[WIP] Deadly Reflex-6

Post » Sat Jan 08, 2011 1:27 pm

Uh-oh I smell burning in the distance.... c'mon guys don't start insulting each other everyone has a right to their opinion.
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Jerry Cox
 
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Post » Sat Jan 08, 2011 8:44 pm

*sigh* Right.

After all I'm still playing Oblivion thanks to its mods, so I probably shouldn't anger those still working on them.

I was a bit mad back that time, but no one was to blame of course. If I offended SkyCaptain then I apologize.
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Soku Nyorah
 
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Post » Sat Jan 08, 2011 3:51 pm

I've never been sure whether I liked the look of DR because it appeared to have the same problem as so many combat move related mods wherein the PC model moves much too fast executing the moves and you can't tell what it was supposed to be. Like with spinning attacks you see in many mods, a quick flicker of some randomly moving arms in first person- and just what was I supposed to have done just now?

But I must say, despite my speculation, I'm actually looking forward to the new version. I want to see myself just how fluid and creative the additions are, and how fun they might make the rather PG-rated combat system in vanilla.
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Jason Wolf
 
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Post » Sat Jan 08, 2011 8:14 am

*sigh* Right.

After all I'm still playing Oblivion thanks to its mods, so I probably shouldn't anger those still working on them.

I was a bit mad back that time, but no one was to blame of course. If I offended SkyCaptain then I apologize.

I'm amazed; I've actually witnessed a mature ending to an argument... online! "gamesas forums - A cut above"

Anyway, I still believe that I'll live to see Deadly Reflex 6, but I'm also resigned to waiting longer than I'd like to do so. Much the same as when waiting for Blizzard to release a product; they'll keep going till the game is damn well done, no matter that the customers are gnawing at the bit to get it. Although in their case I guess that's also a valid marketing strategy. So, basically, I'm just agreeing with everyone here, adding no new insight. I merely thought to provide some positive feedback both to a graceful swerve around a flame skirmish and to SkyCaptain for the many hours of fun provided by Deadly Reflex so far.
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Jordan Fletcher
 
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Post » Sat Jan 08, 2011 4:29 pm

Great to see a status update.

Can't wait for v6.
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NIloufar Emporio
 
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Post » Sat Jan 08, 2011 5:03 pm

Much the same as when waiting for Blizzard to release a product; they'll keep going till the game is damn well done, no matter that the customers are gnawing at the bit to get it. Although in their case I guess that's also a valid marketing strategy.

Maybe Skycaptain is intentionally delaying the release to increase the hype! :ninja: *puts on tin foil hat*
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Joe Alvarado
 
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Post » Sat Jan 08, 2011 11:24 am

Skycaptain, I'm really glad to see you again and wish you luck.
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Justin Bywater
 
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Post » Sat Jan 08, 2011 9:38 am

No rush SkyCaptain, Life (Priority 1), then Oblivion (Priority 2). :foodndrink:
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Dawn Farrell
 
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Post » Sat Jan 08, 2011 12:56 pm

Does anyone else get "Your killing has been observed by forces unknown" randomly when you cut someone who isn't innocent in half? I HATE it when that happens. It even happens in oblivion gates when I'm slicing up Dremora! It shouldn't be a big deal, but I'm trying to play a purely light side character, so I don't want that tarnishing up their record. I usually save and load a lot.


If I remember correctly, someone pointed out in another thread that when you decapitate/de-torso-tate someone, instead of actually cutting the model in half, DR actually makes a clone of the actor, with necessary parts just being invisible, creating the illusion of one separated body. Since both bodies are obviously dead, maybe it counts as you killing both of them, except one of them was labeled as "innocent" so you get the dark brotherhood quest started? Either way, it's not a big deal unless you REALLY never want to wake up to Lucien Lachance, but if you want a fix for it I would suggest investigating how DR makes the partially invisible clone, and make sure that it also duplicates any factions the original actor was in, that way it won't count you as killing an innocent when you really aren't.

Also- it's great to hear from you again SkyCaptain! Hopefully in The World of Tomorrow we'll all be enjoying DR6! :foodndrink: hearhear, I propose a toast to all the great work you've done!
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gary lee
 
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Post » Sat Jan 08, 2011 3:01 pm

I cant wait for the release of DR6, I have been waiting almost a year for unholy darkness, and give DR6 all the time in the world to wait for aswell.
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Devin Sluis
 
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Post » Sat Jan 08, 2011 5:05 pm

You're leading a busy life - I salute you and hope you enjoy the way it is. But that is why in fact I'm also not expecting to ever see a DR6.
Far too many projects have crumbled because priorities in life were set. Others were half-way stitched up because that's simply what you get without enough time sacrificed.

If you think you can prove me otherwise, go ahead, I enjoy surprises in my life. But until then, DR5 was the end to it all, for me.


I do see where you are getting at, and I understand, it′s easier to be negative and then pleasantly supprised, than have faith and then be let down.


I don′t mean to reignite this debate, but I wanted to clarify that my motives to get this mod done are probably a bit different: I want to play the damn game, but I can′t bring myself to do that before I have DR6 to play with. :P


I haven′t played the game at all since I started modding DR6, and I still haven′t completed the main quest, ever, nor any of the guild lines not to even speak about the fabulous big game mods. Shivering Isles is still in wrappers.

And yeah, it′s really eating me, I really want to play. This is still a new game for me, so I′m not going to disappear "after losing interest" or whatever. ;)
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Dewayne Quattlebaum
 
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Post » Sat Jan 08, 2011 12:29 pm

I do see where you are getting at, and I understand, it′s easier to be negative and then pleasantly supprised, than have faith and then be let down.


I don′t mean to reignite this debate, but I wanted to clarify that my motives to get this mod done are probably a bit different: I want to play the damn game, but I can′t bring myself to do that before I have DR6 to play with. :P


I haven′t played the game at all since I started modding DR6, and I still haven′t completed the main quest, ever, nor any of the guild lines not to even speak about the fabulous big game mods. Shivering Isles is still in wrappers.

And yeah, it′s really eating me, I really want to play. This is still a new game for me, so I′m not going to disappear "after losing interest" or whatever. ;)


Oh, man, don't bother with it. You know that in middle on the MQ, you'll stop and start modding again because there's something you don't like/want to add/to fix in DR. Why deny it? ;)
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Kate Norris
 
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Post » Sat Jan 08, 2011 7:30 pm

Looking forward to the next version. Will you be working on adding horse combat back in?
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Pat RiMsey
 
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Post » Sat Jan 08, 2011 2:35 pm

Looking forward to the next version. Will you be working on adding horse combat back in?


It′s already done for the v6, now with 1st person mode in which you use the camera to aim the strike, and your movement affects the damage - tried to make it as close to Mount and Blade style as possible. :)
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Kirsty Wood
 
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Post » Sat Jan 08, 2011 3:55 pm

tried to make it as close to Mount and Blade style as possible. :)


Oh ****** sweet
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Nomee
 
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Post » Sat Jan 08, 2011 4:54 pm

That's awesome. M&B rocks
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Ashley Hill
 
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Post » Sat Jan 08, 2011 7:01 pm

Sweet, I would love me some horse archery :)
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Jack
 
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Post » Sat Jan 08, 2011 3:29 pm

That's awesome. M&B rocks


I love it too, I never tried to copy all the mechanics though, like holding the sword up etc, but being able to turn on the horse without turning the horse and thus aiming the strikes, and using the horse′s turning and speed to amplify damage already bring some of the good stuff into Oblivion. :)

Sweet, I would love me some horse archery :)

Me too, but so far that′s been out of reach, for various technical reasons, just can′t shoot the bow on the horse. :(
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brenden casey
 
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Post » Sun Jan 09, 2011 12:34 am

I love it too, I never tried to copy all the mechanics though, like holding the sword up etc, but being able to turn on the horse without turning the horse and thus aiming the strikes, and using the horse′s turning and speed to amplify damage already bring some of the good stuff into Oblivion. :)


Me too, but so far that′s been out of reach, for various technical reasons, just can′t shoot the bow on the horse. :(

Way to crush my dreams of sniping enemies while maniacally laughing and riding away. Lol too bad though I would love to have that feature but I can settle for melee combat.
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Laura Mclean
 
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Post » Sat Jan 08, 2011 10:49 pm

I am confused about something - BOSS does not place deadly reflex after the batch file or even near the end of the load order. Should I trust BOSS for placement or in this case manually place it later in the load order?

Thanks
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Motionsharp
 
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Post » Sat Jan 08, 2011 11:46 am

The best part of mounted combat from DR 4.0.3 was the ability to control my gallop speed. Don't forget it. It was brilliant as I am sure will be the horsemanship of DR6.

Can you integrate Bow Sway movements and Breathing motion as optional features?
I think they are great, never play without them and until I see my character 'breathing' I consider him/her not alive yet.
So, please, please, make it so that we all breath through DR6 (optional of course because some will not like it when their aim suddenly goes down).

And thank you, Scycaptain.

And so, you never played main questline to the end, eh?
Well, I will thell you how it ends - theck this
Spoiler
http://www.imperial-library.info/dogate/til_fishystick.jpg
:D :foodndrink:
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Strawberry
 
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Post » Sat Jan 08, 2011 6:01 pm

I am confused about something - BOSS does not place deadly reflex after the batch file or even near the end of the load order. Should I trust BOSS for placement or in this case manually place it later in the load order?

Thanks


Really it probably doesn′t matter at all were it loads. But because it won′t BENEFIT anything to load it before patched patch, and I don′t know bash that well, I always recommend to load it after. For me, it′s most risk-free thing to advice, as there′s no harm to load it after bash, that much I DO know. :)

The best part of mounted combat from DR 4.0.3 was the ability to control my gallop speed. Don't forget it. It was brilliant as I am sure will be the horsemanship of DR6.

Can you integrate Bow Sway movements and Breathing motion as optional features?
I think they are great, never play without them and until I see my character 'breathing' I consider him/her not alive yet.
So, please, please, make it so that we all breath through DR6 (optional of course because some will not like it when their aim suddenly goes down).

And thank you, Scycaptain.

And so, you never played main questline to the end, eh?
Well, I will thell you how it ends - theck this
Spoiler
http://www.imperial-library.info/dogate/til_fishystick.jpg
:D :foodndrink:


My favorite as well, and also an influence from M&B. :)

The new one is based on the old one, just enhanced (the new first person mode makes it much more involved, and I don′t mean because it′s 1st person) and integrated with the other v5/v6 code, so nothing was taken out. :)


I have thought about integrating them, but eventually it′s so much easier to have them separate, at least for now when my time for any extra management stuff is short. I wonder if you can merge such mods? I mean all there′s in those plugins is a couple of quest scripts. If you want, you could just duplicate those "quests" in any other plugin and copy-paste code, if you are short on esp slots. :)
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Deon Knight
 
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Post » Sun Jan 09, 2011 2:30 am

I would suggest tweaking them a bit more if you ever plan on integrating them. The breathing motion just seemed to me like my character was constantly nodding at everything :P, the bow say was alright but I would suggest that you reduce the radius the crosshair can move in that way you still get the effect without making it totally frustrating to try and hit something.
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SaVino GοΜ
 
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Post » Sat Jan 08, 2011 1:45 pm

I just installed Deadly Reflex 5 and was wondering where I can find help on setting up controls - perhaps someone has already come up with an effective keyboard mapping/configuration for this mod? I am wanting to strike an optimum balance between mouse and keyboard to utilize this mod best.

Also do NPCs use Deadly Reflex moves?

Thanks
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Mel E
 
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Post » Sat Jan 08, 2011 2:36 pm

I would suggest tweaking them a bit more if you ever plan on integrating them. The breathing motion just seemed to me like my character was constantly nodding at everything :P, the bow say was alright but I would suggest that you reduce the radius the crosshair can move in that way you still get the effect without making it totally frustrating to try and hit something.

I agree about the breathing motion. Maybe add a bit of horizontal movement to make it more alive?

As for the bow sway, this plugin alone makes use of the fortify spell/attribute of Restoration. Before it, I was never into temporary buffs, as I did find them useless. With bow sway, I am forced to cast (at least at low level) a little and cheap fortify marksman spell if I want a chance to hit an ennemy from afar. Now my character has access to a variety of temporary spells that help me loot, fight, sneak etc. And no, I'm not grinding restoration ;)

Keep up the good work 'Captain. I'll be sure to play with DR6 when it comes out!
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Amanda Leis
 
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