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

Post » Sun Dec 11, 2011 2:59 am

A quick notion about a thing I just discovered:


At least at the moment, it seems that I have misunderstood how Obse′s event handlers registering works. It seems to me (this is just from one test session, I′ll have to check this) that the event handlers are NOT saved in the save game. So any event handlers I register would need re-registering on save-load.

The funny thing is, DR re-inits itself on GAME RESTART, to read the INI etc. As I have personally learned that my game is 100% stable as long as never load without quitting, I never noticed anything. But those of you who load saves in-game, so to speak, may have a pretty broken DR. At least any features requiring event handlers (hit or magic hit detection) would not work after first loading of the game. Could explain some of the mixed reports (and how they conflict with my own experiencies).

I noticed this when I grew certain my own I Just Hit You plugin wasn′t working - there I had assumed registering the hit detection only once during the whole use of the mod was enough. Looks like I was really wrong there, and anything I have released with event handlers is more or less broken. :(
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Jade Muggeridge
 
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Post » Sat Dec 10, 2011 11:27 pm

I'm not sure I understand what 'event handler' means. I'm still pretty naive when it comes to Oblivion terminology.
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D LOpez
 
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Post » Sat Dec 10, 2011 1:11 pm

Well I've done plenty of searching around but I have a couple of problems. I'm having some trouble with the game crashing when I throw weapons, I downloaded those fixed weapon meshes so now throwing blunt weapons works fine but whenever I try to throw a blade weapon I still crash. And secondly whenever I press the default dodge key, F, my character will duck down then sheath his weapon. Is this supposed to happen or will I have to reassign the dodge key to something Oblivion does not use?

Any help will be appreciated.
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Chris BEvan
 
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Post » Sun Dec 11, 2011 2:50 am

Tharium, I had the same problem with the 'F' key sheathing my weapon. I found I would unsheath my weapon twice, and sheath it again twice. I personally changed my Sheath command to use the 'G' key instead. The only time i'd really sheath the weapon is when i'm not in combat, so it can be more relaxed. I use the Attack key to pull out my weapon in case of an attack. It's much easier for me. Just go to your Options menu, Gameplay, Controls, (even though i'm sure you know how to do this already), and select whatever key is best for you. As far as the weapon throwing issue, i've thrown a bunch of torches (and killed 3 or 4 Envoker-type mages) as well as my Debaser, and things are working fine for me so far. I haven't really experimented with other weapons though. Maybe try reinstalling the meshes? If that doesn't work, i'm sure someone will know how to fix that for you.

I have found another odd issue. I was using the Ring Of NightEye while exploring a fort. I ended up dying and re-loaded the saved game. In 1st person view, it was almost as if I was in the Construction Set, and able to look around in a wide 360 degree rotation. I could even go outside the actual interior. This also happened on previous saves I had. Even after loading the saved game a few times, this still occured. Luckily, I quit the game and restarted, loaded the save again, and everything seems to be fine. This fixed the problem the last 2 or 3 times it's happened. I checked the Visual Oddities section for this as well, and I didn't notice anything on this problem. I don't believe it's an issue with another mod. I've added a few mods since, but only ones that add NPCs. I wonder if anyone else has seen this.
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Susan Elizabeth
 
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Post » Sat Dec 10, 2011 1:24 pm

I thought u got it to work earlier?

Ack, sorry, you're right - the crash thing is fixed. The missing mesh error with SI meshes, however, is much more troublesome.

Well I've done plenty of searching around but I have a couple of problems. I'm having some trouble with the game crashing when I throw weapons, I downloaded those fixed weapon meshes so now throwing blunt weapons works fine but whenever I try to throw a blade weapon I still crash.

How many bladed weapons have you tried? If only one, it may just be that one. Otherwise, can I see NifSE.log?
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Valerie Marie
 
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Post » Sat Dec 10, 2011 9:39 pm

How many bladed weapons have you tried? If only one, it may just be that one. Otherwise, can I see NifSE.log?


Well I've tried with an iron longsword, an iron dagger, and a steel shortsword. All three caused the game to crash. The blunt weapons I've tried have been an iron mace, iron axe, and iron warhammer and I had no problems with those.
So how would I get the NifSE log?
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Channing
 
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Post » Sat Dec 10, 2011 1:38 pm

Well I've tried with an iron longsword, an iron dagger, and a steel shortsword. All three caused the game to crash. The blunt weapons I've tried have been an iron mace, iron axe, and iron warhammer and I had no problems with those.
So how would I get the NifSE log?


The three weapons you listed are indeed fixed in the meshes I've uploaded. If you're still crashing then you haven't properly installed the meshes, simple as that.

The NifSE.log is in your Oblivion folder. However this isn't going to provide much information I don't think. I'm fairly confident it will show the exact same errors we initially had with the early testing where it crashes when trying to delete the child. And the meshes will still report v0.4 even with the fixed meshes. It comes down to properly placing the updated, fixed, meshes. Either way you should still post the NifSE.log for us to look over.
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meghan lock
 
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Post » Sat Dec 10, 2011 6:49 pm

The three weapons you listed are indeed fixed in the meshes I've uploaded. If you're still crashing then you haven't properly installed the meshes, simple as that.

The NifSE.log is in your Oblivion folder. However this isn't going to provide much information I don't think. I'm fairly confident it will show the exact same errors we initially had with the early testing where it crashes when trying to delete the child. And the meshes will still report v0.4 even with the fixed meshes. It comes down to properly placing the updated, fixed, meshes. Either way you should still post the NifSE.log for us to look over.


Well I've gone and redownloaded the files you posted and put the meshes into my data folder three times now and still no luck. Sorry for being a bother, here is my NifSE log after a crash.



NifSE v1.00 b:2 a:f

query
load

oblivion root = c:\program files (x86)\steam\steamapps\common\oblivion\
List of BSA files: (excluding BSA files known to contain non-NIF data)
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCBattlehornCastle.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCFrostcrag.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCHorseArmor.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCOrrery.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCShiveringIsles - Meshes.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCThievesDen.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\DLCVileLair.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\Knights.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\xulAspenWood.bsa
c:\program files (x86)\steam\steamapps\common\oblivion\Data\xulSkingradOutskirts.bsa
11 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 - Load complete.

NifOpen - "Weapons\Iron\WarAxe.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Weapons\Iron\WarAxe.NIF"!
CheckFileLocation - File "Weapons\Iron\WarAxe.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 49928.
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 20 blocks.
NifFile.reg - Registering "Weapons\Iron\WarAxe.NIF" on RegList.
NifFile.reg - Registered as #53-0.
NifOpen - "Weapons\Iron\WarAxe.NIF" registered as #53-0.

NifGetNumBlocks - Getting the number of blocks in nif #53-0
NifFile::getRegNif - Nif #53-0 found.
NifGetNumBlocks - Returning 20.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #0.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Child not found.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #1.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #2.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #3.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #4.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #5.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #6.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #7.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #8.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #9.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #10.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #11.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #12.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #13.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #14.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #15.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #16.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #17.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #18.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-0 block #19.
NifFile::getRegNif - Nif #53-0 found.
NiNodeGetChildByName - Not NiNode.

NifGetPath - Getting the path to nif #53-0
NifFile::getRegNif - Nif #53-0 found.
NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_0.nif".

CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRegNif - Nif #53-0 found.
NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_0.nif".
CreateNifFile - Nif created.

DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRegNif - Nif #53-0 found.
DeleteNifFile - Nif deleted.

NifOpen - "Weapons\Iron\LongSword.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Weapons\Iron\LongSword.NIF"!
CheckFileLocation - File "Weapons\Iron\LongSword.NIF" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "c:\program files (x86)\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 63559.
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 20 blocks.
NifFile.reg - Registering "Weapons\Iron\LongSword.NIF" on RegList.
NifFile.reg - Registered as #53-1.
NifOpen - "Weapons\Iron\LongSword.NIF" registered as #53-1.

NifGetNumBlocks - Getting the number of blocks in nif #53-1
NifFile::getRegNif - Nif #53-1 found.
NifGetNumBlocks - Returning 20.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #53-1 block #0.
NifFile::getRegNif - Nif #53-1 found.
NiNodeGetChildByName - Child found; returning 9.

NiNodeDeleteChild - Deleting Child (block #9) of nif #53-1 block #0.
NifFile::getRegNif - Nif #53-1 found.
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Marquis deVille
 
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Post » Sun Dec 11, 2011 5:20 am

Yeah, basically, you're not using the fixed meshes, that's basically certain. Check how they're installed; make sure you don't have, for example, a Oblivion\Data\Weapons\ folder, or a Oblivion\Data\Meshes\Meshes\Weapons\ folder - it's supposed to be Oblivion\Data\Meshes\Weapons\
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Ashley Campos
 
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Post » Sat Dec 10, 2011 2:30 pm

Indeed, the meshes are not being used as DragoonWraith just pointed out. By the log you just posted the meshes are still being pulled from the Oblivion - Meshes.bsa, which is why you're still crashing. The following line supports this.

WriteNifToStream - Successfully read nif data in BSA "c:\program files (x86)\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 63559.


It also shows that you have STEAM, and therefor Oblivion, installed to the default directory of Program Files which is a protected directory under Windows Vista and Windows 7. This could very well be causing issues. UAC, Windows security, doesn't like it when applications or the user try to alter files in a protected directory, blocking the action, treating it as potentially malicious behavior. You should reinstall STEAM, and therefor Oblivion, to a location where UAC will not interfere. A suitable, and common, location would be C:\Games\STEAM\. It's best to go ahead and reinstall now to prevent other future problems with other mods, as it's likely to occur.

If you are using Windows XP you can ignore the above information about UAC and the problem is improper installation. However it's pretty hard to improperly install the meshes as I've packaged them in a way where the Meshes folder can be extracted directly to the Oblivion\Data folder or you can extract to a temporary location and then just Copy/Paste the Meshes folder to the Oblivion\Data folder, overwriting when/if prompted.

And,... You're not being a bother, I was only stating why the error is still occurring, that's all.
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My blood
 
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Post » Sat Dec 10, 2011 8:27 pm

Well I tried reinstalling the meshes one more time and it is now working. I have no idea what I was doing wrong before. But thank you for your help.
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Ymani Hood
 
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Post » Sat Dec 10, 2011 5:20 pm

o/
I need a little help, I have uFCOM and DR6 aaaaand I have encountered a little bug, when I click to attack my blade swings twice, happens only with mouse.
When I use keyboard I attack normally. I kinda narrowed it down to DR6-combat moves.esp, when I switched it off and loaded a save game I attacked normally.
When I tried and turned it on, and again I got the double attack with mouse thingie (annoying as hell).
Any suggestions as to what I should do to fix it? Maybe some ini Guru stuff? Reinstalling DR 6?
Here is my load order, if it will be of any help:

Oblivion.esmEnhancedWeather.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmKvatch Rebuilt.esmWindfall.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmHorseCombatMaster.esmFCOM_Convergence.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFrancesco's Dark Seducer Weapons Patch.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espEnhancedWeather.espEnhanced Water v2.0 HD.espEnhanced Water v2.0 HD - SI Addon.espSymphony of Violence.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espCobl Glue.espCobl Si.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espOOO 1.32-Cobl.espFCOM_Cobl.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espFCOM_SaferRoads.espFCOM_NoReaversInGates.espFCOM_NoAdventurersInGates.espFCOM_MoreRandomItems.espFCOM_SpawnRatesReduced.espKnights.espKnights - Unofficial Patch.espFCOM_Knights.espWindfall.espBlood&Mud.espFCOM_Blood&Mud.espKvatch Rebuilt.espKvatch Rebuilt - Leveled Guards - FCOM.espHUD Status Bars.espEnhanced Daedric Invasion.espFCOM_EnhancedDaedricInvasion.espFCOM_UnofficialFranArmorAddon.espStealthOverhaul.espQuest Award Leveling.espRenGuardOverhaul.espOblivion XP.espFCOM_Archery.espBashed Patch, 0.espSP1stPLegs.espDeadly Reflex 6 - Timed block and 150% damage.espMounted_Spellcasting_Deadly_Reflex_Compatible.espDRSplatter.espDeadlyReflex 6 - Combat Moves.esp


Any help is really appreciated.

Martin
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JAY
 
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Post » Sun Dec 11, 2011 5:21 am

Not sure if this will help, but I have my last 2 mods as Bashed Patch, THEN Deadly Reflex 6 - Combat Moves. Someone said in that Bugs thread the Bashed Patch placement can fix oddities. Other than that, I can't say.

I also read that the DRSplatter.esp isn't functioning properly at the moment. Maybe disable it?
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Assumptah George
 
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Post » Sat Dec 10, 2011 5:49 pm

Well oddly enough, I did not have any problems with DRSplatter.esp so far, my only concern is the double attack :confused:
And are you proposing to move the bashed patch right before DeadlyReflex 6 - Combat moves.esp?
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Dina Boudreau
 
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Post » Sat Dec 10, 2011 5:22 pm

Yes, that's what i'm suggesting. Not that i'm an expert at load order, but I DID read that moving the Bashed Patch around might help out some issues. This could be totally unrelated to your situation, but I guess it could be worth a shot. Also, maybe check your mouse configuration. I'm not exactly sure what FCOM does, as i've never used it before. Maybe you have a few things assigned to the same button? I know I initially had a problem with drawing my weapon using the 'F' key. It would draw the weapon twice and when i'd use the same key to sheath it, it would sheath twice. I realized Dodge was also assigned to the same key, so reassigning my Sheath key to another button fixed the problem. Your issue sounds very similar. Now that you mentioned it, I got the blood spatter effect once and it didn't crash, as was reported in what I had read about it. Maybe it only happens to some people. I think i'll turn that option back on and see what happens. Good luck.
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Jack Moves
 
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Post » Sat Dec 10, 2011 11:37 pm

The issue with DRSplatter.esp is that after you perform a critical hit or kill that results in blood on screen your next attempt to save will CTD leading to a corrupt save. You can use the shader all you want, but you just cannot save your progress. If I knew anything about shaders I'd look into this, since I really like the effects, but unfortunately I don't.
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Rachel Eloise Getoutofmyface
 
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Post » Sat Dec 10, 2011 2:15 pm

The issue with DRSplatter.esp is that after you perform a critical hit or kill that results in blood on screen your next attempt to save will CTD leading to a corrupt save. You can use the shader all you want, but you just cannot save your progress. If I knew anything about shaders I'd look into this, since I really like the effects, but unfortunately I don't.


Does the problem persist if you wait for the splatter to decay, and disappear?
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Spooky Angel
 
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Post » Sun Dec 11, 2011 2:57 am

Tried to search if anyone else has been having this problem, but at least using the words "flicker" and "blood" returned nothing relevant.

Each time I get hit, the screen starts to flicker between whatever I'm supposed to see and the distant landscape. It also happens quite fast, but most of the time makes fighting almost impossible.
I'm not sure if it's because of the new blood (also tried turning it off, to no avail), but it seems to happen when in vanilla the screen gets a little blurred by getting hit.

Anyone know a fix for this?
Thanks in advance.
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Laura-Lee Gerwing
 
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Post » Sat Dec 10, 2011 2:35 pm

Does the problem persist if you wait for the splatter to decay, and disappear?

Yes. For now you need to deactivate DRSplatter.esp entirely until the issue is resolved. EDIT: Read my next post. :shrug:

@Dragory: Sounds like a potential shader issue. Did you install OBGE v2? If so, did you download the newest version from the http://www.gamesas.com/index.php?/topic/1149596-oblivion-graphics-extender/? You also need to read the documentation, especially the FAQ, and browse the thread(s) for similar issues. I'm sure you'll find the solution there if indeed it's related to OBGEv2. You can determine if the issue is OBGEv2 by simply removing the OBGEv2.dll from your OBSE\plugins folder temporarily to test. I'd just like to point out I've been using OBGEv2 for ages and never had such an issue.
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Big Homie
 
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Post » Sat Dec 10, 2011 2:57 pm

Is there a fix for the issue causing nudity? I love this mod but don't want the nvde models...
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NAkeshIa BENNETT
 
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Post » Sat Dec 10, 2011 2:16 pm

Two posts in a row, but yeah, it's worth mentioning.

UPDATE: DRSplatter.esp is now working for me, previously caused crash on save.

Since the recent talk of DRSplatter.esp sparked my interest in using it again, I tried it. It's working now. I just tested for about an hour and a half with no problems. I looked over the ESPs, all DR 6 esps, in TES4Edit to check for any type of conflict, none were found. So I tried moving DRSplatter.esp and DeadlyReflex 6 - Combat Moves.esp after the Bashed Patch, loading DRSplatter.esp dead last. It worked. So I tried moving Splatter above Combat Moves, but still below Bashed Patch, still woking 100%, saves fully functional. So I moved both DRSplatter.esp and DeadlyReflex 6 - Combat Moves.esp just above the Bashed Patch, Combat moves after Splatter, still working 100%, saves fully functional. Nothing else has changed in my Load Order, that I can recall, since I first started using DR 6. I haven't tried moving the two ESPs back to where BOSS had them, where I originally was crashing on save, but I'll try that in a minute. Otherwise DRSplatter is now working for me. Very strange.

It must be related to LO or something that was previously imported into my Bashed Patch. It's the only thing that makes sense here. I'll do some more testing but for now I can say that DRSplatter is working 100% as intended. My advice for folks with problems; experiment with your LO, moving Splatter and Combat Moves to dead last. I'll report back any more findings as/if they come up.

Current working LO for reference:
Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Armamentarium.esm  [Version 1.35]05  Artifacts.esm  [Version 1.1]06  AFC v2 Core.esm07  CustomSpellIcons.esm08  HorseCombatMaster.esm09  ScreenEffects.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0A  Unofficial Oblivion Patch.esp  [Version 3.3.3]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  LoadingScreens.esp0E  Natural_Habitat_by_Max_Tael.esp**  AN Scripts.esp0F  All Natural.esp  [Version 1.1]10  All Natural - SI.esp  [Version 1.0]11  All Natural - SI Mania NIW Support.esp12  Immersive Interiors.esp  [Version 0.7]13  Immersive Interiors - Lights Addon.esp  [Version 0.7]14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Real Lava 1.3.esp++  Symphony of Violence.esp15  All Natural - Real Lights.esp  [Version 1.1]16  WindowLightingSystem.esp17  AliveWaters.esp18  AliveWaters - Koi Addon.esp19  AliveWaters - Slaughterfish Addon.esp1A  AFC v2 Combo Chains.esp1B  AFC v2 Locational Damage.esp1C  Book Jackets Oblivion.esp++  Cobl Bookjackets.esp1D  ClocksOfCyrodiil.esp1E  diversegrasses.esp1F  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]20  PTFallingStars.esp21  RAEVWD Cities.esp  [Version 1.9]22  RAEVWD New Sheoth.esp  [Version 1.6.1]++  VA_BetterGold.esp23  Willful Resistance.esp  [Version 4.0]24  Enhanced Economy.esp  [Version 5.1]25  PTRoamingNPCs.esp26  Display Stats.esp  [Version 1.3.1]27  Quest Log Manager.esp  [Version 1.3.2]28  DropLitTorchOBSE.esp  [Version 2.4]29  Enhanced Seasons.esp  [Version 1.3.1]2A  RefScope.esp  [Version 2.1.2]2B  FormID Finder4.esp2C  kuerteeActorDetails.esp2D  ScreenControls.esp2E  Streamline.311.esp2F  Dynamic Map.esp  [Version 0.1]30  Map Marker Overhaul.esp  [Version 3.8]31  Map Marker Overhaul - SI additions.esp  [Version 3.5]32  Enhanced Hotkeys.esp  [Version 2.1.1]33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]35  DLCOrrery.esp36  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]37  DLCVileLair.esp38  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]39  DLCMehrunesRazor.esp3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3B  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp3C  Adonnays Elven Weaponry - AN.esp3D  Adonnays Elven Weaponry for NPCs.esp3E  ClassyClothingCompendium.esp  [Version 1.2]++  CM_Better Wine_SI.esp3F  PTArtifacts.esp40  Sin's Expanded Light Armor Kit [NPC].esp++  Town Guard Armor Replacers.esp41  RealSwords - Bosmer LO-NPC.esp42  RealSwords - Breton LO-NPC.esp43  RealSwords - Khajiit LO-NPC v1.3.esp44  RealSwords - Nord LO-NPC SI.esp45  RealSwords - Orc LO-NPC v1.0.esp46  RealSwords - Redguard LO-NPC.esp47  Slof's Horses Base.esp48  kuerteeHorseCommands.esp49  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1]4A  DLCThievesDen.esp4B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]4C  Cobl Glue.esp  [Version 1.73]4D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]4E  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp4F  OBSE-Storms & Sound SI.esp50  AlchemistsCave-COBL.esp51  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]52  BHC_Expanded.esp  [Version 1.2]53  BrotherhoodRenewed.esp  [Version 1.0.11]54  Ranokoas City Stealth Exits.esp  [Version 2.2]55  thievery.esp56  za_bankmod.esp57  DLCBattlehornCastle.esp58  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]59  DLCFrostcrag.esp5A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.1]5D  ElsweyrAnequina.esp5E  road+bridges.esp  [Version 4.5.9]5F  Feldscar.esp  [Version 1.0.6]60  Vergayun.esp  [Version 1.0.6]61  Faregyl.esp  [Version 1.0.10]62  Faregyl+Anequina Patch.esp63  Molapi.esp  [Version 1.0.1]64  Better Abandoned House.esp65  Curseman's Anti Extinction Mod.esp66  HUD Status Bars.esp  [Version 2.0.1]67  DecoratorAssistant with OBSE v1.1.esp68  DS Portable Sorters.esp  [Version 1.1]69  DS Storage Sacks.esp  [Version 1.3]6A  Dungeon Actors Have Torches 1.6 DT.esp6B  Exterior Actors Have Torches 1.3 DT.esp6C  ImprovedSoulgems.esp  [Version 1.11]6D  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]++  Enhanced Vegetation [100%].esp6E  Soulgem Magic.esp  [Version 1.0]6F  Toggleable Quantity Prompt.esp  [Version 3.2.0]70  Enhanced Economy - House prices.esp  [Version 1.0]71  RealisticHealth.esp72  RealisticForceMedium.esp73  RealSleepExtended.esp  [Version 2.5]74  EnchantmentMastery.esp75  Syc_AtHomeAlchemy_No_Bounty_v2.esp76  RshAlchemy.esp77  SM Combat Hide.esp  [Version 1.2]78  attack and hide harder v2.0.esp79  PTSneakPenalties.esp7A  SM Bounty.esp  [Version 1.22c]7B  sycHearNoEvil.esp  [Version 1.0]7C  Enhanced Grabbing.esp  [Version 0.5]7D  Armorer's Advantage.esp7E  Creature Damage Fix.esp  [Version 2.2]7F  Duke Patricks - Combat Archery.esp  [Version 3.7]80  Deadly Reflex 6 - Timed block and 150% damage.esp81  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp82  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]83  Duke Patricks - Actors Can Miss Now.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]84  Better Redguard v2.esp85  Cobl Races.esp  [Version 1.52]86  SPAWN.esp  [Version 0.3]87  MRP - All Messages.esp**  [GFX]_Initial_Glow-all.esp88  GW71_Life_Detect.esp++  LightSpellWhiteDimmer.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]89  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]8A  MyCustomPatch01.esp8B  Bashed Patch, 0.esp8C  DRSplatter.esp8D  DeadlyReflex 6 - Combat Moves.esp


EDIT: Just tried the following LO (BOSS'd) and it's still working. I'm not sure what exactly changed but it's a pleasant surprise. I can only hope others are as lucky as I am.
Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Armamentarium.esm  [Version 1.35]05  Artifacts.esm  [Version 1.1]06  AFC v2 Core.esm07  CustomSpellIcons.esm08  HorseCombatMaster.esm09  ScreenEffects.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0A  Unofficial Oblivion Patch.esp  [Version 3.3.3]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  LoadingScreens.esp0E  Natural_Habitat_by_Max_Tael.esp**  AN Scripts.esp0F  All Natural.esp  [Version 1.1]10  All Natural - SI.esp  [Version 1.0]11  All Natural - SI Mania NIW Support.esp12  Immersive Interiors.esp  [Version 0.7]13  Immersive Interiors - Lights Addon.esp  [Version 0.7]14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Real Lava 1.3.esp++  Symphony of Violence.esp15  All Natural - Real Lights.esp  [Version 1.1]16  WindowLightingSystem.esp17  AliveWaters.esp18  AliveWaters - Koi Addon.esp19  AliveWaters - Slaughterfish Addon.esp1A  AFC v2 Combo Chains.esp1B  AFC v2 Locational Damage.esp1C  Book Jackets Oblivion.esp++  Cobl Bookjackets.esp1D  ClocksOfCyrodiil.esp1E  diversegrasses.esp1F  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]20  PTFallingStars.esp21  RAEVWD Cities.esp  [Version 1.9]22  RAEVWD New Sheoth.esp  [Version 1.6.1]++  VA_BetterGold.esp23  Willful Resistance.esp  [Version 4.0]24  Enhanced Economy.esp  [Version 5.1]25  PTRoamingNPCs.esp26  Display Stats.esp  [Version 1.3.1]27  Quest Log Manager.esp  [Version 1.3.2]28  DropLitTorchOBSE.esp  [Version 2.4]29  Enhanced Seasons.esp  [Version 1.3.1]2A  RefScope.esp  [Version 2.1.2]2B  FormID Finder4.esp2C  kuerteeActorDetails.esp2D  ScreenControls.esp2E  Streamline.311.esp2F  Dynamic Map.esp  [Version 0.1]30  Map Marker Overhaul.esp  [Version 3.8]31  Map Marker Overhaul - SI additions.esp  [Version 3.5]32  Enhanced Hotkeys.esp  [Version 2.1.1]33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]35  DLCOrrery.esp36  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]37  DLCVileLair.esp38  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]39  DLCMehrunesRazor.esp3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3B  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp3C  Adonnays Elven Weaponry - AN.esp3D  Adonnays Elven Weaponry for NPCs.esp3E  ClassyClothingCompendium.esp  [Version 1.2]++  CM_Better Wine_SI.esp3F  PTArtifacts.esp40  Sin's Expanded Light Armor Kit [NPC].esp++  Town Guard Armor Replacers.esp41  RealSwords - Bosmer LO-NPC.esp42  RealSwords - Breton LO-NPC.esp43  RealSwords - Khajiit LO-NPC v1.3.esp44  RealSwords - Nord LO-NPC SI.esp45  RealSwords - Orc LO-NPC v1.0.esp46  RealSwords - Redguard LO-NPC.esp47  Slof's Horses Base.esp48  kuerteeHorseCommands.esp49  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1]4A  DLCThievesDen.esp4B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]4C  Cobl Glue.esp  [Version 1.73]4D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]4E  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp4F  OBSE-Storms & Sound SI.esp50  AlchemistsCave-COBL.esp51  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]52  BHC_Expanded.esp  [Version 1.2]53  BrotherhoodRenewed.esp  [Version 1.0.11]54  Ranokoas City Stealth Exits.esp  [Version 2.2]55  thievery.esp56  za_bankmod.esp57  DLCBattlehornCastle.esp58  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]59  DLCFrostcrag.esp5A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.1]5D  ElsweyrAnequina.esp5E  road+bridges.esp  [Version 4.5.9]5F  Feldscar.esp  [Version 1.0.6]60  Vergayun.esp  [Version 1.0.6]61  Faregyl.esp  [Version 1.0.10]62  Faregyl+Anequina Patch.esp63  Molapi.esp  [Version 1.0.1]64  Better Abandoned House.esp65  Curseman's Anti Extinction Mod.esp66  HUD Status Bars.esp  [Version 2.0.1]67  DecoratorAssistant with OBSE v1.1.esp68  DS Portable Sorters.esp  [Version 1.1]69  DS Storage Sacks.esp  [Version 1.3]6A  Dungeon Actors Have Torches 1.6 DT.esp6B  Exterior Actors Have Torches 1.3 DT.esp6C  ImprovedSoulgems.esp  [Version 1.11]6D  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]++  Enhanced Vegetation [100%].esp6E  Soulgem Magic.esp  [Version 1.0]6F  Toggleable Quantity Prompt.esp  [Version 3.2.0]70  Enhanced Economy - House prices.esp  [Version 1.0]71  RealisticHealth.esp72  RealisticForceMedium.esp73  RealSleepExtended.esp  [Version 2.5]74  EnchantmentMastery.esp75  Syc_AtHomeAlchemy_No_Bounty_v2.esp76  RshAlchemy.esp77  SM Combat Hide.esp  [Version 1.2]78  attack and hide harder v2.0.esp79  PTSneakPenalties.esp7A  SM Bounty.esp  [Version 1.22c]7B  sycHearNoEvil.esp  [Version 1.0]7C  Enhanced Grabbing.esp  [Version 0.5]7D  Armorer's Advantage.esp7E  Creature Damage Fix.esp  [Version 2.2]7F  Duke Patricks - Combat Archery.esp  [Version 3.7]80  Deadly Reflex 6 - Timed block and 150% damage.esp81  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp82  DRSplatter.esp83  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]84  Duke Patricks - Actors Can Miss Now.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]85  Better Redguard v2.esp86  Cobl Races.esp  [Version 1.52]87  SPAWN.esp  [Version 0.3]88  MRP - All Messages.esp**  [GFX]_Initial_Glow-all.esp89  GW71_Life_Detect.esp++  LightSpellWhiteDimmer.esp8A  DeadlyReflex 6 - Combat Moves.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]8B  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]8C  MyCustomPatch01.esp8D  Bashed Patch, 0.esp

User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sun Dec 11, 2011 4:12 am

Yes, that's what i'm suggesting. Not that i'm an expert at load order, but I DID read that moving the Bashed Patch around might help out some issues. This could be totally unrelated to your situation, but I guess it could be worth a shot. Also, maybe check your mouse configuration. I'm not exactly sure what FCOM does, as i've never used it before. Maybe you have a few things assigned to the same button? I know I initially had a problem with drawing my weapon using the 'F' key. It would draw the weapon twice and when i'd use the same key to sheath it, it would sheath twice. I realized Dodge was also assigned to the same key, so reassigning my Sheath key to another button fixed the problem. Your issue sounds very similar. Now that you mentioned it, I got the blood spatter effect once and it didn't crash, as was reported in what I had read about it. Maybe it only happens to some people. I think i'll turn that option back on and see what happens. Good luck.


I tried what you suggested, no help, the double attack still persists. And I have no idea what other mod would assign attack to the same button eg. mouse left click, also, the thing is, it even does when attack is assigned to right click, Im really confused, the keyboard works normally as far as I have tested (assigned the attack button to q atm).


Martin
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sat Dec 10, 2011 3:38 pm

While trying to make a (so far unsuccessful) port for Nehrim, I looked through the codes (standard conversion precedure: look through the codes and look for anything that needs to be recompiled/changed/removed to accomidate nehrim)

Other than having to change Apple to Apfel (the german word for Apple) and having to insert the NPCHumanDrowning, NPCHumanGruntMale and NPCHumanGruntFemale sounds from the oblivion esm, I notice a few strange anomolies in the scripts.

They are as follows:

skycaptainsHorseattacscript: overuse of Endifs on lines 168-176. There are 9 endifs, only 5 are needed.

skycaptainsHorsesplatterspellscript: Line 448 extra endif causes premature end of if-then-else block.

skycaptainsSplatter4script: Line 30: if-then-else block starts with Elseif


So far, when enabled, the combatmoves loads, but fails to initialize (in other words, the game loads, but nothing happens, no combat moves, no nothing)
For those of you interested in helping with my efforts to bring this wonderful mod to Nehrim: At fate's Edge, I've uploaded http://www.mediafire.com/?8knerbanl941ynb. What this is the result of my attempts at a nehrim conversion. Be warned, as of this moment, IT DOES NOT WORK. nor will it crash the game thankfully. It just... doesn't do anything. I'm uploading it here because maybe someone will succeed where I so clearly failed.

Edit: looking at it in TES4Edit, call this a hunch, but perhaps its because of the gamesettings record changes?


Really wish someone could port this to Nehrim. Likely the only thing keeping me from playing nehrim atm.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat Dec 10, 2011 10:48 pm

Wait, I just got a smart idea.
Couldn't you rename Nehrim.esm to Oblivion.esm, and then it would be compitable? Maybe set Nehrim.esp (if there is one) to find Oblivion.esm instead
Can't test it myself, don't have Nehrim
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sat Dec 10, 2011 5:57 pm

Wait, I just got a smart idea.
Couldn't you rename Nehrim.esm to Oblivion.esm, and then it would be compitable? Maybe set Nehrim.esp (if there is one) to find Oblivion.esm instead
Can't test it myself, don't have Nehrim
If that's what you'd call a "smart" idea, I'd hate to see a dumb one.
No, really. If simply changing things around worked, why would nobody have done it and reported it worked? If it were that simple, it would have been done by twenty different people by now! But alas, things are rarely ever that simple. It's like the classical saying: that the obvious solution to a problem is the correct one. However, in most cases, reality intervenes: if the solution to the problem was the obvious one, why has nobody solved it yet?
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

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