Deadly Reflex 6 Beta - The Official Bug Report Thread

Post » Wed Sep 01, 2010 4:01 pm

Malon, just incase I HAVE to ask:

cause apparently there might be a bug where the mod lets you "kick" even though you don′t have enough acrobatics (or at least alert NPCs that you tried to kick), are you sure you are actually kicking?

I mean - does it kick in 3rd person? Do you have 50 or over acrobatics?


I know this is a stupid series of questions, but just incase - the kicks you can do without a target are all acrobatics, so you need the skill of 50 to do them. :)


Actually no, I don't have an acrobatics of 50. It's 25 right now. I was able to kick once when my acrobatics was lower than that. But in first person I never saw my leg, the screen just moved and it caused the NPC to stagger. I just fired up the game and tried to kick just now and it didn't let me. Do you have any idea, Skycaptain, why I'm not able to see my legs?
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Stacey Mason
 
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Post » Wed Sep 01, 2010 12:15 pm

Actually no, I don't have an acrobatics of 50. It's 25 right now. I was able to kick once when my acrobatics was lower than that. But in first person I never saw my leg, the screen just moved and it caused the NPC to stagger. I just fired up the game and tried to kick just now and it didn't let me. Do you have any idea, Skycaptain, why I'm not able to see my legs?

I couldn't see my legs and then all of a sudden I could but only for a brief moment. Then they disappeared. So no legs here also. I can hear the equip sounds but I can't see anything.

Funny things happened since I installed this mod. But I think the core of it is working but the extras have problems.

1. Legs don't show up.(or don't show up consistently.) Also the model textures look weird in leg and waist parts. For example my argonian has human feet. My human character has patches of weird specularity on legs.
2. When running with a torch, it blocks the view a lot. Maybe a different animation to sideways or forward rather than center can be added.
3. When aiming, the bow twitches left and right weirdly.
4. Sneak stance doesn't reflect in animations with a bow pulled(correct word?).
5. My characters are naked, full frontal nudity all of a sudden. ???(not that I am complaining. :P)
6. When a torch is dropped, it sometimes lits the environment, sometimes not. It appears to be picky about meshes. Characters are always lit though. If I use a bow and use weapon ready toggle, the torch first goes off then drops but this time it lits the environment every time.


So far:
Throws work 100%.
Dodge works 100%.
Bash works 100%
Horse Combat works 100%. I can't hear sound effects though.
My combo abilities don't work. This is my first time with Deadly Reflex(I installed DR5 for a sneak peak a couple of days ago, so it doesn't count.) so I hope I will get better. :P

Steering works. But the speed is too slow compared to mounted trampling mod and I can't trample anything, yet. edit: Also to benefit from new steering mechanic, I have to initialize horse combat and add a weapon to it. I would like to see steering work globally.

BTW, my mod list is small so I doubt about big conflicts.
Spoiler

Oblivion.esm
All Natural Base.esm
HorseCombatMaster.esm
All Natural.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
Enhanced Water v2.0 HD.esp
All Natural - Real Lights.esp
Complete Names.esp
DropLitTorchOBSE.esp
Oblivion Graphics Extender Support.esp
Streamline 3.1.esp
horse stay put 1.0.esp
RealisticForceMedium.esp
Get Wet.esp
Wavy_Water.esp12
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
SP1stPLegs.esp
DeadlyReflex 6 - Combat Moves.esp
Bashed Patch, 0.esp

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Prohibited
 
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Post » Wed Sep 01, 2010 9:23 am

These are the bugs I've had so far:

- Bow zoom is broken, but Skycaptain already reported this has to do with the kicking key being assigned to the block button and no exception script has been written yet.
- The 1stpersonlegs plugin is the culprit of some very odd behaviours, such as rings duplicating, clipping issues with the body (if you use body replacers), as well as the camera being incorrectly placed far from the character upon sitting down and getting up. Mods that similarly force the camera to change to third-person person and back to first person will most likely break it. See you sleep, lockpicking mods, anything that plays with the camera is potentially troublesome, I recommend switching them all off until compatibility patches surface.
- As reported many times, the Drop Torch bundled with OOO will produce undesirable effects upon throwing.
- As reported, the uploaded file contains body meshes that were accidently packed in. They need to be deleted from the character meshes folder before you assemble the omod archive in order to not overwrite your current body replacer (or Vanilla's default underwear version).


With that said, everything else has been running fairly well. Many of the issues reported here can be avoided by reading carefully the installation instructions and switching off the mods that alter the same Vanilla functions DR's scripts are playing with, especially those that are heavily scripted such as major magic and combat mods, animation and skeleton replacers. It's more productive at this time to find out what particular scripts are really broken than coming up with solutions to make DR6 compatible with other popular mods. I have to say I've yet to see a CTD running Oblivion stripped down to basic OOO, DR6 and some cosmetic (non animated) mods.

Also, as written on the readme, there are skill requirements for certain features, which again, some people are complaining about. All of the required plugins also have readme files containing valuable information about their limitations and how to use them (such as the need to toggle on the skull script), they're not DR6 related bugs.
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Melly Angelic
 
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Post » Wed Sep 01, 2010 1:07 pm

Actually no, I don't have an acrobatics of 50. It's 25 right now. I was able to kick once when my acrobatics was lower than that. But in first person I never saw my leg, the screen just moved and it caused the NPC to stagger. I just fired up the game and tried to kick just now and it didn't let me. Do you have any idea, Skycaptain, why I'm not able to see my legs?


Malonn, I can just speak for me, but at first I didn't see my legs either. I hadn't read the readme correctly, so in fact I had to click on the "skull of legs" item in my inventory. Then a window popped up and asked me about the 1st person legs script. I clicked on "on" and back in the game, i could see my legs. Well, in fact I can only see them when walking. I don't see them while just standing idle, but i think it's normal.

The esp for the legs is loaded pretty far down my load order, it is in "B5" position in Wrye Bash (my Bashed Patch is on "D0" position)

Hope it helps!
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Jesus Duran
 
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Post » Wed Sep 01, 2010 8:51 pm

I'm sure a few of these have been posted before, but I didn't want to read all the pages.

- Not sure if this is intended, but I can only see the edge of my weapon in the 1st person view.

- Got a "missing mesh" symbol when I threw my Dawnfang, which then fell through the floor. Haven't seen the missing mesh symbol with any other thrown weapon.

- When I threw a Chainsaw-blade-thingy from Integration: Stranded light, it "duplicated" it, but one of them was labeled "Torch" and I couldn't pick it up.

-Went to test throwing on the fine citizens of Chorrol with OOO's two-handed Umbra. Ended up with 6 Umbras. >_> 1 was the Umbra I started with, the other 5 were marked quest items.

-When I talk to people, the camera zooms to the left of the person I'm talking to, and the camera kinda shakes.

Seems to only happen with weapon drawn, or when sneaking.

-CTD with Runtime error after trying to throw unenchanted, non-quest item Blade of Woe. Happens with any Vanilla weapon I've used thus far, and that's already been reported.

- Nothing changes when I edit the INI file, the keybindings stay the same. Was editing the wrong INI. XD

- Oh, and the camera kinda got stuck on the floor after I hit the "Throw" key. Conflict with a H2H Idle replacer. Not related to throwing.
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Nymph
 
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Post » Wed Sep 01, 2010 9:39 pm

Concerning the BBB armor/clothing that causes graphical problems in first person mode:
Using the Coronerras Maximum Compatibility Skeletons doesn't work, since the Deadly Reflex skeleton is turned 90 degrees to the side, so it just turns your character view to the side (sword and shield is not invisible, just out of sight).

I tried fixing the skeleton in blender, but since I have next to no knowledge in how the skeletons work, I failed miserably.

I tried turning the CMCS in the same position as the deadly reflex one, it caused my character to become 1 feet tall in 1st person, I tried merging the two skeletons and removing the duplicate bones from CMCS, it resulted in even more graphical glitches. But I possibly did this all wrong, so I'll just wait for someone more competent than I am to fix this.
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Trey Johnson
 
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Post » Wed Sep 01, 2010 12:55 pm

UPDATE - Crash on Save solved, but not in a good way.

I figured out why I'm crashing on save. It's the new Blood Splatter on screen effect, DRSplatter.esp. With this esp active anytime I perform a critical kill or impalement that results in on-screen splatter I cannot save afterward. Crash on save and it's corrupt.

However if I disable DRSplatter.esp, nothing else changed, I can save after a critical kill.

I actually have a save where the DRSplatter.esp was not active and I had killed a few NPCs, with critical kills, saved successfully. I then exited the game, activated DRSplatter.esp, loaded the previous save and there was splatter on my screen without killing anyone, it was just there for some reason. I thought that was interesting but after it faded away I tried to save, without even moving, and the save crashed and was corrupt. So in my case it's definitely the Splatter.

I have many other OBGE shaders that work just fine, without a hitch. Realistic Health, Enhanced Seasons, Godrays, NFAA, SSAO, etc... I'm wondering if maybe there is a conflict somewhere? I'm going to disable all other shaders and I'll report back later.

I have also added some info on my experiences with Throwing crashes in the other thread, complete with logs. I even extracted the .nifs from the BSA but still crashed. Mod added weapons seem to work just fine. Odd.

EDIT: No luck with disabling other shaders. Even when DRSplatter is the only shader active I still crash on save. :banghead:
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Andrew Lang
 
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Post » Wed Sep 01, 2010 5:03 pm

I dont know if its a conflict or not ,but i have uninstalled deadly reflex 5 and gotten all the required files. But when i start a new game or load a save the deadly reflex 5 menu comes up and when i configure that the sheild bash does not work at all,it seems that the whole mod isnt working except for the new attack animations.I have checked the load order and even uninstaled and reinstaled deadly reflex 6.
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Lance Vannortwick
 
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Post » Wed Sep 01, 2010 2:45 pm

I dont know if its a conflict or not ,but i have uninstalled deadly reflex 5 and gotten all the required files. But when i start a new game or load a save the deadly reflex 5 menu comes up and when i configure that the sheild bash does not work at all,it seems that the whole mod isnt working except for the new attack animations.I have checked the load order and even uninstaled and reinstaled deadly reflex 6.

This happens because you are not clean saving after you remove DR 5. You must make a clean save to ensure there are no remnants of DR 5 lingering in your save file. You should follow this procedure to go from DR 5 to DR 6.

--Uninstall all DR 5 files and plugins.
--Load your game, create a new save, don't overwrite, without DR 5 in your Load Order, or any files present in your Data Directory.
--Intall DR 6 and load from your clean save.
--Create a new save and you're ready to play.

Everything works just fine if you follow this procedure. You should almost always clean save when you add or remove mods, especially upgrades like this.
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[Bounty][Ben]
 
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Post » Wed Sep 01, 2010 11:47 am

Smooth: i had the same problem, i installed obge without any shader.
I received the crash on save, after a critical hit while i used transport, reg save and streamsave.
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BethanyRhain
 
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Post » Wed Sep 01, 2010 10:11 pm

- Got a "missing mesh" symbol when I threw my Dawnfang, which then fell through the floor. Haven't seen the missing mesh symbol with any other thrown weapon.

The Shivering Isles BSA seems to have issues where NifSE can't read it, so that would be why that happened.

A cross-post to keep this thread up to date:

OK, more updates: testing by MJMax shows that the Golden Saint Longsword and the Crusader's Sword don't get read properly by NifSE. More on that below.

First, however, I have to report sean144800's unbelievable testing, which shows that the following crash for him (and presumably also for everyone else who experiences these crashes at all):
Spoiler
  • Iron Longsword
  • Iron Shortsword
  • Iron Dagger
  • Steel Dagger
  • Steel Longsword
  • Steel Shortsword
  • Fine Steel Shortsword
  • Fine Steel Longsword
  • Fine Steel Dagger
  • Silver Shortsword
  • Silver Long Sword
  • Silver Dagger
  • Ebony Longsword
  • Ebony Dagger
  • Ebony Shortsword
  • Daedric Long Sword
  • Daedric Dagger
  • (he listed the Longsword twice and seems to have missed the shortsword; I'll assume that was a minor oversight on his part while in the middle of his omgwtf huge testing cycle)
  • Glass Longsword
  • Glass Shortsword
  • Glass Dagger
  • Akaviri Katana
  • Debaser (I don't even know what this one is)
  • Thornblade
  • Chillrend
  • Wit Splinter
  • Blackwater Blade


And these seem to cause missing mesh markers (this likely affects everyone):
Spoiler
  • All Golden Saint weapons
  • Shadowrend
  • All Dark Seducer weapons


The missing mesh errors are completely separate from the crash errors; they may be due to an error in the BSA reader that I thought I'd fixed, or possibly due to an issue in Niflib; I need to investigate that to make sure. The issue in the BSA reader seems to be not being able to handle BSAs that are improperly made (according to the documentation of the format on UESP and as compared to how the BSA reader expects them to be), but since Oblivion reads them and the BSA in question is from Shivering Isles, I'll have to fix that.

If someone has extracted the Shivering Isles BSA for any reason, and therefore has those weapon meshes in their folder, could try throwing one, I would be appreciative. It would help to narrow things down if I knew that a non-BSA'd version of the same mesh did or didn't cause problems.


In general, it seems likely that all of these errors can be solved by extracting the mesh from the BSA. This is obviously a very annoying and unsatisfactory solution, but for those who just want it to work, and don't want to wait for my computer to get up and running again (it... could be a while), that should solve all of your problems.

Following this post, Smooth tested extracting a vanilla mesh from a BSA, and it still crashed. That's... interesting, and very surprising. I'm not quite sure what to make of that yet.
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Aliish Sheldonn
 
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Post » Wed Sep 01, 2010 6:22 pm

heres the bugs i've been seeing and one suggestion:

-as reported before, game crashes when trying to throw vanilla weapons (runtime error). Doesn't when i throw items added by OOO or MMM (tried with various rusty iron weapons and an elven scimitar)
-game crashes when trying to shatter enemies frozen by frost magic crits, which seem to happen a lot more then they should imo (ex: fighting 4 wolves and 2 got frozen). i know i can adjust myself in the ini, but just saying :)
-when kicking in 1st person view legs only show up on 2nd kick. i have yet to see them on the first attempt (which is killing my unpredictability)
-when casting spells in 1st person left arm points up and to the right like its being cast at the sky
-when casting on-self spells there is a huge seam at the shoulder (looks like arm floating in the air, cut at shoulder)
-i would like an adjustment of the fov in 1st person. it bothers me to no end that i can't see my drawn weapon and seeing your torch/shield constantly bobbing into the screen gets annoying

besides that great mod!

EDIT: also is there a way to turn off the head bobbing?
EDIT: just realized if i save with the first person legs "equipped" game crashes whenever i load that save in-game (like if i die). save loads fine if i unequip 1st person legs before saving.
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 2:23 pm

Smooth: i had the same problem, i installed obge without any shader.
I received the crash on save, after a critical hit while i used transport, reg save and streamsave.

You say you "had" the same problem? Well how did you fix it?

I'm reading your post as saying... "I had the same problem until I installed the correct shader." If that is indeed what you are saying well that's not the case here. As I stated, EVERY other shader I have works to perfection. Only when I have the DRSplatter.esp active will I crash on save. And yes I have the DRSplatter.fx (the shader) present in the Shaders folder.

So I'm not sure if you are saying you have the same problem still, or you fixed it. Please clarify.
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Jeffrey Lawson
 
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Post » Wed Sep 01, 2010 3:59 pm

This happens because you are not clean saving after you remove DR 5. You must make a clean save to ensure there are no remnants of DR 5 lingering in your save file. You should follow this procedure to go from DR 5 to DR 6.

--Uninstall all DR 5 files and plugins.
--Load your game, create a new save, don't overwrite, without DR 5 in your Load Order, or any files present in your Data Directory.
--Intall DR 6 and load from your clean save.
--Create a new save and you're ready to play.

Everything works just fine if you follow this procedure. You should almost always clean save when you add or remove mods, especially upgrades like this.


I did as you suggested with a save game the sheild bash now works but its still comeing up as deadly reflex five. i am not sure if there is still some of its files in my data files or not but i did remove all files of it i saw.it might be that i missed a file somewhere but i looked in data files textures and meshes.
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jaideep singh
 
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Post » Wed Sep 01, 2010 8:31 pm

Sorry for the unclear post.
I had (have) the same problem and it consisted till i disabled dr6 spatter.

  • I can dodge but i cant flip.
  • there are some anoing animations if my toon preform a kick in front of a cm partner.
  • The shield bash sometimes fail, but i was able to impale, sleep stab, ambush and slit throat.
    A thing that seemed strange was that there are some headings where the shield bash work and others that fails

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Pawel Platek
 
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Post » Wed Sep 01, 2010 5:06 pm

I'm also having trouble with bash, dodge etc. keys not working. I can't shield bash or dodge, and my enemies can't. Combustive Convulsion works normally (although the surprising sight of bare briast flying theough the cave was... odd...). And the beginning popup window for setting keyes is the same from v.5, not prompting to set a throw key and telling that "horse combat will not be in this version", DESPITE the fact I removed ALL deadly reflex 5 esm and esp files and the animation files mentioned in v.5 readme's uninstall-section (check this threads page one).
And yes, I've set the keyes via INI-file. I'm hoping that some one could help me with this, cause I like stalking in shadows, and at the right moment leaping and decapitating my vict-enemy.
OH and thanks to skycaptain for making this amazing mod!
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XPidgex Jefferson
 
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Post » Wed Sep 01, 2010 7:45 pm

Alrighty guys. I have gotten everything in this mod to work.

If you do not see a new bar on the left side of the screen (I have Dark Darn UI, and it works perfectly , the bar is touching the edge of my screen.) AND your bash and dodge keys do not work no matter your key in the ini AND you can sometimes throw your weapon but there is a large delay THEN there is a good chance that your OBSE is the problem. You most likely have an old version. The newest version ( http://obse.silverlock.org/download/obse_0019b.zip ) should fix all of your problems. Updating may also fix other people's issues. The newest version is required. It should be made more obvious in the instructions.

As for crashing. My placement of my Bashed patch makes strange things happen. Currently my bashed patch is loading before ALL required mods for DR6 and DR6 itself. Maybe play with this.

Unlimited rings / visible legs. In Wyre bash the "unlimited rings" tweak allows you to equip unlimited rings but it hides the physical rings on your hands. Wearing some gloves also hides rings. If anything causes your rings to be hidden then the "Skull of Legs" is also hidden and that defeats the whole purpose. I think thats a bit silly, (why not add an item type like cape, or just use the "gloves and greaves" themselves. The only time we get to see legs in DR6 is during kicks. I don't think it's worth it. (Personally I like having more than 2 rings, i mean people stack rings on their fingers in real life. it makes sense just don't abuse it.) If you want the legs over the rings be sure to enable the "gloves show rings" clothes tweak.

I don't believe the menu garbage left over from v5 is stored in the save file because I believe I still had it after a clean save. (removed dr5, saved, installed dr6.) Obviously v6 is in beta so it's more crashy glitchy than v5. Overall once everything is installed, it's very playable. Maybe if skycaptain got the go ahead from all the authors he could make one complete resources pack for dr6 similar to wyre bash's all in one resources download. A thought.

Oh and as we have all seen, bodies are nvde, and argonians have human hands, feet and reproductive organs.

Hope this helps.
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Stephanie I
 
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Post » Wed Sep 01, 2010 5:34 pm

Attempting to throw anything besides a torch or weapon, IE Lanters, luminors, parry weapons, causes DR6 to quit working period.
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Klaire
 
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Post » Thu Sep 02, 2010 12:35 am

Attempting to throw anything besides a torch or weapon, IE Lanters, luminors, parry weapons, causes DR6 to quit working period.

I can confirm this
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Queen Bitch
 
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Post » Wed Sep 01, 2010 1:13 pm

I can confirm this


I think that's intentional. I mean, not the fact it stops working. But since it's designed to throw only the equipped main weapon and torches, not everything you come across, that's kinda expectable. Unlike other throwing mods, Skycaptain mentioned he envisioned it as something useful as a last resource or risky attempt in the heat of battle, not a fully fledged throwing system to support, shall we say, shurikens, throwing daggers or environment objects.
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Elena Alina
 
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Post » Wed Sep 01, 2010 2:11 pm

Yeh but if u accidently press throw with a lantern out it helps to have a fix for that but yeh i no its only for weapons and i enjoy it greatly
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Nuno Castro
 
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Post » Wed Sep 01, 2010 4:33 pm

Made a quick check with the new obse, i can dodge but cant do any type of flip.
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Erich Lendermon
 
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Post » Wed Sep 01, 2010 5:42 pm

Made a quick check with the new obse, i can dodge but cant do any type of flip.


That requires a certain amount of Acrobatic skill, as stated in the readme.
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Nick Pryce
 
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Post » Wed Sep 01, 2010 11:24 pm

I have tested everything except flips actually, I'll do that.

And what they mean is that attempting to throw a lantern breaks DR6. As in there is no crash, nothing visible happens. But nothing DR6 works after that. you cannot dodge, bash, flip, kick anything. You have to close the game and reload in order to use any non-vanilla attacks.
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Noraima Vega
 
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Post » Wed Sep 01, 2010 2:20 pm

I have tested everything except flips actually, I'll do that.

And what they mean is that attempting to throw a lantern breaks DR6. As in there is no crash, nothing visible happens. But nothing DR6 works after that. you cannot dodge, bash, flip, kick anything. You have to close the game and reload in order to use any non-vanilla attacks.


DR tends to stop working when the scripts break for some reason. 5 already behaved that way. I'm sure in time Skycaptain will create exception rules to prevent the scripts from breaking, in order to fix things like that and the zoom bug.
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Matthew Aaron Evans
 
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