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

Post » Sun Dec 11, 2011 2:25 pm

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.


Does P-Froggys First Person Body work the same as http://www.tesnexus.com/downloads/file.php?id=20891 ?

Does anyone know if Immersive First Person View works with DR6?
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City Swagga
 
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Post » Mon Dec 12, 2011 12:27 am

Did anyone ever find a solution to the shattering frozen enemies crash?
I've reinstalled DR6 several times now and this is the only one that's still stuck.
I hade to remove OBGE since it gave me a still picture whenever I used Night Eye or took damage, could this be why I'm getting the crashes?
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Ross Thomas
 
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Post » Sun Dec 11, 2011 7:55 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)

You did not properly uninstall Deadly Reflex 5 and/or properly install Deadly Reflex 6. Read the ReadMe or the opening post of this thread for more information.
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Ray
 
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Post » Sun Dec 11, 2011 9:25 pm

aye I looked around and will again, know the animations DO work, I can kick and headbutt the whole nine yards, I just wanted to know if it was normal to roll while attempting to do the attack, since when I roll I still hit my Target as I retreat.
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dell
 
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Post » Sun Dec 11, 2011 7:49 pm

Does P-Froggys First Person Body work the same as http://www.tesnexus.com/downloads/file.php?id=20891 ?

Does anyone know if Immersive First Person View works with DR6?


No, it's not exactly the same as Immersive First Person View. That mod is plagued with bugs. All P-Froggy's First Person Body does is show your lower body and legs when you look down. Immersive First Person View had a bunch of extra stuff added to it, like picking up books and laying down when you used a bed.

But P-Froggy's First Person Body works. Unlike the 1st Person Legs mod that DR6 requires. With P-Froggy's First Person Body there's no need to activate the script, it's all ready to go. I highly recommend it.
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Dylan Markese
 
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Post » Sun Dec 11, 2011 5:25 pm

Hi people, I'm having the throat slitting problem with the animations not playing, in the OP it mentions about if using any animations replaces to move them into the 1st person folder but I didn't really understand it tbh and I copied the files over but there was no change.

Is there a current fix for it or any type of solution??

The animations I'm using is spell singer (only changes the way magic is cast), stylish jump, minus sixy walk and idle animations which was said to have no effect on DR6

EDIT:

I forgot to mention when performing the move the current weapon un-equips itself...should that be happening?
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James Potter
 
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Post » Sun Dec 11, 2011 12:41 pm

Hello citizens!
I finally installed the Deadly Reflex 6 fine!! and also I finally found out how to kick with this forum. I actually resolved lot of things with your posts. BUT I still have one issue.

I installed the hotfix for the throwing weapons, by replacing the meshes, but it doesn't help at all. The game still crashes when I try to throw a vanilla weapon. I must have done something wrong.
I installed DR 6 with OBMM and launch my game tghrough it. May it have something to do it with that? I mean I 1st installed DR 6 with OBMM and then replaced the meshes manually in the data folder.

Anyone? thank you!! and keep on this awesome work!!
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Christie Mitchell
 
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Post » Sun Dec 11, 2011 7:59 pm

Brubar, I had the same problem and went back to DR 5. Except i didn't crash, it just paused for about 10 seconds. As for a solution, I still don't have one so I think i'm going to wait until this mod has evolved a bit more.
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Toby Green
 
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Post » Sun Dec 11, 2011 8:13 pm

okay i got a curious issue. mod runs fines and everything, but sometimes my character's right leg is a lot shorter than his left one :P also theres black lines and bars on the buildings unless im really close to them. and i also have this thing where when i score a critical the npc has white lines and shapes and stuff on his body, its been buggin me a bit haha. I've tried reinstalling the mod from scratch and nothing works.. just letting you know :)
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Dylan Markese
 
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Post » Sun Dec 11, 2011 10:56 pm

I installed the hotfix for the throwing weapons, by replacing the meshes, but it doesn't help at all. The game still crashes when I try to throw a vanilla weapon. I must have done something wrong.
I installed DR 6 with OBMM and launch my game tghrough it. May it have something to do it with that? I mean I 1st installed DR 6 with OBMM and then replaced the meshes manually in the data folder.

Post your NifSE.log and I'll take a look at it (note I'm having computer troubles again right now, so it may take me a bit to get to it).
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Suzy Santana
 
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Post » Sun Dec 11, 2011 4:41 pm

Brubar, I had the same problem and went back to DR 5. Except i didn't crash, it just paused for about 10 seconds. As for a solution, I still don't have one so I think i'm going to wait until this mod has evolved a bit more.



Yeah... is v5 that more stable? is it really worth uninstall the v6 and install v5?
Anyway, I performed my first execution - cut head - and I was sooooooooo thrilled and impressed, I never expected it!!!

Big question though: Am I supposed to see a momentum bar? 'cause I don't. I installed the HUD status bar, but I only see an encumbrance bar.
thanks for answering
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Mr. Ray
 
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Post » Sun Dec 11, 2011 12:34 pm

Well, Brubar, I installed DR6 and it seemed to work fine. The next time I played a new game, it would freeze when I tried throwing weapons, even after uninstalling and reinstalling as well as using the 'fixed' meshes. At times, the moves wouldn't even work at all. As much as I tried to think it was a problem on my end, i've installed mods before, so it's not like i'm inexperienced at it. So i'm at the point now where I definitely think it's that the mod still has some issues which need to be ironed out. I gave up on that and installed DR5. I've had no problems whatsoever. I do miss the option of being able to throw weapons/torches though, but it's a small sacrifice for a smooth game. So yes, from what I can see, it's 100% more stable. Once DR6 is mostly fixed, you could always install that version instead.
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Eduardo Rosas
 
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Post » Mon Dec 12, 2011 1:39 am

Well, Brubar, I installed DR6 and it seemed to work fine. The next time I played a new game, it would freeze when I tried throwing weapons, even after uninstalling and reinstalling as well as using the 'fixed' meshes. At times, the moves wouldn't even work at all. As much as I tried to think it was a problem on my end, i've installed mods before, so it's not like i'm inexperienced at it. So i'm at the point now where I definitely think it's that the mod still has some issues which need to be ironed out. I gave up on that and installed DR5. I've had no problems whatsoever. I do miss the option of being able to throw weapons/torches though, but it's a small sacrifice for a smooth game. So yes, from what I can see, it's 100% more stable. Once DR6 is mostly fixed, you could always install that version instead.


well thanks for your advice. What are the differences between both? Is it only the throwing weapons move??

And I also have another qeuestion. About changing keys, I know you have to open to the INI file and that's where the keys are assigned... but the thing is I have the OBMM version, so I can't open any INI like if I'd installed it manually. So my q. is how do I do it with the OBMM installation version??
peace
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Monika
 
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Post » Sun Dec 11, 2011 6:14 pm

@brubar No horse combat is disabled and loads of critical hits are disabled including the headshot feature, but decap, cut in half, ambush, and throat slit are there
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Marlo Stanfield
 
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Post » Sun Dec 11, 2011 5:04 pm

I never got to see the headshot feature, dose it have any type of restriction? im using a modified ruins edge and enchanted arrows.
I guess the enchantments prevent the feature from executing.

@brubar there are few more differences to add to Ollie Who comment.
graphically dr6 use better meshes then DR5, DR5 have a bug that make an ally dodge and attack you if you use a self casting spell in front of him or cast a spell on him.
the player can only use a kick after a successful shield bash and there is only one type of kick (look like the left key kick), the player can dodge to any given direction. there is no momentum and no ini file.
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CHARLODDE
 
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Post » Sun Dec 11, 2011 12:33 pm

Okay that's nice info, tahnks to all of you. I think I'll stick with v6 for now. I just won't use the throwing weapon.

Anyway am I supposed to see a momentum bar somewhere? and how can I change the keys in the INI file if I use the OBMM?
peace
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Danii Brown
 
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Post » Sun Dec 11, 2011 6:44 pm

Every time I sheath my weapon, I sheath it twice. The first time my character kinda crouches down when performing the action. Then my character stands back up and sheathes it regularly.

Oblivion Graphics Extender also regularly crashes, though I'm not 100% sure DR is related to that or not. I'll have to test more.
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Sherry Speakman
 
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Post » Sun Dec 11, 2011 12:58 pm

Every time I sheath my weapon, I sheath it twice. The first time my character kinda crouches down when performing the action. Then my character stands back up and sheathes it regularly.



That would be because DR, by default, uses 'F' for dodge/flip. You can change be key via the .ini. :)
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Gracie Dugdale
 
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Post » Sun Dec 11, 2011 11:48 am

Hi guys, and sorry for disappearing on you - but unfortunately that′s the way things gona be until summer. I′m in Cambodia atm, and will continue to travel for many months to come. :)

Naturally I was very busy at work before I left, and any free time left was spent with travel preparations and planning, I wanted to release an update but simply didn′t make it in time. I don′t have Ob or CS on this laptop, so there will be absolutely no updates until late summer. Well, I even might get an inspiration to do some scripting, but wouldn′t be able to test anything. So I might, only might consider making a small fix if it′s simple, 100% defined and cruzial to the gameplay, but you would have to make a separate request for it. ;)
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Ellie English
 
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Post » Sun Dec 11, 2011 11:11 am

You should be able to update the scripts for NifSE beta 3+ without needing to test; the functions work more-or-less the same, you just need to compile using the compiler override (which may require that you change all if ( condition )s to if eval ( condition )).
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Andrea P
 
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Post » Mon Dec 12, 2011 12:00 am

okay, i've jes started tweaking with DR6 and things are going on.........

thing is for some reason, my kicking keys are like this - left mouse key + direction key + jump key (in my setting its E). which is well unexpected!! i want to know if u guys can help me with making it into the default keys (i.e. block key + direction key + attack key), i tried uninsatlling and all that but its not working.
secondly, i don't seem to be scoring critical hits even with momentum 100 and critical set to 100 in INI file.

throwing weapons works but the weapon just hits the target and bounce back no critical hits, no piercing etc.....

wud really love it if somebody cud clear things for me.

p.s. Skycaptain have a wonderful trip.
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Agnieszka Bak
 
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Post » Sun Dec 11, 2011 11:08 pm

@limakokba

I can help with the critical hit problem you have to set the momentum in the hud ini to like 90 minimum and still sometimes they don't work

Also set the individual chance settings after the main chance in the DR ini helps but can have weird problems
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benjamin corsini
 
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Post » Sun Dec 11, 2011 1:44 pm

Good day people, so far DR 6 has been working alright-y for me...
Always struggled with some meshes though and that's why I've come here to post.

I thought I had fixed the problem of my custom (HGEC and Roberts' male v5) body mods showing up through the burnt carcass (when you get a magic critical), but after rewriting DR6 files (AGAIN....) to fix some combat problems, it returned.
So now when I burn an NPC throught the use of fire or electric spells I get these semi-burnt ppl lying around 'naked'(the underwear shows).

Anyone know a fix for this?
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Roanne Bardsley
 
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Post » Mon Dec 12, 2011 12:19 am

Sorry to double post, but Im not allowed to edit my post for some reason :S

It seems like there's a body mesh clipping through another.
Especially in dark area's you can see strange eye sockets and shadows falling on a second mouth mesh.
I tried to make a screenshot, but printscreen refused to keep it in memory... -_-, but I think you can get the point.

Now I've read something about SkyCaptain having included body meshes for no reason... could this be it?

Edit: Ok, seeing I can edit again X_x...
It's not a problem with the nvde meshes included with DR 6.
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Jennifer Rose
 
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Post » Sun Dec 11, 2011 5:44 pm

Finally, well this is the issue I am having. The first person animation files are messing up my game. For some reason with animation files for first person given in DR6, my character in first person is too tall. I can't open most chests because of the height and serious clipping with the ceiling happens in low-ceilinged rooms. I testing this by switching between the vanilla first person files and the DR6 files. I can play with the Vanilla files, but my characters stomach's meshe stretches far. IS there any way to fix this, because I was hoping to finally get DR to work since my last didn't handle it.
Edit: I forgot to mention weapons and hands don't appear either with the new 1st person Animations.
Edit: Tested if the first person skeleton was the issue. The one that didn't come with DR still made the character taller and improved the stretching so much that I jsut had an argonian colored screen.
:cryvaultboy:
Problem fixed. It turned out windows was being touchy and saved the Ini as a locked file only accessable by Z7.
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!beef
 
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