Deadly Reflex 6 Beta - The Official Bug Report Thread

Post » Wed Sep 01, 2010 6:03 pm

I can't see my legs, either when I look down, or when I kick. I have the 1stPersonLegs mod installed, and don't have unlimited rings.

haven't used the mod yet, but the readme says it only shows legs when kicking, not when looking down, and it only works with gloves that show equipped rings. Either find a glove that shows them, use Wrye Bash tweaks to set all gloves to show rings, or don't wear gloves while kicking.
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FITTAS
 
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Post » Wed Sep 01, 2010 8:22 am

I can't see my legs, either when I look down, or when I kick. I have the 1stPersonLegs mod installed, and don't have unlimited rings.

Also, the elemental effects seem to happen a little too often. I'm using an frost enchanted sword right now, and every other, or every third attack freezes the enemy.


After installing the firstpersonlegs mod, you will recieve an item called "skull of legs", you need to click it to enable the legs. And the legs can be seen if you look down as well as when you walk.:)

Yeah Bart Simpson has great Etiquettes :) :evil:

$@$@ Yall I found a bug I posted it

found another 2 minutes later posted it :tops:

found some quotes with errors posted it :tops:

TOOTED AND BOOTED! :) :celebration:

[img]http://www.global14.com/wp-content/uploads/2010/07/1013087771.jpg[/img]


Well, you could have edited your post. :)
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Wayne Cole
 
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Post » Wed Sep 01, 2010 9:26 pm

Yeah Bart Simpson has great Etiquettes :) :evil:

$@$@ Yall I found a bug I posted it

found another 2 minutes later posted it :tops:

found some quotes with errors posted it :tops:

TOOTED AND BOOTED! :) :celebration:

[img]http://www.global14.com/wp-content/uploads/2010/07/1013087771.jpg[/img]

Please don't spam off topic junk. And you can add to your posts using the "edit" tool. Try it, you will like it. :)
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Ridhwan Hemsome
 
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Post » Wed Sep 01, 2010 1:00 pm

haven't used the mod yet, but the readme says it only shows legs when kicking, not when looking down, and it only works with gloves that show equipped rings. Either find a glove that shows them, use Wrye Bash tweaks to set all gloves to show rings, or don't wear gloves while kicking.


Okay. I didn't know that (didn't read the whole readme - quite long). I'll try that.

After installing the firstpersonlegs mod, you will recieve an item called "skull of legs", you need to click it to enable the legs. And the legs can be seen if you look down as well as when you walk.:)


Yeah, thanks. I enabled the scripts though.
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Nick Swan
 
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Post » Wed Sep 01, 2010 1:46 pm

I'll copy and paste this from the official thread:

"Skycaptain, I don't know if this is an obvious problem, but I can't get throwing to work.

It begins the animation and the a runtime error freezes the game. "
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Roddy
 
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Post » Wed Sep 01, 2010 12:49 pm

I'll copy and paste this from the official thread:

"Skycaptain, I don't know if this is an obvious problem, but I can't get throwing to work.

It begins the animation and the a runtime error freezes the game. "


I have the same problem, i try to fix it. It destroy all my plans -__-
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Princess Johnson
 
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Post » Thu Sep 02, 2010 12:12 am

I'm another one with the throwing crash. It only seems to happen with weapons that have sheaths though, I just got done throwing around axes, claymores and clubs at the populace of Anvil with no problems whatsoever. Here's the last (and I'm guessing the most relevant) part of the NifSE log file when I did get it to crash by throwing an iron longsword.
NifOpen - "Weapons\Iron\LongSword.NIF" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\Iron\LongSword.NIF"!CheckFileLocation - File "Weapons\Iron\LongSword.NIF" found in BSA!WriteNifToStream - Successfully read nif data in BSA "c:\program files (x86)\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 63559.NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 20 blocks.NifFile.reg - Registering "Weapons\Iron\LongSword.NIF" on RegList.NifFile.reg - Registered as #16-33.NifOpen - "Weapons\Iron\LongSword.NIF" registered as #16-33.NifGetNumBlocks - Getting the number of blocks in nif #16-33NifFile::getRegNif - Nif #16-33 found.NifGetNumBlocks - Returning 20.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #16-33 block #0.NifFile::getRegNif - Nif #16-33 found.NiNodeGetChildByName - Child found; returning 9.NiNodeDeleteChild - Deleting Child (block #9) of nif #16-33 block #0.NifFile::getRegNif - Nif #16-33 found.

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YO MAma
 
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Post » Wed Sep 01, 2010 8:19 pm

Glad to see other people have the same problem, hopefully we'll have a fix soon.
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emily grieve
 
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Post » Wed Sep 01, 2010 3:14 pm

I'll copy and paste this from the official thread:

"Skycaptain, I don't know if this is an obvious problem, but I can't get throwing to work.

It begins the animation and the a runtime error freezes the game. "


i am getting the quoted error when throwing (but only with weapons not torches). i have nifse installed.

also i can't see my weapons when idle in first person view. once i swing or block they appear; however, the animations seem... off. the swing animations seem to come from the far right- as if the char's arm is detached from his body and floating beside him. also, items in the left hand seem to be lower than they should. for example, I can see the top of torches, where as normally only the bottom of the burning part of the torch showed

EDIT: found another visual oddity that helps me explain my problem. when going into sneak instead of the crosshair going down, it shifts to the left and ever so slightly down. maybe this explains my other issues- it gives me the impression that the game thinks my char's head is in his chest when standing upright. Like the game thinks i am in sneak mode when standing upright
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Tina Tupou
 
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Post » Wed Sep 01, 2010 2:40 pm

  • First-person two-handed animations are using one-handed weapon animations.
  • There is clipping (I think that's what you call it), when you fire a bow, and pieces of the bow, and the arm that holds the nocked arrow in place is missing.
  • Some of the bow animations need to be changed. When you move with a bow out, it looks very odd, at least in an FOV of 90. Perhaps a better handling of the bow would come from watching how it is done in Dark Messiah.
  • Not really a bug, but a suggestion: with an FOV of 90, while running with a shield, it pops in in an odd way, such as the bow does.
  • Casting a target spell while moving in first-person is also odd.
  • Camera movements in first-person can be sketchy as well, such as when unsheathing your weapon while moving, I think.


Also, is it possible to complete the arms and the bow for an FOV of 90? By the way, is it possible to keep an FOV of 90 forced all the time?
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Davorah Katz
 
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Post » Wed Sep 01, 2010 4:01 pm

Crash on save game, save is corrupted. Sleep stab.

I killed a guard in his sleep with the sleep-stab move in the IC north guard tower (in between the market district and elven gardens). When I exit to either district, the game will crash and the auto-save is corrupt. When I save manually, the game crashes and the save is corrupt, unless I just leave the guard alone and do not murder him.
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Jesus Duran
 
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Post » Wed Sep 01, 2010 8:22 am

anyone with info on how to set the drop-lit-torches included as part of ROM Revised Oblivion Mod.esp?

Thanks!
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Rachel Eloise Getoutofmyface
 
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Post » Wed Sep 01, 2010 10:25 pm

First off Skycaptain, incredible work, just amazing what you've done since version 5. My only problem is with my bow - trying to zoom in makes the bow's graphics twitch quickly, then it automatically fires the arrow without ever zooming in. Everything else works perfectly, and I've made sure to check that DR is the only mod I'm using that affects bows.. any insight?
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Shianne Donato
 
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Post » Wed Sep 01, 2010 1:54 pm

General problems with installation. Config menu does not work. had to set keys through the ini file. Worked fine at first, but when attempting to reload saves get corrupted. none work.
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Joey Bel
 
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Post » Wed Sep 01, 2010 1:34 pm

My problem with throwing is that it still lagg for 10 seconds and when the Weapon releases, but its impossible to hit a target with this lag. I cant aim :( Hopefully we get a fix the next few days.

My NifSE Log:

NifOpen - "Weapons\Iron\Warhammer.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Weapons\Iron\Warhammer.NIF"!
CheckFileLocation - File "Weapons\Iron\Warhammer.NIF" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "D:\Programm Files\Bethesda Softworks\Oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 52808.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 19 blocks.
NifFile.reg - Registering "Weapons\Iron\Warhammer.NIF" on RegList.
NifFile.reg - Registered as #70-3.
NifOpen - "Weapons\Iron\Warhammer.NIF" registered as #70-3.
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Marcin Tomkow
 
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Post » Wed Sep 01, 2010 10:28 am

I've had a few issues as well:

  • Crash upon throwing certain weapons - Strangely enough if it was a mod added weapon no crash. Works perfectly every time. If weapon is from Vanilla BSA, crash every time. My meshes are PyFFI'd for reference.
  • Crash on save, randomly. Happens with no rhyme or reason that I can tell. Sometimes my saves work, others crash and are then corrupt.
  • Sheild Bash randomly stops working while in combat. Once combat with that NPC is over Shield Bash works again.
  • Only one occasion of this but once I scored a critical kill and the NPC did not die. Only stood there spamming Cure spells and was then invincible. (like god mod, NOT invisible) I brought up the console and used the "kill" command and the game immediately crashed.


Random suggestions or option requests:
  • Add option to remove the message spam in the upper left of the screen when throwing weapons or using mounted combat key.
  • Options to disable or reduce Head Bobbing.
  • I can no longer flip foward or to the sides like in DR 5. Is this intentional or no? I really liked that feature.
  • I love customization. I'd like as many options to enable or disable and adjust individual settings and parameters as possible.
  • I agree with most of the other suggestions made too, for what that's worth.


Of course I think we as a community need to help as much as possible with bug reporting and get those squashed first. Then move on to feature requests and additions.

Thanks for your time and hard work on this Skycaptain, I'm sure you'll get it worked out. DR 5 was exceptional and amazingly stable. I have no reason to believe you cannot achieve this again. I'll continue to test and report bugs as I have time. Good luck!
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how solid
 
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Post » Wed Sep 01, 2010 6:40 pm

First off Skycaptain, incredible work, just amazing what you've done since version 5. My only problem is with my bow - trying to zoom in makes the bow's graphics twitch quickly, then it automatically fires the arrow without ever zooming in. Everything else works perfectly, and I've made sure to check that DR is the only mod I'm using that affects bows.. any insight?

Yes, zooming with the bow no longer works, and is possibly a problem with the kick key binding? Holding right-click and then left-clicking launches a kick. So perhaps holding left-click and then right-clicking (bow zoom) tries to do the same thing?

On a bow related note: Since the bow is now perfectly centered when an arrow is notched, it doesn't play well with OBGE Depth of Field shaders. The arrow tip becomes the focus, blurring your target. The further away the target, the more he gets blurred. Would it be possible to lower the bow a bit, like it is in vanilla first-person aiming, so that the arrow tip is just below the crosshair (and DoF focus) rather than directly on the crosshair?
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Amber Ably
 
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Post » Wed Sep 01, 2010 10:33 am

Anyone else having their game crash when using combustive convulsion on a NPC?
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Karine laverre
 
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Post » Wed Sep 01, 2010 4:51 pm

Just a couple more suggestions, thanks!
  • The arm while blocking with a left (agh) one-handed weapon in first-person is a bit high. Perhaps it can be lowered?
  • The swing of the left-movement one-handed power attack in first-person is also a bit high, which could be lowered as well.
  • I think it would be best to eliminate some of the camera bobbing for certain actions, such as sheathing and unsheathing a weapon. It's a bit too much to be honest.



Also, I'm getting major problems with my mouse and keys sometimes not responding at all. I'm assuming this is because something went wrong with the special moves keys. Hm. I fixed this problem by changing the special moves key in the INI and saving the game.
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-__^
 
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Post » Wed Sep 01, 2010 9:58 am

No matter what I do, I can't see my legs. I have not enabled unlimited rings, I have enabled show rings on top of gloves, I've enabled the legs script through the skull of legs. I don't have rings equipped, so the slots aren't being used. What else do I have to do to see my legs?
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Mrs shelly Sugarplum
 
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Post » Wed Sep 01, 2010 8:38 pm

After a while of throwing weapons, the weapon started to show an error message when thrown and when inside of a person. It's fine otherwise.
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Alan Whiston
 
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Post » Wed Sep 01, 2010 9:15 pm

- RoflLizard experienced crashes after throwing weapons: "So far, throwing a Fine Iron Dagger, and Silver Longsword give a different kind of Crash than that of "Oblivion Has stopped working". Something about a Runtime requesting the game to be terminated in a weird way or something." MJMax gets crashes right after throwing too. Maybe the reason is a not installed NifSe plugin. Not confirmed by other users.

Another user in the main thread reported this, and it also matches reports made by Unnecessary Violence users a long time ago when using NifScript, NifSE's predecessor. So it's probably legit - though unclear if it affects everyone (presumably not or we'd hear more about it) or just some people (and if so, who?).

So cross-posting from the other thread, so everyone knows what's going on:
An update on my end: there definitely seems to be an issue with NifSE and certain meshes, on certain computers. This seems to be related to the old problems NifScript used to have with Unnecessary Violence and weapons that have scabbards - I'd thought I'd fixed that, but since I never actually managed to reproduce the error myself, I had to rely on mostly guesswork (namely "hey, this could cause a crash if that happened; I'll fix that. Hopefully that's what was causing the scabbard crash." - apparently it wasn't). Anyone who runs into a runtime error, copies of NifSE.log and obse.log (PMed or e-mailed to me) will be somewhat helpful (though presumably it won't be any different from what roflLizard sent me), but more helpful would be if you could test it on multiple kinds of meshes, something like this:
  • Weapon that has a scabbard and is in a BSA
  • Weapon that has a scabbard and is in the folders
  • Weapon that does not have a scabbard and is in a BSA
  • Weapon that does not have a scabbard and is in the folders

Between those four, hopefully I can narrow down what is going on. If someone has a mesh that's causing a persistent error that is not in a BSA, it would also be useful if you e-mailed that to me (dragoonwraith+nifse [at] gmail.com), so I can look into it myself (maybe I'll be able to reproduce it).

Unfortunately, I do not currently have Oblivion installed on a computer that's functional, because I'm getting some RAM replaced and that's taking a while (got an e-mail from Corsair today saying that they have a back-log and I should allow an extra five days for processing. <_< ), so realistically, even if we figure out what's causing this, it'll probably be a week or more before I can release a new version of NifSE. Though I may try to steal some RAM from a friend's computer temporarily so I can get working...
OK, roflLizard did some more testing, it looks like weapons with scabbards in BSAs are the only problems; those in folders work fine. Why, I cannot imagine. Especially since I tested NifSE on a mesh that fit those characteristics, and it didn't crash.

If anyone's still interested in testing, trying different meshes with scabbards that are in a BSA (i.e. vanilla weapons) to see if all of them crash or only some of them (or if they crash for some people and not others) would be helpful.

The meshes that crashed for roflLizard were the Iron Shortsword and the Steel Longsword, for reference. I tested the NifSE on an Iron Dagger, IIRC.
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Robert Devlin
 
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Post » Wed Sep 01, 2010 9:12 am

I can comfirm unlit thrown torches, add non damaging thrown torches that phase through people, frequent magical crits that kill NPCS yet do not cause the actual critical. No working dodge key. I don't think DR 6 reads the ini, it is also not a configuration file for me. Animations make the game much more immersive and enjoyable. I am enjoying the mod so far, but I cannot help but feel as if alongside the rediculously frequent magic criticals that magic has become much stronger, and archery seems much less powerful even with Duke Patrick's combat archery. As a side note tripping caused by Duke Patricks is reduced dramatically. Very frequent knockdowns and such from frost/shock/fire spells- maybe somthing to do with supreme magicka and Lame? I also have the momentum hud that is way above the others (I thought it was intended) Thats about it.
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Kaylee Campbell
 
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Post » Wed Sep 01, 2010 11:32 pm

Doesn't seem to be compatible with BBB, it messes up 1st person view for some clothes. Can't use Coronerra's skeleton file either, otherwise the sword and shield are invisible in 1st person.

http://www.tesnexus.com/downloads/file.php?id=27945 and in DR 6 there is also a skeleton.nif file (meshes/characters/_1stperson)

Can you help pls?
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Louise Dennis
 
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Post » Wed Sep 01, 2010 11:41 am

I think it would be best to eliminate some of the camera bobbing for certain actions, such as sheathing and unsheathing a weapon. It's a bit too much to be honest.

Is your sheath/unsheath key the same as your dodge key? By default, F is used for sheathing. DR6 also uses F as the dodge key, presumably because SkyCaptain uses a different key for sheathing. Whenever you sheath your weapon this way, your character also drops to the ground, dodging, giving a very significant head bob effect :P If this is the case, refer to the OP in the http://www.gamesas.com/index.php?/topic/1142248-relz-deadly-reflex-6-combat-moves/ about key bindings. I changed my dodge key to left alt and that fixed my issues (using F also played the sheath animation twice for me :o).

No working dodge key. I also have the momentum hud that is way above the others (I thought it was intended) Thats about it.

For the dodge problem, see my above reply to Mr. Tissue Box, which might help. Maybe.

For the momentum bar, I changed mine to be located directly above the standard health/magicka/fatigue bars. Just look in the default HUDstatusbars.ini, and copy/pasta the x and y coords for the endurance bar into the x and y coords for the momentum bar that you're using. So for x type 'HUDbars' and for y type 'HUDbarsabove'. It should stack nicely with the rest. Unless of course you like the current position of the bar! I just found it a little intrusive, floating way up there.
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Roy Harris
 
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