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

Post » Wed Sep 01, 2010 11:30 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.


It′s not a feature to see them without kicking, I tried to explain this already in the WIP thread when people constantly confused 3rd person animations in 1st person with Immersive 1st person view.

The legs are there, but it′s totally up to the animation if they show or not. When you look down, in 1st person, your whole SKELETON, including legs, tilts. So the legs escape the view. It′s more of a byproduct of the animation tuning I did that you actually can see the legs without kicking in some animations, and I did experiment with the effect, but didn′t explicitly AIM for it.
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James Shaw
 
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Post » Wed Sep 01, 2010 9:53 am

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.


You are correct, the texture path is wrong.

That's my bad, I mistakenly uploaded the wrong mesh which points to the Data\Textures\trfar\weapons2\daedricg\DaedricDagger.dds when it should point to Data\Textures\Weapons\DaedricDagger.dds. I have Armamentarium installed which has many new and retextured weapons so I must have grabbed the wrong mesh by accident. I've looked over the others to see if the paths are correct and it seems they are. Apparently somehow I grabbed one wrong mesh. :facepalm:

I have updated the archive, same link as before, with the proper mesh. Anyone having a missing texture on the Daedric Dagger should re-download the updated archive.

Thanks for pointing that out Sculelos and please inform me of any other errors you find so I can correct them. :thumbsup:
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Robyn Lena
 
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Post » Wed Sep 01, 2010 4:17 pm

Hmm I dont think my momentum is working right Had the values show via command and I use the bar but it seems that it will randomly increase regardless of combat sometimes in combat and also out.
Also sometimes it stays at 0 throughout combat and and when it does increase it stays at that value for a while be4 decreasing due to time
Was wondering if u could look into it I have no other combat mods and use fcom and lame
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Sarah Bishop
 
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Post » Wed Sep 01, 2010 9:20 pm

You are correct, the texture path is wrong.

That's my bad, I mistakenly uploaded the wrong mesh which points to the Data\Textures\trfar\weapons2\daedricg\DaedricDagger.dds when it should point to Data\Textures\Weapons\DaedricDagger.dds. I have Armamentarium installed which has many new and retextured weapons so I must have grabbed the wrong mesh by accident. I've looked over the others to see if the paths are correct and it seems they are. Apparently somehow I grabbed one wrong mesh. :facepalm:

I have updated the archive, same link as before, with the proper mesh. Anyone having a missing texture on the Daedric Dagger should re-download the updated archive.

Thanks for pointing that out Sculelos and please inform me of any other errors you find so I can correct them. :thumbsup:


Will do, that was the only thing I noticed though. Some bugs with Deadly Reflex and FCOM but I hear they are working on them. I'm now playing through TIE now with deadly reflex at 250% damage, it's very difficult but then again I only got to like level 9 and still am struggling to get my weapon skills up.
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Luna Lovegood
 
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Post » Wed Sep 01, 2010 12:02 pm

It′s not a feature to see them without kicking, I tried to explain this already in the WIP thread when people constantly confused 3rd person animations in 1st person with Immersive 1st person view.

The legs are there, but it′s totally up to the animation if they show or not. When you look down, in 1st person, your whole SKELETON, including legs, tilts. So the legs escape the view. It′s more of a byproduct of the animation tuning I did that you actually can see the legs without kicking in some animations, and I did experiment with the effect, but didn′t explicitly AIM for it.


Oh, I see. I thought you actually put effort into making your legs visible when you look down. I won't mention another word about it then. At least they show when I kick. Awesome mod, by the way.
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Carlos Vazquez
 
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Post » Wed Sep 01, 2010 5:02 pm

Well, I can see my legs if I look down at the same time as I walk with a blade out, maybe you could try check that out.

However, the greaves (or skirt) I'm currently wearing on my char doesn't render for some reason (its from this mod: http://tesnexus.com/downloads/file.php?id=8357 ) so I'll exploit floating boots, but hey I suppose it ain't that of a big issue.
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Phillip Hamilton
 
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Post » Wed Sep 01, 2010 11:18 pm

two questions:
- what exactly a formula for successful "Throath slitting"? for test i trying set sneak/blade to 100 and even to 200, but still throath slitting quite random and enemy sometimes block/dodge attack
- how can i increase (artificially) chance of critical effects (decapitation, critical chest/stomach wound and so on)? same, for test i trying set "skycaptainssb.criticalchance" to 100 and "scc.momemtumincreasemult" to 10-100, but this critical effects happens very very rare, and plus to that - all this momentum stuff seems dont work for me, no matter what values I put and how randomly i fight - momentum bar almost dont change or changed to very low values (from 1% to max of 5% i think), i never see its filled to at least 25% or higher
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Maria Garcia
 
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Post » Wed Sep 01, 2010 9:29 am

I'm just here to praise Skycaptain with this wonderful mod. I love the way I move in first person perspective, it's so much more real and cool at the same time. And impaling a sleeping marauder in "Ringwraith style" was amazing.

Cheers mate! :foodndrink:
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Natalie Taylor
 
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Post » Wed Sep 01, 2010 12:33 pm

Does anybodt use a body replacer like HGEC and Roberts with this mod? If so, can you see your legs?
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Austin Suggs
 
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Post » Wed Sep 01, 2010 11:10 am

Yes, you can see your legs just fine, as I use both Roberts male and femme bodies. ^_^
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CArlos BArrera
 
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Post » Thu Sep 02, 2010 1:38 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)


I'm repeating my previous post in case it got unnoticed. Maybe someone could comment something about this?
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Jeffrey Lawson
 
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Post » Wed Sep 01, 2010 5:56 pm

Yes, you can see your legs just fine, as I use both Roberts male and femme bodies. ^_^


Okay, thanks. The script is set up to use the vanilla bodies, but I guess body replacers work as well.
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Inol Wakhid
 
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Post » Thu Sep 02, 2010 1:03 am

Sometimes thrown weapons fly through obstacles and walls. Also sometimes weapons can bounce off enemy instead of sticking in, but enemy still plays critical animation - after that trying to activate enemy results in a sound of retrieving a weapon and then immediate crash.

Also i have a strange bug with kicks - when i install everything like said in OP on clean Oblivion+SI+patch, kicks animation plays instead of dodge nimations (theese have no effect on enemy) and i cant dodge or kick near anything alive. The only thing that works is a headbutt and standing kick with Attack+block.

Dropped torches are lit, but dont emit any real light at all.

Sometimes slo-mo starts but even with right aiming nothing happens and enemy just flies away dead.

After headbutt one of legs begin to grow. %)

Suggestions:
Shift regular slash animations and weapon idles up and left so weapon and its slashing will be actually seen in 4:3 with fov 75. Bow attack animation should be shifted down and right so it wont obscure bowmans view.

Add an option in INI to tweak head bobbing in different situations.

Throw animation should proceed without head tilting, as it greately decreases throw accuracy and makes it nearly impossible to throw weapons during fight.

Daggers should actually stick in scenery and enemies (regardless wether they critted or not). Also if the player throws a dagger and has more of that particular daggers, next dagger shuld be automatically equipped (that will help players that are not as fast with their hans as i am :P)

Throwing poisons would be awesome.
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Sun of Sammy
 
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Post » Thu Sep 02, 2010 1:37 am

I amit that I love the sound of the new combat mechanics and think some changes (like the shield blocking timing!) will be wonderful for the game. However I do have a simple question. Is there any way to make DR6 seem less....grotesque? :( The first demo I saw on YouTube was just people being sawed in half, excessive blood spraying and horrible screaming. That doesn't realy do it for me...
Don't mind blood and whatnot of course, just less of the excessive gore.
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ladyflames
 
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Post » Wed Sep 01, 2010 11:17 pm

Player can throw essential weapons. And they can fly throu scenery. Thrown off Blade Of Woe = no quest 4 u lol.
Needs to be fixed.
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Kelvin Diaz
 
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Post » Wed Sep 01, 2010 1:22 pm

This mod is great so far, but I've been having one issue that's a bit annoying. I set the fNearDistance setting to 0 to start off with and it seems to be stuck that way now. I try to change to a little higher number like 5 so I don't see so much bow clipping and my char's arm clipping while casting spells, but it still looks to be the same type of first person view even after loading my backup ini that is set at the default of 10.

Another little thing is how you can't denock arrows anymore instead of firing but I can live with it till the beta goes into v1.0.

If anyone has experienced this as well or found a way to fix, I'd appreciate some insight.

Thanks for all the great work on this though Skycaptain, I'm really enjoying the immersive fights and stabbing people on horseback with a polearm lol

Leold
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Arrogant SId
 
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Post » Wed Sep 01, 2010 4:11 pm

Switching in and out of 3d person view may cause a bug with 1st-person legs/DR6 anims (i dont know which) that results in an instant CTD even when OCPS used.
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Austin England
 
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Post » Wed Sep 01, 2010 10:22 am

Hmm I dont think my momentum is working right Had the values show via command and I use the bar but it seems that it will randomly increase regardless of combat sometimes in combat and also out.
Also sometimes it stays at 0 throughout combat and and when it does increase it stays at that value for a while be4 decreasing due to time
Was wondering if u could look into it I have no other combat mods and use fcom and lame

Just showing my question again just in case it wasnt noticed.
It also seems that other ppl have this same issue
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jessica robson
 
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Post » Wed Sep 01, 2010 4:15 pm

After a clean save (i dont know why DR6 breaks after some type of attacks) the bug that cause Pyro_Monkey's toon right leg to become bigger happed to me today.
I made some checking and found that this bug happens after a failed kick animation, this failure will render the kick itself unuseful, and might prevent the usage of kicks and shield bashes against that enemy.
After the fight is over and the player can use impale and shield bash, every foreword kick will change the right leg size, head-but or a lucky foreword kick can fix it.
Im adding 2 picts to show the problem.
Spoiler

[img]http://img207.imageshack.us/img207/9953/shorterleg.jpg[/img] [img]http://img207.imageshack.us/img207/7628/longerleg.jpg[/img]

Edit: forgot to mention that after i reinstalled DR6 and removed all the nif and egt files from the _male folder the error remained.
Edit1: further gameplay showed that this error occur randomly.
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Manuela Ribeiro Pereira
 
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Post » Wed Sep 01, 2010 12:27 pm

Well been playing around with this mod some more, a few things I've noticed.

- I can throw bound items and they won't disappear when the timer goes up.
- Some reason death animations ain't working, not sure why.
- Seems like the Elemental special effects caused my game to crash so I disabled it for now.

Things I like though.

- Throwing weapons is cool, even though a little unbalanced to be able to impale people so easily.
- New animations are much smoother although the forward power attack still looks a little wonky with a Axe or Mace.
- New arial's are cool, not really sure how much I like them but not bad.

Still seems like the mod still has many bugs in it, Deadly Reflex 5 with the hotfix ran flawlessly except for the rare cases which it would stop working and you had to restart Oblivion, as such though I would still reccomend Deadly Reflex 5 over 6 at least until the bugs have been sorted out.
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Monika Fiolek
 
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Post » Wed Sep 01, 2010 7:18 pm

I can confirm what Sculelos has reported. I've been playing more lately and keeping logs as well. Nothing really stands out in logs except occasional script errors which I've reported previsously.

Anyway.

- Some reason death animations ain't working, not sure why. - Confirmed on my end. I've only seen one actual decapitation. All others result in a throat slit animation, regardless of the sword or dagger used. Amazingly enough the one decapitation was with a dagger.

- Seems like the Elemental special effects caused my game to crash so I disabled it for now. - Again, confirmed. Same exact problems here. Sometimes they work, but most cause a crash. Log reports "STATE 13" when elemental critical is performed.

EDIT: Make that two decapitations. But still the number seems terribly low for the hours I've put in.
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FoReVeR_Me_N
 
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Post » Wed Sep 01, 2010 3:26 pm

Oh wow, the beta is out!
Can someone upload it to megaupload or 4shared? beceause I can't download it from Nexus.... got banned =.=
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Darren
 
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Post » Wed Sep 01, 2010 9:11 pm

I can confirm what Sculelos has reported. I've been playing more lately and keeping logs as well. Nothing really stands out in logs except occasional script errors which I've reported previsously.

Anyway.

- Some reason death animations ain't working, not sure why. - Confirmed on my end. I've only seen one actual decapitation. All others result in a throat slit animation, regardless of the sword or dagger used. Amazingly enough the one decapitation was with a dagger.

- Seems like the Elemental special effects caused my game to crash so I disabled it for now. - Again, confirmed. Same exact problems here. Sometimes they work, but most cause a crash. Log reports "STATE 13" when elemental critical is performed.

EDIT: Make that two decapitations. But still the number seems terribly low for the hours I've put in.

I ve almost had one but sadly he died before i could again i noticed it is incredibly low to
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carley moss
 
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Post » Wed Sep 01, 2010 3:11 pm

Is it just me, or or torches overpowered? I defeated a gigantic troll that would have normally one-hit me by throwing my entire stock of torches at him and hoping it died. Suffice to say, it did - and eventually, its friends too, all thanks to torches! Overpowered, no?
Also, it seems that the first person animation glitch out on occasion and reorient themselves far away from my character. This would be fine, but it also affects third person too! When it happens, all I can do is reload the game and hope it goes away before I get into a fight - or hell, have to use anything.
But otherwise? http://www.upload3r.com/serve/061210/1291676049.png
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He got the
 
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Post » Wed Sep 01, 2010 5:44 pm

I get a problem with see you sleep 1.51. When I go to bed, the camera screws up (its positioned in a weird place) and I can't get it back to normal again save by exiting out of game and coming back in.
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Ross Thomas
 
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