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

Post » Mon Dec 12, 2011 1:59 am

Mods like OBSE or MGE don't work with Steam. Apparently they "access the main executable which is not the same as the retail .exe, as it is encrypted for Steam's DRM".

I do not know what this means.


OBSE definitely works with Steam. MGE? Isn't that for Morrowind? From the OBSE readme:

IF YOU ARE USING THE STEAM VERSION OF OBLIVION:

1. Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_steam_loader.dll to your Oblivion directory. This is usually "C:\Program Files\Valve\Steam\SteamApps\common\oblivion".
2. Launch Oblivion via Steam or by running Oblivion.exe. OBSE will automatically be run along with Oblivion when launched. To disable this, rename or move obse_steam_loader.dll. You do not need to use obse_loader.exe unless you are running the editor.

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Annick Charron
 
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Post » Mon Dec 12, 2011 1:12 am

Yes, OBSE works with the Steam version, I can confirm that as I've been doing it for quite a while.
Not every obse based mod will work though, I think ... I remember having issues with the Better Sound mod, for instance.
But it seems to work well with DR... although for some reason, I can't get the Momentum bar to work. Eventhough it's displayed, it just won't fill, not even a little bit.

Anyway, I'm having an issue with DR6, so I'd like to ask for clues :
Basically, I'm getting yellow exclamation marks whenever I kill an enemy with a ranged magic attack. Lightning based spell, to be more precise (Lightning Bolt).
As for the type of enemy, it's the same kind of dudes that killed the emperor at the beginning of the game, I can't remember how they are called.
I'm at the part with Baurus in the sewers for the secret meeting...

I'm not an expert in this, but I know yellow marks mean some meshes are missing, but I checked the folders multiple times, and I'm pretty sure all the DR meshes are there. As well as the textures...
It's the first time I encountered this issue with DR6, it worked pretty well on my previous installation... but for some reason, ever since I reinstalled the game along with many other mods (that work flawlessly too), I'm having this issue.
I tried installing both manually and using OBMM, it doesn't change anything.

The yellow exclamation mark appears right around the area where the spell hit the enemy, and remains there (not on the enemy's dead body, which shows the calcination effect with no problem, along with the steam).

http://img28.imageshack.us/img28/2407/yellowmark.jpg

Edit :
When I click on it using the console, it says "Bound Helmet" ff0ac3c7 :

http://img806.imageshack.us/i/yyellowbound.jpg/

Any clue ?
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Andres Lechuga
 
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Post » Mon Dec 12, 2011 1:05 am

[DR 1.0.omod] (major conflict)
Data file meshes\Characters\_1stperson\dynamicidle_sit.kf already exists
- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial_oblivion_patch_v3_2_0_omod_version-5296.omod

^- Wew. I've seen people use UOP with DR together, how do I get around this major conflict? Or is DR + UOP just a no-go?
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Connie Thomas
 
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Post » Sun Dec 11, 2011 8:21 pm

OBMM's conflict detection is pure rubbish, ignore it. Always. DR6 and UOP are perfectly compatible.
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Ashley Clifft
 
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Post » Sun Dec 11, 2011 4:05 pm

OBSE definitely works with Steam. MGE? Isn't that for Morrowind?


Huh. Well then, I am crazy.

And yeah, MGE is for Morrowind, and I don't think it works for Steam. Although, I've been wrong before... today...

EDIT: It does work with Steam, but only after some finangling.
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Amiee Kent
 
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Post » Sun Dec 11, 2011 9:54 pm

Huh. Well then, I am crazy.

And yeah, MGE is for Morrowind, and I don't think it works for Steam. Although, I've been wrong before... today...

EDIT: It does work with Steam, but only after some finangling.


Yeah Morrowind was annoying in that you had to turn the Steam Community In-Game feature off but for Oblivion you MUST remember to turn it back on or you will have problems with the OBSE.

I rarely ever play Morrowind anymore. Never beat the expansions but after playing Oblivion so long and modded Morrowind just feels dull and lifeless. Great game for it's time though.
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Damned_Queen
 
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Post » Mon Dec 12, 2011 1:56 am

:facepalm: SkyCaptain has other things to do too you know. Things like family, work, and day to day life. So just take a chill pill.

That being said... There a tons of people (including me) running DR6 with no issues whatsoever. Maybe you should actually describe what the problem you are experiencing is and someone can help you.
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Phillip Hamilton
 
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Post » Sun Dec 11, 2011 11:06 pm

Ok, I'm really curious as to why the author of the readme that suggested setting the fNearDistance to 0.000. In a perspective projection that basically decreases the resolution of the z buffer to 0, will cause tremendous z-fighting for any objects close together (including grass patches), will cause extreme jitter (i.e. jumping) for far objects, which is quite noticeable for objects with high contrast against the background (the edge of water). 0.000 is so insanely insane. This should rather be recommended to be anything around 5-10 at maximum, with a warning that the lower it is the more the aforementioned effects will be. Perhaps even mentioning that it also depends on the fFarDistance in the opposite direction (the further away the far plane, the lower the resolution of the z-buffer).

Sorry for the rant.
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renee Duhamel
 
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Post » Sun Dec 11, 2011 8:57 pm

i refuse to wait two years for another release. im gona make a rewrite of this mod so people will have a bug free version. dont worry i will fix his mistake, it will be called the new deadly reflex version 1.2. and i will fully test it myself. it may be finished by next month if i get a couple weeks free to work on it by then. it dont take me two years.

I've seen your posts on Nexus too, unfortunately. You only seem to talk trash and whine, it's your eM-O. Anyway, you can't even troubleshoot or get this mod, which is a working release, to function yet you are going to rewrite the many scripts and such involved with this mod? That should be an interesting product.

@MrSnowball: The fNearDistance was only tested by one person, the author, prior to the BETA release. The suggested setting was only his personal preference and what he was using at that time. Ya know, BETAs are for testing and feedback on a large scale to find and resolve issues such as this. I agree, 5 or 6 is a better choice, and you'll have much less issues, including menus disappearing.
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JUDY FIGHTS
 
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Post » Sun Dec 11, 2011 5:52 pm

So does that mean when he plays Skyrim we won't have to watch him repeat himself over and over on Oblivion forums too? That would be nice. :foodndrink: Anyway, sorry about that. I personally switched to DR5 for now. I already miss being able to throw my weapons and torches though, as well as watching my enemies get burnt to a crisp. If so many people aren't really having the same problems i'm having, i'm willing to say it's something i'm doing (or not doing). I have no idea what though. I'll probably try it again eventually.
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Oscar Vazquez
 
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Post » Mon Dec 12, 2011 12:55 am

Some posts went away. Protip: If you have nothing constructive to add to a discussion about a particular mod, or find yourself wanting to flame the mod-maker... don't post. It makes my warning trigger finger all twitchy. :stare:
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darnell waddington
 
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Post » Sun Dec 11, 2011 9:30 pm

So, nobody has a clue about my little issue :( ?
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Ashley Hill
 
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Post » Mon Dec 12, 2011 3:25 am

Try downloading RefScope and using it on the missing mesh marker. That will help.
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DAVId MArtInez
 
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Post » Sun Dec 11, 2011 11:26 pm

Ok, I'm really curious as to why the author of the readme that suggested setting the fNearDistance to 0.000. In a perspective projection that basically decreases the resolution of the z buffer to 0, will cause tremendous z-fighting for any objects close together (including grass patches), will cause extreme jitter (i.e. jumping) for far objects, which is quite noticeable for objects with high contrast against the background (the edge of water). 0.000 is so insanely insane. This should rather be recommended to be anything around 5-10 at maximum, with a warning that the lower it is the more the aforementioned effects will be. Perhaps even mentioning that it also depends on the fFarDistance in the opposite direction (the further away the far plane, the lower the resolution of the z-buffer).

Sorry for the rant.


That explains why my distant sky has been flickering.
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Devin Sluis
 
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Post » Sun Dec 11, 2011 11:43 pm

Seems that Flying Camera mod is also incompatible with DR6. :( Yuck... :yuck: It's the oddest thing, but pressing left click and right click in combination (to do a head butt) causes the Flying Camera to trigger during mid fight.
Don't know why though as I have the Flying Camera set for right shift. Anyone else having this issue? This happens without the 1st person legs mod being active as well.
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darnell waddington
 
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Post » Sun Dec 11, 2011 5:03 pm

Try downloading RefScope and using it on the missing mesh marker. That will help.

Thank you very much for your help, Dragoon. I'll give it a try.

Edit :
Ok so I had a look at it with RefScope...

It says the item is defined by Oblivion.esm, and that there are "missing ressources : No male ground model defined No male icon defined.

http://img94.imageshack.us/f/bbound.jpg/

I'm not sure what do to now... is there actually a fix to this kind of issue ?
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Francesca
 
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Post » Sun Dec 11, 2011 4:01 pm

You could always try disable it with the console. Unless of course you're seeing this all over the place. It just seems that for whatever reason a conjured helmet was dropped on the ground and that it's CS entry doesnt have ground meshes.
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Enie van Bied
 
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Post » Sun Dec 11, 2011 10:40 pm

The window say that it is a bound helmet, i guess it is a Mythic Dawn helmet, this helmet dosnt have any type of world model.
Please Downloadhttp://www.tesnexus.com/downloads/file.php?id=32763 i think it will help to fix this problem.
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Antonio Gigliotta
 
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Post » Sun Dec 11, 2011 11:42 pm

pros: Absolutely love the new moving animations, really helps with the immersion of the games. The spell fatalities are pretty cool.

cons: the deadly reflex part of deadly reflex, completely borked and unusable.. You cannot even kick at an npc and have it land because if I'm remotely aiming at an npc; that functionality is disabled :shocking: .I've tested it over and over the last month and its literally like a deadly reflex on/off switch. I have never ever once been able to kick an npc from behind even though i know how to work the kicks perfectly.

...but ooooooooof course the npcs can spam whatever they please at me :banghead:

I've been using this deadly reflex beta 6 for a month now, I love the new first person animations so much I still use it despite the fact that the deadly reflexes are an npc only attribute now :biggrin: Thanks for hearing me out heres hoping my problems get squashed one way or another.
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Nikki Lawrence
 
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Post » Sun Dec 11, 2011 9:18 pm

pros: Absolutely love the new moving animations, really helps with the immersion of the games. The spell fatalities are pretty cool.

cons: the deadly reflex part of deadly reflex, completely borked and unusable.. You cannot even kick at an npc and have it land because if I'm remotely aiming at an npc; that functionality is disabled :shocking: .I've tested it over and over the last month and its literally like a deadly reflex on/off switch. I have never ever once been able to kick an npc from behind even though i know how to work the kicks perfectly.

...but ooooooooof course the npcs can spam whatever they please at me :banghead:

I've been using this deadly reflex beta 6 for a month now, I love the new first person animations so much I still use it despite the fact that the deadly reflexes are an npc only attribute now :biggrin: Thanks for hearing me out heres hoping my problems get squashed one way or another.


The kicking is pretty clunky, I honestly think if you compare Deadly Reflex 5 to 6 in both of their current states deadly reflex 5 is better simply because it doesn't nearly the amount of issues and everything seems to work right.
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CSar L
 
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Post » Sun Dec 11, 2011 7:16 pm

What's the possibility of making DR6 compatible with http://www.tesnexus.com/downloads/file.php?id=36635? I haven't been able to get that mod to work correctly, and I think it's because of DR6.
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Dustin Brown
 
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Post » Sun Dec 11, 2011 8:54 pm

The window say that it is a bound helmet, i guess it is a Mythic Dawn helmet, this helmet dosnt have any type of world model.
Please Downloadhttp://www.tesnexus.com/downloads/file.php?id=32763 i think it will help to fix this problem.

Thank you very much for letting me know about this fix, Harel. I think that solved my problem.
And many thanks to all of you guys for your help :)

if you compare Deadly Reflex 5 to 6 in both of their current states deadly reflex 5 is better simply because it doesn't nearly the amount of issues and everything seems to work right.

This is so true ... v6 was actually the first version of DR I used, and I could never understand why I couldn't knockdown my opponents with kicks, while they did it to me very often.
Because of the bound helmet issue I was having a few days ago, I installed DR5 for the first time, and now I realize it was just DR6 not working properly.
... I'm missing DR6 bash and power hit animations, though.

Hopefully he'll be able to come up with a DR5 stable like version of DR6 some day. I'll be looking forward to it.
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Cameron Garrod
 
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Post » Sun Dec 11, 2011 5:23 pm

What's the possibility of making DR6 compatible with http://www.tesnexus.com/downloads/file.php?id=36635? I haven't been able to get that mod to work correctly, and I think it's because of DR6.


Yes, it turns out it was DR6. But all you have to do to get it to work correctly is to not overwrite DR's skeleton.nif file with the one that comes packaged with the first person body mod.

I highly recommend anyone that wants to see their body to grab P-Froggys First Person Body mod.
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BRIANNA
 
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Post » Sun Dec 11, 2011 3:28 pm

The Head Shot feature never works no matter how high i set the critical hit chance and momentum?
Any ideas why?
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Mrs shelly Sugarplum
 
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Post » Sun Dec 11, 2011 1:26 pm

I understand that to kick you hold block + attack and directional keys, but during such I usually roll, is this normal? I thought roll was disabled and synced with the dodge key? otherwise everything else works sixy so far (except throw, I crash lol but I can wait)
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jessica breen
 
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