[RELz] Deadly Reflex 6 (Beta) - The Official Release and Bug

Post » Sun Dec 11, 2011 12:51 am

I tried a couple times to get Deadly Reflex 6 to work. It works save for a bug that occurs only on any reload.

The game runs fine when you start a new game. However. once I exit Oblivion and start it up again any save I have with Deadly Reflex 6 (including those in which I started a new game) have this terrible screen flashing affect.

Basically it's a transparent screenshot of what was take during the last save of the current loaded game that flashes violently over and over again across the screen while you play. The game otherwise plays normally with the mod working.

Every time i start a new game everything is fine. Soon as I save that game and load it (after exiting Oblivion) the flashy screen affect comes back.

Anyone else have this problem? I've been searching the forums and the net and have yet to notice anyone else with the same problem.

Ever since I came back to Oblivion I've had pretty good luck with unique problems. lol
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Sun Dec 11, 2011 1:36 am

Sorry guys for the lack of replies, news or updates. It′s really busy at work atm.


With the time I have, I′m actually playing the myself, first time after 2 years. I guess it′s ironic to those of you with problems - but my game has never been this stable. It′s 100% stable, actually, and it has never played this smooth while looking as good either. To sum it up, I′m enjoying the perfect Oblivion I kept telling myself I would do once I get DR6 to a playable state. :)

I′m planning to upload fixes of course, I′m just lacking time at the moment to really focus on modding. I guess I should also mention that there wont be anything else than critical fixes, given the time I have - in the end of next month, I′ll be leaving home for months, on a vacation. I was never sure if I can even get out a beta before then, to be honest, right now I′m pretty content I did and if I have one weekend to attent to those bugs I have been able to confirm myself.

Those of you that have bugs that seem to make the game unplayable or worse - like I said I have a perfect game myself, with DR6, so I′m pretty sure any updates I release wont help you. The problem lies in the differencies in our installations, maybe I have explained something in the readme unclearly - I wish I had time to troubleshoot it with you, but as it stands I can only hope your fellow users help you out.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sat Dec 10, 2011 9:34 pm

@Skycaptain: I understand you have limited time but I have to ask. What's the progress on the DRSplatter.esp crash on save issue? You had confirmed this issue yourself a while back, shortly after release, so I was just interested if you looked into it or not? And if not, could you give me any pointers as to where to begin and I'll attempt to fix it myself. Since it was one of the "showcased" new features it'd be nice to be able to use it.

You mention the only fixes will be critical fixes. What exactly do you mean? I haven't noticed any significant issues really that cannot be adjusted via the INI. If that's what you're referring to fixing, the calculations, I think simply telling folks to adjust the INI and focusing on other, more serious, issues would be time better spent. That's just my look on this.

Thanks for the time you've already put into the Deadly Reflex mods. They're excellent. I cannot play without them anymore. I'm currently using DR 6 with minimal issues so I'm like you, it works. And rather well after a few tweaks.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Sat Dec 10, 2011 3:27 pm

I have a question related to supreme magicka. There was a patch in SM for version 5 of Deadly Reflex, but now what should I do? Deactivate it? Is SM compatible with DR 6 without the need of a patch?

Also the momentum bar doesn't show any change, is this a known bug or its in my case only?

Also thank you very much for the new version Skycaptain! :)

I wanted to ask in the release thread but I couldn't find it anymore.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Sun Dec 11, 2011 1:35 am

"I have a question related to supreme magicka. There was a patch in SM for version 5 of Deadly Reflex, but now what should I do? Deactivate it? Is SM compatible with DR 6 without the need of a patch? "

If you try to use the SM-DR5 patch you'll get a CTD, it looks for DR5 as a master. If you load up TES4EDIT you can change it to look for DR6 as a master.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Sat Dec 10, 2011 4:17 pm

I'm having an odd issue. I have a save just outside of the Imperial City with a test character to make sure that all the functions from all the mods are working correctly. I can duck, shield bash and throw weapons. I started a new game for my real character but he cannot do any of the DR moves. Well I'm not sure about the ducking as I have yet to boost his agility past 25, but bashing and throwing don't work. If I load my test character the buttons work again. Anyone else experience this?
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Sat Dec 10, 2011 8:19 pm

Draeka : i think the your loading errors happend because the DR spatter.esp, uncheck it and try to load the game again.
DR spatter can cause ctd on save and load, when you load a game you will see a blood splash on the screen followed by a ctd.

SteveDog: have you checked the stats of the toon thy might be too low.

according to the readme.
If your Agility is over 25, you can press dodgekey to perform a quick duck.
If you Acrobatics is over 50, you can press a backward + dodge at the same time, to trigger an acrobatic backwards "retreat" dodge.

I will create a new toon and check if i see any problem.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sun Dec 11, 2011 12:07 am

I like the concept in 6 but I have had several issues. They have probably all been reported, specifically I like to use Streamline to set my FOV to 86, but the movement animations in this mod flip it back to the default, which it then snaps back to 86 every time I stop moving. Too bad, because I really liked the 1st person weapon positions. Hopefully I can figure out how to use just those files...

So I switched back to version 5 for the time being on a clean install, and I am having an issue with that one I would very much appreciate anyone’s help with.

The issue is with the main quest, where approaching the guards at Kvatch.

If you run up and talk to Savlian Matius before he runs off to fight the daedra waves, you get the dialog to offer your help closing the gate.

However, as is most likely the case, he runs off to fight before you quite get to him. The odd problem is that as soon as the guards kill any of these daedra that come out, I get the message that I've closed the gate by taking the sigil stone, totally skipping that part of the questline.

However, the gate still remains, and if I tell Savlian I'll help retake Kvatch later, I can still go in and actually close it.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat Dec 10, 2011 2:06 pm

Can't edit for some reason...

So I tried removing all the dialogue changes Deadly Reflex 5 makes in TES4Edit, however the problem persists. If I disable the addon and load the same save, the main quest proceeds normally.

I have tested a bit more and it seems like as soon as one of the patting daedra near the gate are killed I get the "gate closed" message, even if I kill it, but it could just be a timer since there are no creatures changed in the mod other than some custom things I'm guessing are placeholder for some script function, but nothing that should cause this.

In fact I've been through everything the mod does in TES4Edit and can't find a single conflict or what the heck would be causing this. Its driving me nuts. O.o
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sun Dec 11, 2011 1:04 am

Well, I give up. No more bloody torsos for me. =(
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat Dec 10, 2011 11:48 pm

After some more testing it seems that DR6 just stops working from time to time. It was just an odd coincidence that it kept happening only with my new character. Restarting the game or sometimes reloading a save seems to get it working again most of the time, but I'd rather just figure out why it's behaving this way to begin with. I was able to get my brand new character to us the DR buttons, but as soon as I got into combat the buttons stopped working.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Sat Dec 10, 2011 5:08 pm

Great mod, been having tons of fun, had never tried any previous Deadly Reflex prior to this.

However recently forced to deactivate it due to the constant "crash on save" I was getting. and once it would crash I'd have a hell of a time to get it playable again. Every time I'd reload the previous uncorrupted save the next save would crash again. I'd sometimes have luck with changing the video settings to low or traveling across the map to another location, but not consistently, would still crash on low.

Had big problems with knights of the nine quest, mad that quest not even fun, I'd have an epic battle only to have it crash, so I'd have to just put the difficulty down and sprint through it all so I didn't have to spend 15 minutes in a battle just to have to do it again.

I even tried starting a new game fresh thinking maybe my saves were corrupt. But again I'd get the crash on save. not sure exactly whats triggering it. does oblivion have a log of any kind that is created when it crashes like that?

was also getting the crash on throw weapon(torch worked great) but used the fix shown here and that fixed it.

also had the occasional distortion of the screen(would spiral/rotate very fast for a second) always while impaling someone on the ground.

BTW I have auto save off, I use manual saves and streamsaves only. since disabling DR6 I've had 0 crash on saves (about 5hrs of playing).

Looking forward to a stable release.
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Sat Dec 10, 2011 3:41 pm

Great mod, been having tons of fun, had never tried any previous Deadly Reflex prior to this.

However recently forced to deactivate it due to the constant "crash on save" I was getting. and once it would crash I'd have a hell of a time to get it playable again. Every time I'd reload the previous uncorrupted save the next save would crash again. I'd sometimes have luck with changing the video settings to low or traveling across the map to another location, but not consistently, would still crash on low.
...


Well after reading through the whole post I discovered that people were having issues with the drsplatter.esp plugin. I hadn't noticed any real issue on my end. I was getting the blood on screen and hadn't thought there was any issues with it. But I decided to re-enable DR6 without that activated and haven't had a ctd on save yet. This would make sense as most of my crashes were happening in dungeons and during battles(or after) where there was a good chance of criticals taking place. I can live without the blood anyhow.

Wish this mod would work with "ultimate 3rd person Camera"
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat Dec 10, 2011 5:16 pm

Well, I give up.
Don't take this the wrong way, I appreciate this modification it's just I've been at this for 5 straight hours trying to troubleshoot this one bug and have not reached one iota of success, and I am very, very tired.
My problem is the bash key issue that others seem to be having. I've gone through every bug thread on these forums, I've reinstalled Deadly Reflex 6 and OBSE twice, cleanly, using OMM, I've only been trying to use the main combat mod, none of the add-ons such as timed block, the splatter, horse combat, or the 1st person legs, I've cleaned my save to make sure something from the save file wasn't retaining any DR5 properties, or whatever that fixes lol, and I've made sure my keyboard is functioning properly.
I know that this is a beta, and most bugs have been documented, but I'll post this up in the hopes that maybe my problem has not been noticed yet, as I've looked up exactly what I think it is and dug up no results.
There are two recurring script errors that are generated every time I use the bash button. I'll present them here;
Spoiler

Loading array variables
plugin did not read all of its data (at 0000000000000B66 expected 0000000000000B67)
Error in script 540a0ef1
Could not extract function script in Call statement.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x0349 Command: Call
Error in script 540a0ef1
Could not extract function script in Call statement.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x00B6 Command: Call
Error in script 54000806

I'm not exactly savvy in what this means or how to go about identifying it, so I'd like to ask someone look into it, or at least tell me if the problem's been identified yet.
I guessed that perhaps my problem was I installed incorrectly as the problem seems to be that some script or file is missing, however, as I've stated I've reinstalled to no avail. Tomorrow I'll see if the download was corrupt and try again but it seemed to download correctly, so I'm at a loss as to what to do.

In advance, I'm running several mods which may or may not be conflicting with this one (I doubt they do but regardless) and I'll list them here;
-Removed-
If any other information is required in this, I'll do what I can. If this has already been fixed, my apologies, I just simply can't find anything on this yet.
As for now, I'm returning to DR5. Good luck with the bug-hunting, I hope I helped in some small way.



Edit:
Well, I'm an idiot.
Turns out when I extracted the updated version of OBSE it went into a separate folder inside the Oblivion folder.. I just fixed that and overwrote all the files and it's working fine now.
Sorry if any one wasted their time on this.
If any one gets those error codes; you just haven't installed OBSEv0019 properly, be extremely careful and make sure you replace the files already in the oblivion directory.

HOWEVER.. Now that I have actually gotten it to work, I've found one small problem, when one zooms in while shooting an arrow, the arrow releases immediately, whether I release the trigger or not. Nothing game breaking, but at least I'm able to report something that's not on my own fault lol.

Thanks for the hard work on the mod.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sat Dec 10, 2011 3:39 pm

hi team.


quick question - i love DR6, but i miss the "weapon drawn - not attacking" poses from DMC stylish. not the attack animations, just the way the character stood and held weapons with them drawn and standing still, walking, or running.

can i use those from DMC stylish without breaking DR6? if not, it's okay - but if it's possible, can someone with more animation knowledge then me detail which files those would be?


-standing still, walking, running - one-handed, two-handed, staff, and bow. -


thanks!
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sun Dec 11, 2011 4:28 am

ack.q.frost the only suggestion i can give you is backup the files you want to replace and replace them, if there will be any problem you can allways roll back.
From what ive seen the game will crash if one replace the DR6 power animation (at least this is what happened to me). you can replace the first person animations with the 3 person animations from dmc.
Soz for the bad english.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat Dec 10, 2011 9:42 pm

Well, I tried again to get this latest v6 up and running. I followed the instructions in the readme explicitly, installing all required addons including MenuQueue which I didn't see mentioned, however I'm still having some pretty serious issues.

As I move around this golden glow will randomly flash around NPC's near me. Not sure if that is intended or not. The momentum bars also aren't working at all. In first person view, the new "head bob" movement and combat animations, while a good idea perhaps as an optional immersion install for those who like it, just makes me dizzy and disoriented in combat, and most situations actually.

Even though Bash and Kick and Impale and such are working, try as I might I have yet to get a decapitation or cut in half animation to happen. NPC's just die like normal, even though I have chance to crit set to 100%. That's after two murdering rampages through the IC.

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Oscuro's_Oblivion_Overhaul.esm04  Armamentarium.esm  [Version 1.35]05  Mart's Monster Mod.esm06  Artifacts.esm  [Version 1.1]07  FCOM_Convergence.esm08  Waalx Animals & Creatures.esm09  All Natural Base.esm  [Version 1.0]0A  HorseCombatMaster.esm0B  Streamline 3.1.esp0C  DLCShiveringIsles.esp0D  DLCHorseArmor.esp0E  phinix_dual-wield_imports.esp0F  001-unofficial_oblivion_patch.esp  [Version 3.2.10]10  002-unofficial_si_patch.esp11  003-silent_player_voice.esp12  004-mrp_loading_area.esp++  005-no_random_gatestorms.esp13  006-full_harvest.esp  [Version 1.0]14  007-book_jackets_oblivion.esp++  008-lusty_argonian_cover.esp++  009-book_jackets_si.esp++  010-va_better_gold.esp++  011-cm_better_wine_si.esp15  012-smarter_mercantile.esp++  013-phinix-waterfix.esp16  014-alive_waters.esp17  015-aw-koi_addon.esp18  016-aw-fish_addon.esp++  017-skeleton_shaders.esp19  018-clocks_of_cyrodiil.esp1A  019-ad_tree_home.esp1B  020-legion_horse_armor.esp1C  021-midas_magic.esp1D  022-sg1gearspells.esp1E  023-spell_and_item_delete.esp1F  101-harvest_flora.esp  [Version 3.0.0]++  102-harvest_flora_si.esp  [Version 3.0.0]20  103-francescos_optional_more_enemies.esp21  104-francescos_optional_stronger_enemies.esp22  105-francescos_optional_stronger_bosses.esp23  106-francescos_optional_guards.esp++  107-fcom_francescos.esp  [Version 0.9.9]++  108-fcom_francescos_items.esp  [Version 0.9.9]24  109-fcom_francescos_named_bosses.esp  [Version 0.9.9]25  110-oscuros_oblivion_overhaul.esp26  111-ooo-map_markers_stock.esp  [Version 1.33]27  112-ooo-no_guild_ownership.esp  [Version 1.33]28  113-ooo-water_fish.esp  [Version 1.34]29  114-bobs_armory_oblivion.esp2A  115-fcom_bobs_armory.esp  [Version 0.9.9]++  116-armamentarium_llooo.esp  [Version 2.01]++  117-armamentarium_llmagicooo.esp  [Version 1.35]++  118-armamentarium_llvendors.esp  [Version 1.35]2B  119-armamentarium_artifacts.esp  [Version 1.35]2C  120-artifacts.esp  [Version 1.1]++  121-artifacts_arma_complete_addon.esp  [Version 1.0]++  122-mmm-si.esp  [Version 3.7b3p3]2D  123-mmm-diverse_waterlife.esp  [Version 3.7b3p3f]2E  124-mmm-more_wilderness_life.esp  [Version 3.7b3p3]++  125-mmm-more_passive_wildlife.esp  [Version 3.7b3p3]2F  126-mmm-hunting&craft.esp  [Version 3.7b3p3]30  127-mmm-gem&dust.esp  [Version 3.7b3p3]++  128-mmm-diverse_runeskulls_gd.esp.esp  [Version 3.7b3p3]++  129-mmm-less_bone_loot.esp  [Version 3.7b3p3]++  130-mmm-slof_horses.esp  [Version 3.7b3p3]++  131-mmm-slof_horses_armor.esp  [Version 0.91]31  132-fcom_convergence.esp32  133-fcom_real_swords.esp  [Version 0.9.9]++  134-fcom_entropic_order_rebalance.esp  [Version 0.9.9beta2]++  135-MOBS_SI.esp  [Version 1.2.2a]33  WAC.esp34  WAC - OverSpawn.esp35  WAC - TCOS.esp36  WAC - TCOS Shops.esp  [Version 03]37  WAC - Magic.esp38  WAC - BlackBootDungeon.esp39  WAC - Player Summons.esp3A  WAC - Crowded Roads Revisited.esp  [Version 1.1]3B  WAC - Horses.esp3C  WAC - Birds&Insects.esp3D  ElsweyrAnequina.esp++  ElsweyrAnequinaFemaleBody.esp++  WAC - Elsweyr Anequina.esp3E  201-rens_beauty_pack_full.esp++  202-roberts_male_body5.esp3F  203-exnem_clothing.esp++  204-hgec_armor.esp40  205-slofs_appendages.esp++  206-initial_glow-all.esp++  improved_soulgems.esp  [Version 1.11]41  advanced_window_lighting_system.esp42  all_natural.esp  [Version 1.1]43  all_natural-si.esp  [Version 1.0]44  all_natural-real_lights.esp  [Version 1.1]45  immersive_interiors.esp  [Version 0.7]46  immersive_interiors-lights_addon.esp  [Version 0.7]47  Romuska Fantasy Store.esp48  phinix_master_summon.esp49  phinix_portable_tent.esp4A  Bashed Patch, 0.esp4B  HUD Status Bars.esp  [Version 2.0.1]4C  DeadlyReflex 6 - Combat Moves.esp50  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp


EDIT: I disabled MAU Animation overhaul and the bash tweak for it. Forgot I had merged that (updated above load list). The third person bash and such work now. However the other problems remain: Still never decapitates or splits in two.

Also, there is a strange golden shell that sometimes gets put on people when i stab them while they're down. Perhaps After I get some rest I'll try it with no other mods installed.

I can appreciate the complexity of an endeavor such as this so bugs are expected. I just thought v5 was flawless, minus the missing horse combat, and aside from the minor main quest bug. Best of luck with a future release candidate!
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sun Dec 11, 2011 1:40 am

The golden shell thing sounds like a load order issue (namely, where a plugin is using a MGEF that DR6 uses); try moving DR6 lower in the load order, but be aware that it may mess up whatever mod wanted that magic effect to have a golden shell.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat Dec 10, 2011 2:24 pm

I just installed DR v6 for the first time a little while ago. I changed the fNearDistance= setting to 0 as requested, but like other people, I had a few problems: the Oblivion logo was missing from the first loading screen, the loading bars weren't red as the game was loading at first, some of the text was missing (asking me whether I want to load this saved game) and the small map was blank except for the doors nearby and my yellow location marker. I know some of these have already been reported, but I didn't notice a few of them anywhere. After tweaking the setting, I found that 6 rather than 0 seems to fix all of the problems. As for being in actual combat, I haven't spent more than a few minutes in the game, so i don't exactly know how this setting will affect it. I just wanted to tweak the setting until things got back to normal and report it here in case others were having the same problem and to make Skycaptain aware of these issues, if he isn't already.

Another thing I noticed is that when I press the 'V' key (to throw), it has crashed. Granted, I didn't have anything equipped but an ebony shield and the Debaser sword. I'm not sure if this is because I don't have anything equipped or only certain weapons can be thrown (I haven't thoroughly gone over what I can throw and what I can't yet). Regardless, it does crash, and from what i've seen, this is already a known issue. I did equip a torch and it seemed to work fine. Again, I just wanted to report my findings if they haven't been reported already. If anyone has any advice on any of this, please let me know. I have no doubt these issues will be cleared up eventually. This mod is definitely going to change the way the game is played, and makes combat so much more in depth than ever before. It will easily become a mod I never play without. Great job, Skycaptain.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Sat Dec 10, 2011 5:44 pm

The Debaser sword? Is that a vanilla sword? Do you have the GotY edition?
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat Dec 10, 2011 6:05 pm

The Debaser Sword is a vanilla sword acquired during the quest Unfriendly Competition. Since you are crashing when trying to throw this sword that means you likely have the GOTY edition of the game which means ALL vanilla weapons with a scabbard will crash your game upon throwing them. This is a known issue and is listed as such. The issue is actually with NifSE and DragoonWraith is aware of it and, by my understanding, will be fixing it upon the next release of NifSE. However, in the mean time there is a temporary fix available. I have edited and uploaded fixed weapon meshes for all Vanilla weapons so they will work properly. You should read http://www.gamesas.com/index.php?/topic/1143754-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-1/page__view__findpost__p__16722187 for more information and for links the to fixed meshes.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Sat Dec 10, 2011 6:53 pm

@ DragoonWraith & Smooth: Yes, I do have the GOTY edition. I remember seeing the fixed meshes. I guess I wasn't exactly sure if that applied to my situation. I sometimes get lost trying to figure out a lot of the technical stuff. It's great that you fixed those meshes. Thanks for that. I played the game for a while longer and managed to get myself into a few fights, and all seems like it's working just fine so far. I'm actually surprised I had it up and running so quick. I'm looking forward to a fix for the fNearDistance setting. I'll keep my eyes glued to this thread.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Sat Dec 10, 2011 3:08 pm

DragoonWraith is aware of it and, by my understanding, will be fixing it upon the next release of NifSE.

Yeeesss.... but. At this point, I don't know what the hell is wrong. I'm basically hoping that Scruggsy will be able to find something for me at this point.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sun Dec 11, 2011 1:54 am

Yeeesss.... but. At this point, I don't know what the hell is wrong. I'm basically hoping that Scruggsy will be able to find something for me at this point.

I thought u got it to work earlier?
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Sat Dec 10, 2011 2:47 pm

Well, I haven't tried throwing anything since that torch, which worked. I DID download those meshes though, so only time will tell. I did notice the cursor seems to be slightly off when using the 'flash bolt' spell though. I'm not sure if it's the same for other target spells. The spell seems to aim slightly to the left of the cursor, enough to miss the target altogether. I noticed this on humanoid types and a few goblins. I don't know if this has been reported by anyone else. I'll take a look at the first page and see if it's already been mentioned.

Edit: I did see this under the Visual Oddities section:

when casting spells in 1st person left arm points up and to the right like its being cast at the sky


Nothing about my particular problem though. I did notice that while I was trying to cast a flash bolt and being beaten by a few goblins though, but i'm sure that was because I was getting hit and not a glitch. At least in my case.

I saw someone commenting on the blood spatter not working. It did happen for me while I hit a goblin while he was down. I think it might have been an attack using the Bash key. Other than that, it hasn't happened before or since.
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

PreviousNext

Return to IV - Oblivion