[WIP] Deadly Reflex 6

Post » Fri May 27, 2011 6:05 pm

bad english.
http://img266.imageshack.us/img266/3687/aaaaggghhhhh.jpg
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Damian Parsons
 
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Post » Fri May 27, 2011 4:33 pm

bad english.
http://img266.imageshack.us/img266/3687/aaaaggghhhhh.jpg


Random NPCs may have crazy Agility... :)


But yeah the chance system presets weren?t fully tested for 5.0, and there was supposed to be a system to adjust the chances, but then life got in the way and then I was married with v6.

Anyway, you can adjust the NPC dodging by typing in the console: set skycaptainsconditions.victimDodgemult to xx, where xx is a number between 0 and 100.


Check the current setting with "show skycaptainsconditions.victimDodgemult" command. Then use the "set" command above to set smaller value. Half the current to halve all the NPC dodge chances, for example.



DR6 overhauls the system to avoid constant very high or ultra low chance in anything, and also the multipiers are in the INI. :)
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Trish
 
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Post » Fri May 27, 2011 6:58 am

Anyway, you can adjust the NPC dodging by typing in the console: set skycaptainsconditions.victimDodgemult to xx, where xx is a number between 0 and 100.


Check the current setting with "show skycaptainsconditions.victimDodgemult" command. Then use the "set" command above to set smaller value. Half the current to halve all the NPC dodge chances, for example.



DR6 overhauls the system to avoid constant very high or ultra low chance in anything, and also the multipiers are in the INI. :)


Is there a command for disabling the npc dodge when trying to assassinate them from behind? I'm not talking about the one where the character "jumps" on the victim, that always works for me but the normal assassination attempt always fails for some reason.
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Emilie Joseph
 
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Post » Fri May 27, 2011 10:27 am

Hell. Should I use Kuertee?s custom HUD bar to display your effective chance to score a critical on the target you are fighting? :o
I'd say add appropriate quest/variables that can be accessed and just let each user decide for himself (maybe providing a default ini for kCHUDC). :)
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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 7:45 am

The only problem with V&V is what it has always been - it totally overhauls the concept of fatigue. It creates the concept of "tiredness" or overall exhaustion, but kills the concept of temporary exhaustion, which is kinda silly, it takes away as much as it gives game mechanics wise. DR really needs the concept of temporary combat fatigue.


So I don?t think it would work well, it would work ok but the chance system would have a constant offset in certain direction depending on the time of day, so to speak. What really would be nice, would be that V&V would keep the fatigue as fatigue, and use Kuertee?s custom HUD bars to display a variable that would represent overall "energy", the usage of which could be measured in consumption of the normal fatigue. This way we would have BOTH the mechanics, I really don?t see a reason to overhaul the whole concept of normal fatigue other than having the bar to display its status, but nowadays you can have at least 3 extra bars for anything you want.


Maybe you should contact the creator of V&V and ask what he thinks about it.
A compatibility patch would be awsome.
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Hearts
 
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Post » Fri May 27, 2011 5:40 pm

Damn, I just realised I didn?t even display cutting in half at all. It?s an old feature, but easily displayed AND I guess I haven?t even mentioned that I have the new guts ingame. :)ertee?s custom HUD bar to display your effective chance to score a critical on the target you are fighting?[/size] :o


I think we can get the picture, even though that woulda been a lovely thing to see all the spilling entrails and then what you can pick up from them.


Hell. Should I use Kuertee?s custom HUD bar to display your effective chance to score a critical on the target you are fighting? :o


I think I agree with kyoma, maybe an option, because at some points I'm all for HUD info, but then I digress to wanting the less predictability of things sometimes.
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Queen
 
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Post » Fri May 27, 2011 8:31 am

I would definitely HATE having a HUD bar. Immersionbreaking.
The "try your luck" feel must remain. You're just attempting something and things might go wrong. You can't predict in any way!



That said, I got a question !
So you are using LoupSombre 3person anims in 1st person. I personally think that's a GREAT choice. I'm not sure whether you're gonna change ALL anims incuding not combat related ones or only those? I'm just making sure !
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Andrew Lang
 
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Post » Fri May 27, 2011 3:05 pm

Is there a command for disabling the npc dodge when trying to assassinate them from behind? I'm not talking about the one where the character "jumps" on the victim, that always works for me but the normal assassination attempt always fails for some reason.


Not really, only the critical chance multiplier - see the critical chance gets checked first so it?s not dodging as such that causes the fail, and there?s a small bug there, the chance should always be roughly 1.5 times bigger than what it is now.

The success is down to sneak, blade, level difference (which actually is the broken component there) and critical chance multiplier. But as said the chance system has been treated for v6..


I'd say add appropriate quest/variables that can be accessed and just let each user decide for himself (maybe providing a default ini for kCHUDC). :)


I don?t think it?s really worth any trouble in the end, I have more pressing matters to attend to before the release so the extra effort needed for such an optional feature doesn?t really feel justified right now. :)

Maybe you should contact the creator of V&V and ask what he thinks about it.
A compatibility patch would be awsome.


I wouldn?t be about compatibility patch, but rescripting the mod to use it?s own system rather than the fatigue system. IIRC we have discussed it at some point, but the mod has been under development other ways so a fundamental change like this just wasn?t number 1 on the list..

That said, I got a question !
So you are using LoupSombre 3person anims in 1st person. I personally think that's a GREAT choice. I'm not sure whether you're gonna change ALL anims incuding not combat related ones or only those? I'm just making sure !


It?s all or nothing with 3rd person anims in 1st person, if that?s what you mean. If you if I?m tweaking all the anims, well the combat ones as those are the ones with the "hand-problems". :)
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GabiiE Liiziiouz
 
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Post » Fri May 27, 2011 9:21 am

Good !
DD6 is all I'm waiting for to get back on Oblivion !
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Erich Lendermon
 
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Post » Fri May 27, 2011 2:28 pm

>>>http://img339.imageshack.us/img339/6311/eeeeeehhhhhhh.jpg<<<

bad english.
and one more thing disappointed me in v5.0
I do not like to switch view in running (< ^ >) flip - 1rd person in 3st person and in 1st person. It's too inconvenient to me. and it just not cool.

Thanks, good mod anyway!
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Isabell Hoffmann
 
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Post » Fri May 27, 2011 9:47 am

>>>http://img339.imageshack.us/img339/6311/eeeeeehhhhhhh.jpg<<<

bad english.
and one more thing disappointed me in v5.0
I do not like to switch view in running (< ^ >) flip - 1rd person in 3st person and in 1st person. It's too inconvenient to me. and it just not cool.

Thanks, good mod anyway!


The old implementation caused the player to jump through the ceiling sometimes. And unfortunately there?s no better way to do it.


This has been discussed in older threads, in short the animations cannot scale objects. In more detail, the animation cannot land where you can?t see.

DR4 used a script move the player though the air, the problem was that there?s no good way to detect collision, and I got sick of the problems reported.



EDIT: In any case, there?s no flip, whatsoever, in DR6.
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JaNnatul Naimah
 
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Post » Fri May 27, 2011 4:41 pm

DR4 used a script move the player though the air, the problem was that there?s no good way to detect collision, and I got sick of the problems reported.


Double jump like a scout from TF2... I liked it T_T
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Kim Bradley
 
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Post » Fri May 27, 2011 1:01 pm

Hey guys, with SkyCaptains permission i've uploaded the movie http://de.xfire.com/video/19bc87/ (on xfire.com).
have fun,
SirTroy
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Phillip Brunyee
 
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Post » Fri May 27, 2011 3:47 pm

Hey guys, with SkyCaptains permission i've uploaded the movie http://de.xfire.com/video/19bc87/ (on xfire.com).
have fun,
SirTroy


Thanks man, but you know...I?m not sure if it?s an Xfire limitation but the quality is pretty horrible...even the sound.


I guess it?s better than nothing? :)


EDIT: Actually it?s not "bad quality" just lower res - and the sound is not bad either, there?s just some odd background noice. Probably not even that noticable, but I was wearing a headset. :)
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Steven Nicholson
 
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Post » Fri May 27, 2011 1:22 pm

I'm posting to make sure Skycaptain doesn't retain himself to manifest himself because of double posting !

Should I wait for DR6 or install 5 right now to enjoy the game ?!
Could the release take more than a few days?
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adam holden
 
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Post » Fri May 27, 2011 3:16 am

I'm posting to make sure Skycaptain doesn't retain himself to manifest himself because of double posting !

Should I wait for DR6 or install 5 right now to enjoy the game ?!
Could the release take more than a few days?

v
I guess it?s safe to say something I have already blurted out: I?m aiming to release before Christmas, cause I really want to play then myself. :P

It?s prefectly realistic goal, but cause the time I have for modding depends on so many factors I can never say for sure.

I'd say get 5 for now. Upgrading shouldn't be too difficult and when you finally do get DR 6 you'll appreciate it more after noticing what it improves over V5. :D
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TASTY TRACY
 
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Post » Fri May 27, 2011 5:09 pm

Yeah then I will do that! But It's quite a hassle since I have to tweak mods to work with LoupSombre's 3rd person anims in first person and all! Bah let's get at it!

By the way, are we getting back horse combat for DR 6 ? Or at least being able to cast spells from horseback?
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*Chloe*
 
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Post » Fri May 27, 2011 5:29 am

I'm posting to make sure Skycaptain doesn't retain himself to manifest himself because of double posting !

Should I wait for DR6 or install 5 right now to enjoy the game ?!
Could the release take more than a few days?



Yeah then I will do that! But It's quite a hassle since I have to tweak mods to work with LoupSombre's 3rd person anims in first person and all! Bah let's get at it!

By the way, are we getting back horse combat for DR 6 ? Or at least being able to cast spells from horseback?


The release can take until Christmas, easily. During the last week I made huge progress, in maybe only 20h of modding. It seems to be, that maybe a bit more than is needed to finish everything. So it?s close to ready.

But, this week I probably don?t have time to mod at all. Next week, maybe some. Then? No idea. This is why it?s so hard to say when it?s done - the workload remaining could be only 2h, yet if I don?t have the 2h (of clear-headed forward-thinking bad-ass modding-attitude time!) until the following week, that 2h means over a week! :(


But yeah, given everything "before Christmas" still sounds reasonable to me.

@other stuff:

-if you don?t have 3rd person anims in 1st person, don?t install that before DR6, DR5 is not compatible and while it?s possible to configure it?s not easy

-horse combat is back, in 1st person as well (actually it?s 10 times better in 1st person)

-spell casting script has been tweaked to this century Obse functions, most likely fixing any stability problems it possibly had - thanks to the generous labour of shadeMe! :goodjob:
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matt oneil
 
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Post » Fri May 27, 2011 1:31 pm

I almost can't wait mate
Hopefully you won't be as busy as you think you will be :)
Any idea how hard or easy it will be to update from V5 to V6?
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naomi
 
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Post » Fri May 27, 2011 4:32 am

I almost can't wait mate
Hopefully you won't be as busy as you think you will be :)
Any idea how hard or easy it will be to update from V5 to V6?


Disable DR5 combat moves esp, save once, enable DR6 combat moves esp. :)
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Dagan Wilkin
 
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Post » Fri May 27, 2011 11:53 am

Disable DR5 combat moves esp, save once, enable DR6 combat moves esp. :)


Nice! Good to know
Btw in this link http://tesnexus.com/downloads/file.php?id=8273
under edit 9.9.2009 there is a update, is the update for V5?
Should it be used?
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Bird
 
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Post » Fri May 27, 2011 9:05 am

Nice! Good to know
Btw in this link http://tesnexus.com/downloads/file.php?id=8273
under edit 9.9.2009 there is a update, is the update for V5?
Should it be used?


Yes it?s a hotfix, without it your game will freeze. Also, there?s couple of minor tweaks IIRC, at least it allows you to bash with torches and the enemy stunning from shieldbash (which allows you to press bash and trigger the two-handed standing impale + kick combo also seen in the movie) should trigger more easily, IIRC it was broken in 5.0...
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Mr. Ray
 
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Post » Fri May 27, 2011 12:52 pm

One thing I noticed in DR5 is that if you use shield bash in 3rd person you hear the sound of the shield hitting someone even if you're bashing into thin air, but in first person you don't hear it (as it should be if you're not hitting anything). Could this be fixed?

BTW I might have mixed up third and first person in this post, it could be the other way around...
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roxxii lenaghan
 
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Post » Fri May 27, 2011 8:31 am

One thing I noticed in DR5 is that if you use shield bash in 3rd person you hear the sound of the shield hitting someone even if you're bashing into thin air, but in first person you don't hear it (as it should be if you're not hitting anything). Could this be fixed?

BTW I might have mixed up third and first person in this post, it could be the other way around...


Ah, actually...I have been keeping forgetting this.



But apparently, v5 has been all this time missing the tweaked shieldbash animation. You can fetch it from v4 pack. Blockattack.kf, in meshes\characters\_male (or _1st person).

My tweaks remove that sound (the call to play it is in the animation itself!), among other changes. Sounds like the v5 pack is missing only the 3rd person version...pretty ugly error, being there all this time. I have heard about this a couple of times and then forgot about it before I managed to check it out...
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Stace
 
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Post » Fri May 27, 2011 12:19 pm

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
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benjamin corsini
 
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