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

Post » Sat Dec 10, 2011 9:31 pm

It's at 10 for me...

This is the main problem, 10 "cut" the closest part of the hand, try reducing it to 5 or 4 and see the difference.
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Emilie M
 
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Post » Sun Dec 11, 2011 5:08 am

Skycaptain
Your PM inbox is full. I (finally) have a new version of NifSE for you to test. Send me a PM, if you could. Thanks.

Everyone else
The missing mesh and runtime errors associated with throwing weapons should be over as soon as Skycaptain and I can coordinate a release; he'll need to update things on his end, so I can't just give you the new version, I'm afraid. Just a little more patience!
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Isabell Hoffmann
 
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Post » Sat Dec 10, 2011 5:50 pm

How on earth do I remove the nudity?
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Emilie M
 
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Post » Sat Dec 10, 2011 11:47 pm

By reading the thread.
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Pawel Platek
 
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Post » Sat Dec 10, 2011 11:38 pm

First of all, thank you SkyCaptain for this series of mods. Deadly Reflex 5 in particular was/is awesome. I love the new combat complexity and AI, and I love the finishing moves/gore.

I like what I see in the readme for version 6 about the new and improved "unpredictability" factor where you need to switch up your moves and can no longer shield bash repeatedly.

I have one request and know that I am not alone. Is there any way to work on a compatibility release that contains all of these updates for the AI and combat, but remove the new animations and skeleton requirement that is added in version 6? This conflicts unecessarily with other mods that utilize the skeleton and custom animations. I say unecessarily because the rest of the changes would be just perfect, but I and anyone else that has mods with conflicts with the skeleton animation changes are going to be stuck with version 5 (not that version 5 is bad, quite good, but versioin 6 aside from this one issue looks to be much better when finished). I'd hate to miss out on such a great improvement to a great series of mods due to an unreconcilable incompatibility.
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Dalley hussain
 
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Post » Sat Dec 10, 2011 10:32 pm

Skycaptain
Your PM inbox is full. I (finally) have a new version of NifSE for you to test. Send me a PM, if you could. Thanks.

Everyone else
The missing mesh and runtime errors associated with throwing weapons should be over as soon as Skycaptain and I can coordinate a release; he'll need to update things on his end, so I can't just give you the new version, I'm afraid. Just a little more patience!

Excellent news DragoonWraith. At least we have a temporary solution to tie us over until you guys can coordinate a release.

I remember SkyCaptain saying earlier he has limited time and will be away for a few months. Hopefully you guys can make contact before then. http://www.gamesas.com/index.php?/topic/1148048-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-2/page__view__findpost__p__16889988 is the relevant post.

If there is anything I can do to provide some help testing, please PM me the information. I'm no expert by any means, but if it's only a few changes in the scripting related to NifSE I could take a look. This would at least give you some feedback.
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Shiarra Curtis
 
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Post » Sat Dec 10, 2011 1:45 pm

1. If I understand all tricks (bashing, kicking) balanced usage get this hungrily wanted "final efect" .But my PC wears 100 kg. weigh armor and I don't want him kicking, dodgeing. It will be strong unrealistic, I think. So, how I should configure ini to get prefering one action effectivity (momentum) over another one ?

2. Are there slow motion + hartbitting effects at 6.0 ver?

3. The splash on screen effect I like much. Hot blood on face - great feeling. Some FX depending, lite "splash" will be fine.
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ijohnnny
 
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Post » Sun Dec 11, 2011 2:51 am

hey smooth for some reason the link to 4share is not working can u upload somewhere else plz?
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Connie Thomas
 
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Post » Sat Dec 10, 2011 3:23 pm

For some reason the mod suddenly stopped working. I think the damages are still there, and the first person camera is like it should, but none of the combat moves work and I don't get the reset item in my inventory (at one point I had it, but it didn't do anything).
I have tried disabling DR completely and saving with it disabled, then re-enabling, but that didn't really do anything.

I tried looking at OBSE's logs, and I found this line:
plugin has data in save file but no handler


Could that have anything to do with this?

Also: Mods that I have installed recently are the Unofficial Patch and its additional fixes, nothing else (I think). Could they conflict somehow?
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Tina Tupou
 
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Post » Sat Dec 10, 2011 1:31 pm

DR 6 is defiantly great, I'm having fun with it, but my one problem with it is the loss of the sideways and forwards dodge moves. I realy liked having them in DR 5 especialy as I used the dodge animations from here: http://www.tesnexus.com/downloads/file.php?id=21475 which makes them 'assasin rush'/'flash step' type movement. It was even more awesome that the forwards dodge worked mid-air.

Anyways, I realy hope you could add the ability to dodge to the side and forwards again, as it is something I used as my main manuvering tactic in combat.
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BRIANNA
 
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Post » Sat Dec 10, 2011 10:33 pm

hey smooth for some reason the link to 4share is not working can u upload somewhere else plz?

The links in the 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, linked from the http://www.gamesas.com/index.php?/topic/1148048-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-2/page__view__findpost__p__16780414 by Klaus, are working just fine, and have been.

However the links on the http://www.gamesas.com/index.php?/topic/1148048-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-2/page__view__findpost__p__16953770 were not working, so they have been updated and now work.

Both posts link you to the same location.
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Dalia
 
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Post » Sat Dec 10, 2011 3:50 pm

@ Smooth

I posted your link with the updated fixed meshes in the second post. If you or DragoonWraith want me to post something important on the first two posts, send me a private message ok? I was busy the last weeks and not able to read through all posts.
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Bethany Short
 
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Post » Sun Dec 11, 2011 12:52 am

Ive also noticed that in-game some of the flip/ dodge moves aren't working notably the backwards dodge. this has happened the whole time since ive installed it and if this has already been listed i severely apologizes.
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NAkeshIa BENNETT
 
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Post » Sat Dec 10, 2011 7:04 pm

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. :(


I think a lot of the broken combat functions ware created by this problem, the best way to fix this problem is to open the ini file and set the scc.resetMod to 1 from 0, save the game in a new slot as set it back after closing the game.
set scc.resetMod to 1			;set to 1 to reset the mod if you don′t have the hourglass - remember to change back to avoid reset on every game start


note:I accidentally played the game for few days with the reset on 1 and the game worked wonderfully.
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Nomee
 
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Post » Sat Dec 10, 2011 7:33 pm

I accidentally clicked on the Deadly Reflex hourglass in the Inventory and now there are no commands for the the Shield Bash/ Special Key or for the Dodge Key/ Any solutions?
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Lexy Corpsey
 
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Post » Sun Dec 11, 2011 2:42 am

@harel:i tried this but for some reason when i loaded the save i was named ulo otho when it should be lokarten, i was in the arena bloodworks when i should be in vilverin and when i tried to save in a new slot it crashed :( no i didnt load the wrong save i only have 1 saved on my computer:(.
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Erin S
 
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Post » Sat Dec 10, 2011 3:11 pm

Not entirely sure if this is a bug, something caused by my own incompetence, or part of the mod... but I seem to fall over a lot, randomly after shield bashing. When I'm just playing around with the new moves this mod adds, I can do about 3 or 4 of them, before falling over. When playing around, it's not so bad, but in combat, it is rather annoying to pull of a successful shield bash, just to fall over, have the enemy recover, and finish me off with an impale. I've looked over this thread and the readme, and unless I've missed something (more than likely), I haven't read about this happening before, which is what made me start thinking this may not be a normal part of the mod.
Also I was having issues with momentum building up, but i think i found a fix for that.
Thanks!
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leni
 
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Post » Sat Dec 10, 2011 9:07 pm

Not entirely sure if this is a bug, something caused by my own incompetence, or part of the mod... but I seem to fall over a lot, randomly after shield bashing. When I'm just playing around with the new moves this mod adds, I can do about 3 or 4 of them, before falling over. When playing around, it's not so bad, but in combat, it is rather annoying to pull of a successful shield bash, just to fall over, have the enemy recover, and finish me off with an impale. I've looked over this thread and the readme, and unless I've missed something (more than likely), I haven't read about this happening before, which is what made me start thinking this may not be a normal part of the mod.
Also I was having issues with momentum building up, but i think i found a fix for that.
Thanks!



I liked that :D It's because you get fatigued. With each shield bash it eats your "stamina" so when it reaches 0, you colapse. I used to jump and shield bash so I'd ragdollize forward. It's a good way to avoid it being abused. Basically you're too tired so you just fall to the ground.
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tiffany Royal
 
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Post » Sat Dec 10, 2011 1:17 pm

I liked that :D It's because you get fatigued. With each shield bash it eats your "stamina" so when it reaches 0, you colapse. I used to jump and shield bash so I'd ragdollize forward. It's a good way to avoid it being abused. Basically you're too tired so you just fall to the ground.


On that note, Else God-Hater (Yes, she hates the gods) and I got into a bit of an argument over treating the gods with respect. One thing led to another, and she's covering herself in armour and my character is standing there thinking "Oh gods, save me" - I didn't have a weapon on me, but I did have LAME's summon torch spell, so I cast that while running away, then whacked her with a torch at the top of the stairs. Unfortunately, I collapsed, and fell downstairs, right past the ever-helpful Graklak who came to my aid, holding her off until I could aim a nice lightning bolt. So in a way, that feature saved my character's life!
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Angela Woods
 
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Post » Sat Dec 10, 2011 8:35 pm

On that note, Else God-Hater (Yes, she hates the gods) and I got into a bit of an argument over treating the gods with respect. One thing led to another, and she's covering herself in armour and my character is standing there thinking "Oh gods, save me" - I didn't have a weapon on me, but I did have LAME's summon torch spell, so I cast that while running away, then whacked her with a torch at the top of the stairs. Unfortunately, I collapsed, and fell downstairs, right past the ever-helpful Graklak who came to my aid, holding her off until I could aim a nice lightning bolt. So in a way, that feature saved my character's life!



Lol nice story :D time to play some oblivion now! U MAde me want to :P Any ETA for new Deadly updates ;o?
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James Smart
 
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Post » Sun Dec 11, 2011 1:47 am

Is "splash on screen" effect related to some animations inseparable ?
I'm putting this strange question, because I can't see any " critical" animations. Splash on screen -yes, bloody dead body - too, but no animations.
I have no "animation mods" , I installed DR 6 at new (without DR5) game.
I've red first pages of this topic, but nothing helpful found.
So if someone can help ...
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Liv Staff
 
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Post » Sun Dec 11, 2011 3:47 am

Hello everyone :)
Please allow me to ask you guys a quick question.

I installed this awesome mod, and although everything seems to work just fine, my character doesn't seem to be able to perform kicks.
It's my understanding special kicks such as the roundhouse one require Acrobatics 50 (my char is only 11), but how about regular kicks ?
Bash works fine, as does dodge, but when I press Block and Attack at the same time, nothing happens. Am I doing something wrong or is there really a problem somewhere?
I'd also like to add that although I installed the leg first person viewer mod (SP1stPLegs.esp), I can't see the character's legs. I did try to kick in 3rd person too, but nothing happens either.

Running the mod conflict detector, nothing conflicts with the combat moves.esp, so I'm really clueless, here.
Any help ?
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Multi Multi
 
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Post » Sun Dec 11, 2011 4:11 am

Is it just me, or does the Journeyman right powerattack look odd? It seems like you're left open for a large portion of that animation, and it looks entirely too stale.

Just an opinion. =>

Great mod btw. Only wish the torch damage was changable. Quite overpowered in soem setups.
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Motionsharp
 
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Post » Sat Dec 10, 2011 10:20 pm

About my previous message ... disregard it, I figured the kick is actually contextual.
I have another question though :
How do I knock the opponent down ? I managed to stagger them (with a bash) and kick them several times, but they never, NEVER fall down.
They actually don't seem affected by the kick AT ALL.
While my char got knocked down quite a few times, so I doubt the knockdown system is broken...

Any leads ?
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naana
 
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Post » Sat Dec 10, 2011 11:37 pm

About my previous message ... disregard it, I figured the kick is actually contextual.
I have another question though :
How do I knock the opponent down ? I managed to stagger them (with a bash) and kick them several times, but they never, NEVER fall down.
They actually don't seem affected by the kick AT ALL.
While my char got knocked down quite a few times, so I doubt the knockdown system is broken...

Any leads ?

If I'm right, kicks are bound to hand to hand, so your skill must be too low. I have 80 in H2H and I knock down and even kill my adversaries with my kicks. Hell I actually kill them more often than I knock them down, and I didn't modify anything in the ini file. I guess my character is really too strong for the other mortals :D
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alyssa ALYSSA
 
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