[WIP] Deadly Reflex-6

Post » Sun Jan 09, 2011 7:54 am

Patience guys, all I can do to bring you any comfort is that I′m working on it as we speak, things are constantly progressing now - all the long delay has been mostly from me not being able to mod at all. :)
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Rinceoir
 
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Post » Sun Jan 09, 2011 1:01 am

No hurries. I personally prefer a polished mod than a hurried one. Plus, I'm enjoying DR5 by now.

BTW, I believe DR6 is currently the most anticipated mod of all :)
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Jade Barnes-Mackey
 
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Post » Sun Jan 09, 2011 1:22 am

BTW, I believe DR6 is currently the most anticipated mod of all :)


Ya, people on TES Nexus are asking for it all the time. But as you say, Skycaptain should not hurry and take the time he needs to make this mod perfect.
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Killah Bee
 
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Post » Sun Jan 09, 2011 2:26 am

No hurries. I personally prefer a polished mod than a hurried one. Plus, I'm enjoying DR5 by now.

BTW, I believe DR6 is currently the most anticipated mod of all :)


Heh, I must admit I don′t even know if my work is polished or not. I mean I have been working on the scripts here and there, with long breaks in between, mostly not even remembering what I did the last time.

In that sense, I probably want to release something labelled "alpha" at first, just incase I completely forgot some script had a silly unfinished part or a test snippet of code that gives you a 100% chance. :P


Then again, that′s what I felt about DR5 - it felt so untested, being I didn′t really play it at all myself before I released it. And while I know there′s somethings that should have been tweaked afterwards, it′s kinda crazy how well it plays with the one quick hotfix I made. So in that sense I guess I′m pretty anol when testing invididual features during development, and when I do release something I assume there′s a chance there′s nothing wrong.


So I guess I would personally assume a working product with some silly flaws, which then get fixed quickly when I get to know about them. My biggest problem is I would like to get to playtest the mod myself before releasing, but that would require getting my modlist updated etc, and the playtime, which in my situation would push the release even months. So I′m forced to put a relatively untested version out in the open.



Speaking of which, a couple of days ago I though about all this, and to be honest it seemed like a big nightmare. Keeping track of the bug reports...listing them up...and THEN trying to find some time to set things straight and release a patch. With the time I have, with the stress with school and work...not nice. :nope:

It hit me that when the release day comes, in a couple of months or less (quickly counting weekends), it would really help if someone would like to help me with this. Like, read the bug reports, and keep a list of the "tasks" in the forum thread. I could mostly focus on the list, and report this kind person which ones were already taken care of. Just an idea really, but it would really really help, just posting this one post took 10% of the modding time I have left for this evening. :shrug:
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Alexxxxxx
 
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Post » Sun Jan 09, 2011 5:40 am

I will still play Oblivion for some years. I can wait some months... ;)
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Schel[Anne]FTL
 
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Post » Sun Jan 09, 2011 4:23 am

It hit me that when the release day comes, in a couple of months or less (quickly counting weekends), it would really help if someone would like to help me with this. Like, read the bug reports, and keep a list of the "tasks" in the forum thread. I could mostly focus on the list, and report this kind person which ones were already taken care of. Just an idea really, but it would really really help, just posting this one post took 10% of the modding time I have left for this evening. :shrug:


I didn`t see that from this perspective. Maybe it`s really the best to release an alpha version and let the people do the playtesting and bug reports. This way you can focus on optimizing and bugfixing.

Concerning the administrative work of looking through the bug reports, keeping a list and so on, I would love to help you with that, if it makes your modding business easier. I`m gonna write you a personal message.
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jessica robson
 
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Post » Sun Jan 09, 2011 12:02 am

I didn`t see that from this perspective. Maybe it`s really the best to release an alpha version and let the people do the playtesting and bug reports. This way you can focus on optimizing and bugfixing.

Concerning the administrative work of looking through the bug reports, keeping a list and so on, I would love to help you with that, if it makes your modding business easier. I`m gonna write you a personal message.


I'm up for that, too. I should be able to playtest and write a list of bug reports. No problem :)
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Chantelle Walker
 
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Post » Sun Jan 09, 2011 2:33 am

I didn`t see that from this perspective. Maybe it`s really the best to release an alpha version and let the people do the playtesting and bug reports. This way you can focus on optimizing and bugfixing.

Concerning the administrative work of looking through the bug reports, keeping a list and so on, I would love to help you with that, if it makes your modding business easier. I`m gonna write you a personal message.


Thanks man, got your post and really appreciate the offer, I will contact you when it′s time. :foodndrink:

I'm up for that, too. I should be able to playtest and write a list of bug reports. No problem :)


I think there′s a misunderstanding here (judging from the couple of PMs I got as well) - everybody gets to test, since I′m lacking time to run an indepth testing period with dedicated testers.

Klaus got it right, what I meant was that it also takes tremendous amount of time to read through all the posts that start to pour in with an open alpha/beta, and organize the bug reports to a coherent TODO-list. He offered to help with the thread keeping and collecting the bug reports in a single list (on the thread), so that I can focus more on the actual bug fixing than bug collecting/reading. :)
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helen buchan
 
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Post » Sat Jan 08, 2011 8:51 pm

Skycapitan your mod made me an oblivion addict, and i have to admit i log to this thread every couple of days or so.
If there anything i can do to help i will be glad to do so.
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Mandy Muir
 
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Post » Sun Jan 09, 2011 9:30 am

You know what would make this mod completely perfect?
http://www.youtube.com/watch?v=x7KK7bXJV2c
:flamethrower:
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Victor Oropeza
 
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Post » Sun Jan 09, 2011 8:32 am

Throat slitting seems to work ok for me so it's possible it was fixed in the hotfix.


The chance is just really low, I have the hotfix and it makes the move rarely worth it.
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Britta Gronkowski
 
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Post » Sun Jan 09, 2011 4:02 am

I have a habit of breaking my game.

Skycap, I installed the this http://www.tesnexus.com/downloads/file.php?id=18617&tab=4&navtag=/modules/comments/index2.php?tid=67854|:|fid=18617|:|sort=DESC mod. It works well enough I suppose. i had to go into the _Male/IdleAnims/Deadly Reflex data folder and replaced 1st person dodge with your 3rd person animation (to avoid world clipping and it works fine now). However Im stumped with the bash animation. To put it bluntly, it offsets the camera, making it somewhat unplayable after hitting bash. I'm not entirely sure which of the other animations I need to replace/rename for the 3rd person animation to appear here (and hopefully fix the issue i have).
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Ben sutton
 
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Post » Sun Jan 09, 2011 2:18 pm

Just curious - does DR not play well with some mod added NPCs?

I went into a Better Cities added merchant's shop, and tried to charm him by casting a spell on him. He started dodging that and called assault. But did not start a fight. His bodyguard did smack me some until I yielded to him. Happens to quite a few merchant NPCs, and their orc bodyguards then smack me down! :toughninja:

Is this a known issue? Is there a fix? DR is loaded in my load order where the latest BOSS masterlist tells it to.
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Baylea Isaacs
 
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Post » Sat Jan 08, 2011 11:14 pm

Will DR 6 need to be installed on a clean oblivion install (I.E. no previous version of DR)? I just reinstalled my game and I want to know if I should install DR 5 or wait until 6 comes out. Thanks for your work!
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Spaceman
 
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Post » Sun Jan 09, 2011 10:18 am

You shouldn't have to do a clean install with any mods. All you should need to do is a clean save: deactivate the mod, load your save and save in a new slot, then activate the newer version.
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Danny Blight
 
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Post » Sun Jan 09, 2011 7:22 am

Will DR 6 need to be installed on a clean oblivion install (I.E. no previous version of DR)? I just reinstalled my game and I want to know if I should install DR 5 or wait until 6 comes out. Thanks for your work!

Just wait till DR 6 comes out - instructions will accompany the release. No point in asking hypothetical questions at this point, as DR 6 release is not really on the horizon yet...
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Miss K
 
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Post » Sun Jan 09, 2011 8:40 am

I would just get DR5 anyway it's great :)

@anithinks
It's not really a hypothetical you shouldn't have to do a clean install with any mod whatsoever only a clean save should be needed.
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Catherine Harte
 
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Post » Sun Jan 09, 2011 7:29 am

I would just get DR5 anyway it's great :)

@anithinks
It's not really a hypothetical you shouldn't have to do a clean install with any mod whatsoever only a clean save should be needed.

Even though the OP said Clean Oblivion install, I think he meant Clean saving because he indicates "no previous version of DR" as well... irrespective of that, what brosk1 said is true in general that no mod requires an Oblivion reinstall - that would be asking for too much... but for specific instructions for DR 6, only skycaptain can comment on that (it may not even need a clean save - who knows?). Therefore I would wait asking about this until the mod is actually released.
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Red Bevinz
 
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Post » Sun Jan 09, 2011 5:19 am

Thanks for the replies guys. Yeah, I meant to ask whether or not it would be safe to install DR5, uninstall it when DR6 comes out, and then use DR6 on a save which had previously used DR5. I realize the mod isn't coming out for some time yet so I wanted so see if SkyCaptain has any hints if he's not too busy to reply. I miss the DR5 functionality playing without it, but at the same time I don't want to lose an entire save when DR6 comes out :)
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Tarka
 
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Post » Sun Jan 09, 2011 12:05 pm

Thanks for the replies guys. Yeah, I meant to ask whether or not it would be safe to install DR5, uninstall it when DR6 comes out, and then use DR6 on a save which had previously used DR5. I realize the mod isn't coming out for some time yet so I wanted so see if SkyCaptain has any hints if he's not too busy to reply. I miss the DR5 functionality playing without it, but at the same time I don't want to lose an entire save when DR6 comes out :)


You can safely use DR5, unload it, and fire up DR6 when it comes out. No problems. You just have to make a clean save without DR5 first.
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Elena Alina
 
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Post » Sun Jan 09, 2011 12:39 pm

Hey Skycaptain, I've been meaning to ask you, where did you get the resources to make the death sounds? I'd love to have access to the originals so I could make some alternate sounds, some of them are so awesome, but the 11khz rate really muffles the quality.
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Matt Bigelow
 
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Post » Sun Jan 09, 2011 4:57 pm

You can safely use DR5, unload it, and fire up DR6 when it comes out. No problems. You just have to make a clean save without DR5 first.


Thank you!
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Alisia Lisha
 
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Post » Sun Jan 09, 2011 9:53 am

Just curious - does DR not play well with some mod added NPCs?

I went into a Better Cities added merchant's shop, and tried to charm him by casting a spell on him. He started dodging that and called assault. But did not start a fight. His bodyguard did smack me some until I yielded to him. Happens to quite a few merchant NPCs, and their orc bodyguards then smack me down! :toughninja:

Is this a known issue? Is there a fix? DR is loaded in my load order where the latest BOSS masterlist tells it to.


Errr.... bump?

This issue also happens with Phitt's Roaming NPCs, but not with Vanilla NPCs - anyone else experience this? Know a fix?
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Taylah Haines
 
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Post » Sun Jan 09, 2011 1:22 am

Errr.... bump?

This issue also happens with Phitt's Roaming NPCs, but not with Vanilla NPCs - anyone else experience this? Know a fix?


It′s a real bug, there′s supposed to be a check for friendly spells but it was broken, so DR angers any NPC that dodges your spell (cause otherwise they would just dodge your attack, and then be like nothing happened).

I know this is not much consolidation, but you can try and aim such spells off-target, and then turn towards them just when the spell launches.
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..xX Vin Xx..
 
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Post » Sun Jan 09, 2011 9:37 am

Just a progress report, I have made some heavy progress this week and things are coming along very nicely. I wish I could be more specific but it′s hard to describe the individual tasks at this point of development, I made some attack animations (which I really really like, sneakily using data from the ones I had) to replace the ones I was never happy with - for months I thought this was a huge problem without a solution - and I got one major remaining script 90% done and tested.

I have a habit of breaking my game.

Skycap, I installed the this http://www.tesnexus.com/downloads/file.php?id=18617&tab=4&navtag=/modules/comments/index2.php?tid=67854|:|fid=18617|:|sort=DESC mod. It works well enough I suppose. i had to go into the _Male/IdleAnims/Deadly Reflex data folder and replaced 1st person dodge with your 3rd person animation (to avoid world clipping and it works fine now). However Im stumped with the bash animation. To put it bluntly, it offsets the camera, making it somewhat unplayable after hitting bash. I'm not entirely sure which of the other animations I need to replace/rename for the 3rd person animation to appear here (and hopefully fix the issue i have).


I can′t help you much on that, it can hard to make DR5 to play nicely with that. Some user′s have dunnit, so maybe someone can provide a list of what to do (I have seen such a list a while back).

But it′s possible your problem comes from the fact that I may have forgot to include the tweaked bash animations from DR4 to DR5 release. They are called blockattack.kf. If you don′t have such animations outside your bsa′s, then you obviously couldn′t replace the 1st person one with the 3rd person one, and your game is using the default 1st person animation. You can download DR4, and get the (3rd person) animation from there.


The good knews is that DR6 is BASED on that mod, 50% of my have been spent on desperately trying to make the clipping go away and make all those 3rd person animations - some custom and rest vanilla - to play nicely in 1st person with that tweaked skeleton. :ahhh:
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Anna Beattie
 
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