[WIP] Deadly Reflex 6

Post » Fri May 27, 2011 10:26 am

hello Skycaptain thank you for the great response. I watched the video like 50 more times and the more i do the more i like the cinimatic view for the spinning decap. its just done so well and transitions so smoothly, i love it now :) Now just to make sure i understood this correctly, So basically the forward power attack is now a running thrust, which calculates the Critical Chance, but insted of triggering "slow motion", if the attack was enough to kill the opponent, it will automatically follow up the initial forward power attack with a "very smoothly transitioned" 3rd person spinning "auto" decapitation then back to 1st person. VERY SWEET. Is there any other attacks that do this ? and at the end of the video when you crushed the argonians head with the hammer, was that the new "stationary" power attack ? if so what would a sword do ? or is there still the sword thrust attack in DR6. Oh and i had a great idea i was playying around with DR4 and maxing the critical chance to 100 and obviosly certain conditions still need to apply so not everyone gets decaped and so on, but what if, kinda like in fallout 3, if the last power attack would atomatically start a 100 % chance critical attack, assuming the attack would deplete all his HP. so even if you miss the opportunity earlier you are guranteed another chance at a guaranteed decap. of course this should only happen when youve set your chance to 100 %. anyways you probably see where im going with this, it sounded WAYYY better in my head when i was on the can !! Dont get me wrong your chance system is amazingly intellegent and i wouldnt want to change it one bit , this was just sort of an alternative to the regular chance sytem at 100%. this way its not like everyone you killed would get decaped, youd have to watch ther life closeley without killing him with a normall attack , and ofcourse you still have to hit them in the neck, waist, head etc,, just an idea anyways like i said it made more sence before i typed it out ;) you know whats best. because you are the FNMAN.
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rolanda h
 
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Post » Fri May 27, 2011 5:40 am

I am waiting to re-install Oblivion on my new pc till version 6 is ready. This mod is an absolute MUST to play oblivion with.
Thank you for this, thank you!
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Markie Mark
 
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Post » Fri May 27, 2011 11:33 am

I am waiting to re-install Oblivion on my new pc till version 6 is ready. This mod is an absolute MUST to play oblivion with.
Thank you for this, thank you!


I'll reinstall it, too. The work Skycaptain is doing is awesome :D
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CxvIII
 
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Post » Fri May 27, 2011 8:33 am

I have Oblivion freshly installed with FCOM and stuff, just waiting for DR6 before I start my new game :)

Been trying to be patient by playing around with FO3 and DAO until then but the more I play DAO the more I just jones for Oblivion with DR6.

Awesome work Skycaptain.
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Darren
 
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Post » Fri May 27, 2011 6:24 pm

Skycaptain,
Your work makes the game for me. When I first saw the videos of earlier releases on youtube a year ago, I promptly ceased playing Oblivion on the console, upgraded my graphics card, cpu, and got the pc version. The first mod I ever downloaded for Oblivion was DR5. Needless to say, that lead to obse and obmm and hundreds of other tools and mods. Thanks for all your extensive efforts. The DR6 video is very exciting. I patiently await the DR6 release. There's always an empty spot at the bottom of the load order for Deadly Reflex.
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James Smart
 
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Post » Fri May 27, 2011 11:11 am

He should be proud that at least 3 people (probably more) have reinstalled Oblivion just to play DR6 :)

BTW, which version of OBSE will it require? I'm stuck with 17b because I don't like betas, but I'd install 18 beta 5 if version 18 is required...
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ZANEY82
 
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Post » Fri May 27, 2011 6:19 pm

I have reinstalled Oblivion too :D

One question: are there special finishing moves for hand to hand too?
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Harry-James Payne
 
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Post » Fri May 27, 2011 3:42 pm

I have reinstalled Oblivion too :D

One question: are there special finishing moves for hand to hand too?


Don't think so, but you know what could be a nice one? Plucking out someones eye with a finishing move :D Like when you aim at their face, you have a chance of ripping out the opponent's eye, which will kill him after a little bit of splashing around on the ground.

Or why not the "five point palm exploding heart technique" from Kill Bill? http://www.youtube.com/watch?v=2pA1N8KzGVg :D
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Erin S
 
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Post » Fri May 27, 2011 4:50 pm

Thank you for this mod. I will reinstall Oblivion as soon as DR6 is releashed.
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Jerry Cox
 
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Post » Fri May 27, 2011 7:03 am

Don't think so, but you know what could be a nice one? Plucking out someones eye with a finishing move :D Like when you aim at their face, you have a chance of ripping out the opponent's eye, which will kill him after a little bit of splashing around on the ground.

Or why not the "five point palm exploding heart technique" from Kill Bill? http://www.youtube.com/watch?v=2pA1N8KzGVg :D


Updated: At least 5 people by now will reinstall Oblivion to play DR 6 :D

Back on quote: I don't know if it was a bug or a feature, but H2H finishing moves are already implemented in DR5. Or at least I was able to smash someone's head with my hands* as if I hit him with a blunt weapon...

*Or better said, with a kick, as I had an animation replacer for that powerattack. I even had an hilarious video about it :D (but unfortunately I erased it).
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Jeremy Kenney
 
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Post » Fri May 27, 2011 8:31 am

Im waiting for DR 6 in order to come back to Oblivion from Dragon Age.
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sarah
 
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Post » Fri May 27, 2011 7:11 am

New version of DR look good, but arrows who destroy head looks very unrealistic... Good luck with work!
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Niisha
 
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Post » Fri May 27, 2011 2:34 pm

Hi there, just loaded 5.0 (and the fix) and it is awesome! Cant wait for 6.0. One question...How are the animations supposed to work when in 1st person? At first I could swear it flipped to 3rd to show animations automatically(I could have been halucinating). Since then, in 1st person, all I get is a weird pause and a bunch of blood spatter. Does it depend on the animation?
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 12:31 pm

@ Jaded42:
Yeah, it depends on what animation you use. There is one power-attack that flips to 3rd person when you do it, a sort of 'heart-stab spin-decap' maneuver, but then all the other power-attacks stay in first person. So the animation you get is dependent on which power-attack you use, and on the sideways sword power-attack how they die can change if you hit neck-level vs waist level... aiming during the 'slow-mo' bit can change that result.

@ No-one in particular...:
My problem with this mod is how many mods I'm using that spam heavy scripting. :'( I'm wishing for a way to check which mods are really script-heavy without loading/unloading things in either oblivion or the construction set... but this is by far the LAST mod I'll disable. :) That and some mods to make magic as useful as melee combat now is. Well, I could lower my graphics to crap, but I can't get used to anything below 'medium' as is.

@ SkyCaptain:
I thank you SkyCaptain for taking the mass amount of time required to work on a mod like this! If I had anywhere near your motivation I could probably do something this cool, learning to script as you had, motivation is what keeps me from being cool like you. I'm glad to see the world with awesome people like you in it. ...I'd normally keep quite about my praise, but you clearly DESERVE it more then you're getting it, so there ya go. ;)
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Colton Idonthavealastna
 
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Post » Fri May 27, 2011 3:31 am

[POSTING AGAIN IN PARTS CAUSE THE FORUMS COMPLAINS ABOUT STUFF....]

Thanks so much for all the support, it?s 100% certain that without all these encouraging posts DR would have faded away - probably YEARS ago! :foodndrink:


In the first post, you mentioned you need to tweak the impale animation. Which impale animation, and why does it need to be fixed?


I think it would have been fitting to use Dark Messiah combat music for the teaser video. :P


Ah, nothing most likely, just noticed that the arms clip with the screen some - but with the "neardistance" setting that minor problem is proably all cleared. :)

hello Skycaptain thank you for the great response. I watched the video like 50 more times and the more i do the more i like the cinimatic view for the spinning decap. its just done so well and transitions so smoothly, i love it now :) Now just to make sure i understood this correctly, So basically the forward power attack is now a running thrust, which calculates the Critical Chance, but insted of triggering "slow motion", if the attack was enough to kill the opponent, it will automatically follow up the initial forward power attack with a "very smoothly transitioned" 3rd person spinning "auto" decapitation then back to 1st person. VERY SWEET. Is there any other attacks that do this ? and at the end of the video when you crushed the argonians head with the hammer, was that the new "stationary" power attack ? if so what would a sword do ? or is there still the sword thrust attack in DR6. Oh and i had a great idea i was playying around with DR4 and maxing the critical chance to 100 and obviosly certain conditions still need to apply so not everyone gets decaped and so on, but what if, kinda like in fallout 3, if the last power attack would atomatically start a 100 % chance critical attack, assuming the attack would deplete all his HP. so even if you miss the opportunity earlier you are guranteed another chance at a guaranteed decap. of course this should only happen when youve set your chance to 100 %. anyways you probably see where im going with this, it sounded WAYYY better in my head when i was on the can !! Dont get me wrong your chance system is amazingly intellegent and i wouldnt want to change it one bit , this was just sort of an alternative to the regular chance sytem at 100%. this way its not like everyone you killed would get decaped, youd have to watch ther life closeley without killing him with a normall attack , and ofcourse you still have to hit them in the neck, waist, head etc,, just an idea anyways like i said it made more sence before i typed it out ;) you know whats best. because you are the FNMAN.


Yeah you got it right - the forward powerattack is followed with a "cut scene" type of finisher if the EXTRA damage, that you earn from timing the running and the attack, kills the victim or the critical chance calculation shows green. There is still the stationary thrust attack, but it will not trigger the critical unless the target is stunned or wrists cut off.

Since DR5, there hasn?t been hard limit of one critical attempt. This was a bit problematic decision with DR5, since what?s the point in using other attacks if some certain attack constantly has a chance a critical? DR5 tries to deal with this with a pretty hard chance system, and granting criticals from a wide variety of attacks, taking off the incentive to use just, say, left power attack cause that could decapitate.



DR6 overhauls this. You can?t get criticals from other than right powerattack and the forward charge. The catch is, the attacks are not equally useful - and the least used attack is always the one that will most likely take the enemy by supprise.

Left and right powerattacks are semi-weak, but left powerattack is nice in that it contains a "bash" that breaks any defense, so it always connects. Right powerattack is the decapitation attack, but has no other treats - and has low base damage. Your critical chance is tied to how much you have used the attack in the fight - so you want to keep the attempts rare, and because the enemy health plays a major role as well, the longer you hold on from trying the most likely it works! :)


Forward rush is handy, cause it has the potential for heavy extra damage and critical, but you simply cannot use it effectively that much. The stationary powerattack is about as powerful as it is now, so it?s your "standard powerattack" for nice damage but no extra benfits. Backwards powerattacks have the most damage - twice the amount as now - and can knock down enemies (even before the perk). Experts (skill 75) can move around while attacking - the attack is pretty slow - making this "damage" attack much more handy.


So overall DR6 gives natural incentive to limit the use of critical attempts, while there is not limit to the number of attemps themselves. Also the use of ALL attacks is encouraged, cause things like extra damage, critical chance, enemy counter and dodge chance are all tied to how "predictable" the attack was - plus all the attacks have a more defined role. :)

Skycaptain,
Your work makes the game for me. When I first saw the videos of earlier releases on youtube a year ago, I promptly ceased playing Oblivion on the console, upgraded my graphics card, cpu, and got the pc version. The first mod I ever downloaded for Oblivion was DR5. Needless to say, that lead to obse and obmm and hundreds of other tools and mods. Thanks for all your extensive efforts. The DR6 video is very exciting. I patiently await the DR6 release. There's always an empty spot at the bottom of the load order for Deadly Reflex.


Wow, thanks man I?m happy that one of those movies made such a difference, I?m always so lazy to make them in the first place! :P
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Lexy Corpsey
 
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Post » Fri May 27, 2011 2:46 pm

Don't think so, but you know what could be a nice one? Plucking out someones eye with a finishing move :D Like when you aim at their face, you have a chance of ripping out the opponent's eye, which will kill him after a little bit of splashing around on the ground.

Or why not the "five point palm exploding heart technique" from Kill Bill? http://www.youtube.com/watch?v=2pA1N8KzGVg :D


You know that explosive move could actually be pretty fun - the reality is that DR doesn?t really cater for unarmed, for the simple reason unarmed just doesn?t make much sense to me, and that it?s hard to make good unarmed criticals, because subtle effects like bruises, cracked bones etc are actually the hardest ones to implement.

So yeah, even if a bit over-the-top, that move could be a fun critical... :)

Updated: At least 5 people by now will reinstall Oblivion to play DR 6 :D

Back on quote: I don't know if it was a bug or a feature, but H2H finishing moves are already implemented in DR5. Or at least I was able to smash someone's head with my hands* as if I hit him with a blunt weapon...

*Or better said, with a kick, as I had an animation replacer for that powerattack. I even had an hilarious video about it :D (but unfortunately I erased it).


Yup the stationary powerattack can mash the skull. In DR6 it?s the right powerattack - just have to give something to the unarmed here. ;)

New version of DR look good, but arrows who destroy head looks very unrealistic... Good luck with work!


Heh, well maybe so but it was requested so many times - and I got the implementation working so well that I had to keep it. :P
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Andrea P
 
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Post » Fri May 27, 2011 12:08 pm

Hi there, just loaded 5.0 (and the fix) and it is awesome! Cant wait for 6.0. One question...How are the animations supposed to work when in 1st person? At first I could swear it flipped to 3rd to show animations automatically(I could have been halucinating). Since then, in 1st person, all I get is a weird pause and a bunch of blood spatter. Does it depend on the animation?


Many special animations in DR5 should play in 3rd person, but the transition requires your 3rd person switch key. Maybe you changed controls after installing DR? If so, this is the reason - click the DR hourglass in your inventory to reset the mod?s key settings, then your new settings will be read into the system.

@ No-one in particular...:
My problem with this mod is how many mods I'm using that spam heavy scripting. :'( I'm wishing for a way to check which mods are really script-heavy without loading/unloading things in either oblivion or the construction set... but this is by far the LAST mod I'll disable. :) That and some mods to make magic as useful as melee combat now is. Well, I could lower my graphics to crap, but I can't get used to anything below 'medium' as is.

@ SkyCaptain:
I thank you SkyCaptain for taking the mass amount of time required to work on a mod like this! If I had anywhere near your motivation I could probably do something this cool, learning to script as you had, motivation is what keeps me from being cool like you. I'm glad to see the world with awesome people like you in it. ...I'd normally keep quite about my praise, but you clearly DESERVE it more then you're getting it, so there ya go. ;)


DR?s scripting isn?t really that heavy at all. Even though every single script is a global, constantly running script, they are blocked out 99.99% of the time so that they only run ONE line of script, returning instantly. Only the main script runs more that that - maybe 20 lines. And you have probably 10 000 lines running every frame with a standard set of mods.

Now, you take even unofficial patch, and you have more script running on average - because there?s scripts running on NPCs - than what you have running on average with DR, cause DR runs nothing on NPCs, so the amount of processing doesn?t scale upwards with the number of actors. DR only runs stuff when something DR related happens, so if you can notice that your FPS actually dips during a shieldbash or a decapitation - that could be DR related, but can you really notice, and does it matter? :)


Overall, Oblivion?s performace isn?t script sensitive. What affects most systems the most is the amount of actors and objects on scene. Visible when distant mods, crowded [something] mods, mods that add clutter. Those make the biggest difference - and of course, if you have mods that run HEAVY scripts on NPCs, they make the problem of NPC adding mods even worse, cause not only the AI processing but also script processing then scales with them.



About the latter comment, most of all thank you. :) It was a bit weird to read it, cause I don?t feel I?m anywhere near that productive as some people - say, Obse guys, dev_akm, CorePC, you know who I mean! But I?ll promise to try and take pride in what I have done this far, cause that always helps in finishing a project. :foodndrink:
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Veronica Flores
 
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Post » Fri May 27, 2011 5:11 am

@ No-one in particular...:
My problem with this mod is how many mods I'm using that spam heavy scripting. :'( I'm wishing for a way to check which mods are really script-heavy without loading/unloading things in either oblivion or the construction set... but this is by far the LAST mod I'll disable. :) That and some mods to make magic as useful as melee combat now is. Well, I could lower my graphics to crap, but I can't get used to anything below 'medium' as is.
As SkyCaptain already explained having a mod with only a couple scripts won't really have that much of an impact. The real 'problem' comes from mods that use tokens to run scripts on a large amount of actors, the script itself may not be that heavy but when you get to about two dozen instances of the script it can start to affect your fps. Well that and the fact you'll have two dozen actors around, all that AI stuff will kill any system. :P
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Damian Parsons
 
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Post » Fri May 27, 2011 4:17 pm

When you impale a target on the ground, would it be possible for the camera to look downwards as you bring down your weapon to impale?
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 11:55 am

When you impale a target on the ground, would it be possible for the camera to look downwards as you bring down your weapon to impale?


I second that.
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Kelvin
 
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Post » Fri May 27, 2011 6:25 pm

When you impale a target on the ground, would it be possible for the camera to look downwards as you bring down your weapon to impale?



I second that.


+1!
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 4:20 am

All awesome stuff! Do you have a vague date for release? Keep up the good work my friend. ss
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Chris Duncan
 
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Post » Fri May 27, 2011 6:16 pm

Hey, for any DR5 users who tried the combination, how well does Deadly Reflex and JOGs Stealth Overhaul work together?

Trying to get some perspective if I should include it as I make the final tweaks to my Load Order before DR6s release.

Thanks!

PS. @ 7th Son

If I remember correctly a few pages back, Skycaptain gave a rough estimation of Christmas. I would wager the true release date is a few days after he finishes his last exam for the winter term (that is of course assuming he has any, I think I remember that being mentioned) :P. Which is fine by me, tweaking and testing my Load Order cuts into enough study time!
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Wayne Cole
 
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Post » Fri May 27, 2011 1:43 pm

stealth overhaul is fine, proximity based sneak penalties OTOH makes DR sneak attack overly difficult ( and it also has an issue with levelling mods ) , but that will be fixed in DR6 :)
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carley moss
 
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Post » Fri May 27, 2011 5:13 pm

Any news of the other provin....errr, of DR6 development? :D
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James Potter
 
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