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

Post » Sun Dec 11, 2011 4:54 am

Hey guys uhh i need some help even do it probably is already out there somewhere ive been searching for hours a day trying to find the answer and i have given up so im hoping u guys can help me. anyway i have shivering ises lastest oblivion patch followed the installation perfectly and i get these problems
*new game doesn't work
*load game crashes
so please help.
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Rudy Paint fingers
 
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Post » Sat Dec 10, 2011 3:53 pm

.
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brian adkins
 
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Post » Sat Dec 10, 2011 3:51 pm

deadlyraver
Game version. Plugins list and load order, OBSE plugins list. Post it and possibility of a helpful post increases.
Quick sug: this hapens mostly when OBSE-using plugin can not find a required OBSE addition. Other possibilities are : outdated bashed patch or/and messed up load order.
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Jordan Moreno
 
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Post » Sat Dec 10, 2011 2:15 pm

So, I'm curious, any news or something on a compatibility patch with Supreme Magicka? The old compatibility patch causes crashing on start-up and without it I get indiscriminate crashes when using both. I finally decided to buckle down and play a mage character and I really want to use both mods in tandem, but that's impossible due to the constant crashing when both are enabled.


Yeah it looks like the SM patch for Deadly Reflex looks for DR5 as a master, instant CTD. =/ I don't know if the guy behind it is still modding.

I was wondering if the acrobatic moves (kicking, dodging) and the stealth ambushes raise their particular skills when used?
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Lynne Hinton
 
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Post » Sat Dec 10, 2011 12:55 pm

Officer Cooper
To help you should post following info (its better to use [spoiler] tag to prevent walloftext):
Game version. - GOTY or not, what language, what version number, which exactly official plugs are installed.
Vanilla or not - if you use additional plugins on test-version besides UOP and DR6-required ones - post your load list
Which things do you able to do, and which you are not? Check their requirements and make sure you meet them. Check every feature of the plugin and see if its useable (to help with that modify ini to increase momentum and chances).
In case of a kicking bug: check if you can use specific kicks, or stand-kick or maby a headbutt? Increase enemies chances to do kicks on you in the INI, and check if they wil use it (turning it to 300 makes Cyrodil a Kung-Fu empire ;D).

That should do it.

The next BETA should DEFINETELY include loging feature, as it IS absolutely necessary for successful bug tracking. Why didnt Skycaptain implemented it in this beta? Beats me.

I was wondering if the acrobatic moves (kicking, dodging) and the stealth ambushes raise their particular skills when used?

Not yet. Ive already made a suggestion on this matter in previous thread.
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Ann Church
 
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Post » Sat Dec 10, 2011 7:37 pm

The next BETA should DEFINETELY include loging feature, as it IS absolutely necessary for successful bug tracking. Why didnt Skycaptain implemented it in this beta? Beats me.


There is a debug feature in the INI to log information.

set scc.debugmode to 0				;DEBUG MODE - prints stuff to console, probably tells you absolutely nothing so don′t enable it unless asked to

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Flutterby
 
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Post » Sat Dec 10, 2011 11:23 pm

Smooth
It prints info to the console, and when game crashes - you cant see the console to see what happened. It may be useful to test gameplay features, but it is useless to determine reason of a CTD.

Kingofallaces
…You lost me >_>.
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Brentleah Jeffs
 
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Post » Sun Dec 11, 2011 3:17 am

deadlyraver
Game version. Plugins list and load order, OBSE plugins list. Post it and possibility of a helpful post increases.
Quick sug: this hapens mostly when OBSE-using plugin can not find a required OBSE addition. Other possibilities are : outdated bashed patch or/and messed up load order.

K thanks man solved
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Taylor Bakos
 
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Post » Sat Dec 10, 2011 11:14 pm

Looks like I made a stupid mistake; I had no idea the acrobatics moves are contextual! As long as there is a target, they work fine. Sorry for the confusion, perhaps the documentation can be made to clearly address idiots like me?
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Richard Dixon
 
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Post » Sat Dec 10, 2011 1:43 pm

Closed for cleanup.

And reopened.
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Greg Cavaliere
 
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Post » Sun Dec 11, 2011 4:48 am

Smooth
It prints info to the console, and when game crashes - you cant see the console to see what happened. It may be useful to test gameplay features, but it is useless to determine reason of a CTD.

And that's why you use http://www.tesnexus.com/downloads/file.php?id=26510.
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Scared humanity
 
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Post » Sun Dec 11, 2011 2:25 am

Smooth
Oh! Thanks! Didnt knew about this one. My bug reports will be more detailed now ;). Ill try to update info on the previous bugs i mentioned with logs next time i encounter them.
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Devin Sluis
 
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Post » Sat Dec 10, 2011 8:09 pm

DMC stylish is an animation replacer. While deadly reflex may use the animations, it adds new options to combat and DMC only changes the animations.
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Samantha Wood
 
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Post » Sun Dec 11, 2011 1:57 am

edit: never mind.
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Horse gal smithe
 
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Post » Sun Dec 11, 2011 4:32 am

Skycapitan delayed the releasing of deadly reflex 6 beta for more then 6 months because he waited for an animation usage approval.
He asked every animation creator for the right to use their animation, some animators created animation solely for DR6.
Please dont accuse someone before you know the facts.
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Julie Ann
 
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Post » Sat Dec 10, 2011 4:14 pm

Suggestions

A Tech Roll. When knocked down, you can push the throw button to roll on the ground and get up faster. Enemies have a chance to do this as well, based on their skills.

Separate stealth kills based on the equipped weapon. You wouldn't slit a throat with an axe, would you?

As previously suggested, the ability to deflect spells with your shield. There is already a mod out there that does this, perhaps you can talk to the author about it or borrow his script.

Sword Clashes/Lockups. If you use the same Powerattacks (Left and Right/Forward and Back) as the enemy and hold the attack button you can lock swords with them. From there you can try to shove them back with more power, or use finesse to knock them over or trip them up. If you really outclass them you can disarm them. (like how Fencers swing their swords in a circle and the opponent's goes flying in the air or way out to the side) You might even be able to sneak in a point blank magic attack. The same things can happen to you though, so don't try it with someone stronger or when fighting a group.

A charged swing (one overhead, one horizontal) attack that can cripple an opponent's ability to block for a while, or split them straight in two if it hits solid. If it fails, either by you missing and hitting a rock or by them blocking you ANYWAY, then your weapon take massive damage and you leave yourself wide open. Try it without enough skill and you might fall over from the weight of your own swing.

Ability to knock off helmets and shields.

Archery with special shots. One meant to cripple rather than injure, and takes longer to charge up. If it hits the legs they limp/run SLOW, arms it lowers the skill of their Blade/Blunt/Marksman. The other is the ability to shoot two arrows at once, and 3 on mastery. They can either be shot in a straight (See: Small fan) line or aimed at individual targets. When shooting this way you can't do the Crippling Shots.

The ability to hold more than 1 arrow in your hand. Up to a Max of 3. This will eliminate the animation of reaching into your backpack for another arrow, speeding you up until your hand (See: Clip) is dry. The Cripple Shot cannot be done except on the Last Arrow, which is essentially the same as shooting one normal arrow. This is because you need empty hands to pull back hard and long enough to do the move. Maybe you can set it up so that if the Cripple Shot is attempted before the last arrow is ready, the extra arrows are dropped to the ground in haste to set it up, or maybe only Master Marksmen can do it without dropping their "Clip".

Hand to Hand have a Body Parry Move. (Anyone who's seen Avatar: The Last Airbender and Aang using the Airbender Style knows what I mean.) You use the enemies' momentum to your advantage and throw it back in their face. Whether it be gently letting them breeze by you (A parry/counter that causes them to stumble forward heavily) or catch their Blade and twist it free, (or maybe them with it) HtH should be all about crowd control, timing, and quick thinking, along with the ability to cripple opponents quickly and on the fly. The aforementioned Blade Catching can be used to snap a wrist, preventing that NPC from using weapons. Weapons and items wrenched from an opponent can then be immediately equipped, whether it be to turn it on its master or throw it at his friend. All DR attacks that use the body should be speed up as well, since you don't have weapons in your hand to slow you down.

Speed of attacks/abilities affected by fatigue and encumbrance. Would really help HtH users that can't counter well due to timing issues, a tired enemy can be countered more easily due to a reduction in speed.

Getting off the ground reduces (Increases?) fatigue. (It hurts the meter)

Martial Arts. Nothing fancy, just abilities added to your HtH skills. Things like your attacks drain mana, or fatigue, or have a chance for instant death. (Was thinking of Neji, Evil Betty, and Kenshiro...) Would be nice if some animations changed based on which style you picked. The idea of having a stabbing motion with my fingers like Neji or Kenshiro hitting pressure points is awesome.

Special Blocks. (Think Way of the Samurai, the video game.) You can block and pull back, letting the enemy stumble forward if they were lunging. Block in the right direction in order for you to recover faster and them slower, or push forward hard into their swing and have them stumble backwards, or fall over outright. Choosing the wrong block for the attack screws you over instead, and all of these are optional: They do not affect the Generic Block we have now.

Parry Punish. (Think Darth Maul killing Qui Gon) If you're fast, and smart, you can perform a "Nudge" attack after you successfully block/parry a move. An overhead swing that fails can see it's owner's elbows getting bumped up for a easy lunge attack. Weapons knocked to the side can be hit even wider so that you can slick the exposed limb clean off. Failed kicks can be caught, and counter-kicked so that the opponent is flat on his butt, or the exposed leg can be severed. These attacks, when used on NPCs, can actually be avoided and Counter-Countered. Someone might spin to dodge your attack, and try a hard attack of their own, which will almost certainly knock you down. Works better when the enemy is tired or weaker than you.

A tackle attack, complete with mount. If/when mounted by a NPC you should have they same options they do: Swing back, push them off, roll on top of them, etc. Wouldn't recommend using in a group fight. Can be countered by using throw when tackled, to stick your foot in their chest and throw them clean over your head.

More jumping attacks. From Flying Kicks to Dropkicks and Deaths From Above.

Crouching attacks that are unique. Like a rising punch, or a heavy sweep. Perhaps it can improve your block skills, but you have a higher chance of being knocked down by heavier strikes/weapons. Higher sneak/athletics prevents this.


Grabs. For point blank, in your face punching, extra throw commands, and all around coolness.
Take a Hostage. If you manage to grab an enemy who is weakened, you can try to take them hostage. Only works on Humanoid enemies, and some might ignore the hostage. Good for escaping, as you slowly try to back out of the dungeon, or for getting a human shield. Damage to hostages should be doubled, since they can't brace themselves and so that they'll die quickly -- giving you less time to think/react when you're suddenly exposed again. Hostages can also be pick pocketed.

I think that's enough for now. Thanks for the update SkyCaptain and Team. I really love what you've done with the mod.
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Jesus Duran
 
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Post » Sun Dec 11, 2011 12:27 am

Hostages can also be pick pocketed.

or strangled!
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Rachyroo
 
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Post » Sat Dec 10, 2011 3:11 pm

Tristam
You overdid it a little bit :D.
A Tech Roll - will limit "finishers" quite a lot.
Sword Clashes/Lockups - impossible on Gamebryo (Oblivion engine) - at least not on this version.
A charged swing - not needed, as it doubles standart "flinch" and DR6 critical.
Ability to knock off helmets and shields. - not really needed.
Archery with special shots - adequate multishots not possible,
Special Blocks will overcomplicate combat a lot.
Grabs. - not possible afaik.

Parry Punish - THATS a good idea :D. Id rather called that a counterattack.
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e.Double
 
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Post » Sun Dec 11, 2011 2:24 am

Archery with special shots - adequate multishots not possible

Really... it's possible! http://www.tesnexus.com/downloads/file.php?id=31196
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Blaine
 
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Post » Sun Dec 11, 2011 12:39 am

forli
Wow. Nice one, too bad there are only two arrows thou ;D.
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Romy Welsch
 
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Post » Sat Dec 10, 2011 11:44 pm

Alright, this is just a MINOR problem and it doesn't irritate me most of the time but when I'm swimming in third person, my body vanishes. It has something to do with Deadly Reflex because when I unchecked it, it was normal again.

But in any case, there's one more bug that isn't major. Sometimes in the Imperial City, the sky box glitches up and you see these weird lines in the sky. Nothing game breaking, just irritating and breaks immersion for me.
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FITTAS
 
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Post » Sat Dec 10, 2011 9:48 pm

forli
Wow. Nice one, too bad there are only two arrows thou ;D.


If you like to use 3 arrows you can use http://www.tesnexus.com/downloads/file.php?id=20487
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Jade Payton
 
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Post » Sun Dec 11, 2011 2:45 am

forli
Wow. Nice one, too bad there are only two arrows thou ;D.


Adrenaline Fueled Combat has a MultiShot (With more then 2 arrows.) as well...and a few other things. :)

http://www.tesnexus.com/downloads/file.php?id=20163
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Star Dunkels Macmillan
 
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Post » Sun Dec 11, 2011 4:28 am

Tristam
You overdid it a little bit :D.
A Tech Roll - will limit "finishers" quite a lot.
Sword Clashes/Lockups - impossible on Gamebryo (Oblivion engine) - at least not on this version.
A charged swing - not needed, as it doubles standart "flinch" and DR6 critical.
Ability to knock off helmets and shields. - not really needed.
Archery with special shots - adequate multishots not possible,
Special Blocks will overcomplicate combat a lot.
Grabs. - not possible afaik.

Parry Punish - THATS a good idea :D. Id rather called that a counterattack.

Ok. Lets break this down.

Tech Rolls will limit finishers, that's the point. To make Finishers harder to do. The upside is, DR7 could be rebalanced by making it easier to knock people down, since landing on your back isn't the end of your life anymore it doesn't need to happen so rarely. This will also make it possible for YOU, the player, to be knocked down more often as well.

Sword Clashes: Idk how the system works tbh. Maybe it can, maybe it can't work. But (and no offense when I say this) you were wrong about the multiple arrows as well, so hopefully you're wrong about this.
A Charged Swing: Sure its not needed, it'd just be cool. Can't you imagine stunning an enemy, and then backing up and charging a swing. Punishing him when they close in? Maybe instead of getting extra damage, it has a much higher chance to activate on of those criticals?
Ability to Knock off Helmets and Shields: Again Cool/Fun > all. Who cares if its necessary? Deadly Reflex is "unnecessary" when you think about it...
Archery with Special Shots: Sure it is. You could even use magic effects w/o the pretty colors to simulate your needs if you had to.
Special Blocks: As stated in my description -- they'd be optional. The normal block would work just as well, but if you WANTED to step your game up and really saw a blow coming, you can punish people for it. Or yourself, if you fail/svck. XP
Parry Punish: Agreed. *brofist*

If the Charged Swing I spoke of ever got in, I'd love to see it interact with Spells. Knocking a Fire Spell right back at it's caster to knock them off their feet would be epic. Ice Spells could shatter, dealing area damage from a Shrapnel like effect, and Lightning could go through your weapon into the ground, dealing area effect damage around you. Unlike the Shield Deflections, which send spells in random directions, Charged Swings should have a greater chance of sending it to the owner. A chance that rises the more you charge.

When wonder how to improve arrows: I was thinking just have the location damage cause actual effects/animations. People limping from leg shots and holding their eye. Maybe dropping a weapon/shield if hit in the limbs. Arrows could be "Charged" just like Swings. You simply pull back on the Arrow and let a meter rise. The meter rises faster if you have a target in your sights and are standing still, and lowers when you move. It goes to 0 if you're hit. The meter could have multiple "Levels" and when 1 level fills, the meter changes colors and goes on the next one. Blue > Yellow > Red > Black. Or maybe just a meter with symbols next to it that fill in/light up each time the meter fills. This keeps the game balanced as people won't get picked apart by every arrow you fire. Only well set up shots can do any real harm and "status effects."

Hand to Hand: combined with Acrobatics, give them a wall jump feature. Nothing epic, think a number of small hops based on their skills. You can be fight in a city and running from Guards. You find yourself wedged in a corner between two houses. So you Jackie Chan your way up between them, landing on the roof. OR you find yourself halfway up and on your way back down because your still level 10 and you should have known better. XD

I'd also like to see a slide. It could help with dodging projectiles, or tackling your enemy's feet out from under them. Maybe both.

Sprint functions would be great too. Reading about the Horse Combat momentum and how that could be applied on foot made me think of that. Along with the fact that sprinting is a simple, basic ability in most games and its' sorely missed here. Keep the usual: "If you're melee'd while sprinting you have a higher chance of falling" etc. rules here. Could also boost the effects of all kicks and headbutts.

Closed Eye. You get bashed hard enough (The PC equivalent of a NPC's nose getting broke) and you get a black eye. Your eye closes, and 30% of your vision is cut off. If you do this, make it a separate ESP please. I know a lot of people will be against it.

Thanks for reading through, fellas.
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Lory Da Costa
 
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Post » Sun Dec 11, 2011 4:12 am

This mod doesn't work, I've installed it and all the required mods correctly, I have oblivion fully patched, but whenever a dismemberment occurs Oblivion crashes!
Also, when I first start the mod, no menu comes up to select the keys, and I get the 'Deadly Reflex Reset' item but I can't use it because it says "You can not equip this item" what is wrong?!

Please help! :(

Edit: Just some clearing up, I can use the sleeping stab, shield bash etc using the default keys it is only when the gore/dismemberment is involved that it crashes.
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matt
 
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