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

Post » Mon Dec 12, 2011 2:43 am

Not sure if this has already been reported as I haven't been through all posts sop sorry if it has, but i think I have found a bug...it's happened quite a few times when I knock down a NPC and attempt to impale them using the bash key for some reason if the NPC gets up and runs away and I press the bash key my PC will go through the animations of impaling them as if they where still laying right underneath me and the NPC will still die, so to put it another way even after few seconds of the NPC getting up and running away the mod still registers them as laying on the floor and play that animation of me stabbing them and they will die even though I'm stabbing nothing but air.

So I said sorry if that has already been reported but I ain't gone through all posts...btw it happens most on the Demoras (think I might have spelled that wrong) while in the Oblivion plains.
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AnDres MeZa
 
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Post » Sun Dec 11, 2011 1:43 pm

There are body meshes in the _male directory. Will body meshes be overwritten and if so, why?

I ask because it would be cool if i could make VORB compatible with this great mod. But this only works if the meshes could stay the same after installing DR6. So it is realy necessary that DR6 provide it′s own body meshes?
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Jon O
 
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Post » Sun Dec 11, 2011 6:56 pm

The body meshes in DR6 are actually only included by accident and are nvde mod meshes. These meshes are safe to overwrite with any meshes, even those from body mods like Roberts Male and Female and HGEC and etcetera, without detracting from the function of DR.
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Christine
 
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Post » Sun Dec 11, 2011 11:54 am

The body meshes in DR6 are actually only included by accident and are nvde mod meshes. These meshes are safe to overwrite with any meshes, even those from body mods like Roberts Male and Female and HGEC and etcetera, without detracting from the function of DR.


That are good news! Another question is, are there new bones added for DR6 in the first-person skeleton other than those added by maximum compatible skeleton? And if i saw correct there is no normal skeleton.nif in DR6?
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loste juliana
 
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Post » Sun Dec 11, 2011 10:46 pm

Stabbing, dismembering and other ways to killing your opponents or being killed by them, makes unviable to use sparring features from other mods when using 'Deadly Reflex'.

Is there a command or a variable change, usable in other mod, in order to disable all this features, or the entire mod if the first is not possible, temporally, in order to make sparring compatible with both 'Deadly Reflex' 1 and 2?
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Robert
 
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Post » Mon Dec 12, 2011 1:05 am

yep got them on tesnexus :P

Hey man,

I tested the various pose mods and none of them modified the point of view. I did not test personality idles modified, as I personally use the regular version and I don't have any problems with it. Your problem lies somewhere else. Try reinstalling DR 6, it can't hurt. Have you checked that you have installed all the required mods that go with DR6?
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Eileen Collinson
 
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Post » Sun Dec 11, 2011 12:26 pm

Hey man,

I tested the various pose mods and none of them modified the point of view. I did not test personality idles modified, as I personally use the regular version and I don't have any problems with it. Your problem lies somewhere else. Try reinstalling DR 6, it can't hurt. Have you checked that you have installed all the required mods that go with DR6?


Hey,

Usually I'm playing in first person mode, so I didn't notice it before. It's really stupid :P I was using the new Human race from xenius' race compilation, female, and the females of that race have a height of 0.9000. I changed it to 1.0000 myself (that's the same height as Imperial females), and now it looks loads better in first person :P So problem pretty much solved

Only getting occasional CTDs, usually when activating doors, a couple of times in combat, but alrdy got all the stability mods (WEOCPS, OSR, Streamline etc) so I guess not much more can be done about that. Doesn't happen too often anyway, and I'm already used to saving loads of times, so I never lose a lot of progress :P

Thanks for trying to solve the problem though, too bad it was such a silly cause :P
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Daniel Lozano
 
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Post » Sun Dec 11, 2011 4:52 pm

Hi, I installed oblivion again after some time away from it, and of course one of my first must have mods is DR. Last time I played it was DR4 iirc. I have encountered 2 problems so far.

1) I cannot configure the keys. I remember in previous versions when I loaded up the mod for the first time I would get to select the keys I want. Doesn't happen to me in this version. Also, when I select DR reset thing from my inventory, nothing happens, I can't click on it.

2) In first person some character textures appear to be missing. For example, when I draw a bow, half of the right hand is missing and when I'm running part of the shield is also missing. I'm using eye candy body replacer, might it have something to do with it? Is there any way to fix it?

I hope someone can help me out here. Also, I apologize if my English is too bad :)
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Erin S
 
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Post » Sun Dec 11, 2011 8:41 pm

Skycaptain => Congrats man!!!! :foodndrink:
After Morrowind and Oblivion were released, have you come across community content that has either blown you away or surprised you as a unique addition to the game?

Yeah, there are plenty of great mods out there that impress folks at our office. When I do "What we’re playing" on Bethesda Blog, it's always interesting to see that some of our devs, like animator Gary Noonan, are always checking out the latest community mods.

Off the top of my head, Skycaptain's Deadly Reflex mod is one that our team has taken a closer look at, as we've been implementing a more visceral combat system in TES V.


Source: http://planetelderscrolls.gamespy.com/View.php?view=Articles.Detail&id=89
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Farrah Barry
 
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Post » Mon Dec 12, 2011 12:44 am

Ha! That probably explains why they're adding finishers for every npc and creature, but I hope it's like DR6 where you have to build up momentum and need a certain degree of luck and skill. I don't want an "automated Fatality" at the end of every fight. Though I have a feeling that's what they'll do to appeal to casuals that don't want to work for anything.

EDIT: Oh and thanks for sharing :D
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Robert Bindley
 
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Post » Sun Dec 11, 2011 9:25 pm

This is really [censored] annoying. How in the hell do I use this mod in game because it asked me to assign bash and I assigned it the X button but not its not shield bashing or weapon punching. Am I doing something wrong or is this just [censored]?
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Reanan-Marie Olsen
 
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Post » Sun Dec 11, 2011 8:13 pm

Ha! That probably explains why they're adding finishers for every npc and creature, but I hope it's like DR6 where you have to build up momentum and need a certain degree of luck and skill. I don't want an "automated Fatality" at the end of every fight. Though I have a feeling that's what they'll do to appeal to casuals that don't want to work for anything.

EDIT: Oh and thanks for sharing :D


Not sure about that, automated finishing moves at the end of combat are not hard to implement, and i dont think thy need to look into DR in order to do that.
I think that thy will create a system that will resemble DR5 and DR6.
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Evaa
 
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Post » Mon Dec 12, 2011 2:49 am

I had a few minor issues as I went through the starter dungeon. The first was right after the emperor was killed and Baurus thanked me for retrieving his fallen comrades swords. After he took the swords I noticed that my hands became invisible but was easily fixed by reequipping my gauntlets. I doubt that this was DR6 but all my other mods are stable. My second glitch was when I tried doing a jumping critical on a goblin in the sewers. My game controls stopped working and The only controls that worked were my menus and I was able to look up and down. The last bug came when I was in combat and tried activating an Ayleid well and my game froze. I can not confirm that these are definitely from DR6 but my other mods were stable before this. For the record I do have obse 19 properly installed and this was a clean install. I will try duplicating these results with only DR6 activated.
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Chica Cheve
 
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Post » Sun Dec 11, 2011 7:15 pm

Thanks for your work on this Skycaptain! :celebration:


I'm looking forward to trying this for the first time, made it into an OMM install and seeing Red Conflicts as it wants to replace my Female Body Mod files! :confused:
Data file meshes\Characters\_Male\dodgeback.kf already exists
Data file meshes\Characters\_Male\femalefoot.nif already exists
Data file meshes\Characters\_Male\femalehand.nif already exists
Data file meshes\Characters\_Male\femalelowerbody.nif already exists
Data file meshes\Characters\_Male\femaleupperbody.nif already exists
Data file meshes\Characters\_1stperson\skeleton.nif already exists

This worries me, Female Body mods are probably the most popular single type of mod, especially with all the clothing and armors, could someone let me know what's up with this, e.g. will it frag all my custom Female Mod based Mods?


Thanks for any help.
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Steve Bates
 
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Post » Sun Dec 11, 2011 4:17 pm

People, if you haven't realize by now http://www.gamesas.com/index.php?/topic/1160066-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-3/page__st__80__p__17191676#entry17191676 for quite a while yet which is why there hasn't been much support for the mod here. From what I see most of the recently mentioned issues have already been answered in the first post. It's quite a jumble and a long read, but your answer is probably there. ^_^ The mod is still in beta so you'd have to live with many of the bugs until Skycaptain gets back and fix them. If you really can't get it to work or can't tolerate the bugs, you can always stick to the last stable release, DR5.

Acleacius, the body meshes were included unintentionally, refer to the first post for what's safe to delete.
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Karen anwyn Green
 
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Post » Sun Dec 11, 2011 11:17 pm

I've been using DR5 for a while now and I'm not having any problems whatsoever. Dunno' why everyone has to have the most recent version with all the fancy fixin's pronto. DR5 alone makes Oblivion an entirely different game.
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JaNnatul Naimah
 
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Post » Sun Dec 11, 2011 8:09 pm

Thanks omeletted, didn't read the First Post as I just follow a link SkyCaptain left in his file post and it was 3:30am :whistling:


Gtk ThatOneNwah, the reason I got it as a first time user is it seems to be the one SkyCaptian suggest using.
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Melly Angelic
 
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Post » Sun Dec 11, 2011 10:41 pm

I don't know I am in the right area or not but this is something to do with Deadly Reflex.
I don't you have done it to this or not.

I have Deadly Reflex5 have you done something with magical effects. For example using a frost destructive spell against a Orga it frooze. When I hit him with a arrow it broke apart in a heap. http://i140.photobucket.com/albums/r11/Gerza71/Oblivion2011-03-2022-19-31-99-1.jpg http://i140.photobucket.com/albums/r11/Gerza71/Oblivion2011-03-2022-19-51-00.jpg
Using the shock destructive spell it strips the armour.
Will that effect the player character as well?
If it dose good.

If I am barking up the wrong tree, that is my bad luck and point me where it came from so I thank who ever done for a good job.
If its you, well I thank you. I love it.
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Nomee
 
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Post » Sun Dec 11, 2011 12:22 pm

Yes, it's from DR5. Check the readme. :read:
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Hayley O'Gara
 
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Post » Mon Dec 12, 2011 1:19 am

Apropos frozen creatures, I did mention it already on the FCOM thread but just noting it here again. Shattering Ancient Gargoyles causes instant CTD, normal gargoyles are fine though. no clue what's different. So just ran away when they're frozen. :tongue:
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JR Cash
 
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Post » Sun Dec 11, 2011 5:16 pm

Apropos frozen creatures, I did mention it already on the FCOM thread but just noting it here again. Shattering Ancient Gargoyles causes instant CTD, normal gargoyles are fine though. no clue what's different. So just ran away when they're frozen. :tongue:


That's DR5, right? I'll add that and check it out. How is it - can you disable or tone down NPC dodging in DR5? Was a while ago I used it.
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Alisha Clarke
 
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Post » Mon Dec 12, 2011 12:00 am

That's DR5, right? I'll add that and check it out. How is it - can you disable or tone down NPC dodging in DR5? Was a while ago I used it.


No DR6, but presumably it'd be the same result. Seems I'm one of the few who has DR6 working more or less ok and sticking with it.
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Sabrina Steige
 
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Post » Sun Dec 11, 2011 10:58 am

No DR6, but presumably it'd be the same result. Seems I'm one of the few who has DR6 working more or less ok and sticking with it.

It certainly has its pros and cons, but so far the pros make it worthwhile to me! 3rd person anims in 1st person view are awesome for example, especially running with your sword or bow drawn. But the torch now flails wildly across the left of the screen when you're using one in 1st person, making it almost too painful to use after a while. I'm glad I don't suffer from epilepsy or the torch anims would have hospitalized me by now... Thank the Nine for light spells.

Is anyone else having issues with retrieving thrown weapons? It's awesome being able to pull off a knife-throw kill, but I can't pick my knife up again when I activate the body. The readme says it should be returned to the inventory automagically, but it doesn't for me :(
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Jamie Lee
 
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Post » Mon Dec 12, 2011 12:32 am

It certainly has its pros and cons, but so far the pros make it worthwhile to me! 3rd person anims in 1st person view are awesome for example, especially running with your sword or bow drawn. But the torch now flails wildly across the left of the screen when you're using one in 1st person, making it almost too painful to use after a while. I'm glad I don't suffer from epilepsy or the torch anims would have hospitalized me by now... Thank the Nine for light spells.

Is anyone else having issues with retrieving thrown weapons? It's awesome being able to pull off a knife-throw kill, but I can't pick my knife up again when I activate the body. The readme says it should be returned to the inventory automagically, but it doesn't for me :(


Yeah the torch thing was annoying, that's why I switched to lanterns lol. Hmm, the throwing weapon thing worked fine for me but I've only tried a couple of different weapons.
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Aaron Clark
 
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Post » Mon Dec 12, 2011 12:50 am

No DR6, but presumably it'd be the same result. Seems I'm one of the few who has DR6 working more or less ok and sticking with it.


OK, I'm not going to try out DR6 yet so hopefully the elemental effects are the same in DR5/DR6. But I also want to tone down or even disable NPC dodging as I find it annoying (well, globally rather as my chars never dodge). Can't find anything in the readme about it - is there a way to do it via the console?
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Natalie J Webster
 
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