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

Post » Sat Dec 10, 2011 6:29 pm

Hello,
I haven't played Oblivion in a while and am just getting back into it. I am not 100 percent literate when it comes to how to get my mods to function properly together, and how to install more recent versions and what not. Anyway, I hope I don't sound positively ridiculous with this thread. But something really weird is happening in my game, and I'd really like to hear your thoughts on how I can fix it.

I used to run Deadly Reflex 5 just fine. Everything was running well with it. Then I decided to update to Version 6 using OBMM. I disabled all the old V5 files (I did not run the game again after I initially disabled them.) Then I just created the omod of Version 6, and enabled everything I wanted. I installed all the required mods except for the HUD ones, as I'm not using it- I'm under the impression that they aren't required. After I ran the game again, something... very odd was going on with the hotkeys I noticed, as well as the animations. (I am running Personality Idles, but I also read that idle anims shouldn't conflict with it.)

For example, the hotkeys that were apparently to be used for Deadly Reflex 6 were still set on what I had configured for Deadly Reflex 5. Also, after messing around a little with the hotkeys I noticed that, even not being in combat, the key I had configured for Deadly Reflex 5 to be the 'dodge' key not only caused my character to 'duck', but he also sometimes seemed to 'bash' with it as well. Lastly, when I was done messing around, I began walking- my character would take 5 steps before spontaneously 'ducking' even though I wasn't pressing that key.

Also, something seemed to be 'stuck' because after messing around a while I tried to re-mount my horse... my character just stood there staring at his horse, locked up- I couldn't move him at all, he never mounted and just stood there, so to get around it I tried to load my old save. Then this is where it gets weirder. After loading my old save, everything seemed to revert to Deadly Reflex 5 somehow. The menus came up asking me to configure my hotkeys, which didn't happen when I initially loaded the game, I just got a message that said "thank you, you are now ready to play". That didn't happen this time, and Deadly Reflex 5's initial configuration messages were coming up.

Anyway, aware that general weirdness was going on, I figured it was probably because I didn't make a "clean save" after disabling V5... so, I disabled V6, made sure no Deadly Reflex esps/esms were active before getting back into the game so I could make another save without the mods active... 5 seconds into the game, it crashed. Loading older saves did the same thing- 5 seconds after loading the save... CTD.

Anyway, now I can't even play my game at all... it would probably work if I put Deadly Reflex back on, but with it as messed up as it is I don't really feel like trying right now. I apologize for my dumbness as all of this is probably due to some oversights on my part, but I am just so illiterate at this kind of thing I am at a loss of what to do. Any comments would be very helpful.

Here is my load order. (Some ESPs were created by me, so, they have no relevance to anything. Also Deadly Reflex is not active because I disabled it all in an attempt to fix my game, but, now it CTDs every time I load my save 5 seconds into the game.)

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.3]02  Cobl Main.esm  [Version 1.55]03  Qarls_Harvest.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9b3]07  Kvatch Rebuilt.esm08  Better Cities Resources.esm09  Progress.esm  [Version 2.0]0A  Cobl Races TNR.esp  [Version 1.53]0B  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Better Cities .esp11  Atmospheric Loading Screens - Random Quotes.esp12  All Natural.esp  [Version 0.9.3]13  All Natural - EW + NW + AWS.esp  [Version 0.9.2]14  Immersive Interiors.esp  [Version 0.7]15  Immersive Interiors - Lights Addon.esp  [Version 0.7]16  Symphony of Violence.esp17  MIS Low Wind.esp18  MIS New Sounds Optional Part.esp19  Diverse Voices.esp1A  PCSoundValygar.esp  [Version 2.6]1B  weather inside [seasons] v1.2.esp1C  weather inside [silent seasons] v1.2.esp1D  All Natural - Real Lights.esp  [Version 0.9.2]1E  IlluminationWithin.esp1F  IWR-Windows.esp20  300_Lore Dialogue.esp21  aaaBorsBedrolls.esp22  Oblivion Cats v0.2b.esp23  personality_idles4.esp24  P1DrobesOver.esp25  P1DseeYouSleep.esp26  Q - More and Moldy Ingredients v1.1.esp27  Qarls_Harvest.esp28  Update My Statue.esp  [Version 1.30]29  VA_BetterGold.esp2A  Living Economy.esp2B  Living Economy - Items.esp2C  Crowded Roads.esp  [Version 2.0]2D  CleanQuit.esp2E  Forward Motion Blur.esp2F  Get Wet.esp30  kuerteeSittableRocks.esp31  Oblivion Graphics Extender Support.esp  [Version 0.2]32  P1DlookHereYou.esp33  ShadowbanishMap.esp34  DLCHorseArmor.esp35  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]36  DLCOrrery.esp37  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]38  MaleBodyReplacerV4.esp39  TFF_Races_Base_RSM.esp3A  Armory of the Silver Dragon.esp3B  CapesandCloaks.esp3C  ElegantVests.esp3D  KDCirclets.esp3E  KDClothCirclets.esp3F  RavenWearClothing.esp  [Version 1.5]40  vermillionandsilverthorn.esp41  TFF_Armor_Base.esp42  TFF_Clothing_Base.esp43  TFF_Clothing_SI.esp44  300_Brocade_Outfits.esp++  Cobl Tweaks.esp  [Version 1.44]45  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]46  Mart's Monster Mod for OOO.esp  [Version 0.9.9b5]47  Mart's Monster Mod - Shivering Isles.esp48  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]49  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]4A  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]4C  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]4D  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3]4E  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3]4F  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3]50  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]51  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3]52  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]53  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]54  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]55  Mart's Monster Mod - More Passive Wildlife.esp56  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]58  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3]59  Mart's Monster Mod - Farm Animals.esp5A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]5B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]5C  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]5D  Enhanced Quest Roleplaying.esp5E  Delivery Job - BC.esp5F  hackdirtabyss.esp60  Kragenir's Death Quest.esp61  Kvatch Rebuilt.esp62  Kvatch Rebuilt - OOO Compatibility.esp63  Scribe Supplies.esp64  VaultsofCyrodiilBC.esp65  Apachii_Heroes_Store.esp66  Knights.esp67  Knights - Unofficial Patch.esp  [Version 1.0.9]68  Mart's Monster Mod for OOO - Knights .esp  [Version 3.7b3]69  RTT.esp6A  RTT-Weye Relocation Patch.esp  [Version 2.0.1]6B  The Lost Spires.esp6C  AFK_Weye.esp  [Version 2.2.COBL]6D  Shadowcrest_Vineyard_COBL.esp6E  Shadowcrest_Vineyard_GuardCOBL.esp6F  ShezriesTownsMaster.esp70  ElsweyrAnequina.esp71  road+bridges.esp  [Version 4.3.1]72  NRB4+Vineyard Patch.esp73  Faregyl.esp  [Version 1.0.6]74  PTMudwater.esp75  xuldarkforest.esp  [Version 1.0.3]76  LostSpires-DarkForest patch.esp77  xulStendarrValley.esp  [Version 1.2.1]78  xulTheHeath.esp79  XulEntiusGorge.esp7A  xulFallenleafEverglade.esp  [Version 1.3.1]7B  LostSpires-Everglade patch.esp7C  xulColovianHighlands_EV.esp7D  xulChorrolHinterland.esp  [Version 1.2.2]7E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]7F  KragenirsDeathQuest-LostCoast patch.esp80  xulBravilBarrowfields.esp  [Version 1.3.2]81  LostSpires-BravilBarrowfields patch.esp82  xulLushWoodlands.esp  [Version 1.3]83  xulAncientYews.esp  [Version 1.4.1]84  xulAncientRedwoods.esp  [Version 1.6]85  xulCloudtopMountains.esp  [Version 1.0.1]86  xulArriusCreek.esp  [Version 1.1.2]87  xulPatch_AY_AC.esp  [Version 1.1]88  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]89  KragenirsDeathQuest-RollingHills patch.esp8A  xulPantherRiver.esp8B  xulRiverEthe.esp  [Version 1.0.1]8C  xulBrenaRiverRavine.esp  [Version 1.0.2]8D  xulImperialIsle.esp  [Version 1.6.3]8E  xulBlackwoodForest.esp8F  xulCheydinhalFalls.esp  [Version 1.0]90  NRB4+UL-II Patch.esp  [Version 4.0.2]91  Harvest [Flora].esp  [Version 3.0.0]92  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]93  CoverYourself.esp94  Cliff_BetterLetters.esp  [Version 1.1]95  CT-YABM.esp96  kuerteeInventoryIsABackpack.esp97  ReneersTrainingMod.esp98  ReneerShipMod.esp99  Salmo the Baker, Cobl.esp  [Version 3.08]9A  talkwithyourhands PI4.esp9B  Roleplaying Dialogues.esp9C  RealisticFatigue.esp9D  RealisticForceMedium.esp9E  RealSleep.esp9F  MidasSpells.espA0  Vector.esp  [Version 0.3]A1  No psychic guards v1.2.espA2  Enhanced Grabbing.esp  [Version 0.4]A3  Denock Arrows.espA4  SamVimes's Feint Death.espA5  nGCD.espA6  immersive_caves_auto.espA7  Dark Dungeons -  SI.esp**  Atmospheric Loading Screens - No Text.espA8  Stat Restore.espA9  TFF_Races_Base.espAA  1em_Vilja.espAB  Arren.espAC  Arren-EntiusGorge patch.espAD  Companion Neeshka.espAE  Saerileth.espAF  Cobl Races.esp  [Version 1.52]B0  bgBalancingEVCore.esp  [Version 10.52EV-D]B1  bgMagicEV.esp  [Version 1.66EV]B2  bgIntegrationEV.esp  [Version 0.962]B3  Cobl Races - Balanced.esp  [Version 1.52]B4  Better Cities - Full City Defences.espB5  Better Cities SKINGRAD.espB6  Better Cities BRAVIL.espB7  Better Cities - Unique Landscape Barrowfields.espB8  Better Cities ANVIL.espB9  Better Cities CHORROL.espBA  Better Cities - Unique Landscape Chorrol Hinterland.espBB  Better Cities CHEYDINHAL.espBC  Better Cities LEYAWIIN.espBD  Better Cities BRUMA.espBE  Better Cities IC Arboretum.espBF  Better Cities IC Arcane University.espC0  Better Cities IC Arena.espC1  Better Cities IC Elven Gardens.espC2  Better Cities IC Green Emperor Way.espC3  Better Cities IC Market.espC4  Better Cities IC Prison.espC5  Better Cities IC Talos Plaza.espC6  Better Cities IC Temple.espC7  Better Cities IC Waterfront.espC8  Better Cities - COBL.esp  [Version 0]C9  ReallyImmersiveMessages.espCA  P1DshieldNoGlow.espCB  Visual Enchantments v1.0.espCC  Duke Patricks - BASIC Script Effect Silencer.espCD  Real Hunger, Cobl.esp  [Version 1.6.1]CE  NRB4 Standard Road Record.espCF  Bashed Patch, 0.espD0  mypatch.espD1  Aleswell For Shivering Isles.espD2  kaikurotest2.espD3  SP1stPLegs.esp



Thank you for your time, and sorry for being so illiterate.
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sat Dec 10, 2011 3:49 pm

Aeolian Mode
Have you rebuild your bashed patch? What i think you are expiriencing is that your previous BashedPatch has included a DR5 in itself. While being a duplicate to the actual DR5 and doing nothing, it does not include all the functions of DR5, and becomes source of many glitches, when original mod is deleted.
This happened to me long ago when i switched from DR4 to DR5.
Solution: Rebuild your patch, or better - delete this one and create a new one.
Main rule to deal with bash: Dont bash OBSE-related mods ;).
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kat no x
 
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Post » Sat Dec 10, 2011 9:22 pm

Main rule to deal with bash: Dont bash OBSE-related mods ;).

That makes no sense at all, and is not a "main rule" or whatever you want to call it. I'm not sure where you got this information from or if you just made it up, but it's false. It's perfectly fine to include mods that use OBSE into your Bashed Patch.
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Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Sat Dec 10, 2011 3:17 pm

Some time ago I reported a few bugs in my DR6 FCOM game.

Now want to check: a. Has anyone confirmed them? b. Has a solution been found?

1. Zoom while shooting with bow has disappeared. Instead the char shoots a single arrow and stops, does not even reload.
2. When sheeting weapon I see one animation of sheating while dodging, followed by sheating without dodging, thus producing double animation of sheating of the same weapon.

Any progress on these?
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Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sun Dec 11, 2011 2:10 am

Smooth
Tht was from personal experience. Every single time i bashed an OBSE-using plug ive got glitches and crashes, which led me to conclusion that Bash cant handle them right. If thats false then ive been extremely unlucky with Bash+Obse combo.

Blade Of Mercy
1. Thats because currently both zoom and kick actions are using the same key (Block). I guess bug will persist untill Kick key will be remapped by dev, or a special case fix will be made.
2. IDK about that but my guess is that your weapon sheath key is the same as dodge key in DR6 INI. Check and try to change them both.
Hope this will help.
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JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Sat Dec 10, 2011 8:43 pm

Hey guys. Thanks so much for your help about the Bashed Patch thing. That was what was causing the crashing in my game- I deleted my old Bashed Patch, rebuilt it (with DR inactive), then I activated DR again AFTER creating the Bashed Patch so it is not included in the patch.

However, the issues I intially had with DR6 are still persisting- a few things in particular are standing out to me. I'm not a very good bug reporter so take what I say with a grain of salt.

1. No hotkeys work at all. And I think I found out part of the reason why it isn't working very well. I think there is a conflict going on with the mod "KurteeInventoryIsABackpack." The "drop backpack" hotkey is configured to "G" (I *think*), and whenever I drop the backpack, THEN my character starts obsessively and spontaneously "ducking" over and over every 5 seconds. None of the other hotkeys for DR work, and I feel this defeats the purpose of DR and I'd really like to see how I can fix it. I really love Inventory Is a Backpack due to the visual nature of the backpack on my character, but I will test it again after disabling this mod and see what happens. I'll let you know.

2. The new animations (power attack moves, when my character spins around and attacks with his blade, was the only one I tested) look great in third person. However, I hate fighting in first person now because I can't see my character's sword except when I'm attacking, (looks like his arm is dislocated and is positioned offscreen) and the camera now feels very offset from what is actually going on. I prefer fighting in first person but now it is a pain. I'm pretty sure it was not intended to look this way.

I consider the hotkey issues preetty detrimental so I would love to find out how it can be repaired. It SHOULDN'T be confused with DR5 anymore because I fixed my bashed patch... but who knows, considering my poor experience with dealing with oblivion mods.

Thanks for your time.
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Monique Cameron
 
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Post » Sun Dec 11, 2011 2:21 am

have some way to change de position of the arms in 1st person view ??
every time i try to fire a arrow (when i using a robe) the arm stand right in front of the aim... and is a little hard to shoot arrow that way
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Ashley Tamen
 
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Post » Sun Dec 11, 2011 4:45 am

^ I too think that using fake 1st-person was a BIG mistake.
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Joe Alvarado
 
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Post » Sat Dec 10, 2011 2:08 pm

Fake first person is what UV used, I personally love the third person animations in first person.
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Bedford White
 
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Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Dec 10, 2011 5:49 pm

have some way to change de position of the arms in 1st person view ??
every time i try to fire a arrow (when i using a robe) the arm stand right in front of the aim... and is a little hard to shoot arrow that way


If i may suggest try to install a marksmen animation replacer like http://www.tesnexus.com/downloads/file.php?id=31084 (this is the replacer i use).
copy bowattack.kf and sneakbowattack.kf from Oblivion\Data\Meshes\Characters\_male and paste it in Oblivion\Data\Meshes\Characters\_1stPerson folder (backup the animations that you replace), this is how i see it now [img]http://www.tesnexus.com/downloads/images/8273-2-1291487460.jpg[/img] [img]http://www.tesnexus.com/downloads/images/8273-1-1291487459.jpg[/img].
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u gone see
 
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Joined: Tue Oct 02, 2007 2:53 pm

Post » Sat Dec 10, 2011 2:51 pm

well... i try this, but a worse bug apears rs...the camera moves far from the character
and i dont see any "sneakbowattack.kf" (and is in sneak shoot that i have more problems )
i will try to find other animation replacer
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Janine Rose
 
Posts: 3428
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Post » Sun Dec 11, 2011 12:45 am

Harel
There was no sneakbowattack.kf so i wasnt able to make sneak attacks to looks like in your picture. Where did you get that?
Also the point of arrow spawn becomes strongly shifted to the upper right sector, which makes whole action to look awkward.

Also im pretty much sure that after some time those new 3d person animations could be adapted for 1st person. They need to be shifted accordingly to their real 1st person counterparts.
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Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat Dec 10, 2011 5:27 pm

DR6 use 3 person animation in 1 person, it allows to add any 3person animation to the first person folder (disclude dr6 power attacks(using altered animations caused my game to crash)).
The animation that i use are from http://www.tesnexus.com/downloads/file.php?id=31084, the animation can be copied from Oblivion\Data\Meshes\Characters\_male after installing the mod.
I fealt that the angle was a bit strange after i replaced the animation but i got used to it in no time and it is easyer to aim with it.
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Steven Nicholson
 
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Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun Dec 11, 2011 5:19 am

Heheheh... oops. I ruined my game while messing with this Deadly Reflex stuff. If anyone is inclined to continue to assist me in fixing it I would be very grateful, I created a new topic here: http://www.gamesas.com/index.php?/topic/1151279-oops-i-broke-it/
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Brandon Wilson
 
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Post » Sun Dec 11, 2011 2:34 am

Sorry but anyone can help me?, I don't like the nvde bodies, I was searching for help in the first post but can't find it.
Great mod btw :wink_smile:
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Sudah mati ini Keparat
 
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Joined: Mon Jul 23, 2007 6:14 pm

Post » Sun Dec 11, 2011 3:38 am

Kxin: remove the *.nif and *.egt files from _male folder, those files change the body to a nvde type (i removed thos files from DR6 folder and then installed it as a folder).
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Sarah Edmunds
 
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Joined: Sat Jul 08, 2006 8:03 pm

Post » Sat Dec 10, 2011 8:39 pm

Does Deadly Reflext allow horseback combat?

Is there anyway to have horse combat without any of the other Deadly Reflex changes?

I really just want to be able to use my bow and cast spells on my horse.
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Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Sat Dec 10, 2011 7:21 pm

Smooth
Tht was from personal experience. Every single time i bashed an OBSE-using plug ive got glitches and crashes, which led me to conclusion that Bash cant handle them right. If thats false then ive been extremely unlucky with Bash+Obse combo.

Blade Of Mercy
1. Thats because currently both zoom and kick actions are using the same key (Block). I guess bug will persist untill Kick key will be remapped by dev, or a special case fix will be made.
2. IDK about that but my guess is that your weapon sheath key is the same as dodge key in DR6 INI. Check and try to change them both.
Hope this will help.

Well, I want to use
Throw = V (I've got that as it is the Scycaptain's default)
Block = B (according to ini B is key 48, right?)
Flip/Dodge = N (I don't know which number corresponds to N)
Horse Combat = M (I don't know whichnumber corresponds with M)
I guess it is:
47 = V
48 = B
49 = N
50 = M

Correct?
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Laura Hicks
 
Posts: 3395
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Post » Sat Dec 10, 2011 2:02 pm

ive actauly found over 2000 major bugs i cant list them all for fear of skycaptain getting angry and quitting, but my most worst one is, that he removed the cutting in half feature, i tried everything, and i cant get slow mosion to come on, i have my charactor fully ranked up , since oblivion has been out for years and years now, ive beat the game 18 times in this past year, so its easy to rank up now, but i cant get it to go in to the cutting in half deal, how do you do this move.
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Latino HeaT
 
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Post » Sun Dec 11, 2011 4:21 am

Kingofallaces
over 2000 major bugs...
he removed the cutting in half feature
ive beat the game 18 times in this past year]

At firs i was like :pinch: . But then i :facepalm: .
Read all 3 threads from the beginning (with exception of the OP - only this threads is relevant). You will definetely find your answer there.
A quick sugg: If you are doing "cut in half" with left P-attack - dont. Skycaptain has explained that its not a bug, but a feature, as this is not a slicing attack now, but a chopping one, and it has a special effect.
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joseluis perez
 
Posts: 3507
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Post » Sat Dec 10, 2011 7:58 pm

ive actauly found over 2000 major bugs i cant list them all for fear of skycaptain getting angry and quitting, but my most worst one is, that he removed the cutting in half feature, i tried everything, and i cant get slow mosion to come on, i have my charactor fully ranked up , since oblivion has been out for years and years now, ive beat the game 18 times in this past year, so its easy to rank up now, but i cant get it to go in to the cutting in half deal, how do you do this move.

2000 major bugs huh? In order to have 2000 major bugs that means that Deadly Reflex 6 would need 2000 features, which it clearly doesn't have. Even if you found 10 bugs for each feature of the mod you'd need 200 features. Again, as amazing as DR 6 is, it doesn't have anywhere near 200 individual features. So your post is already laughable at best, but I read on anyway, if nothing else but for sheer enjoyment. Next you claim he removed the cutting in half feature. Again, nope. It's still there. Only this time around you need to have your momentum built up to increase the chances of critical hits happening. If you don't like the default rate at which momentum builds you can adjust it to increase the chances of critical hits. There is also a specific "criticalchance" multiplier that you can adjust as well. All of these settings are in the INI file. This has been discussed many times and even recently multiple users posted some modified settings to help increase the ability to perform critical attacks.

I'd like you to post 10 unique, major, bugs not already covered.

Right now I'd say DR 6 only has a handful, if that, of what I'd consider major bugs and/or glitches. Sure there are some minor ones as well but hardly anything game breaking. If you actually read the first couple of posts in this thread this is all covered, and there are solutions available for some of the current issues. I'm sure Skycaptain will focus on fixing the major bugs first for the Deadly Reflex 6 RC. (Release Candidate).

There are many of us that are using DR 6 in its' current state with minimal errors. I use DR 6 full time in my current setup of nearly 200 mods and I can typically play from 2-4 hours without issue. And that's worst case scenario. Many sessions I never even crash and play for hours and exit the game normally with no problems. Even when I do experience a random CTD I very rarely can pin it 100% on Deadly Reflex unless the crash is combat related and/or there is information in the log pointing to DR 6. However I actually read the bug reports, participated in testing, finding, and fixing some of the current issues. By disabling a feature or two, updating some meshes, and properly installing the mod, and the prerequisites, it works just fine.

Remember folks this is a BETA. I'm not sure many people even understand what that means. Especially those on another forum that's bleeding at the pores with nonsense about this mod. If you don't want to deal with bugs and other problems, don't download BETAs. It's really that simple. Deadly Reflex 5 is about as stable a mod as you'll come across. I'd go as far as saying it could be considered 99% stable. So if you want to use Deadly Reflex and not worry about bugs go get DR 5 and wait until DR 6 is in a release form, not BETA. BETAs are meant for open testing for the masses to assist the author in finding and fixing bugs, testing compatibility under multiple different environments, and polishing the mod off for final release. And just for general feedback. BETAs are not meant for people that only want to whine about how the mod doesn't work, present false claims of bugs with no hard evidence, expect a fully functioning mod, play the BETA with little or no feedback, disrespect or otherwise abuse and harass the author, or just be an idiot in general.

I know I'm "preaching to the choir" somewhat but still, it needed to be said.
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Gill Mackin
 
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Joined: Sat Dec 16, 2006 9:58 pm

Post » Sat Dec 10, 2011 8:35 pm

Hey, I've been enjoying trying DR out, it's really impressive in both overall scope and detail. I hope work on it continues.

I'm having a problem to report; I cannot kick, headbutt, or backflip. I can verify that everything is installed correctly including OBSE, and is being tested at multiple stat levels (including acrobatics at max). I get the same behavior on a clean start with no other mods.

Upon trying to do any of these, the current animation merely resets to frame 1 and is otherwise uninterrupted. I think I saw an enemy doing a jumping kick, confirming that the animations are there.

I am assuming the issue is related to the script checking for stat requirements? If not that, control processing?

Thanks for any thoughts!
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Elisabete Gaspar
 
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Post » Sat Dec 10, 2011 3:27 pm

Kingofallaces i think that you have an error that is not a DR6 related, it might be that DR6 allowed you to see the problem.
I have more then 170 mods including Supreme Magicka 0-90 Beta 3. I use DR6 from the day it was released and i havent seem the amount of errors that you state.
If i may suggest i think i found a way to reset the mods variables without a clean save, The fire and spell animation of my game started to become stuck therefore i had to use http://www.tesnexus.com/downloads/file.php?id=5127, to my surprise ive seen thatt a lot of my mods received a reset, im not 100% that it might help but it worth the try.
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CxvIII
 
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Post » Sat Dec 10, 2011 2:28 pm

Quick list of bugs that can be considered MAJOR that I myself are corrently experiencing.

1.Completely random "memory can not be "read"" CTD on successive critical hit with either weapon, throw, bow attack or spell. - Appears totally at random, there is a possibility of a 4-6 hours gameplay session without any problems, and then - you decapitate someona and TA-DAM! Another "memory can not be "read"" CTD.

2.CTD on criticals,save corruption on saving - problem is known - its in DRSplatter shaders. Tose have no gameplay importance and can be turned off, but still CTD is a major bug.

3.Acrobatic Ability check fail - for some reason certain people cant use acrobatic kicks and dodges on their systems, even if they met all requirements. - As simple as that - enemies can and WILL use kicks, proving that the attacks are there and are working alright, but scripts that check wether you can or can not use this ability either dont work, or considers that you CANT, disregarding that you have met all requirements. also on my system trying to use regular oblivion dodge results in kicking animation, that does nothing that kicks do
I think it has to do something with game version - i use GOTY edition. You should collect info on that from other ppl with this problem or GOTY/other versions users.

And thats pretty much all critical bugs that there are. Everything else are simple errors, or minor bugs that do not affect gameplay that much (leg growth, bow not zooming, animation shifts etc.). IMO CTD's are a major problem, and in my experience they are difficult to get rid off - i can only wish Skycaptain good luck on dealing with them.

If those are fixed, we might have a pretty good Release Candidate with only a minor problems left :3.
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QuinDINGDONGcey
 
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Post » Sun Dec 11, 2011 3:05 am

3.Acrobatic Ability check fail - for some reason certain people cant use acrobatic kicks and dodges on their systems, even if they met all requirements. - As simple as that - enemies can and WILL use kicks, proving that the attacks are there and are working alright, but scripts that check wether you can or can not use this ability either dont work, or considers that you CANT, disregarding that you have met all requirements. also on my system trying to use regular oblivion dodge results in kicking animation, that does nothing that kicks do
I think it has to do something with game version - i use GOTY edition. You should collect info on that from other ppl with this problem or GOTY/other versions users.


I have a game bought at launch, patched to latest. (Including SI and DLC, also all patched both official and unofficial).

Please let me know of any information I can help provide to track this issue.
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Shiarra Curtis
 
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