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

Post » Wed Sep 01, 2010 3:04 pm

Good find; I wonder why the other bits are changed (to turn bit 4 on from 16 would be 24, not 14 - 14 turns bit 5 off, and bits 2, 3, and 4 on. I wonder why they did that - and whether they intended that for all of them?

Also, Shon is the guy who wrote most of Niflib. There's just about nobody who knows more about it than him.

Lol. Thats a pleasant surprise. Adds some credibility, cool beans. But thats just weird then. I have never seen 24 unless i changed it to that. Huh. Well I guess you could do some extra research on that for kicks. So is there any other NifSE bug that I have forgotten/on our to do list?
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Robert DeLarosa
 
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Post » Wed Sep 01, 2010 11:55 pm

There's the BSA reader thing, but I'm reasonably certain there's not a lot of opportunity for you to try anything with that. Though, you guys surprised me about half a dozen times on the crash thing, so who knows? But the crash thing had NifSkope as a tool, and I'm not sure of any tool that lets you look at BSAs themselves - most just do that for you and give you the files inside. I don't really know. My own tests would involve tweaking the BSA-reading code around with lots of debug messages until I found something that worked...

The only other NifSE bug I know of is the save/load/resave thing, but I know exactly what's causing that and have already fixed it on my end.
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Rude_Bitch_420
 
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Post » Wed Sep 01, 2010 12:08 pm

Thanks for clearing that up on the front and side flips Skycaptain. I can adjust to that and it actually makes more sense to not be able to just flip around in all directions with a full set of armor and weapons.

Nice research on the NifSE stuff Dragoon and cInfidel. So it appears that the old meshes are improperly set anyway so my edits should be A-OK then. I may go back and change the flags to 14 in both NiNode sections so they match the 0.5 meshes. Since I have the GOTY edition I'm stuck with the 0.4 meshes and any time I reinstall my game will revert to them. So I'm backing up my edits as we speak, just to be safe.

Good work all around folks. We're making good progress which means the next release should be much more refined thanks to everyone's input. I'm off to playtest some more.

Again, great job Skycaptain on an excellent mod. This is THE combat mod in my eyes. Nothing else is even on my radar. :foodndrink:
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Kara Payne
 
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Post » Thu Sep 02, 2010 1:05 am

Seems like a great mod so far. Couple things:
first of all, I installed the mod to see your legs during attacks, however, only one of the kicks (to the right I believe) shows the legs, to the left it's invisible.
secondly, though it's probably intentional, as in the description it does mention that the kicks are "actually replaced Acrobatic moves", but do the kicks really have to replace the acrobatic dodges? I always liked using dodges, (I use the 'Sephs True Acrobatics' mod), seems a shame to be unable to dodge anymore.

edit: nvm, saw skycaptains post, so no dodges, :(
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Colton Idonthavealastna
 
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Post » Wed Sep 01, 2010 4:22 pm

Hi Skycaptain.

I noticed a couple of minor errors in the HUD Status Bars.ini file you made for DR, and also have a couple of suggestions for improving the look:

	set tnoHSB.hud_x to			0			; Same x pos as standard bars
Setting hud_x to 0 puts it on the extreme left on the screen, which usually is not the same x pos as standard bars. So you should either change description, or change its value. Set it to HUDbars (a global) to ensure same x pos as standard bars.

	set tnoHSB.hud_min to			1			; for technical reasons the momentum is min 1
hud_min is a string_var, so for it to be used you need: set tnoHSB.hud_min to sv_Construct "1"
Without the "sv_Constuct" part, the bar goes from 0-100 instead of 1-100, though it is unlikely that anyone will notice that when at lowest possible momentum (1), the bar is not completely empty as intended, but 1% filled :)

Also, a suggestion is to enhance the color line to:
set tnoHSB.hud_color to sv_Construct	"HUDcolorOrange * IsInCombat"	; 10, orange
That way the bar will be hidden if the player is not in combat.

An even more advanced color setting could be:
set tnoHSB.hud_color to sv_Construct	"(1 + 6*(DrMomemtum<75) + 3*(DrMomemtum<50) - 5*(DrMomemtum<25)) * IsInCombat"
.This will hide the bar when not in combat, and when in combat it will go from 1/green when momentum is 75 or higher to 7/yellow when 50-74, 10/orange when 25-49 and 5/red when below 25.


I have only downloaded DR 6 so far, but look forward to play it too, when I get out of my modding rush and get around to play again too :)
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Sweet Blighty
 
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Post » Wed Sep 01, 2010 2:39 pm

@ Klaus
Some logs from people that still suffer from 'lag' even after they follow install directions from spoilers in the first post would be great. I guess obse logs. Would it be possible for them to flip the debug 0>1 in DR6 settings and then get a log of their console messages? Can that be done?


Done.
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luis ortiz
 
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Post » Wed Sep 01, 2010 11:35 pm

ok i compleate uninstalled oblivion and deleted the saves folder,i reinstalled oblivion and shivering isles then the ShiveringIsles_v1.2.0416 patch,then i installed:

drop lit torches.
1st person legs.
nifse_v1.0_b2.
OBGEv2_Core-30054-4.
obse_0019b.
dakdarnified.
alternative start arive by ship
BOSS
!OCOL__OBSE_Compatible_Oblivion_Launcher
and finally DR6 beta.

yet for some reason i am still getting the:

"error in script 3e5d4428 operator := failed to evaluate to a valid result"
"file combat moves esp offset 0x0356 command : let error in script 3e5d4428"

is there anything i need to install or something i'm missing as i am out of idea's :(
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Phillip Brunyee
 
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Post » Wed Sep 01, 2010 9:49 pm

I... have a running desktop. It doesn't have anything but Firefox (and basics like AV and anti-spyware) installed on it, but it's a start. So nice to get away from that laptop...
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Miguel
 
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Post » Wed Sep 01, 2010 12:58 pm

Unfortunately the install directions have changed, go to the first post of that thread, and go to the second spoiler. That should help. Also when you are done with those directions go to data/ini/deadlyreflex/DeadlyReflex.INI and change both the debug and reset switches from 0 to 1. Once the mod starts behaving like it should change them back to 0.

Would you mind reposting this to the DR6 thread for me?
Hey guys it's cInfidel, my avatar was too tasty for this forum (the bodies painted with white out) and I have received a warning. I understand and have nothing against it, but I cannot post for 2 days. So no biggie but I'm going to have to go by proxy for the time being lol. And thanks to wolve for the post.


Posting as requested,allso thanks for the help gonna do this now :)
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Jynx Anthropic
 
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Post » Thu Sep 02, 2010 1:43 am

info in next post.
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Symone Velez
 
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Post » Wed Sep 01, 2010 1:41 pm

Hi, I love this mod, but I'm having a little trouble with kicking. 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. Everything else seems to work perfectly, any ideas? Thanks in advance.
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Lisha Boo
 
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Post » Wed Sep 01, 2010 10:12 pm

Hi there, run into a much more serious problem now. On all my character using a custom race (tested this with moonshadow elf, Lattamer, and Lineage II elf), the right leg (used for kicking) is considerably larger than the left, both in the menu and in the game. To the extent that almost the entire foot is submerged underground when standing on a level surface.
Checked my high elf char to see if she had the same thing, and her legs were the same size (although, it must be noted that high elves have large legs anyway, so it's possible that she simply had the same sized leg as the glitched one).
Any fix for this?

Edit: thought I had the above glitch fixed, disabled several files from a conflicting mod and everything looked normal, however, after combat, the glitch came back. Disabled all the conflicting files, and now it's the left leg that's enlarged, once again, looks fine on login, but after combat it screws up.
yet another edit: alright, seems like it was a conflicting mod issue, disabled the other mod completely, and now I've gone through several battles with no issues.
argh, yet another edit, the bug came back. It is incredibly difficult to find out what's causing this bug as it takes its time showing up, sometimes half an hour or more after I try to change anything. same thing is still going, right leg expands to much larger than normal, not positive if it's still happening after combat, or during gear changing (there's a bug with gear changing that occurs at the same time, where equipping one item doesn't unequip the previous one until you exit your inventory), at any rate, gear changing is when I notice it (though before it was definetly combat, as I wasn't changing gear at all then).
Note: it may be of note that saving and exiting the game, then reloading, removes the bug until the next time it shows up.
me again: so I pinned it down, doing the forward jumping kick grew my characters leg. Still haven't found any way to stop it, usually the right leg, sometimes the left.

Edit: 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.
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Tracy Byworth
 
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Post » Wed Sep 01, 2010 9:34 pm

Unfortunately the install directions have changed, go to the first post of that thread, and go to the second spoiler. That should help. Also when you are done with those directions go to data/ini/deadlyreflex/DeadlyReflex.INI and change both the debug and reset switches from 0 to 1. Once the mod starts behaving like it should change them back to 0.


did what you said,and got rid of timed blocks ect still got the console output,however before i never installed the hud and hud obse plugin

installed everything and the hud icon everything seems to be working fine now :)

still not had a decap but the quick stab ect works hehehe :D

thanks again for the help :)
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Beat freak
 
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Post » Wed Sep 01, 2010 11:45 pm

Edit: 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.

This is known and listed on the bugs page. But thanks for the report, it's better to have too many than not enough! 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.

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.

Thanks.
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chloe hampson
 
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Post » Wed Sep 01, 2010 3:46 pm

OK, minor update: amorillia has confirmed that Niflib checks bit 4, and throws a runtime error if it's not set when trying to delete a block. This is because if bit 4 isn't set, that's supposed to mean that other blocks are referring to the block you want to delete - which is bad because that means once you've deleted it, those pointers are bad. I was supposed to handle that error (so that it wouldn't crash), but I was dumb and didn't. Even so, had I handled it, it just wouldn't have worked, which isn't really that much better, honestly. Thus amorillia has created a version of Niflib for me that doesn't make that check (ignores bit 4), which should work so long as bit 4 is incorrectly set.

There are many Oblivion meshes that need bit 4 to be unset.

Primarily animated things - creatures, actors, etc. - and never any form of equipment. So I don't want to manually check for references to the block to be deleted every time the NiNodeDeleteChild function is called - that would take a relatively long time. At the same time, when someone calls that function, they need to make sure that there actually aren't those references, or Bad Things? will happen. Thus, I'm going to add a new function that will run the full, manual check - and I recommend that modders use it before calling NiNodeDeleteChild on any mesh that is, or could be, animated. For Skycaptain, this shouldn't ever come up, however.
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Leilene Nessel
 
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Post » Wed Sep 01, 2010 9:34 am

Interesting bit of info there Dragoon. Thanks for the update.
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joseluis perez
 
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Post » Thu Sep 02, 2010 1:28 am

I encountered an interesting bug yesterday. after decaping an enemy, the headless enemy body stood with foul HP and attacked me.
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Teghan Harris
 
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Post » Thu Sep 02, 2010 1:26 am

Sorry if it has been asked before, I haven't seen it other then a mention of it in 1st post...

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.
Can anyone tell me how to change it? Maybe by removing some animation? (I'm willing to sacrifice something good for this yes)
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Samantha Jane Adams
 
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Post » Wed Sep 01, 2010 1:09 pm

Whats the deal with the body meshes that come with this mod?
Is it necessary to install those files too? It would conflict with, or overwrite body mods right?
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Eve(G)
 
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Post » Wed Sep 01, 2010 5:14 pm

Whats the deal with the body meshes that come with this mod?
Is it necessary to install those files too? It would conflict with, or overwrite body mods right?


skycaptian mistakenly added some body meshes to DR6 (i believe what you are talking about is how nobody has underwear anymore) . in one of the previous threads it is described which files you need to remove.
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Nikki Morse
 
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Post » Thu Sep 02, 2010 12:40 am

skycaptian mistakenly added some body meshes to DR6 (i believe what you are talking about is how nobody has underwear anymore) . in one of the previous threads it is described which files you need to remove.


Besides the "body.egt" i have no questions what files need to be removed.
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Jordan Moreno
 
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Post » Wed Sep 01, 2010 2:06 pm

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?
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Enny Labinjo
 
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Post » Wed Sep 01, 2010 10:31 pm

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?
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Rachel Eloise Getoutofmyface
 
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Post » Wed Sep 01, 2010 11:53 am

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. 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. The skull and blood problem are of minimal concern to me but the weapon throw I would love to get some help on.
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Melly Angelic
 
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Post » Wed Sep 01, 2010 7:12 pm

@Lord Frostcraig:

That does sound like missing textures, you might want to reinstall the mod.


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?


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.


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. 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. The skull and blood problem are of minimal concern to me but the weapon throw I would love to get some help on.


Load DR6 later in the load order, something is changing the script effect to have sound.
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Roddy
 
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