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

Post » Sat Dec 10, 2011 1:58 pm

Deadly Reflex 6 (Beta) - Combat Moves

Note: The previous threads were split up into a http://www.gamesas.com/index.php?/topic/1142248-relz-deadly-reflex-6-combat-moves/ and a http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/. They are merged now, so there is only one thread!

You can download the latest version of DR6 here:


http://www.tesnexus.com/downloads/file.php?id=8273


This thread is authorised by Skycaptain. Here you can get the latest info on DR6, discuss about the mechanics,
leave feedbacks for Skycaptain or ask him questions, but most importantly for now: you can report bugs.


Latest post by Skycaptain:

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

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

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

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


UPDATE: The bug report collecting has come to an end for now! Most issues with the current version are well known and documented. You still can post bug reports, but they won`t be added to the list. Please note, that bug reports will be much appreciated again, as soon as the new update gets released.

If you have issues you may look into this useful posts:


By cInfidel:
Spoiler

Also if you cannot use bash or dodge, or you have a "lag/pause" when you try to throw, bash or anything then you basically are doing it wrong lol. Something has not been installed correctly. What you need to do is:

0. Uninstall DR5 and DR6 along with anything else you installed in order to use DR6. (Skip if you have not yet.) Basically clean out everything you installed for DR6.

1. Download these: http://obse.silverlock.org/download/obse_0019b.zip and http://www.tesnexus.com/downloads/file.php?id=8273

2. Extract and Paste OBSE into your main Oblivion folder.

3. OMOD or Bain install DR6. (There is no omod conversion data so fill in the mod name yourself)

4. Remove 2 or 3 of the Timed Block .ESPs, Mounted_Spellcasting_Deadly_Reflex_Compatible.esp and the drsplatter.esp from the /Data folder

5. Start Oblivion. Remember to always use the "obse_loader.exe" or it's shortcut to start Oblivion.

Once you see the mod is working properly (You can throw weapons and bash without "lag", you can add in the non essentials.

6. Replace Mounted_Spellcasting_Deadly_Reflex_Compatible.esp back to /Data
*Required for casting spells on horseback.

7. Install NifSE from http://www.tesnexus.com/downloads/file.php?id=21292
*** NifSE will cause crashing when throwing certain weapons, but the throw death animations cannot work without it)

8. Install 1st Person Legs http://www.tesnexus.com/downloads/file.php?id=18595
***This conflicts with unlimited ring tweaks.

9. Install OBSE MenuQue http://www.tesnexus.com/downloads/file.php?id=32200
*Required for Hud Status Bars

10. Install HUD Status Bars http://www.tesnexus.com/downloads/file.php?id=34905
*Required to see the "Momentum" bar

11. Install Drop Lit Torches OBSE http://www.tesnexus.com/downloads/file.php?id=16282
*Required for thrown torches to shed light. (This may or may not work 100%)

Once drsplatter gets fixed then we will be able to add in

12. Install OGE v2 http://www.tesnexus.com/downloads/file.php?id=30054
*Required for blood splatter on screen

13. Install fixed drplatter.esp
***Not fixed atm.

Hopefully that helps explain installing for some. Also if somebody gets to Step 5 and is still "lagging" then we will have something to talk about.


Also by cInfidel:

Spoiler
Alrighty guys. I have gotten everything in this mod to work.

If you do not see a new bar on the left side of the screen (I have Dark Darn UI, and it works perfectly , the bar is touching the edge of my screen.) AND your bash and dodge keys do not work no matter your key in the ini AND you can sometimes throw your weapon but there is a large delay THEN there is a good chance that your OBSE is the problem. You most likely have an old version. The newest version ( http://obse.silverlo.../obse_0019b.zip ) should fix all of your problems. Updating may also fix other people's issues. The newest version is required. It should be made more obvious in the instructions.

As for crashing. My placement of my Bashed patch makes strange things happen. Currently my bashed patch is loading before ALL required mods for DR6 and DR6 itself. Maybe play with this.

Unlimited rings / visible legs. In Wyre bash the "unlimited rings" tweak allows you to equip unlimited rings but it hides the physical rings on your hands. Wearing some gloves also hides rings. If anything causes your rings to be hidden then the "Skull of Legs" is also hidden and that defeats the whole purpose. I think thats a bit silly, (why not add an item type like cape, or just use the "gloves and greaves" themselves. The only time we get to see legs in DR6 is during kicks. I don't think it's worth it. (Personally I like having more than 2 rings, i mean people stack rings on their fingers in real life. it makes sense just don't abuse it.) If you want the legs over the rings be sure to enable the "gloves show rings" clothes tweak.

I don't believe the menu garbage left over from v5 is stored in the save file because I believe I still had it after a clean save. (removed dr5, saved, installed dr6.) Obviously v6 is in beta so it's more crashy glitchy than v5. Overall once everything is installed, it's very playable. Maybe if skycaptain got the go ahead from all the authors he could make one complete resources pack for dr6 similar to wyre bash's all in one resources download. A thought.

Oh and as we have all seen, bodies are nvde, and argonians have human hands, feet and reproductive organs.

Hope this helps.


By Smooth:

Spoiler

This happens because you are not clean saving after you remove DR 5. You must make a clean save to ensure there are no remnants of DR 5 lingering in your save file. You should follow this procedure to go from DR 5 to DR 6.

--Uninstall all DR 5 files and plugins.
--Load your game, create a new save, don't overwrite, without DR 5 in your Load Order, or any files present in your Data Directory.
--Intall DR 6 and load from your clean save.
--Create a new save and you're ready to play.

Everything works just fine if you follow this procedure. You should almost always clean save when you add or remove mods, especially upgrades like this.

User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Sat Dec 10, 2011 10:48 pm

1. Bugs:


Pulling out thrown weapons from corpses:

Spoiler

After pulling out the thrown weapon from a corpse, the weapon remains in the body. This may be a problem with the engine, updating the body. If Skycaptain sets the body to be refreshed, EE supposedly causes the body to get naked. TheNiceOne replied and said EE can`t be the reason for this strange behaviour. Also concerning this bugl: "The bit about the NifSE bug is incorrect, actually. If you throw a weapon, save, and load, everything will be fine. You only hit the bug if you then save again without retrieving your weapon - after loading, NifSE no longer re-saves things correctly. Also, at worst, the bug causes a missing mesh marker; under no circumstances should it cause a CTD."


Throwing Weapon Feature (mostly crashes):

For Missing Mesh issues, Runtime Error crashes and other NifSe-related conflicts, see DragoonWraith's post below. He and his team are doing an awesome job. Thanks guys!

---> DragoonWraith is going to fix this issues. For a temporary fix read Smooth`s 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. You can find an updated version of the fixed meshes 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 (now including the Sword of the Crusader).

Also reported was:

Spoiler

"Went to test throwing on the fine citizens of Chorrol with OOO's two-handed Umbra. Ended up with 6 Umbras. >_> 1 was the Umbra I started with, the other 5 were marked quest items"

Another user reported: I also now have an issue with throwing weapons after I used BOSS. Whenever i throw a weapon it plays my spl_alteration_hit.mp3 like I had just casted an alteration spell." Skycaptain replied: Load DR6 later in the load order, something is changing the script effect to have sound.

Another report: Sometimes thrown weapons fly through obstacles and walls. Also sometimes weapons can bounce off enemy instead of sticking in, but enemy still plays critical animation - after that trying to activate enemy results in a sound of retrieving a weapon and then immediate crash.


Visual Oddities:

Note by Skycaptain:That sounds like you have some normal 1st person animations installed, or some mod that uses idles made for normal 1st person view?

Spoiler

"I can't see my weapons when idle in first person view. once i swing or block they appear; however, the animations seem... off. the swing animations seem to come from the far right- as if the char's arm is detached from his body and floating beside him. also, items in the left hand seem to be lower than they should. for example, I can see the top of torches, where as normally only the bottom of the burning part of the torch showed EDIT: found another visual oddity that helps me explain my problem. when going into sneak instead of the crosshair going down, it shifts to the left and ever so slightly down. maybe this explains my other issues- it gives me the impression that the game thinks my char's head is in his chest when standing upright. Like the game thinks i am in sneak mode when standing upright". Mr. Tissue Box reported (note that he is using a FOV of 90!): There is clipping when you fire a bow, and pieces of the bow, and the arm that holds the nocked arrow in place is missing. / Some of the bow animations need to be changed. When you move with a bow out, it looks very odd, at least in an FOV of 90. Not really a bug, but a suggestion: with an FOV of 90, while running with a shield, it pops in in an odd way, such as the bow does. Casting a target spell while moving in first-person is also odd. Camera movements in first-person can be sketchy as well, such as when unsheathing your weapon while moving, I think. Mr. Tisse Box added: The arm while blocking with a l one-handed weapon in first-person is a bit high. Perhaps it can be lowered? The swing of the left-movement one-handed power attack in first-person is also a bit high, which could be lowered as well.I think it would be best to eliminate some of the camera bobbing for certain actions, such as sheathing and unsheathing a weapon. It's a bit too much to be honest." Note: The reason for this is perhaps that the user set the dodge key to the sheath/unsheath button.He replied then: No, I wasn't exactly talking about that, as I noticed that I ducked whenever I unsheathed, so I changed my keys in the INI. But even still, there is some camera bobbing. I found that there may be a legitimate reason for it though, at least when you go into free-fly mode and you go shirtless, you can see your first-person torso and neck moving around when you sheath and unsheath in the same way the camera moves. If you eliminated the bobbing when unsheathing while shirtless, it could introduce the neck popping into view. The only other way around this, is to modify the first-person animations for sheathing and unsheathing to keep the neck still." Bright reported: "There is animation problem, when going into sneak mode with arrow nocked. And it's just look ugly in FPP mode, when just tip of your bow is stabbing in the corner. Vanila FPP animation for bow made much more sense." Another report: I am having some animation problems with Deadly 6. Whenever I use a speical attack my camera sort of raises abit and drops forwards quickly and the animation itself is just a big mess, I can't see any proper shapes at all basicly. Just to clarify, everything looks fine in 3rd person mode. It might be an issue with the camera somehow? It's almost as if the 1st person camera follows the fist around when doing a bash with fists for example." Another report: "I can see the tips of my feet while running, and I am wearing gauntlets... They didn't work until I switched to 3rd person and back again though...". See also: "Bow shooting animation in sneaking mode is slightly askew compared to vanilla." Another report: "After jumpkicking, the PC's right leg appears shorter in third person, but goes back to normal when headbuttin'. Not confirmed by other users." Another one: "the guards even looked up to me in 1st person while i'm the same size as them normally and in 3rd person... ". "basically im unable to see my weapons until i press the attack button, not too bad although does make archery a little...erm difficult" / "When running with a torch, it blocks the view a lot. Maybe a different animation to sideways or forward rather than center can be added." / "When aiming, the bow twitches left and right weirdly." / "I can only see the edge of my weapon in the 1st person view." / When I talk to people, the camera zooms to the left of the person I'm talking to, and the camera kinda shakes. / -when casting spells in 1st person left arm points up and to the right like its being cast at the sky / -when casting on-self spells there is a huge seam at the shoulder (looks like arm floating in the air, cut at shoulder) / -i would like an adjustment of the fov in 1st person. it bothers me to no end that i can't see my drawn weapon and seeing your torch/shield constantly bobbing into the screen gets annoying / An npc's mesh gets distorted when they die following a critical hit death animation. / some first person animations (especially spellcast) need to be redone. there is so much camera movement that it impedes gameplay. on the other hand, i disagree with others on the headbob. it is very subtle and natural, far better than any other similar mod i have tried to get this effect. it does have consistency problems though as whenever you stop you immediately return to the standing camera position which causes a severe teleport-esqe jerk. how do i fix the first person camera issue? every now and then my first person camera sticks too far to the left. im not sure what causes it, but reloading seems to reset the camera. i can see my character's first person body on the right side of the screen. i've tried changing the fneardistance already." Skycaptain replied:
That sounds like you have some normal 1st person animations installed, or some mod that uses idles made for normal 1st person view? / also another suggestion: items carried in the left hand (shields, and especially the blocking staffs added by OOO) are annoyingly in your face when walking/running without a weapon drawn. for example: when sneaking without a weapon drawn my staff is directly in the middle of the screen. is there a way to move them to the left, more out of the way? " Another user wrote: I mean to ask this since I have installed DR6. The 'issue' of having torch in 1st person view, probably everyone is familiar with it by now, the torch moves too much on the screen and blocks view.
Seems to only happen with weapon drawn, or when sneaking. " / New animations are much smoother although the forward power attack still looks a little wonky with a Axe or Mace. / Also, it seems that the first person animation glitch out on occasion and reorient themselves far away from my character. This would be fine, but it also affects third person too! When it happens, all I can do is reload the game and hope it goes away before I get into a fight - or hell, have to use anything.


Animation

Note by Skycaptain: "if you use other anim mods you need to put the 3rd person files in 1st person folder, or rename possible 1st person idle animations so that 1st person animations use 3rd person files."

Spoiler

1. "the right power attack (for blade >50) seems a bit jerky because its not using the idle animation its supposed to be using, I guess its because you used that other animation mod..."
2. "There is no sneak stance animation with a bow pulled"
3. "when kicking in 1st person view legs only show up on 2nd kick. i have yet to see them on the first attempt (which is killing my unpredictability) "
4, I have a problem with certain animations playing. The throat slit animation, where the NPC falls to their knees and reaches out, doesn't play...the blood emits and they die, but the animation no longer plays. None my critical hits play either...even when i've set the chance to 100. The only animations that do play, are the dodge animations, the shield bash, and the sneak/ambush attack. edit: the stab when the npcs have been knocked down works as well
5. Some reason death animations ain't working, not sure why." This was confirmed by Smooth: "Confirmed on my end. I've only seen one actual decapitation. All others result in a throat slit animation, regardless of the sword or dagger used. Amazingly enough the one decapitation was with a dagger." KC33 confirmed this too: i noticed it is incredibly low too.


General Bugs, that should be reproduced and therefore confirmed easily:


Spoiler

1. Throwing enchanted weapons causes them to recharge when they are picked up. Confirmed by Wooph: Just did a bit of testing with weapon throwing and there were no problems. No crashes or anything. The weapons' health and charges do get "reset" though
2.Staffs' magical projectiles don't seem to land where the crosshair lies, instead the magic attack goes down and to the left. It makes it very hard to aim with staffs, especially in close distances. It seems to be a problem with the 3rd person animations in 1st person.
3. First-person two-handed animations are using one-handed weapon animations. Not confirmed by other users yet.
4. None of the DR 6 moves dispells active invisibility spells (which it should). So if you can cast an invisibilty spell, attempt a sneak critical and even if you fail, the npc wont detect you as long as the invisibility spell is active. This was confirmed by another user:
When I played DR 5, when my character had invisibility and I attacked an npc by slitting their throat, my character did not come out of invisibility.
5. After pressing the kick button all guards start to attack, even if kick is not performed (because under 50 acrobatics).
6. Odd mesh bug. Wooph wrote: "Even with Deadly Reflex as the only mod installed, it happens. This happened after a Critical Chest Wound. Right after the "fall to knees" animation ends and the npc pops into ragdoll mode, its like part of the skeleton gets distorted, which causes the mesh to be stretched in such a way. Not every critical hit triggers it. Those which don't make the npc go into a death animation tend not to. I'd appreciate it if someone else could test this. Do a Critical Chest Wound from a standing or forward power attack, and see if this happens after the death animation." See http://d.imagehost.org/view/0152/bug. cInfidel confirmed: I can confirm that criticals and throws can cause the target's body to be disfigured. Especially if there is a "death scene" involved. (fall to knees, etc). He also posted ahttp://img690.imageshack.us/img690/796/screenshot0pg.png. Wooph confirmed this I've pretty much confirmed that the death animations following a critical hit are the cause behind the skeleton/mesh distortions. I made some edits to the mod as a temporary workaround to disable the animations and the distortions no longer happen. Mod suggestion: Remove the death animations altogether. I prefer the look of the npcs being thrown aside by the force of a decap/skull crush than looking at an animation that doesn't quite fit.
7. NPCs that are meant to be "tame" or that should yield automatically won't do it sometimes. That happened with the Gray Prince (finished his quest and had to pummel him nevertheless...) and the Blade examiner from Choices and Consequences (he should yield after owning him, instead he wants to rip my intestines)...
8. my char just reached blade skill 50 and when i do sideways power attack crits instead of decapitating the target their head is crushed into pieces like a blunt crit (only done two sideways crits so not the biggest sample pool). i don't know if this is how the crits should function but i remember in DR5 blades could only behead (seems weird they should bash skulls)." Wooph confirmed: A left power attack with a 1h blade weapon activates the skull crush.
10. Dazu wrote: Skycaptain, would it be possible to prevent a quest item from being thrown? In OOO Light of Dawn is tagged as a quest item and still managed to throw it. Well I immediately crashed but that's not related. So is there a way to flag a quest item weapon and not make it throwable? Sinael was making the same suggestion: Player can throw essential weapons. And they can fly throu scenery. Thrown off Blade Of Woe = no quest 4 u lol." Another user: "I can throw bound items and they won't disappear when the timer goes up. "
9. KC33 wrote: I am unable to bash when facing north and i have a lot o errors being shown on my ini wats goin on?" Maybe he did not made a clean save as cInfidel suggested? KC33 replied: I get these on a new game I never get dr5 messages its an array prob o a clean install any other ideas. Harel wrote: I made two clean installations but i still receive the shield bash problem. I don't thing it is an installation error because i can bash toward most directions, but cant bash toward the location of a fallen thrown weapon, and most of the times there are random directions that i cant bash to." cInfidel confirmed: It's true you cannot bash in the direction of a thrown weapon. The script cannot find a target and fails: victim from function is Rat / bash target from scc is .
10. Harel too wrote: I can only flip backwards (the backward flip error suddenly disappeared after i uninstalled a cm partner). Smooth wrote: # I can no longer flip foward or to the sides like in DR 5. Is this intentional or no? I really liked that feature.
11. Its noted you should change magic crit from 1 to 0.01, but do you also do the same for arrow crit? was the division also forgotten for it as well? set scc.magiccriticalmult to 0.01 / set scc.arrowcriticalmult to 0.01
12. I have issues where shattered skulls reconstruct and float in the arena once I leave and go back into it. The new blood also appears to float a little above ground and if I walk into it I actually push them and then they just fall back to the ground.
13. I'm finding that enemy spellcasters (Ravagers, Fire Antronarchs, Scamps, Hell Hounds) will stand at casting range and do nothing. Ravagers could cast self-healing spells and Fire Antronarchs could use their fire touch spell, but nothing ranged. What gives? Melee combat for all worked fine. " Skycaptain replied: "Actually, are you using Can′t Touch Me (my other mod)?" The user replied: I'm afraid I'm not using that mod. I've noticed, however, that a reset (quit Oblivion and reload) will solve this bug. And yes, it happens periodically. Skycaptain replied:" It′s not DR, I don′t think so at least - it wouldn′t make sense to begin with, and I couldn′t tie it to anything happening in DR scripts. Could be just buggy AI, or engine overload with lots of NPCs around - it′s a common issue with mods like FCOM or MMM that add a lot of enemies."


Crashes, save/load game issues and DR6 stopping to work:

Spoiler

1. "I killed a guard in his sleep with the sleep-stab move in the IC north guard tower (in between the market district and elven gardens). When I exit to either district, the game will crash and the auto-save is corrupt. When I save manually, the game crashes and the save is corrupt, unless I just leave the guard alone and do not murder him." / "Crash on save, randomly. Happens with no rhyme or reason that I can tell. Sometimes my saves work, others crash and are then corrupt."
2. "Anyone else having their game crash when using combustive convulsion on a NPC?" This was reported by a lot of users. For example: "The only issue I have currently, the same as theoteslaa is that the Combustive Convulsion spell crashes my game (CTD) when I look at the corpse or in the direction of any of the exploded parts. It will also crash if i watch the body explode. "
3. "When actually playing, I'm able to do some of the moves, which is cool, until something happens that crashes my game. I try to do the lunge sneak, it says I need to be closer, and then it stops letting me move. I reload (have to get out and back in, quickload wouldn't work), do the lunge sneak, get the blood across my screen, then get kicked out of the game."
4. "My game crashes whenever I go to retrieve a weapon I threw. (tried mostly with swords, threw an axe once but I never went to retrieve it)"
5. "The real problem I found was that it sometimes randomly stops working, and the only way to fix it is to either restart the game, or occasionally it just makes it so it doesn't work in that save file, so you have to restart and then load an earlier save. When this happens seems very random as it sometimes happens after loading once from ingame, sometimes from using the throw weapon button when it doesn't work (although it usually does work), and sometimes just completely randomly in the middle of the game. "
6. "The only other issue I've had so far are a couple crashes, nothing major(Always seems to happen during an autosave). "
7. "game crashes when trying to shatter enemies frozen by frost magic crits"
8. "just realized if i save with the first person legs "equipped" game crashes whenever i load that save in-game (like if i die). save loads fine if i unequip 1st person legs before saving."
9. "Attempting to throw anything besides a torch or weapon, IE Lanters, luminors, parry weapons, causes DR6 to quit working period. " / . As in there is no crash, nothing visible happens. But nothing DR6 works after that. you cannot dodge, bash, flip, kick anything. You have to close the game and reload in order to use any non-vanilla attacks. " / "DR tends to stop working when the scripts break for some reason. 5 already behaved that way. I'm sure in time Skycaptain will create exception rules to prevent the scripts from breaking, in order to fix things like that and the zoom bug. "
10. Switching in and out of 3d person view may cause a bug with 1st-person legs/DR6 anims (i dont know which) that results in an instant CTD even when OCPS used.
11. Sculelos wrote: Seems like the Elemental special effects caused my game to crash so I disabled it for now." This was confirmed by Smooth: Again, confirmed. Same exact problems here. Sometimes they work, but most cause a crash. Log reports "STATE 13" when elemental critical is performed." Smooth later added: "Just wanted to note there is definitely an error with the Magical Crits from weapons. I get a CTD more often than not when a critical occurs, such as freezing. The only thing the error logs report is "STATE 13". "
12. Someone may find a possible reason for DR6 to stop working: Upon finding my first goblin enemy I sneak up on him and do a stealth lunge. Now, I was detected and so i initiated melee combat. The weird part is after the initial lunge, no other deadly reflex combat move worked. Only when I shut down oblivion and launch it again can I pull off ONE stealth lunge. After that, same issue all over again. Whats even stranger is that only the stealth lunge can be used before total failure. I can't make my one special maneuver before it craps on me a kick or bash or anything


Script Errors:

Spoiler

Smooth posted something longer on random script errors with logs. Read his and the following posts 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__16737139. wolve, KC33 confirmed.
1. wolve wrote: "i noticed an error in the console refering to a script,and so far even with the momentum settings i haven't been able to get a critical beheading or waist cut,only the sneak attacks and weapon throws (nicly done btw) i did notice the ini was named Deadlyreflexini.txt should it be or should i rename that to ini?" TNO and Skycaptain replied: The cause could be uninstalled latest OBSE or a not clean save. wolve replied: tried reset and a new game same console output. He also has latest OBSE: "obse is the very latest 19b,got nifse ect and all required plugins its last in slot with OBMM,only one i haven't done is the hud because i'm using darnified dark ui. i am only using the combat moves esp none of the timed block ones. "error in script 3e5d4428 operator := failed to evaluate to a valid result". "file combat moves esp offset 0x0356 command : let error in script 3e5d4428". only prints that to console when i try for a side swing or other power critical,and thats why i can't cut people in half/behead. ill try with one of timed blocks see if it fixes it. He added later: i'm stumped,ive deactivated every other mod (which wasn't alot TBH) tried OBMM conflict detector still i'm getting the "**5d4428" console output. cInfidel replied: I think I have replicated your issue or a smilar one. I loaded one of my real saves. (not clean saved, DR5 was installed when saved.) and have gotten: Invalid array access - the array was not initialized. File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let Error in script 46605dd7. This is exactly what Skycaptain was talking about. Even though it says at the top of this log that the array is created, everything having to do with criticals during combat does not work. BUT slitting throats, throwing weapons, horse combat, all that fun stuff works. But I only see errors in console instead of the chances of killing, bashing, stunning, etc like I should see in console during combat." You can find his http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__180 here. NOTE: wolve maybe didn`t follow Skycaptains instructions on how to make a clean save. wolve later posted: "got a little problem of my own which from reading i think others have too,i can't cut people in half or decap them unless i sneak attack,and its not because of momentum or chance its an error in console "operator := failed to evaluate a valid result" disabled all other mods,latest obse made sure it was last started a new game ect ect still getting same result "
2. wolve gets the following error: "error in script 3e5d4428 operator := failed to evaluate to a valid result"
"file combat moves esp offset 0x0356 command : let error in script 3e5d4428". Read his post 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__16727839


IIssues and Crashes with Blood Splatter:

Note by Skycaptain:
Do you have OGE? That′s the moment when you should have blood on your screen. That, or you don′t have the textures properly installed. Or, some some reason your setup hates the textures...are you using some other texture setting than large?
But, for now, disable DrSplatter,esp, or you most likely get a crash on save after you have the blood on screen effect. I don′t know what′s causing this, I have asked shadeMe for help as I don′t know anything about OGE shader code.

Spoiler

"Found another strange bug DR6 splatter can cause crashes when the game is streamsaved". This was confirmed by another user. He added later: Edit: made some more tests, tested traveling and regular saving, the game crash when ever it need a save. Another strange problem, I enabled spatter after returning to a far city and entered an interior, few seconds after the game loaded my screen filled with blood spray.
it seems like there is less blood on the body of my toon then it use to have with DR5." Harel later corrected: "I once wrote that there is less blood in DR6, it was my mistake. I used A Deadly Reflex Gore Patch and Blood textures for Deadly Reflex, I deactivated them when i installed DR6 and totally forgot about them. Sorry for the misleading report. "

"I figured out why I'm crashing on save. It's the new Blood Splatter on screen effect, DRSplatter.esp. With this esp active anytime I perform a critical kill or impalement that results in on-screen splatter I cannot save afterward. Crash on save and it's corrupt. However if I disable DRSplatter.esp, nothing else changed, I can save after a critical kill. I actually have a save where the DRSplatter.esp was not active and I had killed a few NPCs, with critical kills, saved successfully. I then exited the game, activated DRSplatter.esp, loaded the previous save and there was splatter on my screen without killing anyone, it was just there for some reason. I thought that was interesting but after it faded away I tried to save, without even moving, and the save crashed and was corrupt. So in my case it's definitely the Splatter. EDIT: No luck with disabling other shaders. Even when DRSplatter is the only shader active I still crash on save". Smooth replied: I'm reading your post as saying... "I had the same problem until I installed the correct shader." If that is indeed what you are saying well that's not the case here. As I stated, EVERY other shader I have works to perfection. Only when I have the DRSplatter.esp active will I crash on save. And yes I have the DRSplatter.fx (the shader) present in the Shaders folder. Smooth later asked: Also if anyone could look at the other thread where I posted my crash issues that's related to DRSplatter.esp that would be great. Anyone else having similar issues related to splatter? MJMax replied: Pretty sure that pic that you posted is the same error I'm getting. I think the only difference is that my screen turns black when it happens (though I can still here the sound). KC33 replied: mmm i dont gat a runtime error popup on my screen it simply ctd " KC33 then sent a log to DragoonWraith for further investigations. Smooth later wrote: @MJMax: I notice you have the new DRSplatter.esp active. Do you crash on save after performing a critical that actual splatters your screen? I'm curious because as I mentioned in the other thread I crash on save only AFTER the new splatter effect is triggered. With it disabled I have no problems saving after critical kills. I've tried with DRSplatter as the only active, additional, shader. Still crash yet all other shaders from OBGE and other mods, like Realistic Health, work just fine. Ugh I think I'm just gonna go play for a while and disable my throw key for now. Lets see how well my game acts without throwing weapons and no DRSplatter. " Harel asked later: Can it be logical that spatter cause the crashes? cInfidel replied: drsplatter only causes the crash on save (after getting splatter on your screen) as far as I know." Smooth later added: As far as the "Crash on Save" bug. Yes it's related to having the DRSplatter.esp active and performing a critical kill that splatters your screen. I crash on save every single time after any Splatter hits the screen. So for now I have to deactivate it. . atikabubu wrote: Whenever i impale someone, the screen goes dark for 3 seconds, and then fades away to "normal" view..." Skycaptain replied:Do you have OGE? That′s the moment when you should have blood on your screen. That, or you don′t have the textures properly installed. Or, some some reason your setup hates the textures...are you using some other texture setting than large? But, for now, disable DrSplatter,esp, or you most likely get a crash on save after you have the blood on screen effect. I don′t know what′s causing this, I have asked shadeMe for help as I don′t know anything about OGE shader code. "

Someone wrote: Each time I perform a fatality , the next save will crash the game and the save file is corrupt. Another weird crash happened once : Ater a fatality, the beheaded npc was marked as unconscious. I finished him off with a fireball and the game crashed instantly. Well, I can confirm that DRsplatter is causing all this, gotta disable it


Oddities, that appear in Combat:

Spoiler

1. "Only one occasion of this but once I scored a critical kill and the NPC did not die. Only stood there spamming Cure spells and was then invincible. (like god mod, NOT invisible) I brought up the console and used the "kill" command and the game immediately crashed."
2. "I just had a bug where I went to use the ambush special on the first goblin in the tutorial cave and not only did my guy not perform the move but all DR functions stopped working afterwards (kick,throw,ect)"
3. Shield Bash randomly stops working while in combat. Once combat with that NPC is over Shield Bash works again. Not confirmed by other users yet.
4. Brighty reported: "Can't jump forward when in hand2hand mode."
5. Sometimes NPCs literally cower for several seconds, while being several steps in front of the player and me not initiating any attack.
6. Occasionally enemies suddenly becoming unhittable. After a bit of time and several different actions they are hitable again.
7. Harel reported: "another strange problems is that the shield bash dosnt always work, i have to be in front of an enemy or a character to be able to do that. " / A thing that seemed strange was that there are some headings where the shield bash work and others that fails
8. Npcs don't always die from a critical hit. The critical hit effect happens, but they still have health and the game doesn't count them as dead. This seems to happen whenever you kill an npc with a critical hit and the death animation doesn't play.
9. i've had several enemies stop responding - just stand there and take hits, but not die, and not have their health affected by hits.
10. Sometimes i cant use bash, it happens mostly when my toon's heading is toward south (a bit after SW till a bit before SE) (Will continue to check this issue)
In some occasions kicking cause malfunctioned animation, when that happens the kick fail. is there any log that can record this behavior? / A similar post concerning the bashing: I further tested the inability to bash while heading to cretin direction, and i think i found the cause of the problem.
I can not bash toward the area of a fallen thrown weapon, i tested this theory 7 times each weapon was thrown into to a different direction.
11. First problem is a fairly annoying one, where if I use the BASH key in first person, it teleports me camera about my character's width and height diagonally, and only restarting the whole game will fix it.
12. You see, block+attack+direction doesn't kick; but block+jump+direction does. However, when my crosshairs are fixed on an enemy, my character won't kick. "
13. I encountered an interesting bug yesterday. after decaping an enemy, the headless enemy body stood with foul HP and attacked me.
14. Whenever someone is set on fire, the chest doesn't disappear, and the hands aren't there at all. Did i install it wong, or is it a bug?" Skycaptain replied: "That does sound like missing textures, you might want to reinstall the mod."
15. Also i have a strange bug with kicks - when i install everything like said in OP on clean Oblivion+SI+patch, kicks animation plays instead of dodge nimations (theese have no effect on enemy) and i cant dodge or kick near anything alive. The only thing that works is a headbutt and standing kick with Attack+block.
16. Sometimes slo-mo starts but even with right aiming nothing happens and enemy just flies away dead.



Magic Mechanics:


Note by Skycaptain: Skycaptain wrote on magic mechanics bug: The bug is idiotic - the chance formula is missing a divide by 100. So the chance is 100 times bigger than it should be. Thanks to the multiplier in the INI, you can easily fix this yourself temporarily - just change the default "magicCriticalMult" in the INI from 1 to 0.01, to comply with the 100 times larger-than-intended magic critical chance. T

Spoiler

1."Frequent magical crits that kill NPCS yet do not cause the actual critical."
2. And: "I cannot help but feel as if alongside the rediculously frequent magic criticals that magic has become much stronger." Another user reported:
"The elemental effects seem to happen a little too often. I'm using an frost enchanted sword right now, and every other, or every third attack freezes the enemy." Also: "Very frequent knockdowns and such from frost/shock/fire spells- maybe somthing to do with supreme magicka and Lame?" Another report: "Freezing occurs too often. I've modified the .ini to reduce it to a more playable level (.5 for both magic settings), but it's still a bit more often than I'd like (though I can keep playing around with it). Perhaps in the future, include some more information in the readme about the actual calculations used?"
3. "Also did you increase magic damage [...] by chance?"
4. If a swing an enchanted sword against an enemy (creature or npc) I get a magical (frost, fire or shock) critical hit every time, just one or two basic swings is enough to trigger the critical hit. Even the hardest OOO bosses dies by a single swing, no matter what enchatment or sword I use. This is with the default settings of DR6 ini.I never get a critical hit by casting spells or with regular swords, even when I adjust the variables in the ini
5. the bug from v5 that occasionally caused npcs to react to nonhostile spellcasts as if they were hostile is still present. it appears to be less frequent but it is still there


Interface:


Note by Skycaptain: The menu oddity is because of the fneardistance OBLIVION.INI setting. Only happens to some people / with some menu configurations. I′m using Dark Darn, and get no visual oddities. Anyways you can set the number back to 10 if you want. I recommended 0 because otherwise Oblivion doesn′t draw pats of your hands/weapon etc when they are close to the screen.

Spoiler

1. "I also have the momentum hud that is way above the others (I thought it was intended)." Other people confirmed this. Darkstorne explains how to to fix this: "For the momentum bar, I changed mine to be located directly above the standard health/magicka/fatigue bars. Just look in the default HUDstatusbars.ini, and copy/pasta the x and y coords for the endurance bar into the x and y coords for the momentum bar that you're using. So for x type 'HUDbars' and for y type 'HUDbarsabove'. It should stack nicely with the rest."
2. Another report: "Frames are missing from the load screen (the borders that ordinarily separate saves are gone)".
3. Another report: "Deadly Reflex turns my scripted spell icon back into the burden icon."
4. The readme says to set fNearDistance=0.0000. This messes up the intro menu (user runs DarkUId DarN 1.6 interface). Setting it to fNearDistance=2.0000 resolves the menu issue and the fixes the graphic anomalies ingame." Similiar reportw: "when loading a game, instead of asking if I want to load the box is blank, and I have to guess where the "Yes" is to load." / "I'm simply not going to use v6 'cause every time I load the game with HorseCombatMaster.esm enabled, the menus are blank. " / "When I load up the game the title only shows up to zoom out and then it disappears right when the options to load or start a game etc should come up" / "I need some help, when ii launch the game, the start menu has nothing on it (continue, load, etc.)."
From here I can't play, I can't load or start a new game or even set up the options. None of the menu buttons are there. One time I used the arrow keys to try and load a game. The initial sound cue and music change made me think I succeed, but seconds later I found that the screen didn't change, it just kept playing the intro animation . Another use wrote too: All right, this is kind of random, but I noticed that setting fneardistance below 3 or so in Oblivion.ini causes menu selections (Yes and No) to disappear, along with a few other things like the Oblivion logo when the game first loads. Any ideas?" Skycaptain replied: That setting really helps with the screen clipping, as otherwise Oblivion just wont draw things too near the screen. The tradeoff is that you may suffer some visual anomalies with the main menu. Funny thing is that I′m TOLD it can cause that, but I using the latest Dark Darn and have absolutely NO trouble that setting. " CInfidel confirmed: I have Dark Dark aswell and I have no problems with the setting at 0. That sounds like it would be great for those without Dark Darn." TNO wrote on this issue: Have you thought of dynamically setting it low when you enter gamemode, and then increasing it when entering menumode? OBSE has functions for changing ini settings on the fly, but I have no idea how well it works. :) . CInfidel added later: The tweak to the oblivion.ini 'fNearDistance=0.0000' and the new animations makes some animations (like walking with a staff equipped as a shield among many) very funky. So would removing the tweak and/or removing the new animations be a quick fix for the current release?
5. Blade of Mercy: and beside noticed one more issue: when open and close the menu, there is a 4-5 seconds lag between closing the menu and gaining control 9f my character who remains immobile and inert regardless what keys I press or how many times.
Am on Darn UI 1.3.2 if this it relevant
6. The menu some times stops working. The game won't let me skip through dialogue, click on dialogue options, or buttons in menus and popups.
It starts working again after some seconds... but it's very annoying when it happens." Confirmed by Steve Dog: I get this too. I can highlight the menu options but cannot click them. Oddly, once I have my choice selected I can use the up arrow to select it and the menus seem to work proprly after that.
7. TNO was so kind to make suggestions about how to improve DR Settings in the Hud Status Bars.ini. Read his post 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__16727242:


Torches:

Note 1 by Skycaptain: About thrown torches BTW: you really should just use the Obse mod for this. Configuring any other mod for it is ADVANCED, as said.
The formid I use is not the the torch that puts out the light, but the torch drop lits torches obse DROPS. That torch has it′s own onload script, that places ANOTHER torch in its place and THAT one gives the light. Why it does that? I don′t know, but since simply making a burning droppable torch obviously doesn′t give any actual light, I decided that I let a mod that′s DESIGNED for it to handle that problem. So if you reference another mod and form in the INI, you should know how that mod in question actually WORKS. I only drop the torch the form id says - if that′s not giving light, then that′s not the torch that mod ACTUALLY uses for giving light. With drop lit Torches Obse, I can just drop the torch that the mod itself drops, cause it handles the replacing with an actual light source then automatically for me.

Note 2 by Skycaptain: I′m also confirming the no-light from thrown torches bug - the "ismodloaded" part wasn′t working at all, apparently it "seemed like" the torches where producing light when I was testing, when in reality they never did. Fixing it atm.

Note 3 by Skycaptain: EDIT: BTW fixed the torch not giving light, I have to say I personally love the feature - I was in a dark cave and it was more than satisfying to be able to throw the torch at the goblin archers before drawing my bow. :)

Spoiler

Divvu wrote: As for the torches, I tried using DLT obse, but that actually gave me some minor problem, I tried uninstalling it and I discovered DR 6 works like a charm even with the bundled DLT that comes wirh OOO/FCOM. Only problems I have are, 1) Torches do not emit light when thrown (They do if I simply drop them) and I'm able to Insta-crit anyone I hit with a torch.

1. It is possible to one-shot NPCs with a torch. Editing the torch section of the INI did not help (user has Cobl/OOO), maybe the mod does not read the section of the INI. Another user reported: "Thrown torches kill NPCs (but not creatures) instantly."
2. Occasionally thrown torches won`t have any light emission, they still have the flame but it doesnt produce any light. Confirmed by sean144800. Oh no reported: "Torches, when thrown, it doesn't give off any light to the environment, although it does cast light on to living NPCs. Thrown torches do not re-equip automatically. I am using OOO instead of the standalone torch mod." 3. Also: "...non damaging thrown torches that phase through people". / "When a torch is dropped, it sometimes lits the environment, sometimes not. It appears to be picky about meshes. Characters are always lit though. If I use a bow and use weapon ready toggle, the torch first goes off then drops but this time it lits the environment every time." / even though using Drop Lit Torches OBSE - a thrown torch does not cast light except on characters. the torch appears lit, but only characters are affected. however, just dropping the torch normally, (not throwing it) does produce a light-generating torch on the ground. /

On balancing issue: "Is it just me, or or torches overpowered? I defeated a gigantic troll that would have normally one-hit me by throwing my entire stock of torches at him and hoping it died. Suffice to say, it did - and eventually, its friends too, all thanks to torches! Overpowered, no?"


Bow Mechanics:

Note by Skycaptain: This is releated kicking - cause block + attack + direction is supposed to (also) trigger (acrobatics) kicks, which actually uses jump + block + direction in the game - and because Oblivion sometimes has trouble with more than 3 keys pressed at the same time - I made it so that when you hit block, I disable your attack key. This also prevents the attack anim from trying to play instead of a kick. Obviously this nice little trick of mine doesn′t play too well bows - I should add code for this exception.

Also Skycaptain wrote on magic mechanics bug: The bug is idiotic - the chance formula is missing a divide by 100. So the chance is 100 times bigger than it should be. Thanks to the multiplier in the INI, you can easily fix this yourself temporarily - just change the default "magicCriticalMult" in the INI from 1 to 0.01, to comply with the 100 times larger-than-intended magic critical chance. Tricky asked: does this also apply to marksman right under it? "arrowcriticalmult" . Tricky wrote: Its noted you should change magic crit from 1 to 0.01, but do you also do the same for arrow crit? was the division also forgotten for it as well?" Skycaptain replied: No it′s just the magic - enchanced arrows can give magic criticals, but then it actually uses the magic crit calculation, so with better destruction skill you get fire enchanted criticals more easily as well.

Spoiler

Smooth wrote on this: Hopefully Skycaptain can come up with some clever way to fix this or the kicks will need to be altered to a different button combo. Otherwise zooming during archery is no longer possible. Reason being when you press Block + Attack your LMB (Attack) button becomes disabled. That's why the arrow immediately fires. This is also causing problems with other mods and certain menus. If you enter any menu while you have block pressed the mouse cursor is then disabled. Hopefully there can be a check put in to re-enable the LMB while in menu-mode." clanf wrote on this too: LMB behaves as fast one-click, so if i hold LMB - its makes one click and dont hold
this implies - i cant make power attack (cuz holding LMB makes only one fast attack), i cant use decapitation and same kind of stuff, i cant use bows (cuz when i push and hold LMB - its immediately fire on very low distance), i cant drag items (if dropping from inventory by holding LMB, item immediately drops) and so on
i tried make reset through in game option (reset in misc section of inventory) - after this, LMB start to work normal, i can make power attack, use bows, drag items, but now bash/flip/throw buttons completely stop working, so its revert a problem and makes all useless too.

Smooth reported later (this belongs to "Visual Oddities" section): Another concern: The animation for archery is awful now when you have an arrow nocked (drawn back) with the new First person views. It's very difficult to aim since your characters arm and hand are blocking your view and crosshair. I'm not sure if you can just revert to the vanilla animation while you have an arrow nocked or if a new animation will have to be created from scratch. Either way I feel something needs to be done since it's very hindering for Archer type characters, or anyone that uses a bow on occasion.

1. Zoom does not work, instead of zooming the area, the char sees himself shooting single arrow, then - nothing happens, doesn't even reload. Harakiri2k reported similiar problems with bows (note: he does not use any other bow mod!): "My only problem is with my bow - trying to zoom in makes the bow's graphics twitch quickly, then it automatically fires the arrow without ever zooming in." Darkstorne confirmed: "Yes, zooming with the bow no longer works, and is possibly a problem with the kick key binding? Holding right-click and then left-clicking launches a kick. So perhaps holding left-click and then right-clicking (bow zoom) tries to do the same thing?" / "Intermittently having problem with Bow Marksman Zoom not working. Just fires arrow when you try to zoom. Also, kick animations don't work once this happens". Someone else wrote: "also, for archery, noticed that the zoom function no longer works. Normally you hold block while aiming with an arrow drawn to zoom, now it starts to zoom, but holding block causes the arrow to fire, ending any chance of zooming. Smooth wrote: I'm not sure what more confirmation you need? The way Skycaptain implemented the Kicking system your Attack button (LMB) is disabled when you hit Block/Zoom (RMB). So when you try to zoom it automatically fires the arrow since the moment you hit RMB, LMB is disabled, or "released". Make sense? Until Skycaptain implements a different kick button setup, or finds a way to check for Archery (nigh impossible I think), the Zoom function is rendered useless. svcks but that's how it is right now. The animation when holding a bow nocked (drawn) with an arrow is also rather hindering to your vision. So archery is kinda crappy at the moment. "UPDATE: Bow zoom is broken, but Skycaptain already reported this has to do with the kicking key being assigned to the block button and no exception script has been written yet.
2. Brighty reported: "Biggest problem for me is using bows in DR6. My character is an archer, and doesn't seem to have any advantages of DR fighting (except, possibly, criticals), and even this few moves he had so far - like zooming - are not working. He can't build up momentum."
3. Also did you [...]decrease arrow damage by chance?


Missing Legs or problems with legs:

Note by Skycaptain: R should take care of setting "hideRings = 0" flag on any gloves, but you can try without gloves just in case. It was also correctly mentioned that you need to enable the script via the skull.
1st person legs are the mod that shows the legs, so it′s not something I can fix - you have to make your peace with that mod separately. I know it works, but it may not work if something messes with how rings work in the game, as it equips the legs as rings.
It automatically copies any effects you have in your own rings to its "leg rings", so you only need to equip the enchanted rings you have, then it autounequips them but transfers the effects to the "legs" it equips as rings. But really I can′t help much more with that mod, I have no control over it.

Possible solution below (look into the comp issues section)

Spoiler

Pyro_Monkey had the following issues with legs. Read his long post 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__16729847. griz confirmed this: i am also experiencing the bug where one of my char's legs is longer than the other, and disappears into the floor when running/walking, after jump-kicking." Harel replied:I dont know if it might help but worth trying.
Another user wrote: After headbutt one of legs begin to grow." Please also read Harels 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__16759775.
Harel later wrote to me: "I made some checking and found that this bug happens after a failed kick animation, this failure will render the kick itself unuseful, and might prevent the usage of kicks and shield bashes against that enemy.
After the fight is over and the player can use impale and shield bash, every foreword kick will change the right leg size, head-but or a lucky foreword kick can fix it. / Screenshots: http://img207.imageshack.us/img207/9953/shorterleg.jpg / http://img207.imageshack.us/img207/7628/longerleg.jpg / Edit: forgot to mention that after i reinstalled DR6 and removed all the nif and egt files from the _male folder the error remained. / Edit1: further gameplay showed that this error occur randomly. "

Skycapitan accidentally added body mashes to DR6 and thy might be the cause of this error. if you have any type of body replacer (HGEC, robert, atc) try to reinstall it, it might fix the problem.

Another user wrote: only one of the kicks (to the right I believe) shows the legs, to the left it's invisible.

To Skycaptain: Look for other issues involving legs in the "animation" and the "visual oddities" section.

Malonn still has problems with missing legs: "I cannot get the legs to show no matter what I do. They show when I kick. But not if I look down. I've followed the tips in the OP. Someone needs to modify 1stPLegs.esp to use something besides rings to activate the effect. Maybe the cape slot, or amulet slot. " griz replied: "i found that i can see my legs while walking, in firstperson, without the skull of legs activated; however, i generally only see the tip of my boots ". Skycaptain made clear: "It′s not a feature to see them without kicking, I tried to explain this already in the WIP thread when people constantly confused 3rd person animations in 1st person with Immersive 1st person view. The legs are there, but it′s totally up to the animation if they show or not. When you look down, in 1st person, your whole SKELETON, including legs, tilts. So the legs escape the view. It′s more of a byproduct of the animation tuning I did that you actually can see the legs without kicking in some animations, and I did experiment with the effect, but didn′t explicitly AIM for it. " NOTE: T3alrose wrote you can see your legs with certain body replacement mods: "Yes, you can see your legs just fine, as I use both Roberts male and femme bodies"


Problems with the momentum feature:

Spoiler

KC33 wrote: "Hmm I dont think my momentum is working right Had the values show via command and I use the bar but it seems that it will randomly increase regardless of combat sometimes in combat and also out. Also sometimes it stays at 0 throughout combat and and when it does increase it stays at that value for a while be4 decreasing due to time
Was wondering if u could look into it I have no other combat mods and use fcom and lame " Clanf confirmed: "all this momentum stuff seems dont work for me, no matter what values I put and how randomly i fight - momentum bar almost dont change or changed to very low values (from 1% to max of 5% i think), i never see its filled to at least 25% or higher "



Problems with Criticals:

Spoiler

Clanf wrote: "What exactly a formula for successful "Throath slitting"? for test i trying set sneak/blade to 100 and even to 200, but still throath slitting quite random and enemy sometimes block/dodge attack
- how can i increase (artificially) chance of critical effects (decapitation, critical chest/stomach wound and so on)? same, for test i trying set "skycaptainssb.criticalchance" to 100 and "scc.momemtumincreasemult" to 10-100, but this critical effects happens very very rare,

Skycaptain explained why this might be 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__16780116.


Configuration:

Note by Smooth: To those wondering why the configuration menu isn't showing up... well it's not supposed to. The keys are configured via an INI file. There is no configuration menu in DR 6. The ReadMe clearly states this.

Note by Skycaptain: "reset...well that serves pretty little purpose right now, the ini is re-read on every restart, there′s no messages to display anymore, keys must be configured in the ini. The reset just resets silently some script variables, and is mostly an attempt to fix possible stuck scripts. Without unresposnsive scripts, it doesn′t seem to do anything." / "I′ll have to check this - the whole CODE for the popups should be deleted!"

Spoiler

Divvu replied: Hi Skycaptain, I'm one of those that found the old DR 5 messages in DR 6, just hopping in to say, if you need some other playtesting done about that particular issue, I think I can reproduce that, just askl and I'll fill a bug report. As I said before, the message appears upon loading a save for the first time with DR 6 and then reloading the same save. Nothing serious, but since that screen is totally out of place and I never had DR 5 on this install I suppose there's something wrong...

DR Hourglass does nothing when clicked. Even after change the INI "set scc.resetMod" to 1. Skycaptain wrote concerning this: "well that serves pretty little purpose right now, the ini is re-read on every restart, there′s no messages to display anymore, keys must be configured in the ini. The reset just resets silently some script variables, and is mostly an attempt to fix possible stuck scripts. Without unresponsive scripts, it doesn′t seem to do anything."
BurnsBabyBurns reported: "Config menu does not work. had to set keys through the ini file. Worked fine at first, but when attempting to reload saves get corrupted. none work." Sean144800 reported: "I don't think DR 6 reads the ini, it is also not a configuration file for me." Another report: The DR Reset hourglass breaks the mod and requires the game to be reloaded for it to function again. Another report: "None of the new keys works. And I get this error http://www.pic-upload.de/view-7833460/ScreenShot2695.jpg.html" . Another report: "when i load the game, it freezes for 30 seconds and then sais that deadly reflex is ready, but i didnt even pick any hotkeys, and the reset just makes a . appear at the top of my screen". / "Consistantly having problem with using the DR Hourglass to reset the configuration. When activated, only see a period on the top left corner of screen and all DR functions stop working, reloading the previous save game normally fixes this." / "When I start a saved game either a. the menus come at the beginning that came up in DR5 to let you change your controls, right? Well, they are unresponsive and when they finish (even though I have clicked no button) there is no DR6 reset hourglass. None of the keys are responsive. (That have to do with DR6) or B. I have no hands and the buttons work but they are incredibly laggy, including unsheathing my weapon several times or bashing several times without my consent." / And the beginning popup window for setting keyes is the same from v.5, not prompting to set a throw key and telling that "horse combat will not be in this version", DESPITE the fact I removed ALL deadly reflex 5 esm and esp files and the animation files mentioned in v.5 readme's uninstall-section (check this threads page one). / Well deadly reflex 6 is driveing me nuts. ive done everything from updateing OBSE to starting a new game and still the deadly reflex 5 menu is popping up along with sheild bash flip and dodge not working.ive deleted all files of deadly reflex 5 ive checked everywhere in my data files and cannot find anything.

Harel wrote: For the problem with the thrown weapon lost hotkey assignment, the best solution is to use Enhanced Hotkeys the weapon will be kept on the hotkey memory, retrieving it will enable the usage of that hotkey. TNO replied: An item is immediately removed from a hotkey if you no longer has the item in your inventory. So if you hotkey a sword that you regularly throw/recover, the hotkey assignment will be lost each time you throw it, so you have to re-assign the hotkey.
That is, this is the way vanilla and most hotkey mods work. Enhanced Hotkeys however, keeps the item hotkeyed even when no longer in your inventory, so as soon as you get the item back (or another one with the same base object), the hotkey will continue to work. I'm just around the corner of releasing a new version of Enhanced Hotkeys, where all keys are completely configurable, making it fit even better together with mods like DR which defines some own hotkeys

Another user wrote: I have a question about the momentum. In the ini file it is spelled "momemtum", is that right? I have yet to see my momentum bar increase. Is this because I'm not gaining momentum, or because it is spelled incorrectly?" Skycaptain replied: "You can always check the variable by typing "show drMomemtum" in the console, to see if it′s just the bar. Yes it′s spelled correctly, my English failed when I first typed the variable name. "


Horse Combat:

Spoiler

1. It does not work out in 1st person, when I pressed attack I would glitch in front of the horse and float back to the saddle. Not confirmed by other users.
2. Horse combat magic spell do not travel as far as normal spells, and also have no sfx. / "Horse Combat works 100%. I can't hear sound effects though."
3. Steering works. But the speed is too slow compared to mounted trampling mod and I can't trample anything, yet. edit: Also to benefit from new steering mechanic, I have to initialize horse combat and add a weapon to it. I would like to see steering work globally.
4. Having problems with horse combat in 1st person mode. Sometimes it works, most of the times it glitches out, the camera goes crazy (seeing through the floor) and after dismounting I can't move. Using Slofs horses - edit: nevermind, the problem is avoidable if I enter horse combat mode and mount the horse in 1st person
5. Smooth: Horse combat is fubared in a couple ways for me. * After mounting the horse in combat mode I receive a duplicate of my weapon but it has no value. Otherwise the weapon is identical. / * Next is I lose function of the Bash Key completely upon dismounting the horse. / * I also lose function of my Attack key until I switch my weapon from the "value-less" version to the "real" one.
The following is the relevant info from Conscribe. I saved just before I got on the Horse then errors started happening. I didn't notice this in game until I actually dismounted the horse and tried to use my combat keys.
He added later: After I use Horse Combat I lose functionality of DR 6. I mentioned this somewhere in more detail but basically I lose function of my BASH key which pretty much means DR 6 is completely useless until I reinstall the mod or go back to a save before I mounted the horse in combat mode.
6. cInfidel made a lot of observations on Horse Combat:
Spoiler

Oh right lol, I forgot about posting anything about horses. I have run into that script stop issue after using horse combat. Although that was back when I was still using the full DR6 install. (with all plugins and bloats) I have not encountered the bug so far with my current "lite DR6" setup. But the "horse will buck you off if it doesn't like you" feature works perfectly! heh. Also saving while in horse combat even if you are in the middle of an attack works perfectly. On load, you automatically sheath your weapon and you are mounted on the horse and no longer in horse combat.

Although I must say, jumping is very different in horse combat than it is normally mounted. In horse combat you jump higher and farther and can even double jump for more air. Also if you hold the jump button or spam press it the horse can descend sharply like it is jumping on somebody/attacking. Only reason I mention is because you can kill your horse in two spam jumps

Also in horse combat, going into 3rd person and stopping the horse and blocking (for me right click) or bashing (for me right click + bash button) does what it is supposed to but my character is standing in the horse blocking or bashing. (Torso does not change position only legs switch from being mounted on a horse to normal dismounted legs.)

And my last observation would be that bashing (for me right click + bash button) and attacking on the left side (for me right click + left click) causes walking sounds to be heard. This is only noticable if the horse is stopped. I don't think this is really an issue at all, just an observation.


T3alrose wrote: No, I don't use custom skeletons except those that came with dr6. As said, when I swing on horse back in 1stp, the pc pops in front of the horse and the swing anim plays after 1 sec. It's not the same in third person. I've tried to disable the mods that affects any horses, without result.

- The arms animation in 1st person covers too much of the screen with a shield equipped. Mods like "Shield on Back" may solve this. Divvu confirmed this: "[DR6 and Shield on Back] work really well togheter! Only thing is the empty-handed punch you get when you shieldbash with a sheated weapon, but it doesn't look bad and no other glitches arise (I surely prefer an empty-handed side punch to an instant teleport of the shield from my back to my arm)."


2. Compatibility issues:

Spoiler

- "First Person Legs Plugin": The 1stpersonlegs plugin is the culprit of some very odd behaviours, such as rings duplicating, clipping issues with the body (if you use body replacers), as well as the camera being incorrectly placed far from the character upon sitting down and getting up. Mods that similarly force the camera to change to third-person person and back to first person will most likely break it. See you sleep, lockpicking mods, anything that plays with the camera is potentially troublesome, I recommend switching them all off until compatibility patches surface.
"Oblivion XP": When a save is reloaded the XP sound constantly ticks and after level up skill points go in the negatives. Maybe the Timed Block.esp is causing this. Andalaybay asked: "Does DR 6 do anything to the menus? [...] Oblivion XP can behave crazy if another mod overwrites its menus. Mainly the stats_menu and the levelup_menu, although Ob XP also changes some other menus too." Skycaptain replied: Nope it shouldn′t..I wonder if he simply loaded some DR5 save and no the scripts are messed up. BTW I still have commands in the scripts (should you look at them) calling a function called "functionGiveXP", but the function code is commented out, I just left it as a placeholder for any possible future use so it′s not doing anything. Andalaybay replied: Good. I suspect he installed this one wrong. Not sure about Unnecessary Violence, but other players have used that in the past and it didn't cause the problems this guy reported. It might even be more issues with OBSE 19 and the array problem. Scruggsy is trying to track that one down. Oh no reported: "I am also using Oblivion XP without any problems whatsoever. I have it loading after the bashed patch and before formid finder, fast shortcuts, and deadly reflex." UPDATE: Update concerning Oblivion XP compatibility: I already gained a level and played a bit more and and I have no problems. Everything seems to be working fine.
- "BBB" (Better Bouncing briasts): DR6 messes up 1st person view for some clothes, BBB requires CMCS (see below)
- "Coronerras Maximum Compatibility Skeletons": Sword and shield are invisible in 1st person mode. Possible cause: this mod changes the same file as DR6, that is "skeleton.nif". A lot of persons reported that. Note by Brighty: "Coronerra gave permission to work with his skeleton so it might be smart to use it."
- "Enhanced Grabbing" and "Crossbows of Cyrodiil". In both cases the animation used are somewhat "altered", the grabbing animation from Piip seems to point your arm to the sky instead of where you're looking at, while for crossbows the whole grip angle is rotated. The reason for this is: PiiiP's (and CoC's) animations are built around the vanilla first person skeleton, which is basically what Loup Sombre's mod replaces. The 3rd person animations can still be used without issues. Update from Divvu: "Small update to my bug report, it appears the conflict with Crossbows is a bit worse then I thought, basically you're almost unable to keep a bolt drawn, as soon as your PC finishes the loading animation the bolt is thrown."
- "Saddle Bags":

Note from kuertee: "I just want to make a few points: SilverBlaze55's Simple Saddlebag mod is actually not the same mod as my Simple Saddlebag mod. They were built independent of each other and have do not share any code. His mod doesn't use anything from mine. And my mod doesn't use anything from his. His mod was first uploaded July 2010. My Simple Saddlebag is from September 2009."

Smooth replied: That's my bad. I must have misread the documentation for the two mods. For the record...
* Kuertee Horse Commands is compatible with Deadly Reflex 6. At least the Saddlebag portion is. I have not thoroughly tested the other features of Horse Commands
* SilverBlaze55 Simple Saddlebags is NOT compatible with Deadly Reflex 6 at this time. Due to the way DR 6 disables the LMB when Block is held down. This disables your mouse pointer in menus.

The old user reports are following just for documentation: I'm using SilverBlaze55's saddle bags for slof's horses, and I can no longer fully access them. I can reach the inventory and take items, but I cannot switch the view to my inventory to place items in them (clicking on the icons does nothing). I also cannot exit the inventory by clicking and have to use tab or space. He added later: Further playing has revealed more details concerning the Saddle Bags issue. When the block key is held down as an inventory opens, the icons for switching between the player's inventory and the NPC's inventory, as well as the exit button and the category icons, do not function. / Smooth: I forgot to mention that Simple Saddlebags with Slof's horses no longer works properly. Since the attack button is now disabled when you hold block, Skycaptain mentioned this as the mechanic behind kicking, you cannot fully, hardly is more appropriate, use the saddlebags. Since you activate them by holding Block + Activate. So when you enter the saddlebag menu your Left Mouse Button is disabled, not allowing you to do anything. You can exit the saddlebag using Tab. If you could just re-enable the LMB while a menu is on-screen this would solve this incompatibility issue, or so I would think. Smooth wrote this: As for the edit about Simple Saddlebags mod compatibility issues I've found another mod that has more functionality and uses this same Saddlebag mod. The mod is Horse Commands by Kuertee. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.
- OOO: As reported many times, the Drop Torch bundled with OOO will produce undesirable effects upon throwing. See Torch section above for fix
-Unlimited Rings Tweak by Wrye Bash. Solution by Divvu: you can keep your unlimited rings by using This, Visibly Unlimited Rings and Amulets , I've been using this for a long time, works as advertised, come bundled with a nice .ini for customization, and allows you to set a limit for amulets & rings (I use 2/4) instead of the ultra broken (balance-wise) "unlimited" from the bashed patch.
- BFG's Enhanced Armory Realism: BFG99 wrote: Obviously this isn't the right thread for it, but if you have experienced any potential issues with "BFG's Enhanced Armory Realism" please let me know the details. So far, the only conflict or script issue of any kind I'm aware of with the latest version (1.751) is with TheNiceOne's Enhanced Hotkeys. Earlier versions COULD cause savegame corruption." Burns Baby Burns replied: Uhuh BFG, I am using Enhanced Hotkeys, so it might all be related in some way. But like I said, it seems to be an issue with scripts. When this type of crash happens it almost looks like it fails to load up ScreenEffects (Matrix of Perception thingy) or Oblivion XP.
- No Running Backwards Mods: Skycaptain wrote: backwards running speed reducer mods work by setting your backwards running speed to VERY low - usually negative numbers - when you hit backward button. Cause speed attribute affects acrobatics animation speed, the backwards dodge in DR turns ridiculously slow. Of course this is not problem specifically with DR′s backwards acrobatics, but an overall problem with backwards running reducers and backwards acrobatics move.
I have this problem myself with FCOM, one of the mods (Frans?) sets my speed to -165 when I press backward button, which means my char runs backwards slower than if I walk backwards. If I learn how to disable that feature, I might include an optional backwards running reducer feature into DR, as I can use Obse to check for which anim is being used, and thus make such a feature work better with acrobatics." cInfidel replied: My FCOM also sets my backwards run speed to a negative number. 'FCOM_Francescos.esp' does this. Although for me the backwards flip spin dodge seems to work fine. In 3rd person my character spin jumps backwards and twirls around and ends up facing the enemy again. My lvl 1 test character has 40 speed which gets set to -64 (-104)." CInfidel added later: I saw Psymon already showed you No MOBS run limit. But I think Arkngt might be right about OMOBS Optional Combat Settings.esp. Do you have it? Your speed is 100 levels lower than mine. " CInfidel wrote later: Disabling OMOBS Optional Combat Settings.esp fixes slow motion backwards flip. Confirmed by Skycaptain. As for forward and side flips, they don't work in the current beta release.
- "Better Blocking" Hey for some reason I am still having a crap load of problems with Timed Blocking. I originally had *Better Blocking* mod installed when I first added DR6 and decided I wanted to remove Timed Blocking because at the time I thought it conflicted with leveling mods which turned out NOT to be the case so I wanted to re add it again. The thing is, even after I first removed Timed Blocking, the timed blocks were still working even with the mod removed until I also deleted Better Blocking mod which doesn't do anything remotely close to yours. After removing the other blocking mod, I tried re adding Timed Blocking but it does not work unless I also install Better Blocking. It is SO weird, I don't know how this could happen lol. There two different mods! I also tried many clean saves etc but with same result.
- "KOTN": Using DRv5 [Did he meant 6?] atm and slight glitch with KotN. During the duel with the 8 knight spirits for the cuirass, I crit killed Sir Henrik and now he's talking to me without a head :) The problem isn't that he has no head but whenever he talks, he seems to be looping the *oh-you-punctured-my-lung* animation (kneels down holding hands near his chest) Any way to fix this? But a check that makes those KotN knight spirits immune to dismembering/beheading crits would be great
- See you Sleep 1.51: I get a problem with see you sleep 1.51. When I go to bed, the camera screws up (its positioned in a weird place) and I can't get it back to normal again save by exiting out of game and coming back in." This was confirmed by Smooth: "Confirmed. This is correct. Somehow there is a conflict with the animations and the game goes to a sit animation instead of the laying down and sleep animation. The only way to correct the problem is to remove See You Sleep, Clean Save, Reinstall See You Sleep. But the problem will reoccur shortly. However this seems to only apply to double beds. Bedrolls still work fine and I think single beds still work. I'll need to test more on singles. "


3. Suggestions:

Spoiler

- Lots of suggestions by Sinael:
-Shift regular slash animations and weapon idles up and left so weapon and its slashing will be actually seen in 4:3 with fov 75. Bow attack animation should be shifted down and right so it wont obscure
bowmans view.
- Add an option in INI to tweak head bobbing in different situations.
-Throw animation should proceed without head tilting, as it greately decreases throw accuracy and makes it nearly impossible to throw weapons during fight.
-Daggers should actually stick in scenery and enemies (regardless wether they critted or not). Also if the player throws a dagger and has more of that particular daggers, next dagger shuld be automatically
equipped (that will help players that are not as fast with their hans as i am :P)
-Throwing poisons would be awesome
- Sinael later made a big, detailed post on suggestions. Please read it 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__16767286.
- Concerning compatibility: Nehrim support
- Concerning the mod: Head Bobbing effect should be more subtle, especially while running in sneak mode.
- Concerning the mod: The Throwing Speed of Object is very slow and you cant toss knives very far
- Concerning the mod: Remove the death animations altogether. I prefer the look of the npcs being thrown aside by the force of a decap/skull crush than looking at an animation that doesn't quite fit. Also the mesh distortion do not appear then anymore.
- Concerning sounds: Crystan: Hey, you guys maybe want to know that i released a replacement for the heartbeat slow motion sound. I hope it doesnt bother skycaptain.
- Concerning gore: please add some blood to standing impale. And if you could remake/update the impale like the weapon throw, it would be great. Like when you Impale someone, they get a wound where they were impaled.
I thought i could add the sound to the events that are missing the slow motion sound and release it as a DR addon. I tried it but it seems to be more difficult than i thought - so i dropt that idea. You can download it http://www.tesnexus.com/downloads/file.php?id=35714
- Concerning visual aspect: Version for FOV 90 was requested, as DR6 looks better with wider FOV. Skycaptain replied:FOV 90 is not supported for that very reason - the arms are too short to make it work in both 75 and 90, but I′m happy you like it.
- Concerning key-bindings: Is there a better solution then: For the problem with the thrown weapon lost hotkey assignment, the best solution is to use Enhanced Hotkeys the weapon will be kept on the hotkey memory, retrieving it will enable the usage of that hotkey.
- Concerning default key bindings: Dodge's default should not be set to the "sheath weapon" button (F).
- Concerning compatibility: A Nehrim compatible version is requested.
- Concerning installation: Make an OMOD out of DR6 with a scripted installation: Alchmo wrote a script that has a lot of features (check for NifSE, Drop Lit Torches, OGE, etc.). You can download it http://www.earthcom.de/tes4/dr6.7z.
- Concerning customizability: Implement an option to disable or reduce Head Bobbing effect via INI.
- Concerning customizability: Add option to remove the message spam in the upper left of the screen when throwing weapons or using mounted combat key.
- Concerning customizability: The more customizability, the better! A Lite Version is requested, where you can enable/disable certain combat moves.
- Concerning Readme: The readme contains A LOT of information. You should think about making a PDF out of it.
- Concerning Readme: Instructions on how to make torch throwing possible with older versions of Drop Lit Torches (OOO/Cobl). For this the torches settings in DR6's ini file must be changed to the name of the mod and the formId of the torch you use.
- Concerning Readme: Add the following hint. If other anim mods are used it is required to put the 3rd person files in 1st person folder or rename possible 1st person idle animations so that 1st person animations use 3rd person files.
- Concerning Readme: Add the following hint. A clean save is required for DR6 to work. Don′t load saves saved with DR5 with DR6! You need to make a new save with both (combat moves esp) versions versions disabled.


4. Ideas:

Spoiler

- Improvements for characters playing archers (by Brighty): "Bashing and kicking are not very useful, when you trying not to get to close. And from what I read in readme they are extra vulnerable to knockdown (and since they tend to use light armor too...) . On the Arena they will be eaten alive, it seems. Some ideas for moves for ranged weapons could be:
1. aimed shot - you can't move, but you make slightly bigger damage (bigger chance of knocdown?) by firing with throw button.
2. quick shot - based on speed, limited by fatigue - by fast clicking you could sent several very quick but less powerful (without chance of knockdown, less damage) arrows. At this moment for both vanilla and DR just clicking cause you to make totally ineffective shot)"
-Seeing how this thread is for suggestions as well maybe a neck snap feature or the ability to break bones when useing hand to hand to hinder your opponent in combat.

User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Sun Dec 11, 2011 2:56 am

This may be a little unrelated, but The Elder Scrolls V: Skyrim just got announced with a teaser trailer. Set release date: 11-11-11.

Back on topic, hopefully this mod will help Oblivion keep me busy until then. :D
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat Dec 10, 2011 9:30 pm

Nice work Klaus. I really like how you cleaned it up with spoiler tags and highlighting the sections. :thumbsup:

I just browsed through everything and it seems that all of the bugs I've encountered and been able to reproduce have been mentioned. Lets hope nothing new pops up so Skycaptain can focus on things one at a time in order of severity. I'd really like the DRSplatter.esp to work! *hint hint; nudge nudge*

Overall I thoroughly enjoy Deadly Reflex 6 and it's an amazing piece of work. We really do appreciate the hard work you've put in Skycaptain. Thanks.

Oh, an additional note. I had once mentioned reducing the "head bob" effects... Well I retract that statement. I am now in love with how it works and cannot imagine it any other way. I recently reverted back to vanilla first person animations just to remember how much difference it truly makes... All I can say is, wow! It's an amazing difference and a good improvement you have made with "Immersive First Person". I cannot imagine playing without it now.

:foodndrink:

@MJMax: Um Okay...
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Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sun Dec 11, 2011 12:50 am

A carry-over response to 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__16776321

... or you could try setting the set scc.momemtumincreasemult line to 999, which is what I do.

Yeah I know, that's cheap. But personally I despise the whole momentum system to the core. IMO oblivion combat and getting criticals isn't something I should really have to think about.

Other than the DRsplatter not working and the momentum system though, I love this.

in fact, I'd like to take the time to propose an alternate system: the SAL system (Skills, Attributes, and Luck) system.

Basically, instead of "momentum" or "unpredictability" or even a base critical chance, The SAL system calculates your chances for criticals purely on how skilled you are with that particular type of attack, and the attribute[s] its associated with. Also on your luck (which makes it actually have a use). If you have a strength, luck, and blade rating of 100 for example, you're going to get criticals nearly 100% of the time, but try it with blunts and you won't get so lucky. On the other hand if your strength is quite lacking, and your luck is par, but your blade skill is quite high, you won't get nearly as many kills.

I've not come up with an exact formula yet. But I'll think about it.

Also, if you could bring back the in-game menu for switching hotkeys/resetting the mod when it breaks, that would be nice too. (its kinda there, but it doesn't work)

just to make it easier, for people like me and Rickvic, here's what I have for an ini setting. I tried to program it to make the chances as close to DR5's system as I could (which I liked much better btw).
Spoiler
;DO NOT TOUCH
;;;;;;;;;;;;;;;;;;

set skycaptainsNeckStab.fquestdelaytime to 0.001
set skycaptainsplayerunlock.fquestdelaytime to 0.1
set skycaptainsNPCBash.fquestdelaytime to 0.001
set scc.fquestdelaytime to 0.001
set skycaptainsNPCStagger.fquestdelaytime to 0.001
set skycaptainsNPCKnockdown.fquestdelaytime to 0.001
set skycaptainsNPCNormalDodge.fquestdelaytime to 0.001
set skycaptainsNPCAcroDodge.fquestdelaytime to 0.001
set skycaptainsNPCBlock.fquestdelaytime to 0.001
set skycaptainsImpaleDown.fquestdelaytime to 0.001
set skycaptainsPlayerKick.fquestdelaytime to 0.001
set skycaptainsImpaleForward.fquestdelaytime to 0.001
set skycaptainsNPCdecap.fquestdelaytime to 0.001
set skycaptainsNPCkick.fquestdelaytime to 0.001
set skycaptainsNPCimpaledown.fquestdelaytime to 0.001
set skycaptainsplayerStateMonitor.fquestdelaytime to 0.001
set skycaptainsNPCMoveSelector.fquestdelaytime to 0.001
set skycaptainsMagicCriticalTracker.fquestdelaytime to 0.001
set skycaptainsNPCStrikeDown.fquestdelaytime to 0.001
set skycaptainsvictimstatemonitor.fquestdelaytime to 0.001
set skycaptainsBowCriticalHitEffect.fquestdelaytime to 0.001
set skycaptainsNPCFlip.fquestdelaytime to 0.001
set skycaptainsNPCStun.fquestdelaytime to 0.001
set skycaptainsTwohandedThrustCritical.fquestdelaytime to 0.001
set skycaptainsplayerStagger.fquestdelaytime to 0.001
set skycaptainsWristCut.fquestdelaytime to 0.001
set skycaptainsfrostcriticalhiteffect.fquestdelaytime to 0.001
set skycaptainsNPCanger.fquestdelaytime to 0.001
set skycaptainsplayerdodge.fquestdelaytime to 0.001
set skycaptainsixtraHitEffects.fquestdelaytime to 0.001
set skycaptainsdaggerthrow.fQuestdelaytime to 0.001
set skycaptainsNPCextrahiteffects.fquestdelaytime to 0.001
set skycaptainsArrowTracker.fquestdelaytime to 0.001

set scc.bashcount to 1
set scc.kickcount to 1
set scc.kickleftcount to 1
set scc.kickrightcount to 1
set scc.kickforwardcount to 1
set scc.knockdownkickcount to 1
set scc.headbuttcount to 1
set scc.attackcount to 1
set scc.attackPCount to 1
set scc.attackPLeftcount to 1
set scc.attackPRightCount to 1
set scc.attackPBackCount to 1
set scc.attackPForwardCount to 1
set scc.oblevel1 to 1
set drmomemtum to 1


;CONFIGURE THESE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KEY CONFIG - see http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 to see which keycode matches which keyboard button
set skycaptainsSb.bashKey to 45 ;shield bash/special move key, 45=x-key
set skycaptainsSb.flipKey to 58 ;dodge key, the variable name is simply old, 33=f-key
set skycaptainsSb.horseCombatKey to 48 ;48=b-key
set skycaptainsSb.throwkey to 47 ;47=v-key
set scc.giveDrResetItem to 1 ;adds a hourglass into player′s inventory, that can be clicked to reset the mod
set scc.resetMod to 0 ;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
set scc.debugmode to 0 ;DEBUG MODE - prints stuff to console, probably tells you absolutely nothing so don′t enable it unless asked to


set scc.axeString to sv_construct "axe" ;weapon names that include this string will cause blade criticals
set scc.bluntThrowKnockdownWeightMod to 100 ;knockdown chance with throwed blunt weapon is weaponweight / bluntThrowKnockdownWeightMod, so with setting 100 weapon weighting 30 means a 30% chance.

set drScreenSplatterStayTime to 5 ;blood on screen time (s)
set drScreenSplatterFadeTime to 2 ;blood on screen fade time (s)

set scc.kickbasedamage to 5 ;kick base damage
set scc.chargeDamageSpeedMult to 300 ;charge damage running speed modifier. LOWER values give MORE damage MORE EASILY (with less running speed)
set scc.momemtumincreasemult to 999 ;how quickly less predictable moves add to your momemtum
set scc.horseCombatMomemtumIncreaseMult to 5 ;how quickly dealing damage in horse combat adds to your momemtum
set scc.momemtumDecreaseHealthMult to 1 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 1 ;how quickly your momemtum lowers over time, 1 means 1% every second ->
;NOTE! not one "point", but percent of CURRENT value, for example 1% from momemtum of 50 (momemtum is between 0 and 100) it′s 0.5 points, and so on)

set skycaptainssb.criticalchance to 50 ;critical chance multiplier in all critical calculations
set scc.StrikeDownMult to 0.5 ;chance to strike enemy down mult
set scc.BashdownMult to 0.5 ;chance to stun enemy mult
set scc.KickDownMult to 0.9 ;chance to kick enemy down mult
set scc.blockMult to 0.8 ;chance to block enemy impale mult
set scc.dodgeMult to 0.8 ;chance to dodge enemy impale mult
set scc.disarmmult to 0.4 ;chance to disarm enemy with left powerattack mult

set scc.magiccriticalmult to 1 ;additional mult for magic criticals
set scc.magicCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.arrowcriticalmult to 1 ;additional mult for marksman criticals
set scc.arrowCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.victimacromult to 0 ;not used atm
set scc.victimFlipMult to 0 ;not used atm
set scc.victimbashMult to 0.1 ;NPC bash chance mult
set scc.victimBashDownMult to 0.1 ;NPC bashes player down mult
set scc.victimDodgeMult to 0.1 ;NPC dodges player move mult
set scc.victimBlockMult to 0.1 ;NPC blocks player move mult
set scc.victimKickMult to 0.1 ;NPC kicks chance mult
set scc.victimKickDownMult to 0.1 ;NPC kicks player down mult
set scc.victimCriticalChance to 0.1 ;NPC kills player with a critical hit (impale)
set scc.victimimpalemult to 0.5 ;NPC impale likelyhood mult
set scc.victimdisarmmult to 0.1 ;NPC disarms player with left powerattack mult
set scc.victimstrikedownmult to 0.1 ;NPC strikes player down mult


;ADVANCED CONFIG - Form id of a torch to be dropped - default is from Drop lit torches OBSE
set scc.dropTorchModName to sv_construct "Oscuro's_Oblivion_Overhaul.esm"
set scc.torchId to sv_construct "01051330"


Another thing to point out: Unlike in DR5: criticals aren't always proceeded by a slowdown. Sometimes you'll just be fighting, and you'll do a powerattack when suddenly BOOM! Decapitation, completely out of nowhere.

PS: F**k skyrim. :flame:
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Sat Dec 10, 2011 5:34 pm

Can someone send me the beta via megaupload or 4shared? can't download it from Nexus.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sun Dec 11, 2011 12:42 am

criticals aren't always proceeded by a slowdown. Sometimes you'll just be fighting, and you'll do a powerattack when suddenly BOOM! Decapitation, completely out of nowhere.

^ I have also encountered this on many occasions.

Also i've noticed that "Axe" recognition not always work, which results in axe doing decapitations and cut-in-half, as it should, and after several minutes it may refuse tu cut-in-half and do a skullcrush instead of decapitation - the latter almost always happens without slowtime, so i guess issues are connected somehow.

Also i dont know which of the OBSE plugins i installed for DR6 to work, or is it DR6 itself, but my game become much more unstable than it was - when i save there is a 50% chance of CTD with an "Unknown software exception" (0x000000d), and occasionaly on critical hit it CTD's with "Memory can not be "read".
EDIT: Fore some weird reason Shock critical throws out "emory can not be "read" CTD too, which it didnt do a week ago - i started playing a stealthy char and advanced throu a Thieves Guild since then,and i havent used any destructive spells since then so i dont know when exactly problem begin.
EDIT 2: Ive found the culprit for my crashes! Surprisingly it was a OBGEv2, that i installed to get screen splatters. After removing OBGEv2.dll from obse plugins directory i had no CTD for several hours.


P.S.
Spoiler

PS: F**k skyrim. :flame:

DO NOT F**k with Skyrim, or Skyrim will F**k with you ;D

User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat Dec 10, 2011 6:26 pm

is there a possibilty to change the Zoom trigger from the mouse to maybe the keypad?
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Sat Dec 10, 2011 11:30 pm

Zoom trigger=block key.
Kick key=block+attack key.
Zoom Trigger=Kick.

So...
We need another key made solely for kicking. Customizable via INI 'fcourse.

Also does changes to this:
Spoiler

set scc.bashcount to 1
set scc.kickcount to 1
set scc.kickleftcount to 1
set scc.kickrightcount to 1
set scc.kickforwardcount to 1
set scc.knockdownkickcount to 1
set scc.headbuttcount to 1
set scc.attackcount to 1
set scc.attackPCount to 1
set scc.attackPLeftcount to 1
set scc.attackPRightCount to 1
set scc.attackPBackCount to 1
set scc.attackPForwardCount to 1
section affects actual attack triggers? If so it would be possible to just disable kicks for archers.


Also made a totally clean install to see if kicks other than standing ones will work for me. Nope. No luck. Still the same issue i have reported before.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Sat Dec 10, 2011 6:32 pm

First of all id like to say i cant imagine playing oblivion without this fantastic mod. thank you Skycaptain :) that said, i have one problem. the kicks are doing waay too much damage! boss enemies that would normally be a long, difficult fight are dropping after one or two good kicks to the face. i know there is a kick damage setting in the ini, but i dont know what value to set it to where kicks will still do significant damage
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Sat Dec 10, 2011 7:13 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?
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Sat Dec 10, 2011 8:42 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?


Those scripts are not used by DR6.

PM me about these things if you want to help in making a Nehrim compatible version, instead of uploading versions on your own. The only reason there′s no official Nehrim compatible version of DR is that the guy who made one for DR5 never contacted me, or even hinted what he did to the esp. DR6 would be already Nehrim compatible if had known what′s the problem and/or how to accommondate the changes needed. :)
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sat Dec 10, 2011 4:54 pm

A carry-over response to 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__16776321

... or you could try setting the set scc.momemtumincreasemult line to 999, which is what I do.

Yeah I know, that's cheap. But personally I despise the whole momentum system to the core. IMO oblivion combat and getting criticals isn't something I should really have to think about.

Other than the DRsplatter not working and the momentum system though, I love this.

in fact, I'd like to take the time to propose an alternate system: the SAL system (Skills, Attributes, and Luck) system.

Basically, instead of "momentum" or "unpredictability" or even a base critical chance, The SAL system calculates your chances for criticals purely on how skilled you are with that particular type of attack, and the attribute[s] its associated with. Also on your luck (which makes it actually have a use). If you have a strength, luck, and blade rating of 100 for example, you're going to get criticals nearly 100% of the time, but try it with blunts and you won't get so lucky. On the other hand if your strength is quite lacking, and your luck is par, but your blade skill is quite high, you won't get nearly as many kills.

I've not come up with an exact formula yet. But I'll think about it.

Also, if you could bring back the in-game menu for switching hotkeys/resetting the mod when it breaks, that would be nice too. (its kinda there, but it doesn't work)

just to make it easier, for people like me and Rickvic, here's what I have for an ini setting. I tried to program it to make the chances as close to DR5's system as I could (which I liked much better btw).
Spoiler
;DO NOT TOUCH
;;;;;;;;;;;;;;;;;;

set skycaptainsNeckStab.fquestdelaytime to 0.001
set skycaptainsplayerunlock.fquestdelaytime to 0.1
set skycaptainsNPCBash.fquestdelaytime to 0.001
set scc.fquestdelaytime to 0.001
set skycaptainsNPCStagger.fquestdelaytime to 0.001
set skycaptainsNPCKnockdown.fquestdelaytime to 0.001
set skycaptainsNPCNormalDodge.fquestdelaytime to 0.001
set skycaptainsNPCAcroDodge.fquestdelaytime to 0.001
set skycaptainsNPCBlock.fquestdelaytime to 0.001
set skycaptainsImpaleDown.fquestdelaytime to 0.001
set skycaptainsPlayerKick.fquestdelaytime to 0.001
set skycaptainsImpaleForward.fquestdelaytime to 0.001
set skycaptainsNPCdecap.fquestdelaytime to 0.001
set skycaptainsNPCkick.fquestdelaytime to 0.001
set skycaptainsNPCimpaledown.fquestdelaytime to 0.001
set skycaptainsplayerStateMonitor.fquestdelaytime to 0.001
set skycaptainsNPCMoveSelector.fquestdelaytime to 0.001
set skycaptainsMagicCriticalTracker.fquestdelaytime to 0.001
set skycaptainsNPCStrikeDown.fquestdelaytime to 0.001
set skycaptainsvictimstatemonitor.fquestdelaytime to 0.001
set skycaptainsBowCriticalHitEffect.fquestdelaytime to 0.001
set skycaptainsNPCFlip.fquestdelaytime to 0.001
set skycaptainsNPCStun.fquestdelaytime to 0.001
set skycaptainsTwohandedThrustCritical.fquestdelaytime to 0.001
set skycaptainsplayerStagger.fquestdelaytime to 0.001
set skycaptainsWristCut.fquestdelaytime to 0.001
set skycaptainsfrostcriticalhiteffect.fquestdelaytime to 0.001
set skycaptainsNPCanger.fquestdelaytime to 0.001
set skycaptainsplayerdodge.fquestdelaytime to 0.001
set skycaptainsixtraHitEffects.fquestdelaytime to 0.001
set skycaptainsdaggerthrow.fQuestdelaytime to 0.001
set skycaptainsNPCextrahiteffects.fquestdelaytime to 0.001
set skycaptainsArrowTracker.fquestdelaytime to 0.001

set scc.bashcount to 1
set scc.kickcount to 1
set scc.kickleftcount to 1
set scc.kickrightcount to 1
set scc.kickforwardcount to 1
set scc.knockdownkickcount to 1
set scc.headbuttcount to 1
set scc.attackcount to 1
set scc.attackPCount to 1
set scc.attackPLeftcount to 1
set scc.attackPRightCount to 1
set scc.attackPBackCount to 1
set scc.attackPForwardCount to 1
set scc.oblevel1 to 1
set drmomemtum to 1


;CONFIGURE THESE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KEY CONFIG - see http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 to see which keycode matches which keyboard button
set skycaptainsSb.bashKey to 45 ;shield bash/special move key, 45=x-key
set skycaptainsSb.flipKey to 58 ;dodge key, the variable name is simply old, 33=f-key
set skycaptainsSb.horseCombatKey to 48 ;48=b-key
set skycaptainsSb.throwkey to 47 ;47=v-key
set scc.giveDrResetItem to 1 ;adds a hourglass into player′s inventory, that can be clicked to reset the mod
set scc.resetMod to 0 ;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
set scc.debugmode to 0 ;DEBUG MODE - prints stuff to console, probably tells you absolutely nothing so don′t enable it unless asked to


set scc.axeString to sv_construct "axe" ;weapon names that include this string will cause blade criticals
set scc.bluntThrowKnockdownWeightMod to 100 ;knockdown chance with throwed blunt weapon is weaponweight / bluntThrowKnockdownWeightMod, so with setting 100 weapon weighting 30 means a 30% chance.

set drScreenSplatterStayTime to 5 ;blood on screen time (s)
set drScreenSplatterFadeTime to 2 ;blood on screen fade time (s)

set scc.kickbasedamage to 5 ;kick base damage
set scc.chargeDamageSpeedMult to 300 ;charge damage running speed modifier. LOWER values give MORE damage MORE EASILY (with less running speed)
set scc.momemtumincreasemult to 999 ;how quickly less predictable moves add to your momemtum
set scc.horseCombatMomemtumIncreaseMult to 5 ;how quickly dealing damage in horse combat adds to your momemtum
set scc.momemtumDecreaseHealthMult to 1 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 1 ;how quickly your momemtum lowers over time, 1 means 1% every second ->
;NOTE! not one "point", but percent of CURRENT value, for example 1% from momemtum of 50 (momemtum is between 0 and 100) it′s 0.5 points, and so on)

set skycaptainssb.criticalchance to 50 ;critical chance multiplier in all critical calculations
set scc.StrikeDownMult to 0.5 ;chance to strike enemy down mult
set scc.BashdownMult to 0.5 ;chance to stun enemy mult
set scc.KickDownMult to 0.9 ;chance to kick enemy down mult
set scc.blockMult to 0.8 ;chance to block enemy impale mult
set scc.dodgeMult to 0.8 ;chance to dodge enemy impale mult
set scc.disarmmult to 0.4 ;chance to disarm enemy with left powerattack mult

set scc.magiccriticalmult to 1 ;additional mult for magic criticals
set scc.magicCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.arrowcriticalmult to 1 ;additional mult for marksman criticals
set scc.arrowCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.victimacromult to 0 ;not used atm
set scc.victimFlipMult to 0 ;not used atm
set scc.victimbashMult to 0.1 ;NPC bash chance mult
set scc.victimBashDownMult to 0.1 ;NPC bashes player down mult
set scc.victimDodgeMult to 0.1 ;NPC dodges player move mult
set scc.victimBlockMult to 0.1 ;NPC blocks player move mult
set scc.victimKickMult to 0.1 ;NPC kicks chance mult
set scc.victimKickDownMult to 0.1 ;NPC kicks player down mult
set scc.victimCriticalChance to 0.1 ;NPC kills player with a critical hit (impale)
set scc.victimimpalemult to 0.5 ;NPC impale likelyhood mult
set scc.victimdisarmmult to 0.1 ;NPC disarms player with left powerattack mult
set scc.victimstrikedownmult to 0.1 ;NPC strikes player down mult


;ADVANCED CONFIG - Form id of a torch to be dropped - default is from Drop lit torches OBSE
set scc.dropTorchModName to sv_construct "Oscuro's_Oblivion_Overhaul.esm"
set scc.torchId to sv_construct "01051330"


Another thing to point out: Unlike in DR5: criticals aren't always proceeded by a slowdown. Sometimes you'll just be fighting, and you'll do a powerattack when suddenly BOOM! Decapitation, completely out of nowhere.

PS: F**k skyrim. :flame:


The system you propose is exactly what I worked hard to avoid - but just incase it′s unclear, your skills and attributes DO play a huge role, the momemtum and unpredictability are just MULTIPLIERS on a formula like you propose.

I understand you may not like that you have to think what you do in the battle, but that′s however exactly one of the key features in this mod.


I hate systems that make the game boring just because your character is good. Getting auto criticals constantly while hacking and slashing eyes closed is just not my cup of tea, and I really used a lot of time to exclicitly make a system where your actions matter, despite of your level. So while the system uses indepth calculations that utilize your and your enemy′s skills, attributes and level, the result is weighted by your ACTIONS in THAT battle.

--

I′m not sure if you tried to replicate the multipliers from DR5, but if that′s the case, you should know the formulae where the multipliers are used were all rewritten, so the same values you might have used in DR5 have a different impact in DR6.

--

About slowmotion - it′s intentional that for example the left powerattack with 1h does not have it. It just didn′t suite the attack IMO.

^ I have also encountered this on many occasions.

Also i've noticed that "Axe" recognition not always work, which results in axe doing decapitations and cut-in-half, as it should, and after several minutes it may refuse tu cut-in-half and do a skullcrush instead of decapitation - the latter almost always happens without slowtime, so i guess issues are connected somehow.

Also i dont know which of the OBSE plugins i installed for DR6 to work, or is it DR6 itself, but my game become much more unstable than it was - when i save there is a 50% chance of CTD with an "Unknown software exception" (0x000000d), and occasionaly on critical hit it CTD's with "Memory can not be "read".
EDIT: Fore some weird reason Shock critical throws out "emory can not be "read" CTD too, which it didnt do a week ago - i started playing a stealthy char and advanced throu a Thieves Guild since then,and i havent used any destructive spells since then so i dont know when exactly problem begin.
EDIT 2: Ive found the culprit for my crashes! Surprisingly it was a OBGEv2, that i installed to get screen splatters. After removing OBGEv2.dll from obse plugins directory i had no CTD for several hours.


P.S.
Spoiler


DO NOT F**k with Skyrim, or Skyrim will F**k with you ;D



Relating to my reply above, it′s also intentional that for example blade left 1h skill powerattack gives skull crushes instead of horizontal cutting criticals. Why? Because it′s a vertical slash.

--

It′s the screensplatter esp that′s the culplrit to your crashes - shadeMe has offered to look in the shader code he wrote, but I need to run a couple of tests first. Just don′t use it now - OGE or Obge as such is fine, I′m using OGE myself.


First of all id like to say i cant imagine playing oblivion without this fantastic mod. thank you Skycaptain :) that said, i have one problem. the kicks are doing waay too much damage! boss enemies that would normally be a long, difficult fight are dropping after one or two good kicks to the face. i know there is a kick damage setting in the ini, but i dont know what value to set it to where kicks will still do significant damage


The damage should be equal to HtH damage, with some random variation, I′m using the complete damage formula from HtH, only that the skill used is Acrobatics instead of HtH.

If you turn on debug in the INI, you can see the damage print on the screen after you kick (like: "kickdownchance: %.2f, blockchance: %.2f, dodgechance: %.2f, bashchance: %.2f, bashdownchance: %.2f, kickdamage: %.2f" but with values instead of %.2f). You could post your strength and acrobatics skill and the damage value, so I can check if it makes any sense.

You can always just tone down the kick base damage in the INI, from default 5, but remember to mention the new value if you adjust it before posting those values. :)
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Sat Dec 10, 2011 8:50 pm

ohh, i completely forgot acrobatics was used for the kicks, and mine is currently a little over 250, due to the vampire jump power in unholy darkness, no wonder i was destroying things. No problems at all now!
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Sat Dec 10, 2011 5:17 pm

Just for reference here are a couple more screenshots of the distorted leg issues happening with kicks. I know it's already documented and what not but a few extra examples never hurt.

Pic 1
http://yfrog.com/gorightleglongdr62p

Pic 2
http://yfrog.com/afrightleglongdr61p

**EDIT** I'd just also like to mention I just played a 4 hour session with no errors or crashes. This has been my best session as of late and especially since the installation of DR 6. It was excellent! I was using all the combat moves and performing criticals and impalements, and occasionally I've been randomly crashing on impalements, but not this session. I just hope that I can keep this up!
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sat Dec 10, 2011 7:51 pm

I'm not sure if this has been reported before, but I noticed that the camera point of view/crosshair is very low when I'm fighting hand to hand. I noticed that right after throwing a weapon since the character remains in combat. I thought it was a bug, but when I pressed F to get out of combat, my crosshair went back to its normal hight. For reference, the view when you stand idle in h2h is lower than sneak.

Cheers and good night!
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sun Dec 11, 2011 3:11 am

Hey guys I have been looking if anyone has had the same issue as me but could not find anything.

So When I get into game first thing is the New game button is not wroking. So I loaded a Save and I droped through the ground and fell into water. (Save was at the Prison at the start)
here is what I have

Deadly Reflex 6 Timed Block %250
Deadly Reflex 6 Combat Moves
Dropit Torch OBSE
DRsplatter
HorseCombatMoves
Mounted Spell Casting
oblivion Graphics Extender Support
Oblivion
SP1stPLEGS

Now that is what my Data Files look like on Oblivion luncher (I do have KOTN and SI but now installed I was having a lot of problems with Patching, the evil Old file not found issue)

So I load a save and I fall through all the ground and into water. I can swim but that now good as you could think hehe. I can't start another Game as when I click on New Game it asks Yes or No I click Yes and nothing Happens.

just tried it without DR6 on and its Defo DR6 I can start a new game.
And I don't fall through the floor.

The only mod i did not get is the ones to do with the HUD

Thanks for any help Been trying to get this too work for a long time now
it looks worth it though =D
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Sun Dec 11, 2011 5:02 am

Ok it seems to be working now. Although I have not seen much, just a jump attack.

It will not let me Edit so sorry for double post.

I needed to put them in right order in Mod Manger. All of them at the bottom
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Sun Dec 11, 2011 2:52 am

Ok sorry for posting again! but it will not let me Edit.

So When I throw a Wep it crashes. Seems only to do it when I use the Sliver Sword I have used the Mesh Fix that fixed it always crashing. Also this may sound like a stupid question but how do I kick???? I can't find anything in the Readme about how to kick

Lets me edit now =D

So I have been playing for a while now trying to cuase a Crit, I can do it with Spells and Arrows and I also got a dagger in somones throut. But with the Melee attacks just can't do it!! I can seem to get any Momentom and when I do it all gose aways very fast. How do we do Sneak attacks if we have not get any Momentom left?

Sorry for spelling my Keyboard is giong insane
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Sat Dec 10, 2011 3:14 pm

IDK if this was reported: When i headbutt a frozen enemy Oblivion freezes(duh!) for 40-60 seconds, then unfreezes and proceeds as normal. Also Arrows and spells dont shatter enemy, and i think they should.

SSJBuu
Kicks=Block+Attack near enemy.
If you dont gain momentum or dont like the system - make your config to follow:
set scc.momemtumincreasemult to 100
set scc.momemtumDecreaseHealthMult to 0
set scc.momemtumdecreasetimemult to 0
In game use each attack once - Regular hit, Bash, Hit, charged attack, - this will make your Momentum to be 100 till the end of the fight. Its good for testing purposes.

Issues i have (that were not solved even after clean install):
Kicks are bugged - DR treats my char as if she has no acrobatics skill, while it is at 54. - Cant do any kicks except for standing still one and a headbutt. Acrobatic dodge is replaced by kicks anims that do nothing. DR dodge dont work sideways - character always does still dodge. Cant do acrobatic dodge/anims near enemy/NPC.
PLEASE IF SOMEBODY KNOWS HOW TO FIX IT LET ME KNOW.

IDK if this is a bug or no:
Throwing weapon damage depends solely on its weight for me. Which results in that throwing Fine Steel Dagger doing less damage than simple Steel Dagger. I think that equations should rely mostly on weapon attack power, and weight should only be used for knockdown calculations. Also bound and quest weapons being 0-weight items do no damage at all (but still can crit-kill).


Skycaptain
It was OBGEv2 that made my game crash on save. And DRSplatter.esp that made my game crash on spellcrit. Tested it - they both need fixing :3.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat Dec 10, 2011 8:08 pm

Ok I can kick now...............I think i am anyway =D
It seems I can't crit still with Melee, even though my Yellow bar is full gonna read through the Readme again
So after reading again, I can now cut of heads but I can't seems to do much else (with melee) I can jump up in the air but kills instant. There is no slow mo to aim where I want to cuase a crit.
How do I do the others?
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Richard Thompson
 
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Joined: Mon Jun 04, 2007 3:49 am

Post » Sat Dec 10, 2011 9:37 pm

Ok sorry for posting again! but it will not let me Edit.

So When I throw a Wep it crashes. Seems only to do it when I use the Sliver Sword I have used the Mesh Fix that fixed it always crashing. Also this may sound like a stupid question but how do I kick???? I can't find anything in the Readme about how to kick

You are correct. I have now updated the fixed version. Same download link as before. -- http://www.4shared.com/file/Uexd-rsz/FIXED_Vanilla_Weapon_Meshes.html


So I have been playing for a while now trying to cuase a Crit, I can do it with Spells and Arrows and I also got a dagger in somones throut. But with the Melee attacks just can't do it!! I can seem to get any Momentom and when I do it all gose aways very fast. How do we do Sneak attacks if we have not get any Momentom left?

Momentum can sometimes be hard to build to a high amount depending on multiple circumstances. However I feel at the default multiplier it's just entirely too low and almost impossible to build a full bar in any normal fight. However I feel the decrease in momentum is spot on. If you get hit for and take noticeable amounts of damage you should indeed lose a significant amount of momentum.

I suggest you increase the multiplier slightly higher than the default value of 5. The previous user posted adjusting the value to 100?! Seriously? That just totally ruins the momentum system entirely and you'll get critical hits on damn near every swing. I've tinkered with the settings and the highest I've tried was 20 and it was still WAY to easy to build momentum to maximum and that value totally negated the momentum feature of this mod. Which is an outstanding concept and one of the most original additions to the combat system to this day. I can only imagine what a value of 100 would cause.... It'd just be horrible. Also decreasing the decrease value to 0, again negates the system, so again I advise against it. So I suggest the following.

set scc.momemtumincreasemult to 8		;how quickly less predictable moves add to your momemtum (Default 5)set scc.horseCombatMomemtumIncreaseMult to 15	;how quickly dealing damage in horse combat adds to your momemtum (Default 5)set scc.momemtumDecreaseHealthMult to 1 	;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtumset scc.momemtumdecreasetimemult to 1 		;how quickly your momemtum lowers over time, 1 means 1% every second ->   						;NOTE! not one "point", but percent of CURRENT value, for example 1% from momemtum of 50 (momemtum is between 0 and 100)


As you can see I currently use the value of 8 for normal combat and 15 for horse combat. This works real well for me and if you mix up your moves and don't be so repetative you'll build momentum at a very reasonable rate. I set horse combat quite a bit higher since it's harder to build and maintain momentum. I do not touch the decrease values since I think they are fine. However if I were to adjust them I would use a decimal value of around 0.5 - 0.8 instead of just setting it to absolute 0 (zero).
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Kanaoka
 
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Post » Sun Dec 11, 2011 2:14 am

Thanks Smooth! I will use those Settings!

It seems be going well for now, been running along the roads killing and looting as I go made about 1000g so far =P I have to say the mod dose make the game have a whole new feel to it. As vanilla Oblivion combat for me did not match Fallout 3 and NV so alot of respect to those who made it. The game company should hire you!!!! =D
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Kelli Wolfe
 
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Post » Sun Dec 11, 2011 12:44 am

Seeng that Torches are now weapons on their own (they ARE powerful)... Why there is no Torch-crit?
I suggest a new effect (idk if it wil work or not) - cover enemy body with an animated texture of burning, add a fire spell effect, then begin to turn burning bodytexture transparent in places (as if flames go away, but there is nothing under them, then leave a pile of ash as remains. Such technique was used for burning animation in borderlands and it looks awesome.
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ezra
 
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Joined: Sun Aug 12, 2007 6:40 pm

Post » Sun Dec 11, 2011 5:25 am

Seeng that Torches are now weapons on their own (they ARE powerful)... Why there is no Torch-crit?

Torches do have the chance to cause critical fire damage. A quote from the ReadMe.

8. Throw your torch to light up the path ahead - or throw it at your enemy while you are at it, and inflict some fire damage. Who knows, maybe he burns alive?

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Lizs
 
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