The infamous Deadly Reflex mod by SkyCaptain is finally back again!
You can download it on http://www.tesnexus.com/downloads/file.php?id=8273.
The release thread can be found http://www.gamesas.com/index.php?/topic/1142248-relz-deadly-reflex-6-combat-moves/. Use THAT thread to ask QUESTIONS and DISCUSS about DR6.
Please use THIS thread HERE to report bugs and compatibility issues and to make suggestions for improvements.
You can even bring up ideas for further releases, but the most important part now is the bugfixing. So help SkyCaptain to iron out inconsistencies and ultimately bring you the final version of Deadly Reflex 6 by betatesting this mod extensively. Below you can find a daily updated list of your reportings. But for now, enjoy the bug hunting!
NOTE: If you have problems using this mod, be sure to have installed correctly everything that is listed in the readme. If that does not help you, you may read these useful posts:
By cInfidel:
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=8273
2. 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 folder
5. 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 Bars
10. Install HUD Status Bars http://www.tesnexus.com/downloads/file.php?id=34905
*Required to see the "Momentum" bar
11. 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 screen
13. 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.
Also by cInfidel:
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.silverlo.../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.
By Smooth:
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.
1. Bugs:
Pulling out thrown weapons from corpses:
After pulling out the thrown weapon from a corpse, the weapon remains in the body. This may be a problem with the engine, updating the body. If Skycaptain sets the body to be refreshed, EE supposedly causes the body to get naked. TheNiceOne replied and said EE can`t be the reason for this strange behaviour. Also concerning this bugl: "The bit about the NifSE bug is incorrect, actually. If you throw a weapon, save, and load, everything will be fine. You only hit the bug if you then save again without retrieving your weapon - after loading, NifSE no longer re-saves things correctly. Also, at worst, the bug causes a missing mesh marker; under no circumstances should it cause a CTD."
Throwing Weapon Feature (mostly crashes):
Reports: "Got a "missing mesh" symbol when I threw my Dawnfang". UPDATE by DragoonWraith: The Shivering Isles BSA seems to have issues where NifSE can't read it, so that would be why that happened. / "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"
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. Korrow also reported crashes while throwing. He writes: "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." He posted his crash log:
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 #16-33
NifFile::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.
]
Sir Troy reported: "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." He also posted his crash log:
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.
Confused111 reported: "After a while of throwing weapons, the weapon started to show an error message when thrown and when inside of a person."
Another log was posted by KC33:
Registering String Interface.
Setting Serialization callbacks.
Initializing NifSE Hooks.
Initialization complete.
Game loaded: Creating ni\ directory.
NifLoad - Clearing previous RegList.
NifLoad - Load complete.
NifOpen - "Weapons\Iron\ShortSword.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Weapons\Iron\ShortSword.NIF"!
CheckFileLocation - File "Weapons\Iron\ShortSword.NIF" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Games\Oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 61900.
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 20 blocks.
NifFile.reg - Registering "Weapons\Iron\ShortSword.NIF" on RegList.
NifFile.reg - Registered as #194-0.
NifOpen - "Weapons\Iron\ShortSword.NIF" registered as #194-0.
NifGetNumBlocks - Getting the number of blocks in nif #194-0
NifFile::getRegNif - Nif #194-0 found.
NifGetNumBlocks - Returning 20.
NiNodeGetChildByName - Getting the index of Child "Scb" of nif #194-0 block #0.
NifFile::getRegNif - Nif #194-0 found.
NiNodeGetChildByName - Child found; returning 9.
NiNodeDeleteChild - Deleting Child (block #9) of nif #194-0 block #0.
NifFile::getRegNif - Nif #194-0 found.
MJMax: I've noticed a non-vanilla weapon (that a got randomly from a creature at the Oblivion testinghall) that crashed like the vanilla weapons upon being thrown. It is part of OOO, it's called the "Paras Ecet." I haven't tested any similar OOO weapons so I'm not sure what to interpret from this. The weapons is located is Oblivion\Data\meshes\Weapons\Meteoric\metdagger.nif.
His Nif Log:
NifSE v1.00 b:2 a:f
query
load
oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\
List of BSA files: (excluding BSA files known to contain non-NIF data)
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\All Natural.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCBattlehornCastle.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCFrostcrag.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCHorseArmor.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCOrrery.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCShiveringIsles - Meshes.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCThievesDen.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCVileLair.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\Harvest [Flora].bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\Knights.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\MMM.bsa
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\Oblivion - Meshes.bsa
13 total.
Listening to OBSE dispatches.
Registering String Interface.
Setting Serialization callbacks.
Initializing NifSE Hooks.
Initialization complete.
Game loaded: Creating ni\ directory.
NifLoad - Clearing previous RegList.
NifLoad - Type 'MOD ' Version 65583 Length 1
NifLoad - 'MOD ' record - new mod's NifFiles.
NifLoad - Saved modID: 3435973752.
NifLoad - modID resolved: 120.
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-0.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 38
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "Francesco\weapons\Pegasus\p1hsword.nif"!
CheckFileLocation - File "Francesco\weapons\Pegasus\p1hsword.nif" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa". Buffer length is 226817.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 17 blocks.
NifFile.reg - Registering "Francesco\weapons\Pegasus\p1hsword.nif" on RegList as #120-0.
NifFile.reg - Registered as #120-0.
NifLoad - Filename is "Francesco\weapons\Pegasus\p1hsword.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-1.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 37
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "Francesco\weapons\Pegasus\phammer.nif"!
CheckFileLocation - File "Francesco\weapons\Pegasus\phammer.nif" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa". Buffer length is 777110.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 17 blocks.
NifFile.reg - Registering "Francesco\weapons\Pegasus\phammer.nif" on RegList as #120-1.
NifFile.reg - Registered as #120-1.
NifLoad - Filename is "Francesco\weapons\Pegasus\phammer.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-2.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 37
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "Francesco\weapons\Pegasus\phammer.nif"!
CheckFileLocation - File "Francesco\weapons\Pegasus\phammer.nif" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa". Buffer length is 777110.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 17 blocks.
NifFile.reg - Registering "Francesco\weapons\Pegasus\phammer.nif" on RegList as #120-2.
NifFile.reg - Registered as #120-2.
NifLoad - Filename is "Francesco\weapons\Pegasus\phammer.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-3.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 37
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "Francesco\weapons\Pegasus\phammer.nif"!
CheckFileLocation - File "Francesco\weapons\Pegasus\phammer.nif" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa". Buffer length is 777110.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 17 blocks.
NifFile.reg - Registering "Francesco\weapons\Pegasus\phammer.nif" on RegList as #120-3.
NifFile.reg - Registered as #120-3.
NifLoad - Filename is "Francesco\weapons\Pegasus\phammer.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-4.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 37
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "Francesco\weapons\Pegasus\pdagger.nif"!
CheckFileLocation - File "Francesco\weapons\Pegasus\pdagger.nif" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\FraNewItems.bsa". Buffer length is 42991.
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 20 blocks.
NifFile.reg - Registering "Francesco\weapons\Pegasus\pdagger.nif" on RegList as #120-4.
NifFile.reg - Registered as #120-4.
NifLoad - Filename is "Francesco\weapons\Pegasus\pdagger.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-5.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 28
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "weapons\Meteoric\metmace.nif"!
CheckFileLocation - File "weapons\Meteoric\metmace.nif" found in folders!
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 16 blocks.
NifFile.reg - Registering "weapons\Meteoric\metmace.nif" on RegList as #120-5.
NifFile.reg - Registered as #120-5.
NifLoad - Filename is "weapons\Meteoric\metmace.nif".
NifLoad - Type 'niID' Version 65583 Length 4
NifLoad - 'niID' record - new NifFile.
NifLoad - New NifFile #120-6.
NifLoad - Type 'nSEV' Version 65583 Length 4
NifLoad - 'nSEV' record - NifFile version.
NifLoad - NifFile version #65583.
NifLoad - Type 'niRe' Version 65583 Length 28
NifLoad - 'niRe' record - new filename, editable.
NifFile c'tor - Load constructor
NifFile.loadNif - Loading "weapons\Meteoric\metmace.nif"!
CheckFileLocation - File "weapons\Meteoric\metmace.nif" found in folders!
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 16 blocks.
NifFile.reg - Registering "weapons\Meteoric\metmace.nif" on RegList as #120-6.
NifFile.reg - Registered as #120-6.
NifLoad - Filename is "weapons\Meteoric\metmace.nif".
NifLoad - Load complete.
NifOpen - "weapons\Meteoric\metdagger.nif" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "weapons\Meteoric\metdagger.nif"!
CheckFileLocation - File "weapons\Meteoric\metdagger.nif" found in folders!
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 24 blocks.
NifFile.reg - Registering "weapons\Meteoric\metdagger.nif" on RegList.
NifFile.reg - Registered as #120-7.
NifOpen - "weapons\Meteoric\metdagger.nif" registered as #120-7.
NifGetNumBlocks - Getting the number of blocks in nif #120-7
NifFile::getRegNif - Nif #120-7 found.
NifGetNumBlocks - Returning 24.
NiNodeGetChildByName - Getting the index of Child "Scb" of nif #120-7 block #0.
NifFile::getRegNif - Nif #120-7 found.
NiNodeGetChildByName - Child found; returning 16.
NiNodeDeleteChild - Deleting Child (block #16) of nif #120-7 block #0.
NifFile::getRegNif - Nif #120-7 found.
Smooth replied: your crash log is crashing in the exact same spot as mine. When it should delete the child. Definitely something in common here. Finding out what it is will be the trick.
Sean reported: "I am also getting runtime errors throwing stolen steel daggers. "
"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. "
---->Dragoon Wraith summed up the reports on this issues http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__40
and http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__80 . Thank you Dragoon Wraith!
Brighty wrote on throwing non-vanilla weapons included by OOO: "Without crash for me. Tried several Ecetu daggers. "
cInfidel wrote: "The Paras Ecet is the first weapon I have thrown that crashes me with NifSE. With NifScript I can throw it successfully and it will kill my target. The difference is that instead of being lodged in their throat, the blade is shown in its scabbard on the target's body as if they had it equiped. When you activate the body the weapon is given back normally. So for right now we can fall back on NifScript v.90 untill NifSE behaves. I also tried the Beta 1 release of NifSE but that crashes just like the Beta 2. Also when I replaced the Paras Ecet .nif "metdagger.nif" with a different .nif, the weapon was thrown in NifSE normally. So the meshes are definately the trigger for NifSE to fail. Mesh replaced Paras Ecet thrown in NifSE." You can find two logs of him http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__120.
cInfidel added: And I think I figured out what makes Paras Ecet so special. It loads 24 blocks. It is the only weapon I have thrown to have more than 20. NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 24 blocks. There is a third log by him also on the thread page above (click link right above).
Also please read Smooths Post on weapon throwing, he did some extensive testing and posted many of his logs http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__120.
Smooth wrote: I do not crash when throwing the Witspliter with NIFScript where as before I crashed with Witsplitter and NIFSE. cInfidel replied: Do you mean Witsplinter? ( http://www.uesp.net/...ion:Witsplinter ) The form id for Witsplinter is 0006B1C4, so I'll throw that in both NifSE and NifScript. I am very interested to see how many blocks that weapon's mesh has. This will be a good way to confirm/kill my theory on why NifSE is crashing.
Basically for the moment disabling drsplatter and replacing NifSE with NifScript is the most stable way to play even if you lose 2 features. (blood on the screen and thrown weapons sticking to/through bodies.)
Smooth replied: Correct, that's the weapon I'm referring to. Also check my other post on page 7 with the edits. Some more information there with logs. Witsplinter has 21 blocks by the way so it's over 20 as your suspicions might be true. Go check it out. I'll be back in a few, more testing under way.
Smooth added later: Now it gets interesting. I just performed two successful throw kills with two separate daggers. Both were successfully retrieved from the NPC.
* 1st kill was on a Bruma Guard by the stables. Successful throw, kill, and retrieval. Performed with Glass Dagger.
* 2nd kill was on the dude that works the stables outside Bruma, forgot his name. Successful throw, kill, and retrieval. Performed with Witsplinter. NOTE** Previously crashed when retrieving Witsplinter from a guard kill.**
He posted twohttp://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__140.
DragoonWraith then asked Skycaptain: On NifScript working: wut. Uh, Skycaptain, care to explain? Why is DR 6 even calling NifScript functions? I mean, the log confirms that you're calling functions that don't even exist anymore (and I strongly discourage the use of NifScript for this, because those were functions that I didn't have working when the last version of NifScript was released - early alpha builds of NifSE contained working versions of those functions, but I removed them in favor of the better system used by NifSE). Also, looking through the logs, it would seem that without NifSE, no attempt is made to delete the scabbard - so yes, it doesn't crash, but that's because it's not even trying to use the delete child function (I don't think NifScript even had one, honestly; if it did, it was untested, undocumented, and is unsupported). Actually, as far as I can tell, those calls to NifScript don't do anything at all.
cInfidel came to a conclusion about NifScript: Lol! If you get rid of both NifSE and NifScript then you can still throw weapons, hit and kill somebody, watch as they spurt blood. and then the weapon you threw looks like it is "equiped" on the target's dead body. When you loot the body the weapon is automatically returned to your inventory and even if you "Take all" the scabbard of the thrown weapon remains on the body. Basically when we replaced NifSE with NifScript, NifScript was not doing ANYTHING. The game works the exact same whether or not you have NifScript." And he added: "Back to why NifSE is being uncool. I still think it crashes when it tries to remove the scabbard of a weapon whose mesh is more than 20"something" blocks. In NifSE I can throw "Witsplinter" which has 21 blocks but not "Paras Ecet" which has 24. Smooth cannot throw either in NifSE. huh? This is me throwing Witsplinter and then Paras Ecet. (Crashed when I tried to throw Paras Ecet.) You can find more info and 2 logs http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__140.
Smooth replied: Ugh... This just keeps getting more confusing as we go. But I'll continue posting my results. So by what cInfidel just posted we don't even need NIFSE or NIFScript to throw a weapon? Hmm.... So yeah, back to the original problem of why NIFSE crashes with seemingly random weapons. Again,.. Hmm... To add a piece of info to the "Block Theory" I'll post the following snipet from a weapon I always have success with which contains 27 blocks. He posted this log:
NifOpen - "RealSwords\RedGuard\Lemurian.nif" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "RealSwords\RedGuard\Lemurian.nif"!
CheckFileLocation - File "RealSwords\RedGuard\Lemurian.nif" found in folders!
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 27 blocks.
NifFile.reg - Registering "RealSwords\RedGuard\Lemurian.nif" on RegList.
NifFile.reg - Registered as #117-0.
NifOpen - "RealSwords\RedGuard\Lemurian.nif" registered as #117-0.
cInfidel then came to the conclusion: 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.
Smooth summed it up: 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.
Harel wrote: 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.
cInfidel added later: I have screwed something up or I have found a load of weapons from OOO and Shadowrend from Shivering isles (somebody else mentioned this weapon before) that do not crash when thrown, but display the "WTF I'm a missing mesh" .nif while the thrown weapon is spinning and then once it hits something, it turns back into the normal weapon. meep
Visual Oddities:
"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". Mr. Tissue Box reported (note that he is using a FOV of 90!): There is clipping 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. 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. Mr. Tisse Box added: The arm while blocking with a l 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." Note: The reason for this is perhaps that the user set the dodge key to the sheath/unsheath button.He replied then: No, I wasn't exactly talking about that, as I noticed that I ducked whenever I unsheathed, so I changed my keys in the INI. But even still, there is some camera bobbing. I found that there may be a legitimate reason for it though, at least when you go into free-fly mode and you go shirtless, you can see your first-person torso and neck moving around when you sheath and unsheath in the same way the camera moves. If you eliminated the bobbing when unsheathing while shirtless, it could introduce the neck popping into view. The only other way around this, is to modify the first-person animations for sheathing and unsheathing to keep the neck still." Bright reported: "There is animation problem, when going into sneak mode with arrow nocked. And it's just look ugly in FPP mode, when just tip of your bow is stabbing in the corner. Vanila FPP animation for bow made much more sense." Another report: I am having some animation problems with Deadly 6. Whenever I use a speical attack my camera sort of raises abit and drops forwards quickly and the animation itself is just a big mess, I can't see any proper shapes at all basicly. Just to clarify, everything looks fine in 3rd person mode. It might be an issue with the camera somehow? It's almost as if the 1st person camera follows the fist around when doing a bash with fists for example." Another report: "I can see the tips of my feet while running, and I am wearing gauntlets... They didn't work until I switched to 3rd person and back again though...". See also: "Bow shooting animation in sneaking mode is slightly askew compared to vanilla." Another report: "After jumpkicking, the PC's right leg appears shorter in third person, but goes back to normal when headbuttin'. Not confirmed by other users." Another one: "the guards even looked up to me in 1st person while i'm the same size as them normally and in 3rd person... ". "basically im unable to see my weapons until i press the attack button, not too bad although does make archery a little...erm difficult" / "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." / "When aiming, the bow twitches left and right weirdly." / "I can only see the edge of my weapon in the 1st person view." / When I talk to people, the camera zooms to the left of the person I'm talking to, and the camera kinda shakes. / -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 / An npc's mesh gets distorted when they die following a critical hit death animation. / 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.
Seems to only happen with weapon drawn, or when sneaking.
Animation
1. "the right power attack (for blade >50) seems a bit jerky because its not using the idle animation its supposed to be using, I guess its because you used that other animation mod..."
2. "There is no sneak stance animation with a bow pulled"
3. "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) "
General Bugs, that should be reproduced and therefore confirmed easily:
1. Throwing enchanted weapons causes them to recharge when they are picked up. Confirmed by Wooph: 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
2.Staffs' magical projectiles don't seem to land where the crosshair lies, instead the magic attack goes down and to the left. It makes it very hard to aim with staffs, especially in close distances. It seems to be a problem with the 3rd person animations in 1st person.
3. First-person two-handed animations are using one-handed weapon animations. Not confirmed by other users yet.
4. None of the DR 6 moves dispells active invisibility spells (which it should). So if you can cast an invisibilty spell, attempt a sneak critical and even if you fail, the npc wont detect you as long as the invisibility spell is active.
5. After pressing the kick button all guards start to attack, even if kick is not performed (because under 50 acrobatics).
6. Odd mesh bug. Wooph wrote: "Even with Deadly Reflex as the only mod installed, it happens. 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." See http://d.imagehost.org/view/0152/bug. cInfidel confirmed: 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). He also posted ahttp://img690.imageshack.us/img690/796/screenshot0pg.png.
Crashes, save/load game issues and DR6 stopping to work:
1. "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." / "Crash on save, randomly. Happens with no rhyme or reason that I can tell. Sometimes my saves work, others crash and are then corrupt."
2. "Anyone else having their game crash when using combustive convulsion on a NPC?" This was reported by several users
3. "When actually playing, I'm able to do some of the moves, which is cool, until something happens that crashes my game. I try to do the lunge sneak, it says I need to be closer, and then it stops letting me move. I reload (have to get out and back in, quickload wouldn't work), do the lunge sneak, get the blood across my screen, then get kicked out of the game."
4. "My game crashes whenever I go to retrieve a weapon I threw. (tried mostly with swords, threw an axe once but I never went to retrieve it)"
5. "The real problem I found was that it sometimes randomly stops working, and the only way to fix it is to either restart the game, or occasionally it just makes it so it doesn't work in that save file, so you have to restart and then load an earlier save. When this happens seems very random as it sometimes happens after loading once from ingame, sometimes from using the throw weapon button when it doesn't work (although it usually does work), and sometimes just completely randomly in the middle of the game. "
6. "The only other issue I've had so far are a couple crashes, nothing major(Always seems to happen during an autosave). "
7. "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. EDIT: No luck with disabling other shaders. Even when DRSplatter is the only shader active I still crash on save". Smooth replied: 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.
8. "game crashes when trying to shatter enemies frozen by frost magic crits"
9. "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."
10. "Attempting to throw anything besides a torch or weapon, IE Lanters, luminors, parry weapons, causes DR6 to quit working period. " / . 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. "
11. wolve wrote: "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?" TNO and Skycaptain replied: The cause could be uninstalled latest OBSE or a not clean save. wolve replied: tried reset and a new game same console output. He also has latest OBSE: "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. He added later: i'm stumped,ive deactivated every other mod (which wasn't alot TBH) tried OBMM conflict detector still i'm getting the "**5d4428" console output. cInfidel replied: I think I have replicated your issue or a smilar one. I loaded one of my real saves. (not clean saved, DR5 was installed when saved.) and have gotten: Invalid array access - the array was not initialized. File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let Error in script 46605dd7. This is exactly what Skycaptain was talking about. Even though it says at the top of this log that the array is created, everything having to do with criticals during combat does not work. BUT slitting throats, throwing weapons, horse combat, all that fun stuff works. But I only see errors in console instead of the chances of killing, bashing, stunning, etc like I should see in console during combat." You can find his http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__180 here. NOTE: wolve maybe didn`t follow Skycaptains instructions on how to make a clean save.
Oddities, that appear in Combat:
1. "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."
2. "I just had a bug where I went to use the ambush special on the first goblin in the tutorial cave and not only did my guy not perform the move but all DR functions stopped working afterwards (kick,throw,ect)"
3. Shield Bash randomly stops working while in combat. Once combat with that NPC is over Shield Bash works again. Not confirmed by other users yet.
4. Brighty reported: "Can't jump forward when in hand2hand mode."
5. Sometimes NPCs literally cower for several seconds, while being several steps in front of the player and me not initiating any attack.
6. Occasionally enemies suddenly becoming unhittable. After a bit of time and several different actions they are hitable again.
7. Harel reported: "another strange problems is that the shield bash dosnt always work, i have to be in front of an enemy or a character to be able to do that. " / A thing that seemed strange was that there are some headings where the shield bash work and others that fails
8. Npcs don't always die from a critical hit. The critical hit effect happens, but they still have health and the game doesn't count them as dead. This seems to happen whenever you kill an npc with a critical hit and the death animation doesn't play.
9. i've had several enemies stop responding - just stand there and take hits, but not die, and not have their health affected by hits.
10. Sometimes i cant use bash, it happens mostly when my toon's heading is toward south (a bit after SW till a bit before SE) (Will continue to check this issue)
In some occasions kicking cause malfunctioned animation, when that happens the kick fail. is there any log that can record this behavior? / A similar post concerning the bashing: I further tested the inability to bash while heading to cretin direction, and i think i found the cause of the problem.
I can not bash toward the area of a fallen thrown weapon, i tested this theory 7 times each weapon was thrown into to a different direction.
Magic Mechanics:
1."Frequent magical crits that kill NPCS yet do not cause the actual critical."
2. And: "I cannot help but feel as if alongside the rediculously frequent magic criticals that magic has become much stronger." Another user reported:
"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." Also: "Very frequent knockdowns and such from frost/shock/fire spells- maybe somthing to do with supreme magicka and Lame?" Another report: "Freezing occurs too often. I've modified the .ini to reduce it to a more playable level (.5 for both magic settings), but it's still a bit more often than I'd like (though I can keep playing around with it). Perhaps in the future, include some more information in the readme about the actual calculations used?"
3. "Also did you increase magic damage [...] by chance?"
4. If a swing an enchanted sword against an enemy (creature or npc) I get a magical (frost, fire or shock) critical hit every time, just one or two basic swings is enough to trigger the critical hit. Even the hardest OOO bosses dies by a single swing, no matter what enchatment or sword I use. This is with the default settings of DR6 ini.I never get a critical hit by casting spells or with regular swords, even when I adjust the variables in the ini
5. 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
Interface:
1. "I also have the momentum hud that is way above the others (I thought it was intended)." Other people confirmed this. Darkstorne explains how to to fix this: "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."
2. Another report: "Frames are missing from the load screen (the borders that ordinarily separate saves are gone)".
3. Another report: "Deadly Reflex turns my scripted spell icon back into the burden icon."
4. The readme says to set fNearDistance=0.0000. This messes up the intro menu (user runs DarkUId DarN 1.6 interface). Setting it to fNearDistance=2.0000 resolves the menu issue and the fixes the graphic anomalies ingame." Similiar reportw: "when loading a game, instead of asking if I want to load the box is blank, and I have to guess where the "Yes" is to load." / "I'm simply not going to use v6 'cause every time I load the game with HorseCombatMaster.esm enabled, the menus are blank. " / "When I load up the game the title only shows up to zoom out and then it disappears right when the options to load or start a game etc should come up" / "I need some help, when ii launch the game, the start menu has nothing on it (continue, load, etc.)."
From here I can't play, I can't load or start a new game or even set up the options. None of the menu buttons are there. One time I used the arrow keys to try and load a game. The initial sound cue and music change made me think I succeed, but seconds later I found that the screen didn't change, it just kept playing the intro animation
Torches:
1. It is possible to one-shot NPCs with a torch. Editing the torch section of the INI did not help (user has Cobl/OOO), maybe the mod does not read the section of the INI. Another user reported: "Thrown torches kill NPCs (but not creatures) instantly."
2. Occasionally thrown torches won`t have any light emission, they still have the flame but it doesnt produce any light. Confirmed by sean144800. Oh no reported: "Torches, when thrown, it doesn't give off any light to the environment, although it does cast light on to living NPCs. Thrown torches do not re-equip automatically. I am using OOO instead of the standalone torch mod." 3. Also: "...non damaging thrown torches that phase through people". / "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." / even though using Drop Lit Torches OBSE - a thrown torch does not cast light except on characters. the torch appears lit, but only characters are affected. however, just dropping the torch normally, (not throwing it) does produce a light-generating torch on the ground. /
Bow Mechanics:
1. Zoom does not work, instead of zooming the area, the char sees himself shooting single arrow, then - nothing happens, doesn't even reload. Harakiri2k reported similiar problems with bows (note: he does not use any other bow mod!): "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." Darkstorne confirmed: "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?" / "Intermittently having problem with Bow Marksman Zoom not working. Just fires arrow when you try to zoom. Also, kick animations don't work once this happens" UPDATE: 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.
2. Brighty reported: "Biggest problem for me is using bows in DR6. My character is an archer, and doesn't seem to have any advantages of DR fighting (except, possibly, criticals), and even this few moves he had so far - like zooming - are not working. He can't build up momentum."
3. Also did you [...]decrease arrow damage by chance?
Configuration:
DR Hourglass does nothing when clicked. Even after change the INI "set scc.resetMod" to 1. Skycaptain wrote concerning this: "well that serves pretty little purpose right now, the ini is re-read on every restart, there′s no messages to display anymore, keys must be configured in the ini. The reset just resets silently some script variables, and is mostly an attempt to fix possible stuck scripts. Without unresponsive scripts, it doesn′t seem to do anything."
BurnsBabyBurns reported: "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." Sean144800 reported: "I don't think DR 6 reads the ini, it is also not a configuration file for me." Another report: The DR Reset hourglass breaks the mod and requires the game to be reloaded for it to function again. Another report: "None of the new keys works. And I get this error http://www.pic-upload.de/view-7833460/ScreenShot2695.jpg.html" . Another report: "when i load the game, it freezes for 30 seconds and then sais that deadly reflex is ready, but i didnt even pick any hotkeys, and the reset just makes a . appear at the top of my screen". / "Consistantly having problem with using the DR Hourglass to reset the configuration. When activated, only see a period on the top left corner of screen and all DR functions stop working, reloading the previous save game normally fixes this." / "When I start a saved game either a. the menus come at the beginning that came up in DR5 to let you change your controls, right? Well, they are unresponsive and when they finish (even though I have clicked no button) there is no DR6 reset hourglass. None of the keys are responsive. (That have to do with DR6) or B. I have no hands and the buttons work but they are incredibly laggy, including unsheathing my weapon several times or bashing several times without my consent." / 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). / Well deadly reflex 6 is driveing me nuts. ive done everything from updateing OBSE to starting a new game and still the deadly reflex 5 menu is popping up along with sheild bash flip and dodge not working.ive deleted all files of deadly reflex 5 ive checked everywhere in my data files and cannot find anything.
Blood Splatter:
"Found another strange bug DR6 splatter can cause crashes when the game is streamsaved". This was confirmed by another user. He added later: Edit: made some more tests, tested traveling and regular saving, the game crash when ever it need a save. Another strange problem, I enabled spatter after returning to a far city and entered an interior, few seconds after the game loaded my screen filled with blood spray.
it seems like there is less blood on the body of my toon then it use to have with DR5." Not confirmed by any other user yet.
Horse Combat:
1. It does not work out in 1st person, when I pressed attack I would glitch in front of the horse and float back to the saddle. Not confirmed by other users.
2. Horse combat magic spell do not travel as far as normal spells, and also have no sfx. / "Horse Combat works 100%. I can't hear sound effects though."
3. 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.
4. Having problems with horse combat in 1st person mode. Sometimes it works, most of the times it glitches out, the camera goes crazy (seeing through the floor) and after dismounting I can't move. Using Slofs horses - edit: nevermind, the problem is avoidable if I enter horse combat mode and mount the horse in 1st person
5. Smooth: 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.
He added later: 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.
6. cInfidel made a lot of observations on Horse Combat:
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.
Performance Issues:
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
2. Compatibility issues:
- "First Person Legs Plugin": 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.
- "BBB" (Better Bouncing briasts): DR6 messes up 1st person view for some clothes, BBB requires CMCS (see below)
- "Coronerras Maximum Compatibility Skeletons": Sword and shield are invisible in 1st person mode. Possible cause: this mod changes the same file as DR6, that is "skeleton.nif". A lot of persons reported that. Note by Brighty: "Coronerra gave permission to work with his skeleton so it might be smart to use it."
- "Enhanced Grabbing" and "Crossbows of Cyrodiil". In both cases the animation used are somewhat "altered", the grabbing animation from Piip seems to point your arm to the sky instead of where you're looking at, while for crossbows the whole grip angle is rotated. The reason for this is: PiiiP's (and CoC's) animations are built around the vanilla first person skeleton, which is basically what Loup Sombre's mod replaces. The 3rd person animations can still be used without issues. Update from Divvu: "Small update to my bug report, it appears the conflict with Crossbows is a bit worse then I thought, basically you're almost unable to keep a bolt drawn, as soon as your PC finishes the loading animation the bolt is thrown."
- "Saddle Bags": I'm using SilverBlaze55's saddle bags for slof's horses, and I can no longer fully access them. I can reach the inventory and take items, but I cannot switch the view to my inventory to place items in them (clicking on the icons does nothing). I also cannot exit the inventory by clicking and have to use tab or space. He added later: Further playing has revealed more details concerning the Saddle Bags issue. When the block key is held down as an inventory opens, the icons for switching between the player's inventory and the NPC's inventory, as well as the exit button and the category icons, do not function. / Smooth: 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. Smooth wrote this: 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 Horse Commands by Kuertee. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.
- OOO: As reported many times, the Drop Torch bundled with OOO will produce undesirable effects upon throwing. See Torch section above for fix
3. Suggestions:
- Concerning the mod: Head Bobbing effect should be more subtle, especially while running in sneak mode.
- Concerning the mod: The Throwing Speed of Object is very slow and you cant toss knives very far
- Concerning default key bindings: Dodge's default should not be set to the "sheath weapon" button (F).
- Concerning compatibility: A Nehrim compatible version is requested.
- Concerning installation: Make an OMOD out of DR6 with a scripted installation: Alchmo wrote a script that has a lot of features (check for NifSE, Drop Lit Torches, OGE, etc.). You can download it http://www.earthcom.de/tes4/dr6.7z.
- Concerning customizability: Implement an option to disable or reduce Head Bobbing effect via INI.
- Concerning customizability: Add option to remove the message spam in the upper left of the screen when throwing weapons or using mounted combat key.
- Concerning customizability: The more customizability, the better! A Lite Version is requested, where you can enable/disable certain combat moves.
- Concerning Readme: The readme contains A LOT of information. You should think about making a PDF out of it.
- Concerning Readme: Instructions on how to make torch throwing possible with older versions of Drop Lit Torches (OOO/Cobl). For this the torches settings in DR6's ini file must be changed to the name of the mod and the formId of the torch you use.
- Concerning Readme: Add the following hint. If other anim mods are used it is required to put the 3rd person files in 1st person folder or rename possible 1st person idle animations so that 1st person animations use 3rd person files.
- Concerning Readme: Add the following hint. A clean save is required for DR6 to work. Don′t load saves saved with DR5 with DR6! You need to make a new save with both (combat moves esp) versions versions disabled.
4. Ideas:
- Improvements for characters playing archers (by Brighty): "Bashing and kicking are not very useful, when you trying not to get to close. And from what I read in readme they are extra vulnerable to knockdown (and since they tend to use light armor too...) . On the Arena they will be eaten alive, it seems. Some ideas for moves for ranged weapons could be:
1. aimed shot - you can't move, but you make slightly bigger damage (bigger chance of knocdown?) by firing with throw button.
2. quick shot - based on speed, limited by fatigue - by fast clicking you could sent several very quick but less powerful (without chance of knockdown, less damage) arrows. At this moment for both vanilla and DR just clicking cause you to make totally ineffective shot)"
-Seeing how this thread is for suggestions as well maybe a neck snap feature or the ability to break bones when useing hand to hand to hinder your opponent in combat.
5. Latest Posts by Skycaptain
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. :)