route after they've already jumped one time and couldn't get over?
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Iain Lamb
 
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Post » Thu May 26, 2011 8:58 pm

That certainly fixed the delay, thank you!

Another problem, it's not related to this mod, but it's the AI not taking a different route after they've run into an obstacle they can't get over. They just keep jumping over and over and over again to no avail until I get to a certain spot where they can run to me unobstructed. Is it possible to fix this? To make them get to me by a different route after they've already jumped one time and couldn't get over?


Ah, yeah since the "allreachable" setting is global, and all the NPCs may trigger it, even with a "cooldown period" for each NPC even just 2 NPCs may end up constantly firing it, and as a result keep trying to run directly to you.


Good feedback, this is the kind of things that I didn?t know for sure if they would happen or not. I?ll move the timer that controls the setting into the quest script, this way it?s set in stone it?s only up for moment at a time, leaving the AI with more than enough time to find other paths before they end up standing put again, and the "take the straighest route" settings fires again. :)


But I guess I?m done for tonight, I need to get something to eat and then at some point some sleep. I?ll test the change properly tomorrow and then reupload the file again. :)
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lucy chadwick
 
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Post » Fri May 27, 2011 10:19 am

Ah, yeah since the "allreachable" setting is global, and all the NPCs may trigger it, even with a "cooldown period" for each NPC even just 2 NPCs may end up constantly firing it, and as a result keep trying to run directly to you.


Good feedback, this is the kind of things that I didn?t know for sure if they would happen or not. I?ll move the timer that controls the setting into the quest script, this way it?s set in stone it?s only up for moment at a time, leaving the AI with more than enough time to find other paths before they end up standing put again, and the "take the straighest route" settings fires again. :)


But I guess I?m done for tonight, I need to get something to eat and then at some point some sleep. I?ll test the change properly tomorrow and then reupload the file again. :)

Skycaptain, you know you've done something amazing right? So many thanks. :)
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Killah Bee
 
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Post » Thu May 26, 2011 10:00 pm

Skycaptain, you know you've done something amazing right? So many thanks. :)


Thanks for the kind words, heh I guess I?m more thinking along the lines why wasn?t it this easy with v3? :read:


I guess it?s Obse, with the anim check functions I have better control over what the NPC is up to, heh and maybe this is how people notice they have learned something - something that felt like an accomplishment before but seems inferior now suddenly feels easy to make much better? ^_^
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Siobhan Wallis-McRobert
 
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