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

Post » Wed Sep 01, 2010 11:05 pm

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.

Thanks
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Wed Sep 01, 2010 10:32 am

Still waiting for confirmation of zoom missing from archery animation and double sheating of weapons animation
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Wed Sep 01, 2010 10:11 am

Still waiting for confirmation of zoom missing from archery animation and double sheating of weapons animation

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. :wacko:

I'm not sure what you mean "double sheating animation"? Please explain.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Thu Sep 02, 2010 1:42 am

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. :wacko:

I'm not sure what you mean "double sheating animation"? Please explain.


Woot, my block on posting has expired! To anyone who was offended by my previous avatar, a most sincere 'my bad'.

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?

Anyways, good to be back.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Wed Sep 01, 2010 7:02 pm

Just wanted to note I'm receiving random Script errors. I say random but there is a slight pattern as you will see by the two bits of logs I will post. However these logs are a total of about 3 1/2 hours of gameplay. I repeated the same actions in combat multiple times, not purposely it just happens, but only a few times received this error. I've seen it once or twice before but didn't save the logs. However it's the same script at the same time on every occurrence. I don't seem to crash or have any ill effects during gameplay but I feel it needs to be documented that an error is happening, seemingly at random. Although I'm sure there is some slight pattern, hopefully I can pick up on it. It may be possible that this error is occurring when I retrieve the dagger from the fallen victim. Although I'm not sure if these are actually "kill shots" or not. Since I miss sometimes. :thumbsdown: I'm practicing though! :toughninja:

These are not the full logs but only bits of them when the error occurred. I do have the full logs, some are quite lengthy, if needed.

Log: 1
Spoiler
NifSE::NifOpen - "trfar\weapons2\ebonyg\dagger.nif" opened for editing.NifSE::NifFile c'tor - NifFile created for editing.NifSE::NifFile.loadNif - Loading "trfar\weapons2\ebonyg\dagger.nif"!NifSE::CheckFileLocation - File "trfar\weapons2\ebonyg\dagger.nif" found in folders!NifSE::NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 20 blocks.NifSE::NifFile.reg - Registering "trfar\weapons2\ebonyg\dagger.nif" on RegList.NifSE::NifFile.reg - Registered as #124-18.NifSE::NifOpen - "trfar\weapons2\ebonyg\dagger.nif" registered as #124-18.NifSE::NifGetNumBlocks - Getting the number of blocks in nif #124-18NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::NifGetNumBlocks - Returning 20.NifSE::NiNodeGetChildByName - Getting the index of Child "Scb" of nif #124-18 block #0.NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::NiNodeGetChildByName - Child found; returning 15.NifSE::NiNodeDeleteChild - Deleting Child (block #15) of nif #124-18 block #0.NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::NiNodeDeleteChild - Child deleted.NifSE::NifGetPath - Getting the path to nif #124-18NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_18.nif".NifSE::CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_18.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_18.nif".NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_18.nif".NifSE::CreateNifFile - Nif created.NifSE::DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_18.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_18.nif".NifSE::NifFile::getRegNif - Nif #124-18 found.NifSE::DeleteNifFile - Nif deleted.Error in script 7c605dd7Invalid array access - the array was not initialized.    File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: LetError in script 7c605dd7Operator -> failed to evaluate to a valid result    File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let


Log: 2
Spoiler
NifSE::NifOpen - "trfar\weapons2\ebonyg\dagger.nif" opened for editing.NifSE::NifFile c'tor - NifFile created for editing.NifSE::NifFile.loadNif - Loading "trfar\weapons2\ebonyg\dagger.nif"!NifSE::CheckFileLocation - File "trfar\weapons2\ebonyg\dagger.nif" found in folders!NifSE::NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 20 blocks.NifSE::NifFile.reg - Registering "trfar\weapons2\ebonyg\dagger.nif" on RegList.NifSE::NifFile.reg - Registered as #124-7.NifSE::NifOpen - "trfar\weapons2\ebonyg\dagger.nif" registered as #124-7.NifSE::NifGetNumBlocks - Getting the number of blocks in nif #124-7NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::NifGetNumBlocks - Returning 20.NifSE::NiNodeGetChildByName - Getting the index of Child "Scb" of nif #124-7 block #0.NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::NiNodeGetChildByName - Child found; returning 15.NifSE::NiNodeDeleteChild - Deleting Child (block #15) of nif #124-7 block #0.NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::NiNodeDeleteChild - Child deleted.NifSE::NifGetPath - Getting the path to nif #124-7NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_7.nif".NifSE::CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_7.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_7.nif".NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_7.nif".NifSE::CreateNifFile - Nif created.NifSE::DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_7.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_7.nif".NifSE::NifFile::getRegNif - Nif #124-7 found.NifSE::DeleteNifFile - Nif deleted.Error in script 7c605dd7Invalid array access - the array was not initialized.    File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: LetError in script 7c605dd7Operator -> failed to evaluate to a valid result    File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let


I know they look identical but trust me they are two different sessions of good length. (If you note the 124-7 and 124-18 you can see it's two separate occurrences.) I feel this needs to be brought to attention in case others are receiving similar errors. If so please save your logs and/or post them here. I know some Command: Let script errors have been posted over the course of these three threads but I haven't looked back over them yet to see the circumstances at which it occurred.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Sep 01, 2010 10:31 am

Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 7c605dd7


exact same console output i was getting,do you have the hud installed?
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Wed Sep 01, 2010 12:08 pm

With Timed Blocks mod, when I perfectly time a block what is this bonus it says you get? Basically just asking because I want to alter the damage mitigated a bit if its possible to make it better suit a skill cap of 200 or simply increase shield and weapon damage reduced by another 25% but multiplier lower so it takes longer like around 150 block or something before it would be 100% shield/75% weapon?

EDIT- Just noticed since you have 25% always blocked, it would add up as 100%/75% with a perfect block anyway so my real question I guess is since "FBlockSkillMult" is set from 0.75 to 0.50 would that mean even after a skill cap of 100 (with Elyse Uncapper) I would still gain more to my fblockskillbase until it reaches maximum between 150-200 block skill?

sorry i know this is way off topic from your DR6 mod, and maybe someone else may be able to answer it in jus one post so more important bug posts can be seen, but I thought i would ask here since you made it and all and im simply considering editing it.

thanks
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Wed Sep 01, 2010 10:51 am

Those OBSE errors are not necessarily a problem. For example, you might get that kind of error when checking an array; assuming that's what's going on, then Skycaptain's basically seeing those errors with his code and handling them.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Sep 01, 2010 6:38 pm

exact same console output i was getting,do you have the hud installed?

I also get the same errors
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Wed Sep 01, 2010 10:30 pm

Help

I cant kick at all and when i go to throw anything i get a runtime erreo??????
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Sep 01, 2010 5:43 pm

Help

I cant kick at all and when i go to throw anything i get a runtime erreo??????

Please read the first three posts for answers to these issues. That's what this thread is here for.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Thu Sep 02, 2010 12:38 am

I just did thank you
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Sep 01, 2010 9:53 pm

hey klaus, i was just reading your bug report summary and i have an addition: 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. i had noticed you mentioned only person is having this bug and wanted to add my two cents.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Wed Sep 01, 2010 1:07 pm

griz024: I dont know if it might help but worth trying.
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.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Wed Sep 01, 2010 10:18 am

Hey everyone! Using DRv5 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? (it's ignoreable for the most part though)

But a check that makes those KotN knight spirits immune to dismembering/beheading crits would be great :)
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Wed Sep 01, 2010 5:05 pm

List was updated.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Wed Sep 01, 2010 12:07 pm

Thanks for considering it :) And yes, I'm on DRv5 cause I was too deep into the game when DRv6 came out - but looks like it might've been for the better after reading the stuff you compiled, Klaus!
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Wed Sep 01, 2010 3:43 pm

So, while Nehrim support is mentioned in the first post, I was wondering if anyone had an idea of what would need to be done to implement it? There is already a fixed version of DR5 - and if DR6 is based off of DR5, then it may very well help with fixing things up in regards to the difference between Oblivion and Nehrim.

RIght now, I'm using DR6 in Nehrim anyway - it seems the only things that work are the new deaths, which is pretty good considering how it's not supposed to work.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Wed Sep 01, 2010 11:11 pm

griz024: I dont know if it might help but worth trying.
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.



i don't use a body replacer but ill check the old posts for which files to remove to get rid of the mesh skycaptain put in. i have been meaning to remove them already (something about naked toons just freaks me out). this should give me the gumption to get it done



yes i just used the word gumption- its a funny word :)

EDIT: there seems to be some confusion (at least on my part -_-) as to which files to delete to remove the body mod. do i only delete the .nif files or both the .nif and the .egt files?

nvm i figured it out.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Sep 01, 2010 9:30 pm

Hiho guys! got major problem with DR6, i'm kind of lack in english, but i try to explain situation

basically - DR6 works, weapons/torches throws normally, bash/flip work, but 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

i even make a pretty clean reinstall, left only few mods, but nothing help, so currently i have:
clean Oblivion (non-goty version, v1.2.0416)
OBSE 0019b
NifSE v1.0b2
DarN UI 1.3.2
HGEC Body 1.21
Oblivion XP 4.1.7
DropLitTorchOBSE 2.4
DR6b101

DR installed last and loaded last in OBMM (only main .esp and .esm)

please help me with this, DR is mod without which i can not play :(
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Wed Sep 01, 2010 10:39 pm

I'm on DRv5 cause I was too deep into the game when DRv6 came out - but looks like it might've been for the better after reading the stuff you compiled, Klaus!


You should not take the list too serious. It`s more of a "user reports documentation". About 90% or even more of the bug reports on the list are irrelevant: for most of them the user itself has messed something up on the installation side and a lot of reports relate to the same few issues. It`s up to Skycaptain to decide, what is really relevant and what is not, I`m only collecting the data. However, a lot of people are playing this game (almost) without any problems, there is a lot of positive feedback.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Wed Sep 01, 2010 1:37 pm

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.
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Wed Sep 01, 2010 11:02 pm

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.


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
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Wed Sep 01, 2010 9:14 pm

I really enjoy this mod, it have some issues but there are a lot of benefits, the combat is flowing the kicks are great.

On a side note: I once wrote that there is less blood in DR6, it was my mistake. I used http://www.tesnexus.com/downloads/file.php?id=32735 and http://www.tesnexus.com/downloads/file.php?id=25588, I deactivated them when i installed DR6 and totally forgot about them.
Sorry for the misleading report.
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Wed Sep 01, 2010 8:10 pm

For anyone having crashes related to throwing a weapon, I have a temporary solution for you! And me of course since I was crashing left and right.

Okay, since my game was full of meshes that crash on throw, basically all vanilla weapons, I edited all of them to work with the current version of NifSE v1.0b2. :hubbahubba: If you want full details on the testing that was done I suggest you start around page 2 and read on. Much has been covered and we've pinpointed the cause of the crash. Therefor I offer a temporary solution.

This is only a temporary fix until the real issue is resolved, which DragoonWraith will be working on in the very near future. Until then folks can use these edited meshes to achieve compatibility with throwing weapons in Deadly Reflex 6. I did not include any mesh that would be overwriting the meshes in the Unofficial Patches, since they are the newer versions and should work. I checked them in NifSkope. So if you don't have the Unofficial patches you may still have some troublesome meshes. I suggest you download and use all of the Unofficial Patches that apply to you. I have also extracted the weapons from the Shivering Isles BSA since cInfidel was reporting missing meshes when they were in the BSA and working properly when located in loose folders. Apparently NifSE is having problems opening some meshes in BSAs.

I have included a ReadMe in each download with information and liability. So if you don't install these properly or you break your game don't come crying to me. I know these meshes work, at least the ones I've tested, since I use them myself. Not all have been tested but the same edit was applied to each mesh that had the troublesome attribute. So in theory all of these meshes should work fine. Please let me know otherwise.

Download link for the Fixed Vanilla Weapon Meshes.
http://www.4shared.com/file/Uexd-rsz/FIXED_Vanilla_Weapon_Meshes.html

Download link for extracted Shivering Isles Weapon Meshes.
http://www.4shared.com/file/Rc0Hn5jn/SI_Weapon_Meshes.html

Enjoy!


Hey your fix works great, just one small issue though I'm missing a Daedric Texture for the dagger, anyone know how to fix that. I'm sure its in Oblivion/Date/Meshes/Weapons/Daedric/Dagger.Nif that's causing the issue cause I deleted it and texture was back to normal but then I got the throwing weapon bug again.

Thanks if anyone can help me.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

PreviousNext

Return to IV - Oblivion