Deadly Reflex 6 News

Post » Fri May 27, 2011 1:25 am

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? ^_^

What would we do without OBSE? Oblivion would be on the shelf for many PC gamers.
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Roisan Sweeney
 
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Post » Fri May 27, 2011 5:19 am

Tried to up the setting and I have to say a jumpanimdelay of 0.22 or 0.23 is the best (imo). With 0.22 ther were very, very few "accidental" jumps and 0.23 was completely "unneccessary-jump-free" (at least from what I?ve been able to test) :hehe:

Off to play :obliviongate: :goodjob:
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John N
 
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Post » Fri May 27, 2011 3:12 am

Tried to up the setting and I have to say a jumpanimdelay of 0.22 or 0.23 is the best (imo). With 0.22 ther were very, very few "accidental" jumps and 0.23 was completely "unneccessary-jump-free" (at least from what I?ve been able to test) :hehe:

Off to play :obliviongate: :goodjob:


Thanks for the testing results, I?ll use a value of 0.23 or even 0.25 in the next version as a default, in the end the experienced difference between 0.15s and 0.25s is something you almost can?t notice (one or two frames for most) and if that is enough to avoid the "animation starts" jump 100% or even just 99% of the time it?s very much the preferable option. :)
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Adrian Morales
 
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Post » Fri May 27, 2011 2:02 am

Hey hey, any update about the gorey part of the mod yet :P ? Has anyone been working on those new body parts or what's going on? I like feeling like im in part of the loop lol
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carla
 
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Post » Thu May 26, 2011 8:58 pm

Hey hey, any update about the gorey part of the mod yet :P ? Has anyone been working on those new body parts or what's going on? I like feeling like im in part of the loop lol

NPCs now jump over obstacles during combat. That's what we're talking about. Freaking awesome.
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Kay O'Hara
 
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Post » Fri May 27, 2011 6:12 am

Cool. I wake up and there is a nifty NPC jump mod to download :D
Glad it worked out with the kf file; I didn't put up a fixed file for DL since you hadn't answered yet Skycaptain and I didn't want to step (or trample) any toes. I had to go to bed after my last post - soon off to work here.

So how come it works fine even though you set an other priority for camera? Doesn't that mean that HelmetFOV's skeleton kf takes precedence? But it seems like you can mix skeleton parts as long as it edits a different part, right?

Cheers and thank you!
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Big mike
 
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Post » Thu May 26, 2011 8:51 pm

works good :celebration:

one this i noticed is that if they summon a shock atronauch (or how you spell it) and it blocks their path they try to jump over it....not so succsesfully, and that happens with other NPC?s, mosters and thingys blocking too.
Of course that would be because its too high for them to jump over i suppose, and because they are too dumb to run around... xD

EDIT: however they can jump over normal NPC of course :tops:
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Peetay
 
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Post » Fri May 27, 2011 8:15 am

Here, I edited the first link as well:


Absolutely incredible. I was just recently looking for some mods that accomplished that, and now I've finally found one! Will definitely test out.

I love your mods, and I really hope you can perfect Deadly Reflex. As it is, it works great, but of course, there's always room for improvement! You're a brilliant modder, and I hope that you continue working on this. Not for our sake of course, but we all appreciate it. ^^ Your mod is one of the few absolute necessities for me.
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James Rhead
 
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Post » Fri May 27, 2011 3:57 am

NPCs now jump over obstacles during combat. That's what we're talking about. Freaking awesome.


Well, Ik that lol. I'm just wondering if there's any news on the new body parts or anything lol
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Kortniie Dumont
 
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Post » Fri May 27, 2011 8:30 am

Well, Ik that lol. I'm just wondering if there's any news on the new body parts or anything lol


Ah, yeah wolve has them basicly done, but had some collision issues. I?m looking into that today, I?ll try and seen if I can simply copy the collision object from an existing ingredient item.

I know don?t what I?m doing but that?s how it?s always with me and nifscope, supprisingly it usually works out fine. :P



BTW, people any more news on how the jump plays out? I could upload a new version with some tweaking if I know what to look into. :)
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Rob Smith
 
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Post » Fri May 27, 2011 10:31 am

Wait? We'll be able to dismember animals too? :chaos:
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 4:41 am

BTW, people any more news on how the jump plays out? I could upload a new version with some tweaking if I know what to look into. :)

Just from what I said earlier about fixing NPCs continually jumping into things they can't get over.
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Christine
 
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Post » Fri May 27, 2011 4:07 am

Just from what I said earlier about fixing NPCs continually jumping into things they can't get over.


agree! but at least it makes em easy targets so you can :poke: them too dead
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Chris Duncan
 
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Post » Thu May 26, 2011 8:03 pm

agree! but at least it makes em easy targets so you can :poke: too dead

But that's no challenge. :meh:
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x a million...
 
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Post » Fri May 27, 2011 5:09 am

But that's no challenge. :meh:


no <_< still fun tho ;)
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Rachel Briere
 
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Post » Fri May 27, 2011 4:19 am

Just from what I said earlier about fixing NPCs continually jumping into things they can't get over.


Oh yeah, that one, I?ll look into it. I?ll try to upload a new version today, but first I?m tweaking some animations, I need to finish them up if I ever want to make any preview movies not to mention a release when the time comes. :)
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 4:16 am

Come to think of it, I wonder if there?s any trigger-happy Nifscope users out there who would like to enlist to help me out with this...? :poke:



It?s simple stuff, taking one node, deleting the data node if it exists (-> there?s then only single set of values to adjust), and then adjusting the rotation of the bone so that the animation is differently aligned during the animation.

In practice, I know what two values to enter as the starting point, then I test in game, and adjust if needed.


Mostly this is just to fix the 3rd person animations so that they look better and don?t clip in 1st person, but if someone helps me it?s also possible to have the legs visible when you look down. I have already done this for one-handed non-combat animations but I have enough on my plate so I doubt I?ll be doing the rest of the anims that treatment unless someone helps me out. :)



It?s not actually even that big a task, usually when you have one animation aligned nicely, you can just copy-paste the respective node to the other animations in that group, it?s all down to how compulsive you want to get. :P

So...anyone? There?s really no exprience required, if you read my directions on changing the animation bone priorities a couple pages back and understood what I said you are more than qualified, it?s not any more complicated than that, actually exactly the same. :)




EDIT: Just incase someone ponders the idea but is scared to get involved in tweaking hundreds of anims - it?s not like that. The anims are fine for the most part, just the attack animations need some tweaking here and there, and only some of them, to eliminate clipping or make the weapon hit in more proper direction. And as said it can be done in 99% of cases by adjusting two numbers. :)

And of course, if someone helps, he can do what he wants and leave it when he wants. ;)
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Georgine Lee
 
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Post » Fri May 27, 2011 11:03 am

did you manage to get the guts sorted?

if not ill keep trying with the collision as i know i'm close,i got to pick them up and eat them just dropping through the floor that was a problem :/
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 12:00 am

Come to think of it, I wonder if there?s any trigger-happy Nifscope users out there who would like to enlist to help me out with this...? :poke:


I've only played with Nifscope to judge which mesh I want to use when mods conflict but I'd be more than willing to help out if there's a guide on the TES modding wiki or something so I know in general what to do. I can muddle my way through, I'm sure.
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Genevieve
 
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Post » Fri May 27, 2011 11:53 am

Yeah, I can do some too - two people, half the work; right! :hugs:
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lauraa
 
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Post » Fri May 27, 2011 2:49 am

I've only played with Nifscope to judge which mesh I want to use when mods conflict but I'd be more than willing to help out if there's a guide on the TES modding wiki or something so I know in general what to do. I can muddle my way through, I'm sure.



Yeah, I can do some too - two people, half the work; right! :hugs:



Wow thanks guys! :foodndrink:


I?ll explain the idea later today, I?ll take some pics so that it?s easy to see which values I?m adjusting. :)
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Dj Matty P
 
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Post » Fri May 27, 2011 4:00 am

Played a little more with your npcjump mod and found a bug!

When i went to inn of ill omen (were Rufio is :hubbahubba: ) i attacked the inn owner. And then in the middle of the fight he jumps, up through the floor (roof?!) to the 2nd floor, so did the other npc in the inn she jumped up there too.

They landed inside a room and couldt get out of the easy locked door :banghead: ... that what happens when you dont have a key too your inn....
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Oscar Vazquez
 
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Post » Fri May 27, 2011 6:01 am

Yeah, I've been having that inside caves too - random NPCs jumping into the ceiling and vanishing, only to reappear elsewhere shortly after. This could probably be solved by changing the jump amount yourself via console commands so they don't jump high enough to go through the ceiling.

I really like the direction this mod add-on is taking, but it's still a little too raw for me to use just yet - other than the vanishing NPCs I also find them jumping whenever on a hill (again, changed via console but I still haven't got the balance right just yet) - looks quite amusing with FCOM and WAC spawns - dozens of NPCs all jumping almost in unison!
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Carolyne Bolt
 
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Post » Fri May 27, 2011 7:02 am

Yeah, I've been having that inside caves too - random NPCs jumping into the ceiling and vanishing, only to reappear elsewhere shortly after. This could probably be solved by changing the jump amount yourself via console commands so they don't jump high enough to go through the ceiling.

I really like the direction this mod add-on is taking, but it's still a little too raw for me to use just yet - other than the vanishing NPCs I also find them jumping whenever on a hill (again, changed via console but I still haven't got the balance right just yet) - looks quite amusing with FCOM and WAC spawns - dozens of NPCs all jumping almost in unison!


Yeah the key is to


1. Up the npcjumpanimdelay to 0.25 or so

2. Lower the npcjumpheight to 120 or 100 or even lower if needed



The hill jumping is an actual bug - I calculated their speed by monitoring how much their x and y coordinates change (projected to represent forward movent using their heading angle). Well of course, when they go up or down a hill their horizontal speed is less than when they run on an even surface.

A temporary fix is to lower the npcjumpspeedlimit to, say 15 or lower, until I have time to implement and test a fixed script. :)
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Richard Thompson
 
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Post » Fri May 27, 2011 6:32 am

Am I right in guessing that this method of npc jumping is not applicable outside of combat? Jumping in combat is cool but what really gets me excited is the possibility that OB npcs/creatures might be able to better navigate the world in general. :ahhh:
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JUan Martinez
 
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