Deadly Reflex 6 Beta - The Official Bug Report Thread

Post » Wed Sep 01, 2010 6:46 pm

Yeah I think NifSE's job is hiding the scabbard on the body. So it's technically not required for a throw to work (see above edit). There is something special about the Paras Ecet dagger's scabbard.

And yeah the block idea is dead lol. I'm just going to play without NifSE and drsplatter for a while.
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Marie
 
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Post » Wed Sep 01, 2010 9:02 pm

I'm just going to play without NifSE and drsplatter for a while.

Same here. I've put 3 solid days into nothing but testing. I think I'll actually play the game for a while now. :foodndrink:

One quick question for you cInfidel... Do you have any problems with Horse Combat? After I use Horse Combat I lose functionality of DR 6. I mentioned this somewhere in more detail but basically I lose function of my BASH key which pretty much means DR 6 is completely useless until I reinstall the mod or go back to a save before I mounted the horse in combat mode.
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Facebook me
 
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Post » Wed Sep 01, 2010 12:12 pm

I haven't read this whole thread so this may have been posted before, but my game freezes for about 3 - 4 seconds whenever I throw a weapon. I doesn't freeze if I throw a torch. Also, I have yet to see any blood splatters on the screen.
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Da Missz
 
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Post » Wed Sep 01, 2010 11:00 pm

I haven't read this whole thread so this may have been posted before, but my game freezes for about 3 - 4 seconds whenever I throw a weapon. I doesn't freeze if I throw a torch. Also, I have yet to see any blood splatters on the screen.


I would guess your OBSE is not current. So update that http://obse.silverlock.org/download/obse_0019b.zip To get blood splatter you have to be up close when you bash somebody's face in, throw a dagger into their throat, chop them up, etc.
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Austin Suggs
 
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Post » Wed Sep 01, 2010 9:09 am

I appreciate the testing guys, this is pretty annoying. I think, at this point, we have to wait for me to get my computer running again so I can run this thing through a debugger; that should help dramatically in locating the source of the problem. I may be able to borrow some RAM tomorrow or the day after, maybe; my own RAM probably won't be in til the end of the week. Installing everything will take a while (especially since Oblivion's a pain to install because my DVD drive kinda svcks and can't read the disk too well).
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JD bernal
 
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Post » Wed Sep 01, 2010 6:04 pm

My first person view was considerably higher than what should have been, and after reading through this thread I confirmed that its because I use Corronera's skeleton. Is it possible to use this mod successfully with Corronera's skeleton?

You can use Corronera's skeleton for 3rd person view. So for your NPC's it should work fine. But you can't use his skeleton for 1st person - you have to overwrite it with DR6 skeleton. I play male character, so I'm fine, but if you play female, you can have problems (in FPP mode).
If you have camera is like 3 meters above ground in 1st person view I suspect DR6 skeleton had not installed successfully (in my case it was Wrye Bash giving higher priority for Corronera's, so i had to manually make him overwrite it).
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sarah simon-rogaume
 
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Post » Wed Sep 01, 2010 10:08 pm

No problem DragoonWraith and worry not, I'm sure I'll have some more info to feed you when needed. I have plenty of logs saved if you need them and can of course create a crash on command. Good luck with that RAM situation, bummer. :(
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Christine Pane
 
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Post » Wed Sep 01, 2010 6:44 pm

Here are some screenshots showing the odd mesh bug. The third shot shows no problems. Anyone experience this?

http://img703.imageshack.us/i/bugt.jpg/


Its an incompatability issue.ive had it before with a different mod.Check Obmm to see what is conflicting with deadly reflex.

edit - can someone please send me the link to NIFscript? I cannot find it at all
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Carolyne Bolt
 
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Post » Wed Sep 01, 2010 1:37 pm

I haven't read this whole thread so this may have been posted before, but my game freezes for about 3 - 4 seconds whenever I throw a weapon. I doesn't freeze if I throw a torch. Also, I have yet to see any blood splatters on the screen.


I'm having the same problem - clean install, no other mods, just patches - OBSE19b, NifSE, menuque6, - every time i try to throw, there is a long game freeze, and then it wakes back up.


thanks, beta testers!
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Antony Holdsworth
 
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Post » Wed Sep 01, 2010 8:50 pm

I would guess your OBSE is not current. So update that http://obse.silverlock.org/download/obse_0019b.zip To get blood splatter you have to be up close when you bash somebody's face in, throw a dagger into their throat, chop them up, etc.


Actually, my OBSE is current. 0019b. As far as the blood splatter goes, I haven't done anything like that yet. So, it may work, just haven't met the criteria yet.


I'm having the same problem - clean install, no other mods, just patches - OBSE19b, NifSE, menuque6, - every time i try to throw, there is a long game freeze, and then it wakes back up.
thanks, beta testers!


It's annoying, isn't it?
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Rowena
 
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Post » Wed Sep 01, 2010 12:47 pm

Its an incompatability issue.ive had it before with a different mod.Check Obmm to see what is conflicting with deadly reflex.


Even with Deadly Reflex as the only mod installed, it happens.
http://d.imagehost.org/view/0152/bug
This happened after a Critical Chest Wound. Right after the "fall to knees" animation ends and the npc pops into ragdoll mode, its like part of the skeleton gets distorted, which causes the mesh to be stretched in such a way.

Not every critical hit triggers it. Those which don't make the npc go into a death animation tend not to.

I'd appreciate it if someone else could test this. Do a Critical Chest Wound from a standing or forward power attack, and see if this happens after the death animation.
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Calum Campbell
 
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Post » Wed Sep 01, 2010 8:11 pm

Have you discovered anything significance to that mesh I sent you, DragoonWraith? Hopefully after the debugger this thing will be sorter out (or at least closer to a solution).
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Tessa Mullins
 
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Post » Wed Sep 01, 2010 3:27 pm

When i throw a weapon and target the flying weapon with my crosshair it count it as torch, but i was able to kill an enemy with a thrown weapon.
It seems like DR6 change the magic values, i use supreme magicka, i ignored spells at the same way i did with vanilla. i culdent decap, i used a lot of elemental crits.
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Britta Gronkowski
 
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Post » Wed Sep 01, 2010 12:39 pm

I cant edit my post therefor i opened a new one sorry for that.

I think that the Mounted_Spellcasting_Deadly_Reflex_Compatible.esp is the esp that revert the supreme magicka to the vanilla values, i will make further tests.
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Chris BEvan
 
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Post » Wed Sep 01, 2010 5:29 pm

I′m personally confirming two bugs, just for clarity. :)


First is the crash with DrSplatter on save - I never catched that one as I never apparently saved when testing individual features, and when playtesting my low level char had maybe one or two criticals and I had other CTD problem with Cobl′s Power Exhaustion.

Second is the crazy high magic critical chance - you may not notice it with spells, as the damage threshold requires (by default) at least 30% damage before it even calculates the chance. With an enchanted weapon, the damage from spell PLUS the damage from weapon make it easier to cross the threshold even with very first strike, so the bug triggers.

The bug is idiotic - the chance formula is missing a divide by 100. So the chance is 100 times bigger than it should be. Thanks to the multiplier in the INI, you can easily fix this yourself temporarily - just change the default "magicCriticalMult" in the INI from 1 to 0.01, to comply with the 100 times larger-than-intended magic critical chance. :)



ps. I′m posting this in both threads, but after the release thread reaches its limit we are switching to one thread only - two threads was a temporary solution, as I didn′t have the time to involve Klaus in making the release thread as I was meant to, and he needed a place to manage the bug collecting, so he created this extra thread.

As a side note, I know I haven′t posted much - I′m testing stuff on the background, I′m reading the threads but as I have been busy I have been focusing on the testing and slowly checking out the reported bugs. :)
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Brittany Abner
 
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Post » Wed Sep 01, 2010 10:42 am

I...have a large problem:

http://zzar-humanity.deviantart.com/art/stuff-187099919

This is what occurs after trying to bash with a bow equipped in first person. This also happens even if I try to bash with the bow in third person and then go back into first. Bash works fine with other weapons (have not tried staves nor two handers though) but here it messes up the camera.

And this is with a clean install with only DR6, SI, and the Breton Real Swords mod.

OKAY NEW PROBLEM

This now apparently happens whenever I attack. I am going to just go ahead and reinstall and try it out again.
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Queen of Spades
 
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Post » Wed Sep 01, 2010 2:42 pm

Just did a bit of testing with weapon throwing and there were no problems. No crashes or anything. The weapons' health and charges do get "reset" though.
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CHARLODDE
 
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Post » Wed Sep 01, 2010 10:12 am

I`ve updated the list with all the latest comments on TESNexus and with this thread I am now page 7. Sorry guys, I`m doing my best. Will have more time tomorrow.
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Genocidal Cry
 
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Post » Wed Sep 01, 2010 7:36 pm

I can confirm that criticals and throws can cause the target's body to be disfigured. Especially if there is a "death scene" involved. (fall to knees, etc)
I killed this cat by thowing a Steel Mace at his face and breaking his skull. This particular formula is repeatable for me. (I am running FCOM btw)

No idea why imageshack made it upside down.. Whatever.
http://img690.imageshack.us/img690/796/screenshot0pg.png
http://img690.imageshack.us/i/screenshot0pg.png/

Also if you cannot use bash or dodge, or you have a "lag/pause" when you try to throw, bash or anything then you basically are doing it wrong lol. Something has not been installed correctly. What you need to do is:

0. Uninstall DR5 and DR6 along with anything else you installed in order to use DR6. (Skip if you have not yet.) Basically clean out everything you installed for DR6.1. Download these: http://obse.silverlock.org/download/obse_0019b.zip and http://www.tesnexus.com/downloads/file.php?id=82732. Extract and Paste OBSE into your main Oblivion folder. 3. OMOD or Bain install DR6. (There is no omod conversion data so fill in the mod name yourself)4. Remove 2 or 3 of the Timed Block .ESPs, Mounted_Spellcasting_Deadly_Reflex_Compatible.esp and the drsplatter.esp from the /Data folder5. Start Oblivion. Remember to always use the "obse_loader.exe" or it's shortcut to start Oblivion.

Once you see the mod is working properly (You can throw weapons and bash without "lag", you can add in the non essentials.

6. Replace Mounted_Spellcasting_Deadly_Reflex_Compatible.esp back to /Data*Required for casting spells on horseback.7. Install NifSE from http://www.tesnexus.com/downloads/file.php?id=21292*** NifSE will cause crashing when throwing certain weapons, but the throw death animations cannot work without it)8. Install 1st Person Legs http://www.tesnexus.com/downloads/file.php?id=18595***This conflicts with unlimited ring tweaks.9. Install OBSE MenuQue http://www.tesnexus.com/downloads/file.php?id=32200*Required for Hud Status Bars10. Install HUD Status Bars http://www.tesnexus.com/downloads/file.php?id=34905*Required to see the "Momentum" bar11. Install Drop Lit Torches OBSE http://www.tesnexus.com/downloads/file.php?id=16282*Required for thrown torches to shed light. (This may or may not work 100%)

Once drsplatter gets fixed then we will be able to add in

12. Install OGE v2 http://www.tesnexus.com/downloads/file.php?id=30054*Required for blood splatter on screen13. Install fixed drplatter.esp***Not fixed atm.



Hopefully that helps explain installing for some. Also if somebody gets to Step 5 and is still "lagging" then we will have something to talk about.
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Kelly James
 
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Post » Wed Sep 01, 2010 11:37 pm

First I want want to thank Skycaptain for dropping in to say a few words. I had imagined exactly what you confirmed. That you were reading and testing instead of wasting time posting every few reports. :foodndrink:

Next, for anyone that missed it a page or two back, you can remove NIFSE, until the bugs are figured out, and still use the throwing features of DR6 without experiencing the Runtime errors. Although some other minor anomalies may occur but at least it's not a CTD.

Fnally, I'm reposting this from page 5 since apparently it was overlooked or I'm the only one with this issue? Could someone test to confirm this or disprove it please? Thanks in advance.

And... another bug for me. This mod really hates me for some reason. I guess it was all of those flawless hours of DR 5 and now 6 is about to drive me crazy. :brokencomputer:

Horse combat is fubared in a couple ways for me.
  • After mounting the horse in combat mode I receive a duplicate of my weapon but it has no value. Otherwise the weapon is identical.
  • Next is I lose function of the Bash Key completely upon dismounting the horse.
  • I also lose function of my Attack key until I switch my weapon from the "value-less" version to the "real" one.

The following is the relevant info from Conscribe. I saved just before I got on the Horse then errors started happening. I didn't notice this in game until I actually dismounted the horse and tried to use my combat keys.
Spoiler

NifSE::NifSave - Saving registered nifs
NifSE::NifSave - Save complete.

Error in script 745fad77
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 745fad77
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 74605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 74605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
NifSE::NifSave - Saving registered nifs
NifSE::NifSave - Save complete.


EDIT I forgot to mention that Simple Saddlebags with Slof's horses no longer works properly. Since the attack button is now disabled when you hold block, Skycaptain mentioned this as the mechanic behind kicking, you cannot fully, hardly is more appropriate, use the saddlebags. Since you activate them by holding Block + Activate. So when you enter the saddlebag menu your Left Mouse Button is disabled, not allowing you to do anything. You can exit the saddlebag using Tab. If you could just re-enable the LMB while a menu is on-screen this would solve this incompatibility issue, or so I would think.


As for the edit about Simple Saddlebags mod compatibility issues I've found another mod that has more functionality and uses this same Saddlebag mod. The mod is http://tesnexus.com/downloads/file.php?id=2220. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.
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Baylea Isaacs
 
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Post » Wed Sep 01, 2010 11:20 am

First I want want to thank Skycaptain for dropping in to say a few words. I had imagined exactly what you confirmed. That you were reading and testing instead of wasting time posting every few reports. :foodndrink:

Next, for anyone that missed it a page or two back, you can remove NIFSE, until the bugs are figured out, and still use the throwing features of DR6 without experiencing the Runtime errors. Although some other minor anomalies may occur but at least it's not a CTD.

Fnally, I'm reposting this from page 5 since apparently it was overlooked or I'm the only one with this issue? Could someone test to confirm this or disprove it please? Thanks in advance.



As for the edit about Simple Saddlebags mod compatibility issues I've found another mod that has more functionality and uses this same Saddlebag mod. The mod is http://tesnexus.com/downloads/file.php?id=2220. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.


Oh right lol, I forgot about posting anything about horses. I have run into that script stop issue after using horse combat. Although that was back when I was still using the full DR6 install. (with all plugins and bloats) I have not encountered the bug so far with my current "lite DR6" setup. But the "horse will buck you off if it doesn't like you" feature works perfectly! heh. Also saving while in horse combat even if you are in the middle of an attack works perfectly. On load, you automatically sheath your weapon and you are mounted on the horse and no longer in horse combat.

Although I must say, jumping is very different in horse combat than it is normally mounted. In horse combat you jump higher and farther and can even double jump for more air. Also if you hold the jump button or spam press it the horse can descend sharply like it is jumping on somebody/attacking. Only reason I mention is because you can kill your horse in two spam jumps

Also in horse combat, going into 3rd person and stopping the horse and blocking (for me right click) or bashing (for me right click + bash button) does what it is supposed to but my character is standing in the horse blocking or bashing. (Torso does not change position only legs switch from being mounted on a horse to normal dismounted legs.)

And my last observation would be that bashing (for me right click + bash button) and attacking on the left side (for me right click + left click) causes walking sounds to be heard. This is only noticable if the horse is stopped. I don't think this is really an issue at all, just an observation.
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celebrity
 
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Post » Wed Sep 01, 2010 1:29 pm

i have had some time to test now and heres what iv found:

1) the bug from v5 that occasionally caused npcs to react to nonhostile spellcasts as if they were hostile is still present. it appears to be less frequent but it is still there
2) throwing weapons sometimes causes a runtime error. it appears to be a problem with either obse or one of its plugins rather than deadly reflex, but only occurs in conjunction with deadly reflex. i know this has already been reported, just mentioning that i am also getting this crash.
3) upon upgrading from v5, i experienced a significant decrease in oblivion's overall performance. i dont know if v6 is just significantly more resource intensive or if this is also hinting at some bug. i should mention that i run a lot of mods so i have many scripts running simultaneously, but had no problems with v5
4) some first person animations (especially spellcast) need to be redone. there is so much camera movement that it impedes gameplay. on the other hand, i disagree with others on the headbob. it is very subtle and natural, far better than any other similar mod i have tried to get this effect. it does have consistency problems though as whenever you stop you immediately return to the standing camera position which causes a severe teleport-esqe jerk.

all iv had time to do so far, will update if i discover anything else
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danni Marchant
 
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Post » Wed Sep 01, 2010 7:06 pm

i noticed an error in the console refering to a script,and so far even with the momentum settings i haven't been able to get a critical beheading or waist cut,only the sneak attacks and weapon throws (nicly done btw) i did notice the ini was named Deadlyreflexini.txt should it be or should i rename that to ini?

allso i used combustive combustion on a high elf and the game CTD

ill take a note of the console error and post later
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michael flanigan
 
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Post » Wed Sep 01, 2010 8:56 am

i noticed an error in the console refering to a script
Those are often caused by not using right OBSE version, so double check that you have upgraded to OBSE 19.
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Lori Joe
 
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Post » Wed Sep 01, 2010 10:02 pm

Those are often caused by not using right OBSE version, so double check that you have upgraded to OBSE 19.


first thing i checked :)

obse is the very latest 19b,got nifse ect and all required plugins its last in slot with OBMM,only one i haven't done is the hud because i'm using darnified dark ui

i am only using the combat moves esp none of the timed block ones

"error in script 3e5d4428 operator := failed to evaluate to a valid result"
"file combat moves esp offset 0x0356 command : let error in script 3e5d4428"

only prints that to console when i try for a side swing or other power critical,and thats why i can't cut people in half/behead

ill try with one of timed blocks see if it fixes it
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Jon O
 
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