Deadly Reflex 6 News

Post » Thu May 26, 2011 8:14 pm

Will you be releasing a beta????? You should!
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Laura Ellaby
 
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Post » Thu May 26, 2011 10:13 pm

Thanks for the awesome support everyone, you really make me want to make this update ready as soon as possible.

I worked on it yesterday, and I?m working on it at the moment. It?s coming along nicely, small final stuff here and there, and then there, final formulae and chances and effect triggers, etc etc. "Tweaking" that just takes its time, this is the part where it actually turns from sandbox to a playable mod. :P


Will you be releasing a beta????? You should!


Maaaayabe....maybe I?ll call it beta. Maybe I?ll call it 6.0. It?s all semantics, I don?t like releasing bugs I know about. The scripts either work or then not, and I can?t bring myself to release if there?s a clear problem I should fix.

So maybe I?ll call it beta, since I know from experience there?s always something that needs a small patch, so the patched version is then 6.0. Or then I?ll call it 6.0 which may need patching, and the patched version is 6.1 or something... :P
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Phillip Hamilton
 
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Post » Thu May 26, 2011 8:46 pm

Well, I'm eagerly awaiting the next chapter in the glorious mod that is Deadly Reflex :)
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David Chambers
 
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Post » Fri May 27, 2011 4:52 am

I also echo my great thanks and support for your work. DR5 does work exceedingly well for me. I've been doing first-hit chopping off heretic heads in SI non-stop recently...poor guys.

Minor question to anybody, I'd like to hide the NPCAnger and Combustive Convulsion or something like that from my spell list. Maybe I can currently I don't know, does anybody happen to know or would doing so break things? Second question, does anybody know if the elemental effects can be disabled? For some reason they result in multiple bodies (one charred, one not) stacked on each other. It may be due to Supreme Magicka conflict or something even with the SM DR patch. Anyway, just throwing that out there. Not a huge deal.
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Chloe Yarnall
 
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Post » Fri May 27, 2011 7:40 am

I loved Deadly Reflex v5... my only problem was i kept getting CTD's but who cares this is awesome!
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hannaH
 
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Post » Thu May 26, 2011 9:54 pm

Minor question to anybody, I'd like to hide the NPCAnger and Combustive Convulsion or something like that from my spell list. Maybe I can currently I don't know, does anybody happen to know or would doing so break things? Second question, does anybody know if the elemental effects can be disabled? For some reason they result in multiple bodies (one charred, one not) stacked on each other. It may be due to Supreme Magicka conflict or something even with the SM DR patch. Anyway, just throwing that out there. Not a huge deal.


You can always delete NPCAnger with a spell delete mod. As for elemental effects, I have seen no such errors, though armors such as female chainmail will cause this if left equipped on the corpse for one reason or another.
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Joe Bonney
 
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Post » Thu May 26, 2011 7:56 pm

I don?t know how essential this sounds, and the update focuses (like described earlier) on totally different things, but I?m actually relieved to solve this little annoyance once and for all, thanks to Obse:


You know how the blood stains sometimes (or more and more often) get stuck in the air? Or how the skull pieces brain do the same thing?

Well the problem has been related to using persistent references which are then moved in place via script, to avoid savegame bloat. Neither of the problems ever take place if the object is spawned fresh on the scene using placeatme. Which is strictly forbidden as the objects could not be deleted, until lately.



Well it only today hit me that I can actually start using placeatme here, and simply clean the references with a script attached to them, which call disable + deleterefence on cell reset. So they clean like any other objects. I have tested now that the cleaning script is stable and working, thanks to ShadeMe for assistance on Obse thread. :)


OblivionXP users should also benefit from the knowledge that while the "guts" causing insane XP points would have been easily fixed by simple adjustments in any case, now I can actually drop the whole approach that caused the problem and have the guts as ingredients you can collect off the ground and sell and eat etc.

Could have more of them as well, and the whole "spilling of the guts" should look better, if only I get a hold of wolve or someone else helps me with breaking the old model or creating new guts/organs to "create a mess". Liver steaks anyone? :P
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Donald Richards
 
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Post » Fri May 27, 2011 2:54 am

I don?t know how essential this sounds, and the update focuses (like described earlier) on totally different things, but I?m actually relieved to solve this little annoyance once and for all, thanks to Obse:


You know how the blood stains sometimes (or more and more often) get stuck in the air? Or how the skull pieces brain do the same thing?

Well the problem has been related to using persistent references which are then moved in place via script, to avoid savegame bloat. Neither of the problems ever take place if the object is spawned fresh on the scene using placeatme. Which is strictly forbidden as the objects could not be deleted, until lately.



Well it only today hit me that I can actually start using placeatme here, and simply clean the references with a script attached to them, which call disable + deleterefence on cell reset. So they clean like any other objects. I have tested now that the cleaning script is stable and working, thanks to ShadeMe for assistance on Obse thread. :)


OblivionXP users should also benefit from the knowledge that while the "guts" causing insane XP points would have been easily fixed by simple adjustments in any case, now I can actually drop the whole approach that caused the problem and have the guts as ingredients you can collect off the ground and sell and eat etc.

Could have more of them as well, and the whole "spilling of the guts" should look better, if only I get a hold of wolve or someone else helps me with breaking the old model or creating new guts/organs to "create a mess". Liver steaks anyone? :P



awesome! The only problem I have with Deadly Reflex 5.0 is that blood splatter mess. I can't wait to see it working nicely! :woot:
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Emily Martell
 
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Post » Fri May 27, 2011 9:18 am

You know how the blood stains sometimes (or more and more often) get stuck in the air? Or how the skull pieces brain do the same thing?

Well the problem has been related to using persistent references which are then moved in place via script, to avoid savegame bloat. Neither of the problems ever take place if the object is spawned fresh on the scene using placeatme. Which is strictly forbidden as the objects could not be deleted, until lately.

Well it only today hit me that I can actually start using placeatme here, and simply clean the references with a script attached to them, which call disable + deleterefence on cell reset. So they clean like any other objects. I have tested now that the cleaning script is stable and working, thanks to ShadeMe for assistance on Obse thread. :)

Could have more of them as well, and the whole "spilling of the guts" should look better, if only I get a hold of wolve or someone else helps me with breaking the old model or creating new guts/organs to "create a mess". Liver steaks anyone? :P

Sounds good, that always annoyed me a bit. I can't wait to see how this turns out, DR5 is still my favorite mod, I can't wait for v6...
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Stefanny Cardona
 
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Post » Fri May 27, 2011 7:27 am

wow, can't wait to see more fantabulous work you skycaptian...i can't play without DR5 lol
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Robert DeLarosa
 
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Post » Thu May 26, 2011 9:02 pm

Well it only today hit me that I can actually start using placeatme here, and simply clean the references with a script attached to them, which call disable + deleterefence on cell reset. So they clean like any other objects. I have tested now that the cleaning script is stable and working, thanks to ShadeMe for assistance on Obse thread. :)


This sounds to be related to a little thing I see with DR5- blood splatter and gore look and behave fairly nicely but when returning to the scene of a battle after some time (haven't tested how long) I sometimes see "decap splatter #" wtf missing meshes here and there. I've just been manually disabling as I come across them.

...have the guts as ingredients you can collect off the ground and sell and eat etc.


:liplick:
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Scott
 
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Post » Thu May 26, 2011 10:34 pm

Drool...

I used DR4, and skipped DR5, since I never play the game much, but I'm resolving to play it more, so I can't wait now. :D
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louise fortin
 
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Post » Thu May 26, 2011 9:29 pm

Heh, thanks guys, yeah it?s a bit weird - when you place an object in the game world, it drops down normally. When you move into a certain place later - at least with activator items - it just sits there, in the air, until touched. The blood stains really play just nicely "out of the box", it?s the moving around (which itself is bugged and requires disable/enable and thus several frames!) that makes them behave badly.

I?m so happy to forget about such stupid problems once and for all. :)



BTW, I hear back from wolve already! He?ll be making a new set of "guts 'n stuff" and possibly adjusting the blood textures. :clap:


So since we can make the guts ingredients - as sick as it sounds - any suggestions on what kinda effect sets should be applied? I don?t think it?s that important which piece gets what, so fire away if you have any nice but somewhat balanced ideas for a given ingredient. And of course you can name the target organ, incase the organ in question is included the effect set can then actually be applied on it. :)
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Antony Holdsworth
 
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Post » Fri May 27, 2011 12:17 am

Heh, thanks guys, yeah it?s a bit weird - when you place an object in the game world, it drops down normally. When you move into a certain place later - at least with activator items - it just sits there, in the air, until touched. The blood stains really play just nicely "out of the box", it?s the moving around (which itself is bugged and requires disable/enable and thus several frames!) that makes them behave badly.

I?m so happy to forget about such stupid problems once and for all. :)



BTW, I hear back from wolve already! He?ll be making a new set of "guts 'n stuff" and possibly adjusting the blood textures. :clap:


So since we can make the guts ingredients - as sick as it sounds - any suggestions on what kinda effect sets should be applied? I don?t think it?s that important which piece gets what, so fire away if you have any nice but somewhat balanced ideas for a given ingredient. And of course you can name the target organ, incase the organ in question is included the effect set can then actually be applied on it. :)

Sweet. I hope the blood textures get updated. They don't look right in my opinion.
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Sxc-Mary
 
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Post » Fri May 27, 2011 8:54 am

Just wanted to chime in and say thanks for your work.
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Trey Johnson
 
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Post » Fri May 27, 2011 11:07 am

Sweet. I hope the blood textures get updated. They don't look right in my opinion.
http://www.tesnexus.com/downloads/file.php?id=25588 look messy enough in mine.
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Fam Mughal
 
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Post » Fri May 27, 2011 10:15 am

http://www.tesnexus.com/downloads/file.php?id=25588 look messy enough in mine.


Holy cow! Are those really the blood stain objects?? :blink:
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Baby K(:
 
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Post » Fri May 27, 2011 8:13 am

Holy cow! Are those really the blood stain objects?? :blink:
Yup, and how ! :yuck:
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Annick Charron
 
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Post » Thu May 26, 2011 10:44 pm

http://www.tesnexus.com/downloads/file.php?id=25588 look messy enough in mine.

thanks for the link! That should keep me happy until DR 6.0
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Alexander Lee
 
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Post » Fri May 27, 2011 1:31 am

So since we can make the guts ingredients - as sick as it sounds - any suggestions on what kinda effect sets should be applied? I don?t think it?s that important which piece gets what, so fire away if you have any nice but somewhat balanced ideas for a given ingredient. And of course you can name the target organ, incase the organ in question is included the effect set can then actually be applied on it. :)


OK some ideas :)

Brain: Fortify or Damage Int or Willpower
Eye: Chameleon
Heart: same as 'human heart' in game?
Liver: Cure poison /Cure disease
Lung: water breathing
Stomach: Disintegrate armor/weapon (stomach acid)
Intestine: Burden
Tooth: Damage Health
Kidney: Damage physical stats (Str/End/Agi)
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The Time Car
 
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Post » Fri May 27, 2011 10:36 am

OK some ideas :)

Brain: Fortify or Damage Int or Willpower
Eye: Chameleon
Heart: same as 'human heart' in game?
Liver: Cure poison /Cure disease
Lung: water breathing
Stomach: Disintegrate armor/weapon (stomach acid)
Intestine: Burden
Tooth: Damage Health
Kidney: Damage physical stats (Str/End/Agi)


I like this setup, nice! :goodjob:


But, there?s the small problem that I have to make up FOUR effects for each ingredient. :ahhh:

Soo...:poke: :P



No but really, if you can continue on that idea I?m all ears(eyes?)! To make things easier, though, I think eyes and teeth are out at this point. I can edit the existing skull and brain, the rest of the new stuff relates the midsection. :)

Looking forward to any thoughts on this! :foodndrink:



PS. I?ll be on a family vacation for the rest of the week, starting soon. I?ll be checking this thread for a few hours more, but after that I?ll be away until monday. I?ll get back to you guys then. :)
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neen
 
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Post » Fri May 27, 2011 4:38 am

The whole idea about harvesting guts sounds interesting for sure. I think there should be some adverse affects for sure on body parts, because the whole idea just sounds... disgusting. :yuck:

Then again, if innards are going to be used for ingredients, I think they should be in other places too, such as vampire lairs maybe, or something.
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Alex Blacke
 
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Post » Fri May 27, 2011 8:42 am

Eyes (assuming they make it in) would also work well for Detect Life, Damage/Fortify Marksman, and maybe one of the stealth related skills...
Brains could damage/fortify magicka, alchemy or some other magic-related skill

I'll think about the other ones and see if I can come up with anything else...
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Lakyn Ellery
 
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Post » Fri May 27, 2011 5:41 am

I like this setup, nice! :goodjob:

But, there?s the small problem that I have to make up FOUR effects for each ingredient. :ahhh:

Soo...:poke: :P


heh yeah I realise...I was just getting the ball rolling on some ideas ;)

Mr Tissue Box: why? body parts are just chunks of meat, same as you get from any creature.

OK so here's expanded ideas, 4 effects per body part:

Brain - mental effects: Fortify Int, Fortify Willpower, Weakness to Magic, Weakness to Shock
Heart: same as 'human heart' in game?
Liver - curative properties: Cure poison, Cure disease, Cure Paralysis, Resist Poison
Lung - air/speech related effects: Water breathing, Water walk, Silence, Drain Endurance
Stomach - stomach acid effects, restorative effects: Disintegrate armor, Disintegrate weapon, Restore Fatigue, Restore Health
Intestine - weight/protective effects: Burden, Feather, Shield, Restore Magicka
Kidney - poisonous properties: Damage Str, Damage Endurance, Damage Agility, Weakness to Poison
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Tinkerbells
 
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Post » Fri May 27, 2011 3:15 am

Nicely done orbitor!

Here's an alternative for a couple of them:

Brain: fortify intelligence/willpower/drain endurance/soul trap
Lungs: drain endurance/silence/weakness to fire/cold <-we need a vocalize spell in OB!

Can't remember what Human Heart has in game so...

Heart: fortify health/strength/endurance/drain intelligence
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Stacyia
 
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