Release 6++ Gameplay Overhaul - update 5.1

Rev_an

Active Member
update 5.0 is live, please tell me about juggles that don't work anymore

update 5.1 let's say late february or early march

happy new year and whatever other holidays
 

KasumiLover

SovereignKnight_
Premium Donor
update 5.0 is live, please tell me about juggles that don't work anymore

update 5.1 let's say late february or early march

happy new year and whatever other holidays
Tried it out for tech, i really like the changes this time around(I love all the changes but I mean more like for emphasis on the current one), the ground hits added imo really gives me doa4 vibes, it'll definitely make the meta more aggressive for when you got your foe on the ground! I like Kasumi's especially since it really gives me dimensions vibes when her 7K and 3H+K would ground hit

How do I turn the mod off tho again? I added the files and I got the stage thing from before that disables them but they still appear in game, and I tried to boot up the regular doa6 version after I used the doa6++ but deactivate when closed, but it still reverts to ++ when I launched it again
 

Rev_an

Active Member
Tried it out for tech, i really like the changes this time around(I love all the changes but I mean more like for emphasis on the current one), the ground hits added imo really gives me doa4 vibes, it'll definitely make the meta more aggressive for when you got your foe on the ground! I like Kasumi's especially since it really gives me dimensions vibes when her 7K and 3H+K would ground hit

How do I turn the mod off tho again? I added the files and I got the stage thing from before that disables them but they still appear in game, and I tried to boot up the regular doa6 version after I used the doa6++ but deactivate when closed, but it still reverts to ++ when I launched it again
the moveset mod hooks in with the file d3d11.dll, which you can just delete, and the stage mods are in the \dead or alive 6\REDELBE\KIDSSystemResource\ subfolder, a bunch of *.kidsobjdb files assuming you're using redelbe for other stuff like costumes. otherwise deleting dinput8.dll will get rid of redelbe entirely and the game would be 100% vanilla with no dll files hooking in.

if you have old stage lighting mods those are also in KIDSSystemResource, but they all start with ENVS in the file name so it should be easy enough to tell them apart from my functional ones.

I can make an uninstaller script but it'll be a few days on that because it's actual programming.
 
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KasumiLover

SovereignKnight_
Premium Donor
the moveset mod hooks in with the file d3d11.dll, which you can just delete, and the stage mods are in the \dead or alive 6\REDELBE\KIDSSystemResource\ subfolder, a bunch of *.kidsobjdb files assuming you're using redelbe for other stuff like costumes. otherwise deleting dinput8.dll will get rid of redelbe entirely and the game would be 100% vanilla with no dll files hooking in.

if you have old stage lighting mods those are also in KIDSSystemResource, but they all start with ENVS in the file name so it should be easy enough to tell them apart from my functional ones.

I can make an uninstaller script but it'll be a few days on that because it's actual programming.
Don't worry I figured it out, i just added off to the .dll thing since i realized the old off one doesn't apply to this version!
 

KasumiLover

SovereignKnight_
Premium Donor
One final question, is there a way to do away with the strange training stage camera angle and weird effects like the floor being raised and distorted when you disable the mod? When I go in training mode in vanilla 6, now it has the stage version from ++ and idk what files to choose to remove it.
 

Rev_an

Active Member
One final question, is there a way to do away with the strange training stage camera angle and weird effects like the floor being raised and distorted when you disable the mod? When I go in training mode in vanilla 6, now it has the stage version from ++ and idk what files to choose to remove it.
i believe that means the stage mod files are still in Steam\steamapps\common\Dead or Alive 6\REDELBE\KIDSSystemResource
 

KasumiLover

SovereignKnight_
Premium Donor
i believe that means the stage mod files are still in Steam\steamapps\common\Dead or Alive 6\REDELBE\KIDSSystemResource
I tried that but it didn't work for some reason, I may have to experiment and maybe remove something manually but idk what else to remove atm
 

Zen-chan

New Member
Thank you for this brilliant mod.
How can I reactivate the "Break Blows Button" since after installing your mod the button is used to block attacks.
Which data would I have to delete so that I can still use your mod but use “Break Blows” again?
Would love to be able to destroy clothes again with the “Break Blows”.
Thanks for the help.
 

Rev_an

Active Member
Thank you for this brilliant mod.
How can I reactivate the "Break Blows Button" since after installing your mod the button is used to block attacks.
Which data would I have to delete so that I can still use your mod but use “Break Blows” again?
Would love to be able to destroy clothes again with the “Break Blows”.
Thanks for the help.
the breakblow input is removed from each character's move list in the replacement game data. You could remove the moveset mods entirely by deleting d3d11.dll and just use the stages with vanilla doa 6 game rules, or in the case that you want costume destruction, there are several stage dangerzones which had room for that trigger.
 

Rev_an

Active Member
fix is up for the game crash, please download the mod again and reapply it, or if you're comfortable with the file structure there's a link to the only file that actually changed you can drop in an existing dead or alive 6\mod\replacements subfolder, overwriting the old one.

check your ankles
 

KasumiLover

SovereignKnight_
Premium Donor
fix is up for the game crash, please download the mod again and reapply it, or if you're comfortable with the file structure there's a link to the only file that actually changed you can drop in an existing dead or alive 6\mod\replacements subfolder, overwriting the old one.

check your ankles
Love the new backturned angles you added to the combos like the raidou one, idk why but it's so sick how they spin to the opposite side and they get flung more dramatically from the moves that twirl them around, really good visually since vanilla doa6 doesn't have anything cool, also did you buff Kasumi's 3K? I like how it now causes that knockback like in older games, it's visually better than the more simple ones vanilla doa6 has.

Also I did find a combo route for road rage using her new 6P6K bound property, I'll have to share it once my anxiety simmers down xD
 

Rev_an

Active Member
Love the new backturned angles you added to the combos like the raidou one, idk why but it's so sick how they spin to the opposite side and they get flung more dramatically from the moves that twirl them around, really good visually since vanilla doa6 doesn't have anything cool, also did you buff Kasumi's 3K? I like how it now causes that knockback like in older games, it's visually better than the more simple ones vanilla doa6 has.

Also I did find a combo route for road rage using her new 6P6K bound property, I'll have to share it once my anxiety simmers down xD
yeah i brought back the old 3k stun for half of the characters with a little bit of investigation into making sure they could connect something and not doing it for legacy characters who never had it. i don't know if it's strictly a buff for everyone, it may be constraining on some stun routes and highs like helena or ayane 3kk whiff so you have to pay attention like in the old games.

very glad people besides me are into the bt juggles. still needs some polish but it's on the right track and it's nice to one-up the professionals on a positive design choice.
 

KasumiLover

SovereignKnight_
Premium Donor
yeah i brought back the old 3k stun for half of the characters with a little bit of investigation into making sure they could connect something and not doing it for legacy characters who never had it. i don't know if it's strictly a buff for everyone, it may be constraining on some stun routes and highs like helena or ayane 3kk whiff so you have to pay attention like in the old games.

very glad people besides me are into the bt juggles. still needs some polish but it's on the right track and it's nice to one-up the professionals on a positive design choice.

yeah i brought back the old 3k stun for half of the characters with a little bit of investigation into making sure they could connect something and not doing it for legacy characters who never had it. i don't know if it's strictly a buff for everyone, it may be constraining on some stun routes and highs like helena or ayane 3kk whiff so you have to pay attention like in the old games.

very glad people besides me are into the bt juggles. still needs some polish but it's on the right track and it's nice to one-up the professionals on a positive design choice.
One change I'd suggest is that for Kasumi's 46P you added, instead of the pushback stun it has on CH, I think the pushdown stun pre CB it did in DOA5 would work better imo than what it has now. I think that even tho it gives Kasumi space, it doesn't really work in her favor in ++ since the foe is too far for any additional bullying unless they're near a wall and that'll cause a wallsplat which kinda blurs the attack potential.

I think with a pushback like her 3K in stun or on CH, it'd better suit the move for stun extensions since it being +17 is fair, maybe make it unsafer at -8 to even it out
 

Rev_an

Active Member
One change I'd suggest is that for Kasumi's 46P you added, instead of the pushback stun it has on CH, I think the pushdown stun pre CB it did in DOA5 would work better imo than what it has now. I think that even tho it gives Kasumi space, it doesn't really work in her favor in ++ since the foe is too far for any additional bullying unless they're near a wall and that'll cause a wallsplat which kinda blurs the attack potential.

I think with a pushback like her 3K in stun or on CH, it'd better suit the move for stun extensions since it being +17 is fair, maybe make it unsafer at -8 to even it out

yeah that's reasonable. i'm not even sure where the standing stun came from. knockdowns are probably better for the game than stuns up to a point, but the old knocback sitdown or whatever isn't on many attacks. I tried it for a week on phase 4 with the matching block and damage changes but didn't form a solid opinion. i think i'd like to normalize 46p and the other high elbows and i'd also like one of kasumi or phase to do the sitdown instead of the current knockback so they'd be a bit more different but idk which.
 

Sayu

New Member
update 5.0 is live, please tell me about juggles that don't work anymore

update 5.1 let's say late february or early march

happy new year and whatever other holidays
Hey! I've been following the development of this mod for a long time but never really interacted with you guys, I wanted to thank you for the Christmas present! Love the changes and all the new things this update added. Thanks to you and your team for doing what TN won't give us!!
 

Rob

The Dragon Shrine Maiden
Premium Donor
Finally got some games in with the new update. The last time I played 6++ was the initial release.

While I admit I was very (perhaps unfairly) harsh on revan and the idea of modding the game, after playing this updated version, I'm quite optimistic with the direction revan is taking this. I like a lot of the ideas here. It's unfortunate revan can't fully realize some of them because he's like a chef in the ktichen trying to make a dish with a hammer.

As I told rev on discord, for me the most enjoyable aspect here are the additional stages and the cool shit he did with the existing stages (like the expansion after knocking a fence down in Throwdown). Finally DOA6 can have some fun with stages again.

The two things I found questionable were sidestep attacks that knock you down instead of roll you away, however I like the damage reduction. The other thing are the BT juggles as they look silly but revan is already aware it needs polish.

But yeah I think all this needs is more polish and refinement. There's good stuff here and it does feel like a different (but positive) experience from vanilla 6, so I'm grateful to revan he's brought something new to the game. He's making the game fun, which was something I was deeply concerned with initially.

As an aside I would like to bury the hatchet with rev if it's possible. I apologize for my miserable negative behavior towards you and the mod.

Thank you for providing this free update for us all. Have a Merry Christmas everyone!
 

Rev_an

Active Member
sidestep attacks that knock you down instead of roll you away
i'm not opposed to doing something else with the hit reaction because I came up with it very early on and didn't look very hard for other options, but I do like it not being a stun and not being a mid-screen reset.

if they're teching up you're +17 or so in neutral and there might be unholdables to find. If they don't tech up you can play the expanded ground game in a more proscribed way than the blow-off.

I like how it flows and I think it's more interactive than the doa 5 or 6 way, maybe there's another way to accomplish stealing a turn with advantage and pressure rather than a stun or full screen resetting neutral.


of course the real shit would be to have doa 3.1's movement based evasion rather than a command sidestep.
 
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SamThaGawd

New Member
When trying to boot the game up with the mod off, for some reason I can't a .bat script file. Am i misunderstanding something?
 
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