[WIP] Deadly Reflex-6

Post » Sun Jan 09, 2011 11:11 am

The mod works fine when using a shield. The problem only appears when trying to bash with a 2handed weapon, or with a one handed weapon but with no shield equipped.
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Esther Fernandez
 
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Post » Sun Jan 09, 2011 7:39 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 am happy to hear that you getting closer to the release of DR6 :D . And Thank You for your great work with Deadly Reflex in general! :bowdown: :foodndrink: . Its a mod that I can't imagine playing without anymore.
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Erin S
 
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Post » Sun Jan 09, 2011 8:46 am

Can't wait Skycaptain!
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Scott Clemmons
 
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Post » Sun Jan 09, 2011 4:15 pm

The mod works fine when using a shield. The problem only appears when trying to bash with a 2handed weapon, or with a one handed weapon but with no shield equipped.


That animation has been replaced with another one in DR6, but if I remember correctly, the 3rd person file was named "swordBash tweaked" and the 1st person one was named "swordBash 1stperson".

You know what to do. The files are in Data\meshes\characters\_male\idleanims\DeadlyReflex data folder. :)


EDIT: If you get the setup working flawlessly, maybe you could post a list of what files to replace/rename with what, to use 3rd person animations in 1st person. You know, incase someone else wants to try.

It′s a not a bad idea at all to get use to that, cause as said DR6 uses it and there′s no way to play DR6 without 3rd person animations in 1st person. What′s different in my version though, is that you can see your weapon in 1st person, the camera is a bit less shaky and there′s no clipping with the screen, etc.
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Hilm Music
 
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Post » Sun Jan 09, 2011 6:38 am

Thanks for the clarification Skycap. That works fine now and no longer breaks the camera. Not sure about the special moves yet, though they appear to be working properly for blunts at least.
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BEl J
 
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Post » Sun Jan 09, 2011 2:50 pm

Thanks for the clarification Skycap. That works fine now and no longer breaks the camera. Not sure about the special moves yet, though they appear to be working properly for blunts at least.

Would be nice if you could post the directions.
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Toby Green
 
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Post » Sun Jan 09, 2011 5:25 pm

I love messing around with this mod. I actually replaced the heartbeat sound with fatality music from WuTang Shaolin Style. I got the idea from one of my favorite Max Payne mods katana 1.1. Here's the example at the very beginning of the video:
http://www.youtube.com/watch?v=R3PznfBovKc
It's awesome with DR because I made the heartbeat sound just the loud whistle sound and the actual loud gong spliced in with the decapitation sounds, they sound great together and give you a satisfying confirmation of impact. I'll make a video of it sometime. The next thing I want to do is amp up the blood spray to the point of ridiculous.
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Trista Jim
 
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Post » Sun Jan 09, 2011 3:54 pm

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.


yay! Great news!!
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Big mike
 
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Post » Sun Jan 09, 2011 3:33 am

Sky, I was wondering if there could be an optional .esp where finishing moves play randomly when you kill an NPC?


What I mean is that instead of having to to the correct power attack aimed at the right place that there is something like a 5% chance when killing an NPC that it will play a death animation. Like if I have a blade equipped swinging at an NPC, there is a 5% chance my killing blow will produce either a= cut in half, head cutoff, or wrist cut.


Is that possible? I love the animations, I like to see them allot. But oftentimes in the heat of battle against multiple foes I dont get the chance to time and aim my strikes correctly to get a cool kill. =)
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Dragonz Dancer
 
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Post » Sun Jan 09, 2011 3:16 pm

Sky, I was wondering if there could be an optional .esp where finishing moves play randomly when you kill an NPC?


I would prefer an "ini" file over an "esp". That would be cool anyway. I never liked the quest pop up and the "DR Reset" item in the inventory. With an "ini" you could set everything real simple (key assignment/chance of finishing move/other fine tuning stuff) like in OblivionXP. However, let Skycaptain finish the alpha first. After that there will be room for suggestions.
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Lucky Girl
 
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Post » Sun Jan 09, 2011 10:56 am

The progress keeps awesome this week, I can′t post specifics no matter how hard I want to - I have been completing the "special feature" I decided to keep a supprise until release. I really don′t mean to tease unnecessarily, just wanted to explain the lack of details. ;)

Oh what the hell, I love it, I just love this feature, it′s something I ALWAYS wanted to mod. :P

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.


Browsing through endless "free" sites with horrific [censored] quality sounds. The better quality sounds are from a replacer this guy made for DR sounds, can′t remember the mod′s name but it′s in the credits, though you were probably after the lower quality scream sounds. I′m afraid I don′t remember where I ended up getting them from.

Heh, honestly it′s the part of making DR which I have liked the least - listening through hundreds of low quality clips that are tagged with something like "male", "scream", "pain". Makes your ears bleed and your urine taste bad. :dead:

Sky, I was wondering if there could be an optional .esp where finishing moves play randomly when you kill an NPC?


What I mean is that instead of having to to the correct power attack aimed at the right place that there is something like a 5% chance when killing an NPC that it will play a death animation. Like if I have a blade equipped swinging at an NPC, there is a 5% chance my killing blow will produce either a= cut in half, head cutoff, or wrist cut.


Is that possible? I love the animations, I like to see them allot. But oftentimes in the heat of battle against multiple foes I dont get the chance to time and aim my strikes correctly to get a cool kill. =)


It′s possible, but I can′t promise anything - first I need to get things out like they are, only then I can think about more options. And I′d like to play as well. :)

I would prefer an "ini" file over an "esp". That would be cool anyway. I never liked the quest pop up and the "DR Reset" item in the inventory. With an "ini" you could set everything real simple (key assignment/chance of finishing move/other fine tuning stuff) like in OblivionXP. However, let Skycaptain finish the alpha first. After that there will be room for suggestions.


Actually there′s an ini file in DR6, currently the old system for the keys is still present though. Would be wise of me to ditch it, and provide a flag you can set in the ini, incase the mod needs "resetting", for any reason.
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alicia hillier
 
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Post » Sun Jan 09, 2011 8:46 am

If you could (perhaps after the initial DR6 release), add a tag in the ini to suppress the key binding prompts, I'd like to set it up in the ini because it's always an annoying extra step when I'm making a new game (especially when troubleshooting).

I'm really excited though, can't wait for this release.
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Emmanuel Morales
 
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Post » Sun Jan 09, 2011 6:41 pm

I second setting up the keys in the ini rather than the message boxes and DR reset thing which I always found a little annoying. I'm certainly intrigued and excited about this special feature you keep bringing up, it's making me go loopy trying to think of what it could be :P
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Sheila Esmailka
 
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Post » Sun Jan 09, 2011 8:55 am

I second setting up the keys in the ini rather than the message boxes and DR reset thing which I always found a little annoying. I'm certainly intrigued and excited about this special feature you keep bringing up, it's making me go loopy trying to think of what it could be :P


I'm gonna guess dual-wielding.
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Tammie Flint
 
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Post » Sun Jan 09, 2011 6:00 am

That's my initial thought but then UV2 is supposed to be adding dual wielding and these mods are supposed to be compatible right? and obviously the two having dual wield would more than likely be an issue, so it might be it but I'm thinking it's probably something else.
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Samantha Pattison
 
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Post » Sun Jan 09, 2011 11:32 am

Nehrims out...now just got to wait a while so I can DR every hapless soul that approaches me in Nehrim
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Fluffer
 
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Post » Sun Jan 09, 2011 6:43 pm

Nehrims out...now just got to wait a while so I can DR every hapless soul that approaches me in Nehrim


Hehe, I'm using Nehrim to hold me off my Oblivion quest until DR6 and UV2 come out. Once they're out I'm going to build an unnecessarily violent battlemage with deadly reflexes :D

Oh, and another vote for the .ini file if it's not too much work. Having a simple way to map the hotkeys to my mouse would be nice. Hope the modding goes well :)
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Jeneene Hunte
 
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Post » Sun Jan 09, 2011 12:31 pm

Hehe, I'm using Nehrim to hold me off my Oblivion quest until DR6 and UV2 come out. Once they're out I'm going to build an unnecessarily violent battlemage with deadly reflexes :D

Oh, and another vote for the .ini file if it's not too much work. Having a simple way to map the hotkeys to my mouse would be nice. Hope the modding goes well :)



I feel too spoiled by our amazing Modders here! I too am waiting for DR 6 + UV 2 + Duke Patricks Combat Magic + Fearsome Magicka (hopefully with my suggested tweaks) =).
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Lily
 
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Post » Sun Jan 09, 2011 7:23 pm


It′s possible, but I can′t promise anything - first I need to get things out like they are, only then I can think about more options. And I′d like to play as well. :)





That would be awesome skycaptain! Maybe its my violent nature but I just like seeing heads fly off at random while I slash my way through a crowd. =)
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Rachael
 
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Post » Sun Jan 09, 2011 7:35 am

That's my initial thought but then UV2 is supposed to be adding dual wielding and these mods are supposed to be compatible right? and obviously the two having dual wield would more than likely be an issue, so it might be it but I'm thinking it's probably something else.

Yeah, but UV1 is nigh-unplayable and the mod author won't be able to work on it for a while until he heals from his wrist injury, which won't be for a while yet.
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Alina loves Alexandra
 
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Post » Sun Jan 09, 2011 8:22 pm

Is it possible to make deadly reflex 5 work with Nehrim? I cant get them to work together :(
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Big mike
 
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Post » Sun Jan 09, 2011 9:20 am

Is it possible to make deadly reflex 5 work with Nehrim? I cant get them to work together :(


There should be absolutely no conflict - you are not giving any info about your problem so I can′t help you at all in this post ;) - but start by getting both mods to work individually, one of the mods is most likely just installed incorrectly/required esp or esm is not active/you are not running Obse or something like that. :)
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katie TWAVA
 
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Post » Sun Jan 09, 2011 5:39 pm

Not trying to patronize but I don't think Skycaptain realizes what Nehrim is. It's a total conversion, and there are going to be very many Oblivion mods that work for it without being specifically made for Nehrim.
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Sammygirl
 
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Post » Sun Jan 09, 2011 1:34 pm

Is it possible to make deadly reflex 5 work with Nehrim? I cant get them to work together :(

Its possible to make it work with nehrim but you would have to modify dr5 to work with it, dont ask me exactly what has to be done b/c im not sure atm. Anyways any mod that relies on oblivion.esm will not work with nehrim since u cant have that loaded when playing nehrim.
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Elisha KIng
 
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Post » Sun Jan 09, 2011 6:59 am

Its possible to make it work with nehrim but you would have to modify dr5 to work with it, dont ask me exactly what has to be done b/c im not sure atm. Anyways any mod that relies on oblivion.esm will not work with nehrim since u cant have that loaded when playing nehrim.


Ohhh...I see. Well, actually from the back of my head - there shouldn′t be any specific reason why you couldn′t simply remove Oblivion.esm from the master list. I don′t ever remember explicitly using any Oblivion.esm resources, I simply load it for convenience reasons and then it gets automatically tagged as master.

You can remove masters with Wrye Bash, IIRC? :)
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Joey Avelar
 
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