Deadly Reflex 6 News

Post » Fri May 27, 2011 3:10 am

@shield watcher

sounds like the new stab and decap animation,the old ones are still there too (left right + power attack),if the oponent fell to the floor first without a heartbeat sound and you stepped back and decapped in 3rd person then thats the new one.

loving the idea for a quick dismount,how about a reverse leapfrog?

example horse go's infront player does a kind of leapfrog backwards off the horse (that kind of style animation)

just an idea
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K J S
 
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Post » Fri May 27, 2011 5:46 am

This is a question about DR 5. I last played with a a while ago before the update when it was 4 and fine it is. In 5 I did a decapitation for the first time and it went into a 3RD person view. I remember before that decapitations used to happen in 1st person which was much more immersive. Are they all in 3rd person now? Is there a way to reconfigure this back to 1st person in the settings?

I know you have a lot of people who live in 3rd person but some of us like 1st person better. So can this be done? can i alter a setting and change it?

Thanks in advance and Cheers.

I'm using DR5 and all decaps I've done have been in 1st-person view. I don't know what would cause that which you describe.
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KU Fint
 
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Post » Thu May 26, 2011 8:10 pm

This is a question about DR 5. I last played with a a while ago before the update when it was 4 and fine it is. In 5 I did a decapitation for the first time and it went into a 3RD person view. I remember before that decapitations used to happen in 1st person which was much more immersive. Are they all in 3rd person now? Is there a way to reconfigure this back to 1st person in the settings?

I know you have a lot of people who live in 3rd person but some of us like 1st person better. So can this be done? can i alter a setting and change it?

Thanks in advance and Cheers.

The only move in DR 5 I can think of that switches from 1st to 3rd person is the one that first impales the opponent, and then you do a circular backwards jump sort of thing that ends in a decapitation. My description is not all that clear, but maybe that's what you did. The standard decapitation (left/right power attack) doesn't trigger 1st to 3rd person view.
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Euan
 
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Post » Fri May 27, 2011 8:14 am

Well, yes, the enemy looks like it got stabbed, falls to the floor I think then my character does a big round swing and decapitates him. that`s when it`s in 3rd person. It looks very nice, but for me it would be even better in 1st. And I know I wouldn`t see much in 1st since i d be spinning.

But, if the others are still there in 1st person then that`s good. I would prefer them all in 1st person personally.
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Jessie Butterfield
 
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Post » Fri May 27, 2011 9:46 am

I would like to see more with Hand to Hand combat and Blunt Combat especially for sneak attacks and killing while someone is asleep. All and all though I LOVE Deadly Reflex v5 and am looking forward to v6 :P
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Matt Terry
 
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Post » Thu May 26, 2011 9:10 pm

Another request for Skycaptain:

There`s a great mod called Helmet FOV that gives you a view as if looking out your... helmet in 1st.


Only problem is, whenever you Bash the FOV view vanishes. Any chance of making a simple compatibility Patch for it? It really is a very good Mod and not as bad as some who haven`t tried it might think. It makes helmets actually have a little more to them than just an armour and weight number. Here`s the link to it.

http://www.tesnexus.com/downloads/file.php?id=8991

For now I`ll just not use bash.
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Claudz
 
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Post » Thu May 26, 2011 7:51 pm

Hi hi. Big fan of Deadly Reflexes, great mod, and a requirement for my gameplay. What I wanna see are more bow related things. I'm a bowman addict for some reason, and there isn't much I can do with a bow in this mod. Maybe you could make it so at a certain marksman level, you could have a chance to shoot someones head off or something ;) I love your mod skycaptain, and I hope to see those different body parts in v6 :D
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Sammygirl500
 
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Post » Thu May 26, 2011 9:36 pm

Sorry guys for long silence, didn?t have much time to mod during the last two weeks but tonight I?m on it again, the time comes and goes... :P


I?ll try to quickly sweep through a few questions now that I?m at it:

Since this seems like the new thread for Deadly Reflex, I guess I'll put this here. I can't slit throats, ambush, or stab in sleep. I can't do anything related to DR while in sneak mod, yet it is loaded last to make sure nothing overwrites it. It is 5.0 with the patch, and I tried using a dagger, shortsword, and longsword to no avail. Any help? I'll post a mod list if needed, though I don't want to stretch the page for no reason. :whistle:

Also, standing attacks in DR work fine, though I haven't tested them all.


Sorry but I really don?t know how to answer this, since the mod is obviously working otherwise. Only that maybe it?s the distance requirements? For stabs the distance to the target needs to be very small, for animation reasons. For ambush it?s a certain distance away, again for animation reasons. Otherwise maybe explore the suggestions posted by other users, I can?t think of a reason what would make only certain features work, they seem to all work pretty solid overall... :mellow:

In Deadly Reflex, NPCs will jump over obstacles when they cannot get through correct? I use the havoked objects mod from Oblivionmodgods (which is amazing by the way), and when I throw shelves, cabinets, etc. in the way of attacking guards they continually run into the object. I'm not running Deadly Reflex, but will NPCs evaluate the situation and find the best way to get to me, such as jumping over an obstacle? Do you think it works with the havoked objects mod? There's also a fault in the AI in which I put a shelf in front of an oncoming guard, and he continually runs into it, trying to get to me when there are obvious ways around to get to me. I wonder if that can be fixed?


This was a feature in v3 I recall, but I removed it because it was a bit problematic. The problem is, the animations themselves REFUSE to carry an actor over an obstacle. I mean I can tweak an animation to carry an actor up and forward, but the animation refuses to go "through" an obstacle when played manually, even though visually the actor would go over it if allowed to move as intended by the animation.

The v3 feature leaned on scripted flight, which in turn doesn?t obey collision, and trying to detect collision manually for NPC?s eventually always fails occasiocally. Also the NPCs tended to be a bit over "jumpy". :P

Looking forward to reflex 6 (not so much playing with dead innerds....I'm just saying.)

An idea with horse combat. It would be nice to see a something like a Quick dismount. Say instead of slowly getting off and turning around animation, one would jump off wiping out their weapon ready for combat.


For that you should make a request to someone who knows how to deal with horse animations, the dismount animation is a bit special I believe, but in the end all it would take would be a new animation which would work (and better serve) as a standalone mod. :)

This is a question about DR 5. I last played with a a while ago before the update when it was 4 and fine it is. In 5 I did a decapitation for the first time and it went into a 3RD person view. I remember before that decapitations used to happen in 1st person which was much more immersive. Are they all in 3rd person now? Is there a way to reconfigure this back to 1st person in the settings?

I know you have a lot of people who live in 3rd person but some of us like 1st person better. So can this be done? can i alter a setting and change it?

Thanks in advance and Cheers.


Conversing the animations into 1st person was and even with "3rd person animations in 1st person" still usually is a real b-i-t-c-h, so it was only done for animations that really benefitted from it - the thrust + decap for example is like a cutscene, you are locked in place and can only watch, so why not see the whole thing. :)


Another request for Skycaptain:

There`s a great mod called Helmet FOV that gives you a view as if looking out your... helmet in 1st.


Only problem is, whenever you Bash the FOV view vanishes. Any chance of making a simple compatibility Patch for it? It really is a very good Mod and not as bad as some who haven`t tried it might think. It makes helmets actually have a little more to them than just an armour and weight number. Here`s the link to it.

http://www.tesnexus.com/downloads/file.php?id=8991

For now I`ll just not use bash.


I don?t know how that mod works, maybe it?s an overlay shader? When you bash a creature and fail, since they can?t visually block or dodge, the failure is represented by small damage and hit shader, so my guess would be that the shader overrides the helmet shader. I don?t know how to work past that conflict, if that?s the case - it would be quite a requirement for all mods not to use "triggerhitshader" command at all.

But really this is just guessing...

Hi hi. Big fan of Deadly Reflexes, great mod, and a requirement for my gameplay. What I wanna see are more bow related things. I'm a bowman addict for some reason, and there isn't much I can do with a bow in this mod. Maybe you could make it so at a certain marksman level, you could have a chance to shoot someones head off or something ;) I love your mod skycaptain, and I hope to see those different body parts in v6 :D


Well I made it possible to crush the skull with a bow shot, I don?t know if I?m perfectly happy with how it plays out, there?s some technical timing related conditions and restrictions that makes it hard to make perfectly smooth, and I can?t detect if the arrow actually hit head (actually arrows never seem to hit/stay at head in OB) but I guess I?ll look into it more later after release, for now I can only say you can pop a head with an arrow. :)
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 7:52 am

This was a feature in v3 I recall, but I removed it because it was a bit problematic. The problem is, the animations themselves REFUSE to carry an actor over an obstacle. I mean I can tweak an animation to carry an actor up and forward, but the animation refuses to go "through" an obstacle when played manually, even though visually the actor would go over it if allowed to move as intended by the animation.

The v3 feature leaned on scripted flight, which in turn doesn?t obey collision, and trying to detect collision manually for NPC?s eventually always fails occasiocally. Also the NPCs tended to be a bit over "jumpy". :P

Hm. Well I hope there's some good way to get an NPC over obstacles. It's a bit immersion breaking seeing them continually running into something.
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Len swann
 
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Post » Fri May 27, 2011 12:46 am

Hm. Well I hope there's some good way to get an NPC over obstacles. It's a bit immersion breaking seeing them continually running into something.


D-a-m-n you, now I tried to prove you that I can?t make it happen, then I couldn?t make it convincing, erased my post and ended up proving myself wrong. :rofl:



To be more clear, I have a jump animation now that scales obstacles. I guess I could whip up a script that disperses a jump script on NPCs on the same area as player and see what happens. I can post an alpha for people to test if it proves any usable. :)



[EDIT **** the cencor system, it can actually make things I try to say look WORSE than intended! "[cencored] you" looks worse than "d*mn you", now doesn?t it??]


EDIT2: Uh, I might have spoken too early. The animation does take the player over obstacles - but only ones the player could be able to run over!

There?s an evil piece of code in the engine somewhere, that checks if the move was "legit" or something, and teleports the player back to original position ONLY if the animation took player over an obstacle he?s not supposed to be able to travel over, without actually jumping! It?s crazy! I?ll look into it more but...doesn?t look good, as it?s obviously a hardcoded "fail safe".

(just testing with player don?t get confused)
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Marine x
 
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Post » Fri May 27, 2011 5:00 am

D-a-m-n you, now I tried to prove you that I can?t make it happen, then I couldn?t make it convincing, erased my post and ended up proving myself wrong. :rofl:

Sweet.

Maybe.
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Kate Murrell
 
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Post » Fri May 27, 2011 1:31 am

Anyone know of a game/ini setting that controls how steep a hill the player can run up?
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Pixie
 
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Post » Fri May 27, 2011 6:19 am

Hello people, I have a problem with this mod, i have installed the OBSE and the last patch of oblivion, shivering isles and knight of the nine , I follow step to step the guide of tesnexus and this problem continues, I make the following thing: I copy the files of deadly reflex in the DATA folder of oblivion, then I open OBMM and assure myself that the files ESM load first that the ESP, open oblivion from the OBSE and when I try to load a save game but the game shut down and kik mi to windows . and not leave me to create a new game as if the button to create new game not worck, someone knows that it happens? Thankes

PD im not good speakin English ;)
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mollypop
 
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Post » Fri May 27, 2011 2:31 am

Hope you had a good vacation, Cap'n :wave:

This was a feature in v3 I recall, but I removed it because it was a bit problematic. The problem is, the animations themselves REFUSE to carry an actor over an obstacle. I mean I can tweak an animation to carry an actor up and forward, but the animation refuses to go "through" an obstacle when played manually, even though visually the actor would go over it if allowed to move as intended by the animation.

The v3 feature leaned on scripted flight, which in turn doesn?t obey collision, and trying to detect collision manually for NPC?s eventually always fails occasiocally. Also the NPCs tended to be a bit over "jumpy". :P
HeX_0ff noticed something similar. Apparently, the engine doesn't move actors while playing idles. The actor's "essence" stays in the same place it was before idle playback started and the animating skeleton snaps back to place after the idle's complete.

I don?t know how that mod works, maybe it?s an overlay shader? When you bash a creature and fail, since they can?t visually block or dodge, the failure is represented by small damage and hit shader, so my guess would be that the shader overrides the helmet shader. I don?t know how to work past that conflict, if that?s the case - it would be quite a requirement for all mods not to use "triggerhitshader" command at all.

But really this is just guessing..
IIRC, it adds special planes to the Camera bone in the first person skeleton. It then uses KFs to toggle them when the appropriate helmet is (un/)equipped.
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willow
 
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Post » Fri May 27, 2011 11:38 am

Hello people, I have a problem with this mod, i have installed the OBSE and the last patch of oblivion, shivering isles and knight of the nine , I follow step to step the guide of tesnexus and this problem continues, I make the following thing: I copy the files of deadly reflex in the DATA folder of oblivion, then I open OBMM and assure myself that the files ESM load first that the ESP, open oblivion from the OBSE and when I try to load a save game but the game shut down and kik mi to windows . and not leave me to create a new game as if the button to create new game not worck, someone knows that it happens? Thankes

PD im not good speakin English ;)


If you can?t make a new game, try without DR first. It could be your problem is not even related to the mod.


Or, check that your Oblivion.esm is actually loading, that it?s checked and FIRST in your load order. Your problem sounds something more fundamental than a mod problem...

Hope you had a good vacation, Cap'n :wave:

HeX_0ff noticed something similar. Apparently, the engine doesn't move actors while playing idles. The actor's "essence" stays in the same place it was before idle playback started and the animating skeleton snaps back to place after the idle's complete.

IIRC, it adds special planes to the Camera bone in the first person skeleton. It then uses KFs to toggle them when the appropriate helmet is (un/)equipped.


No the snapback is not a problem, I can take care of that, it?s just a matter of animation settings. :)


But I figured out what gives. Apparently, when the animation ends, the engine checks either if there?s an unobstructed path between the start position and the end position OR, it straight out checks the difference between elevations and figures out if the move is "allowed". I would wager the first option. Player?s wold cordinates are then updated only if the check passes.



So, if I first use the console to elevate the player directly upwards, and then play the animation, the player stays on the cliff where he jumps on. If the player plays the same animation starting below the cliff, leaping clean up-around the edge of the cliff, landing nicely on the cliff, the engine still straight out teleports him back. Probably because "the starting position cannot see the end position" or something along those lines, that?s a good rule of thumb no matter what?s the techincal explanation. :(



So can it be done? Yes and no. To make the obstacle jumping work, it requires adjusting the vertical position of the actor FIRST and THEN playing the animation that looks like the (rest of the) jump, which takes him forward on/over the obstacle.

It can be made to look like when the player jumps directly upwards, against a cliffside, and then when high enough moves on the cliff. Which doesn?t look that good really. It?s a like a 2-part jump, first up, then forward.


Scripting the whole movement (forward as well) would of course produce smooth results, but would end up moving the actor inside the cliff. So it?s only safe (enough) to use scripted movement to move the actor upwards with "setpos", to make the jump "pass the test" and make the actor stay up where he lands the forward jump (animation) part.



I don?t know if I should go for this or not? To make it clear this would never produce smooth, arched jumps over loggs or rocks, simply allow the NPCs passage over or on such things with a "player style" first-up-then-forward kinda jump.
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Alexander Lee
 
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Post » Fri May 27, 2011 1:46 am

Thanks Skycaptain, I hope the future of this mod is combat friendly for all types of combat! :D
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Yung Prince
 
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Post » Fri May 27, 2011 5:39 am

snip

Doesn't sound too bad. When (if) NPCs move upwards vertically first, is there any jump animation tied with that?
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Emily abigail Villarreal
 
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Post » Thu May 26, 2011 8:41 pm

Doesn't sound too bad. When (if) NPCs move upwards vertically first, is there any jump animation tied with that?


Yeah there could be, but it just hit me that it could be enough to update the z-position DURING the forward animation. I was afraid that causes the whole collision to disapperar, but it only affects vertical position collision it seems.


So ironically, the princible is the same as with DR3 jump. :facepalm:



Oh well, I have a some better tools to detect when to jump and when not (moving forward animation check, namely), and I?m not trying to make them jump over YOU, so the problems with jumping through the ceiling shouldn?t exist....we?ll see... :)
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Vera Maslar
 
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Post » Fri May 27, 2011 12:08 pm

Yeah there could be, but it just hit me that it could be enough to update the z-position DURING the forward animation. I was afraid that causes the whole collision to disapperar, but it only affects vertical position collision it seems.


So ironically, the princible is the same as with DR3 jump. :facepalm:



Oh well, I have a some better tools to detect when to jump and when not (moving forward animation check, namely), and I?m not trying to make them jump over YOU, so the problems with jumping through the ceiling shouldn?t exist....we?ll see... :)

Cool. Thanks for all the hard work. :goodjob:
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Marcus Jordan
 
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Post » Fri May 27, 2011 5:05 am

Yeah there could be, but it just hit me that it could be enough to update the z-position DURING the forward animation. I was afraid that causes the whole collision to disapperar, but it only affects vertical position collision it seems.
Idle playback persists through a setPos call ? :o
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saxon
 
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Post » Thu May 26, 2011 10:03 pm

Cool. Thanks for all the hard work. :goodjob:


Well it actually works like a charm on the first attempt. I literally hammered the script and it seems all well, I just have to tweak the "when to jump" sensitivity a bit. :)

Idle playback persists through a setPos call ? :o


Yeah, no reason it wouldn?t actually. Especially with the notion that the animation doesn?t actually change the player?s REAL position before it ends, it just plays RELATIVELY to the player?s actual coordinates - the engine then decides when the anim ends if the position should be updated accordingly or not. Of course, there?s nothing to update if the animation "snaps back" itself. :)
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Barbequtie
 
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Post » Fri May 27, 2011 2:33 am

If you can?t make a new game, try without DR first. It could be your problem is not even related to the mod.


Or, check that your Oblivion.esm is actually loading, that it?s checked and FIRST in your load order. Your problem sounds something more fundamental than a mod problem...



No the snapback is not a problem, I can take care of that, it?s just a matter of animation settings. :)


But I figured out what gives. Apparently, when the animation ends, the engine checks either if there?s an unobstructed path between the start position and the end position OR, it straight out checks the difference between elevations and figures out if the move is "allowed". I would wager the first option. Player?s wold cordinates are then updated only if the check passes.



So, if I first use the console to elevate the player directly upwards, and then play the animation, the player stays on the cliff where he jumps on. If the player plays the same animation starting below the cliff, leaping clean up-around the edge of the cliff, landing nicely on the cliff, the engine still straight out teleports him back. Probably because "the starting position cannot see the end position" or something along those lines, that?s a good rule of thumb no matter what?s the techincal explanation. :(



So can it be done? Yes and no. To make the obstacle jumping work, it requires adjusting the vertical position of the actor FIRST and THEN playing the animation that looks like the (rest of the) jump, which takes him forward on/over the obstacle.

It can be made to look like when the player jumps directly upwards, against a cliffside, and then when high enough moves on the cliff. Which doesn?t look that good really. It?s a like a 2-part jump, first up, then forward.


Scripting the whole movement (forward as well) would of course produce smooth results, but would end up moving the actor inside the cliff. So it?s only safe (enough) to use scripted movement to move the actor upwards with "setpos", to make the jump "pass the test" and make the actor stay up where he lands the forward jump (animation) part.



I don?t know if I should go for this or not? To make it clear this would never produce smooth, arched jumps over loggs or rocks, simply allow the NPCs passage over or on such things with a "player style" first-up-then-forward kinda jump.



i reinstalled oblivion 2 times and te problem continues only when i turn on the esp files and esm of DR, when i turn off DR oblivion start normally , (im try only usin this mod) and use OBSE 0017b oblivion patch Oblivion_v1.2.0416Spanish
I read in clandlan forum a person have same problem that I But nobody answers the question
PD Thank you for your attention and if u find the solution please let mi know PM mi
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Inol Wakhid
 
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Post » Fri May 27, 2011 11:09 am

Well it actually works like a charm on the first attempt. I literally hammered the script and it seems all well, I just have to tweak the "when to jump" sensitivity a bit. :)

Freaking awesome. If you want to, it'd be nice to see a video of an NPC jumping over an obstacle in action.
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Erin S
 
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Post » Fri May 27, 2011 9:57 am

I don?t know how that mod works, maybe it?s an overlay shader? When you bash a creature and fail, since they can?t visually block or dodge, the failure is represented by small damage and hit shader, so my guess would be that the shader overrides the helmet shader. I don?t know how to work past that conflict, if that?s the case - it would be quite a requirement for all mods not to use "triggerhitshader" command at all.

But really this is just guessing...


I don`t understand the intricacies of modding, but I believe you are right. There is a shader involved. Maybe I can appeal to the FOV modder to make a version to work with DR.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 12:43 am

I don`t understand the intricacies of modding, but I believe you are right. There is a shader involved. Maybe I can appeal to the FOV modder to make a version to work with DR.


No actually if it?s a kf thing, it could be it?s just about bone priorities. The shieldbash animation was my early tweaks, and I might have set all priorities to 100 or something...
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Matt Gammond
 
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