[WIP] Deadly Reflex-6

Post » Sun Jan 09, 2011 4:08 pm

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? :)

That might work then, only problem would be if you referenced the player in your scripts. If I remember correctly i had a problem with a personal mod that referenced the player in a script when it didnt have oblivion.esm as its master, so it might take a little more work than just removing oblivion.esm. Actually you might just be able to use wryebash to change its master to nehrim.esm

edit:

looking at http://www.gamesas.com/index.php?/topic/1116000-mods-that-work-with-nehrim/ thread, it seems that changing the master in wrye bash works for some mods, my guess is it only works with mods that dont refer to anything in the esm anyways, the player might b an exception. I'm a casual modder at most so don't quote me on this tho.
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adame
 
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Post » Sun Jan 09, 2011 5:33 pm

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

Not quite. Wrye Bash only allows you to change one master into another. http://www.tesnexus.com/downloads/file.php?id=8665, on the other hand, allows changing masters AND deleting masters. Personally, I also think that using TES4Gecko is the safer option.

That might work then, only problem would be if you referenced the player in your scripts. If I remember correctly i had a problem with a personal mod that referenced the player in a script when it didnt have oblivion.esm as its master, so it might take a little more work than just removing oblivion.esm. Actually you might just be able to use wryebash to change its master to nehrim.esm

edit:

looking at http://www.gamesas.com/index.php?/topic/1116000-mods-that-work-with-nehrim/ thread, it seems that changing the master in wrye bash works for some mods, my guess is it only works with mods that dont refer to anything in the esm anyways, the player might b an exception. I'm a casual modder at most so don't quote me on this tho.

Actually, using the player as a reference is perfectly fine, IMO. Basically, as long as a reference for an object exists, it can be used in a script or anything. And you don't need to load up Oblivion.esm to obtain a reference for the player or a few other items (such as gold, prison markers, the player's default starting clothes, etc). I don't thinkusing Wrye Bash to change the master to Nehrim.esm is a good idea, rather try use TES4Gecko to delete Oblivion.esm from the master list. If something is required from Oblivion, TES4Gecko will tell you.

All this talk about Nehrim. uTorrent is currently telling me that it will take another two days to download it (I can only spend 7 hours a day downloading from a 384Kbps ADSL line).
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Greg Cavaliere
 
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Post » Sun Jan 09, 2011 12:49 pm

I replaced Deadly reflex's master file from "oblivion" to "Nehrim" with Wrye Bash, but my character in Nehrim, who is a girl, turns into the starting character (you know, the imperial with the default face), AND the ground, houses, rocks etc. disappears. I hope i didnt forget anything..... Any ideas to what to do?
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Amanda savory
 
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Post » Sun Jan 09, 2011 11:50 am

A question for Skycaptian:

Will there be a Nehrim version?
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Marie
 
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Post » Sun Jan 09, 2011 4:11 pm

A question for Skycaptian:

Will there be a Nehrim version?


To be honest, I have absolutely no idea why the current one wouldn′t work with Nehrim (after removing the Oblivion.esm master), and thus what it would require to make it work. Maybe someone should try simple mod cleaning, incase CS has added some random edits (I have read it can actually really do that all by itself).
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KU Fint
 
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Post » Sun Jan 09, 2011 7:06 pm

To be honest, I have absolutely no idea why the current one wouldn′t work with Nehrim (after removing the Oblivion.esm master), and thus what it would require to make it work. Maybe someone should try simple mod cleaning, incase CS has added some random edits (I have read it can actually really do that all by itself).


Well lets see here's what happens:

The dialogue that pops up the first time does so as normal. After it asks you the percentage nothing happens.
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Gen Daley
 
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Post » Sun Jan 09, 2011 10:07 pm

Compatability for Nehrim should be considered AFTER DR6 is released.
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CHARLODDE
 
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Post » Sun Jan 09, 2011 6:25 pm

Compatability for Nehrim should be considered AFTER DR6 is released.

Have fun waiting another year or so then for DR to be Nehrim compatible :whistling:
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Curveballs On Phoenix
 
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Post » Sun Jan 09, 2011 9:39 am

Do we have any release date for this mod?

thank you.
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Anthony Diaz
 
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Post » Sun Jan 09, 2011 10:18 pm

Have fun waiting another year or so then for DR to be Nehrim compatible :whistling:


[rant]
How does your comment help in getting DR6 updated or released? Are you paying skycaptain for displaying that kind of snark :slap: ? Comments such as this are the reason more modders get disillusioned every day. Remember that modders do this for their enjoyment, and think of this as a bonus that you also get to share it. Don't demand it when somebody offers you something gratuitous...
[/rant]

Keep up the great work skycaptain - take your time, I prefer you feel satisfied about DR6 before you release it. :foodndrink:
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Danny Warner
 
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Post » Sun Jan 09, 2011 7:56 am

Thanks for continued interest guys, I′m actually starting to be very close to ready - if my modlist was up-to-date to the point I would like to, I could probably play it just well. :)

I still need to inject some death-stuff for this one feature, but technically it′s already done - and technical was the keyword with this one. :P


Time flies though, I′m on a vacation next week so it will probably still take a few weeks to enter the beta. But really, it′s been fun modding, I have had the energy needed again lately so I′m really aiming to wrap things up now, finally I have the scripts in place, now it′s just filling some small gaps and making test-conditions into real conditions with these final features. :)


What comes to Nehrim, like I said I have nothing to input here. An experienced mod user knows more about dependencies/mod cleaning/masters/Nehrim than me, I′m a scripter, I don′t edit cells or use the existing resources. So if DR5 doesn′t work with it (well I can understand it doesn′t work out-of-the-box because of the Oblivion.esm dependency which CS simply adds if you load the esm when modding) then DR6 wont work either. What I′m counting on is that someone with better knowledge with the tools for these things tracks down the reason and gives me the answer, simply because I know some of you guys know these things better than me. ;)
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Code Affinity
 
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Post » Sun Jan 09, 2011 9:49 am

One question, which version of OBSE will DR6 require?
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adam holden
 
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Post » Sun Jan 09, 2011 12:51 pm

I still need to inject some death-stuff for this one feature, but technically it′s already done - and technical was the keyword with this one. :P


That`s really good news. I saw today that DR (after HGEC) is the second most downloaded Oblivion mod out there, with 777k downloads alone on TES Nexus. So, the interest is still around I guess ;)
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Veronica Martinez
 
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Post » Sun Jan 09, 2011 10:15 am

Skycaptain, are all the attack moves in first-person, or do some of them automatically take you to third-person?

Thanks, and keep up the good work!



Also, have you looked at any functions of OBSE 18 and 19? Is there anything in there that could be useful for DR?
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Marine x
 
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Post » Sun Jan 09, 2011 8:21 pm

waiting for the horse combat to be included.
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Nicole Mark
 
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Post » Sun Jan 09, 2011 7:38 pm

One question, which version of OBSE will DR6 require?


I always use the latest one, so it tends to always require the latest one.

That`s really good news. I saw today that DR (after HGEC) is the second most downloaded Oblivion mod out there, with 777k downloads alone on TES Nexus. So, the interest is still around I guess ;)


Whoa, that′s pretty crazy really...I haven′t looked in there for quite a while, to shield myself from the pressure, so I had no idea...well, cheers to that then! :foodndrink: [actually takes a long sip from his beer bottle]

Skycaptain, are all the attack moves in first-person, or do some of them automatically take you to third-person?


I didn′t change the mechanics in some of the moves (that take you to 3rd person in DR5), simply because they svcked in 1st person. These were the spinning "cut-scene" decap, and sneak moves. They just don′t look like anything in 1st person, and are meant to be more like, well, cut-scenes.

Also, there′s some silly technical restrictions - for example, in 1st person your weapon can never go inside/behind another 3d object. So it would be impossible to display the throat slitting correctly, the blade always cuts air behind the enemy.

waiting for the horse combat to be included.


Done and done. :)
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Lily Something
 
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Post » Sun Jan 09, 2011 9:38 am

I'm starting to get a little excited about this, can't wait till iys finished!
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Jessica Thomson
 
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Post » Sun Jan 09, 2011 5:02 pm

I'm starting to get a little excited about this, can't wait till iys finished!


Understatement of the century
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CHangohh BOyy
 
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Post » Sun Jan 09, 2011 9:53 am

please make all them moves in first person ,there gotta be a way,please,id be greatful skycaptain
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Channing
 
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Post » Sun Jan 09, 2011 2:48 pm

Awesome! This is a great time to be playing Oblivion! DR 6 almost done, UV 2 almost done, Ares almost done, and Duke's Combat Magic! Woot Woot! =)
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Harry Leon
 
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Post » Sun Jan 09, 2011 4:42 pm

Awesome! This is a great time to be playing Oblivion! DR 6 almost done, UV 2 almost done, Ares almost done, and Duke's Combat Magic! Woot Woot! =)


Not to mention Unholy Darkness, which IS done.
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Rachie Stout
 
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Post » Mon Jan 10, 2011 1:21 am

Not to mention Unholy Darkness, which IS done.



(waits for the moderator censoring...)
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Jenna Fields
 
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Post » Mon Jan 10, 2011 2:01 am

man i can't wait for this mod come out! looks amazing. stumbling upon a "top 10 oblivion mods list" online somewhere that included a video of DR was what got me playing oblivion again!

In fact, i bought the PC version of oblivion so i could play DR =) imho, the next installment of TES series must have combat similar mechanics to DR.

Now if you could excuse me, i have to finish my idol of skycaptain =P
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Dawn Farrell
 
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Post » Sun Jan 09, 2011 11:36 am

Hey SkyCaptain,

Will the commands to initiate kills for the special kills (decaps, and other dismemberment)
be compatible with Oblivion XP?

I'm not sure what commands Oblivion XP uses to tell if the player killed a creature or NPC
but I would think that DR6 would have to use the same commands
to be able to credit experience to the player.
I have not tested it with DR 5 as I've been waiting for DR6 and UV2.

If someone else could let me know if it works with DR5 I would be appreciative
as I'm gussing DR6 and DR5 share the same commands in that respect.

Thanks in advance. :foodndrink:
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Jason Wolf
 
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Post » Sun Jan 09, 2011 5:03 pm

Nothing special to report, other than the progress is steady, while this is lame news it′s really GOOD news. :)

man i can't wait for this mod come out! looks amazing. stumbling upon a "top 10 oblivion mods list" online somewhere that included a video of DR was what got me playing oblivion again!

In fact, i bought the PC version of oblivion so i could play DR =) imho, the next installment of TES series must have combat similar mechanics to DR.

Now if you could excuse me, i have to finish my idol of skycaptain =P


Thanks man! :foodndrink:

ps. While making the idol, note that I have a HUGE
Spoiler
nose. :P


Hey SkyCaptain,

Will the commands to initiate kills for the special kills (decaps, and other dismemberment)
be compatible with Oblivion XP?

I'm not sure what commands Oblivion XP uses to tell if the player killed a creature or NPC
but I would think that DR6 would have to use the same commands
to be able to credit experience to the player.
I have not tested it with DR 5 as I've been waiting for DR6 and UV2.

If someone else could let me know if it works with DR5 I would be appreciative
as I'm gussing DR6 and DR5 share the same commands in that respect.

Thanks in advance. :foodndrink:


It′s a fundamental problem, there′s no direct way in Oblivion to tell who killed who, at least there′s no command for it. So obviously XP uses some undirect way to PREDICT or approximate that the player apparently killed someone, tracking the NPCs in combat with the player or something like that. I don′t know, at all, what it exactly does.

I simply use the only command available, kill. It even has a parameter to set the player as the killer, but apparently XP can′t use the info, being there′s no function to ask who killed the NPC. Oblivion and all the other NPCs DO know it was the player, but there′s no command for a modder to ask the info in the script.


So I don′t mean to say this the wrong way, but since I′m using the only command available, AND tagging the player as the killer, it′s a problem in XP if it cannot detect this. I′m NOT saying it′s the modder′s fault, cause like I said there′s possibly no/easy way to get the info, but never the less the problem is in the DETECTING end, not in the killing end, since the game engine DOES record the player as the killer. :shrug:
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brian adkins
 
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