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 hitupdate 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
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.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
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!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.
i believe that means the stage mod files are still in Steam\steamapps\common\Dead or Alive 6\REDELBE\KIDSSystemResourceOne 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.
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.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.
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.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
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.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.
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.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
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!!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
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.sidestep attacks that knock you down instead of roll you away