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

Post » Thu Sep 02, 2010 12:09 am

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.


Confirmed.

This is correct. Somehow there is a conflict with the animations and the game goes to a sit animation instead of the laying down and sleep animation. The only way to correct the problem is to remove See You Sleep, Clean Save, Reinstall See You Sleep. But the problem will reoccur shortly. However this seems to only apply to double beds. Bedrolls still work fine and I think single beds still work. I'll need to test more on singles.

Just wanted to note there is definitely an error with the Magical Crits from weapons. I get a CTD more often than not when a critical occurs, such as freezing. The only thing the error logs report is "STATE 13".
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Angela
 
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Post » Wed Sep 01, 2010 9:26 pm

I have the problem that the Popup menu to set the buttons dont appear. i use the latest version of OBSE
I have clean my save game from DR 5.0, and then load DR6. I see also new moves but if I choose the DR item no text window came

German GOTY Version
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Genocidal Cry
 
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Post » Wed Sep 01, 2010 9:33 pm

I have the problem that the Popup menu to set the buttons dont appear. i use the latest version of OBSE


That's because there is no configuration menu. The ReadMe clearly states you must configure the keys via the Deadly Reflex 6 INI.
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Nina Mccormick
 
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Post » Wed Sep 01, 2010 11:28 am

aha ok
my english ist not so good, so I didnt understand everything in the readme.

But for what is the DR Item in the Inventar now ?
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Brian LeHury
 
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Post » Wed Sep 01, 2010 7:51 pm

The item is just for resetting the ini file
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Brandon Bernardi
 
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Post » Wed Sep 01, 2010 5:00 pm

Massive Suggestions Here
I have several ideas about attacks that should not be hard to implement, as their mechanics are combo of existing ones and their animations are either already there, or available as modders resource.

Luck should be used in all equations and give bonuses to Critical Chance.

Throws should use Marksman skill in their equations to improve damage and Critical Chance.

Kicks should gain benefits from high Hand-to-hand, and weight of Boots used.

Hand-to-hand and Acrobatics skills should improve from kicks.

Jump Power Attack - if Acrobatics and Weaponskill are greater than 50, then player (NPC cant jump) can execute Jump Power Attack midair - it has nearly the same animation as Ambush, deals massive damage, and has a greater critical chance than regular attacks (as it is slow to execute) - critical effects for different weapons are: Swords - decapitation, Axes and other Blunts - head smash, Daggers - head stab (remain in the head after attack, must be pulled out manually).
If Jump Power Attack critical is blocked then there is a high chance of enemies weapon (if it was used to block) being lauched far away, or if a shield, HtH or Bow was used - in an instand knockout that lasts longer than a knockout from kicks or headbutt.


Massive Hand-to-Hand improvements to make HtH AWESOME.
Jump Power Attack - a powerful forward sommersault kick (resulting in a players heel being applied to the top of the enemies head ;D). Critical results in enemies head being smashed to bits.

Back+Power Attack - a roundhouse kick, that always makes enemy to stagger a bit and step backwards. Despite being "Back" attack, propells player a bit forward. Critical results in a head smash.

Side+Power Attack - has a chance to knock enemy out ofr a bit. Critical (with a slomo) to the head result in their neck being crushed (same animation as throatslice). Critical to the chest result in a powerful kick that sends victim flying a long distance backwards (killing him in process) .

Standing Power Attack - Critical (with a slomo) in an upper chest/head results in "Heart Render" - player impales victims chest and pulls his heart throu his back, and then leaves it there. Critical (with a slomo) in an lower chest/waist results in a "Guts shedding" - with a single move of his hands, player rips victims stomach open and scatters his guts around (more bloody than cut-in-half)

Critical Disarm - at block>50 and HtH>50, Player gains the ability to instantly disarm opponent and use their weapons against them. In order to do so player must press Throw key right before being hit by enemies power attack - slow motion starts and one of the following efects are automatically executed according to the weapon acquired : Swords - implae critical (sword remain in the corpse), Axes - Cut-in-half (axe is dropped near the corpse), Blunts - head smash (weapon is dropped near the corpse), Daggers - head stab (remain in the head after attack), Hand to hand - results in a throw that does not instantly kill, but does heavy damage and makes enemy fly a good distance.

At Hand-to-hand>50 and Marksman>50, player gains ability to catch arrows midair with his bare hands by pressing Throw key just before being hit by an arrow (works with HtH or Bow weapon) - if arrow flies towards player there is a chance based on Hand-to-hand,Marksman and Luck (note that Momentum is not included) that a Slomo sequence will start, giving him a brief moment to press throw key and catch an arrow. If Player has a bow in his hands, he will use catched arrow to fire back at the enemy right away, else he will just put it in his backpack for later use.

At Hand-to-hand>50 and SpellSchool>50 player gains an ability to deflect incoming spells of that school with his bare hands. When spell flies towards him, there is a chance based on Hand-to-hand,SpellSchool and Luck (note that Momentum is not included) that a Slomo sequence will start, giving him a brief moment to press throw key and deflect spell back in a general direction of an enemy. As players Hand-to-hand,SpellSchool,Block and Marksman increase, accuracy of deflection also increases up to 100% if all skills are maxed. Shock Damage can not be deflected.

At Block>50 and SpellSchool>50 player gains an ability to deflect incoming spells with his shield in a similiar manner, but by using bash key instead.

At Block>50 and Marksman>50 player gains an ability to throw his shield by pressing block+throw buttons. Shield flies horizontally and has a good chance of decapitating or slicing enemy in half.
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Naughty not Nice
 
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Post » Wed Sep 01, 2010 2:54 pm

(post removed by author)
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emily grieve
 
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Post » Wed Sep 01, 2010 5:12 pm

rylasasin, a curiosity: have you ever worked on a mod of your own?
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Shaylee Shaw
 
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Post » Wed Sep 01, 2010 7:12 pm

rylasasin, a curiosity: have you ever worked on a mod of your own?


Quite a few times actually. Mostly fixes or compatiblity patches or whatnot. Though 90% of the time I never release them. Though god forbid I have an opinion. I'll just delete it now.
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Arrogant SId
 
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Post » Thu Sep 02, 2010 12:33 am

List was updated, but have to check the comments on TESNexus. Thanks for all your contributions.
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Bird
 
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Post » Wed Sep 01, 2010 11:54 am

Instead of compiling every post into a gigantic
WALL OF TEXT
why not just summarise the issues? As it stands now, you're basically making it seem like there are a ton of bugs - when, in reality, there are few bugs and a ton of words describing them.
Furthermore, proper spacing would help out a lot here - not to mention spelling and grammar, but those are (at best) tertiary concerns to most people on the internet, and thus not likely worth the bother.
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Sian Ennis
 
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Post » Wed Sep 01, 2010 6:14 pm

Instead of compiling every post into a gigantic
WALL OF TEXT
why not just summarise the issues? As it stands now, you're basically making it seem like there are a ton of bugs - when, in reality, there are few bugs and a ton of words describing them.
Furthermore, proper spacing would help out a lot here - not to mention spelling and grammar, but those are (at best) tertiary concerns to most people on the internet, and thus not likely worth the bother.


^ This.

Propper LIST of bugs and issues with their current status will greately reduce repeated reports and unnecessary confusion.
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Eire Charlotta
 
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Post » Wed Sep 01, 2010 10:11 pm

Wanna know something really weird?

Oblivion installed from the original disk, from March 2006, has v20.0.0.5 Nifs with correctly-set Flags.

...wut.

This means that they introduced an error in the GotY version. For no apparent reason. [censored]. Why did they even touch the meshes?
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Quick draw II
 
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Post » Wed Sep 01, 2010 10:44 am

Who knows they do some weird things like releasing geck 2 months after fo3
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Brentleah Jeffs
 
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Post » Wed Sep 01, 2010 12:32 pm

Can someone with the GotY edition of the game e-mail me ({my username}+nifse@gmail.com) one of the meshes that causes the runtime error? Since the original version of the game was correct all along, I don't have any of those meshes. The steel dagger would be preferred since that's the mesh I'm already using for my test scripts. Much appreciated.

Many thanks to KC33 for providing me the meshes. I can confirm that the runtime error bug is squashed, which is nifty. The SI BSA reading error is still very much alive, however.
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Rinceoir
 
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Post » Wed Sep 01, 2010 2:34 pm

Instead of compiling every post into a gigantic
WALL OF TEXT
why not just summarise the issues? As it stands now, you're basically making it seem like there are a ton of bugs - when, in reality, there are few bugs and a ton of words describing them.
Furthermore, proper spacing would help out a lot here - not to mention spelling and grammar, but those are (at best) tertiary concerns to most people on the internet, and thus not likely worth the bother.


Renting is not Helpful.
People post the errors thy encounter, every post can show the same problem from a different angle, a thing that can make the error fixing less difficult.
Not everyone in this forum are from an english speaking country, and thy might have some (a lot) of grammar mistakes like me, sorry if it bothers you.
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lilmissparty
 
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Post » Wed Sep 01, 2010 12:09 pm

Instead of compiling every post into a gigantic
WALL OF TEXT
why not just summarise the issues? As it stands now, you're basically making it seem like there are a ton of bugs - when, in reality, there are few bugs and a ton of words describing them.
Furthermore, proper spacing would help out a lot here - not to mention spelling and grammar, but those are (at best) tertiary concerns to most people on the internet, and thus not likely worth the bother.


You are free to assist me if you want. To make this documentation I had to read 700+ posts. That`s a whole lot of work, considering my full-time occupation at the university and my own modding project I work on every day for two hours. Hell, I didn`t even had time to test DR6 by myself yet! So it`s difficult to know, which bug reports are essential and which are not. However, the list is primarily for SkyCaptain, not the betatesters. It is bloated, but I`m sure Skycaptain can work with it. He knows what needs to be fixed in which order. I repeat: if you want to help me, you can.
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neil slattery
 
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Post » Thu Sep 02, 2010 1:34 am

Sure. Here is a rewritten version of the first part of your post. More will be forthcoming, as I'm sure neither of us has infinite time.

Pulling out thrown weapons from corpses:
There are a few glitches that appear when weapons are pulled out of corpses. This is was originally thought to be a bug with "EE", but is now believed to be caused by a combination of the engine acting up, and a few bugs in NifSE. Clarification...
Spoiler
"If you throw a weapon, save, and load, everything will be fine. You only hit the bug if you then save again without retrieving your weapon - after loading, NifSE no longer re-saves things correctly. Also, at worst, the bug causes a missing mesh marker; under no circumstances should it cause a CTD."


Throwing Weapons:
There have been a number of issues with thrown weapons; involving missing meshes, runtime errors, and other NifSE-related conflicts.
Currently, it seems that DragoonWraith is trying to fix the issues. Right now, however, your best bet would be to read [/u] http://www.gamesas.com/index.php?/topic/1143754-relz-deadly-reflex-6-beta-the-official-release-and-bug-report-thread-1/page__view__findpost__p__16722187.
There have been reports of thrown quest item weapons doing strange things. You can still throw them, but you might end up with duplicates. Be careful!
If you're having issues with hearing a spell effect sound upon throwing weapons, load DR6 later in your load order. Skycaptain has said that this is due to a mod altering the script effect sound.
Sometimes, thrown weapons fly through obstacles and walls. This is likely something that can't be help, so be very careful!
Also, weapons can sometimes bounce off enemies instead of sticking in, but still score a critical hit - after that, "trying to activate enemy results in a sound of retrieving a weapon and then immediate crash".

Visual Oddities and Animation Issues:
There have been a number of reports regarding oddities with the first person animations. These are largely caused by animations made for normal first-person being played in conjunction with DR6s. In any case, try not to use regular first-person animations with DR6. Replace them with a third-person equivalent, if applicable.
Also, many people dislike the shield and torch animations. Right now, the shield/torch swings into view in first-person - which can be rather jarring. Skycaptain might be working on this.
There are also a few other general glitches with the first-person view - kicks not showing up consistently, bows not appearing properly in sneak mode, and critical hit animations not working correctly. There have been many reports of critical hits not happening at all - and even then, the majority just using the animation for the throat slit regardless of what weapon is used.

General Bugs:
Throwing weapons causes them to get "reset" - all charges restored, condition refilled. Not a problem if you're a cheater (gasp!), but otherwise...
Staff animations are currently buggy, causing magical attacks to go all over the place (or just down and to the left). Either way, they're near-impossible to aim.
Two-handed weapons may be using one-handed animations for some things - such as power attacks. Clarification may be needed.
None of the DR6 moves dispell active invisibility spells - so, if you can cast an invisibilty spell and attempt a sneak critical; even if you fail, the NPC will fail to detect you as long as the invisibility spell is active.
After pressing the kick button all guards start to attack, even if kick is not performed (because under 50 acrobatics).
Some have reported problems with the death animations - NPCs having their bodies distorted, and so on. The reason why is thought to be physics making havok.
NPCs that are meant to yield automatically won't do it sometimes. This is rather troublesome, as you can probably imagine.
There are a few oddities related to critcals (again!) To quote; "A left power attack with a 1h blade weapon activates the skull crush."
And, once again, there are also issues with quest weapons. They can get lost! But you heard that before.
Some people have had issues activating certain attacks.
Spoiler
9. KC33 wrote: I am unable to bash when facing north and i have a lot o errors being shown on my ini wats goin on?" Maybe he did not made a clean save as cInfidel suggested? KC33 replied: I get these on a new game I never get dr5 messages its an array prob o a clean install any other ideas. Harel wrote: I made two clean installations but i still receive the shield bash problem. I don't thing it is an installation error because i can bash toward most directions, but cant bash toward the location of a fallen thrown weapon, and most of the times there are random directions that i cant bash to." cInfidel confirmed: It's true you cannot bash in the direction of a thrown weapon. The script cannot find a target and fails: victim from function is Rat / bash target from scc is .
10. Harel wrote: I can only flip backwards (the backward flip error suddenly disappeared after i uninstalled a cm partner). Smooth wrote: # I can no longer flip foward or to the sides like in DR 5. Is this intentional or no? I really liked that feature.
Due to a bug in the current version, it is recommended that you set the magic crit chance in the ini to 1 - as opposed to 0.01.
"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." Disturbing!
Someone has reported that headbutting opponents causes legs to grow! Worrying, no?
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Dalley hussain
 
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Post » Wed Sep 01, 2010 4:50 pm

How do I find a list with the numbers for the keys ? i see x is number 45 in the ini.
Is this a list related to the mod or is it normal that all the keys has also numbers, and is there a list in the web

EDIT : Found it

For ones who also search it and have not take a look in the readme like me :blush:

http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2
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Heather Dawson
 
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Post » Wed Sep 01, 2010 10:54 pm

I'm finding that enemy spellcasters (Ravagers, Fire Antronarchs, Scamps, Hell Hounds) will stand at casting range and do nothing. Ravagers could cast self-healing spells and Fire Antronarchs could use their fire touch spell, but nothing ranged. What gives? Melee combat for all worked fine.

Do I need to activate horse magic combat or something?
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Javier Borjas
 
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Post » Wed Sep 01, 2010 10:26 pm

I'm finding that enemy spellcasters (Ravagers, Fire Antronarchs, Scamps, Hell Hounds) will stand at casting range and do nothing. Ravagers could cast self-healing spells and Fire Antronarchs could use their fire touch spell, but nothing ranged. What gives? Melee combat for all worked fine.

Do I need to activate horse magic combat or something?


Actually, are you using Can′t Touch Me (my other mod)?

After I read your post, I realised I have noticed the same thing, from time to time. But it should have nothing to do with DR.

But, I looked into Can′t Touch Me and realised it could potentially do that to spell casters, that are also reported as "attacking" but on the otherhand don′t have any weapon out. I′m testing a fix myself now.
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Ryan Lutz
 
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Post » Wed Sep 01, 2010 7:03 pm

I was testing some things in a testinghall cell, and suddenly decidet to experiment with Throw and Bound Dagger spell.
Everything was fine but after 5 or 6 throws i just couldnt throw anything anymore, be it a bound dagger or other weappn.
Then i turned around and saw that i left bound daggers in my way whenever i go.
For some weird reason they were called "Torch"
[IMG]http://img820.imageshack.us/img820/5721/screenshot7og.th.jpg[/IMG][img]http://img525.imageshack.us/img525/5286/screenshot8jb.th.jpg[/img]

The console gave me this (hope it will be of any hep): [IMG]http://img258.imageshack.us/img258/6172/screenshot9dh.th.jpg[/IMG]

Problem persisted when i fasttraveled to other location, and i also found out that this "torch" had collision, and i was able to jump on them as more and more of them spawned. [IMG]http://img31.imageshack.us/img31/3765/screenshot13qb.th.jpg[/IMG][IMG]http://img834.imageshack.us/img834/6483/screenshot14a.th.jpg[/IMG]
After i stopped jumping i fell down slowly, sliding off a great dagger pile, that crumbled below me
[IMG]http://img607.imageshack.us/img607/8513/screenshot15b.th.jpg[/IMG]

After i reloaded my game, all torch-daggers became a regular lit torches without a collision, so they remained in the air resulting in a greate firewall. Apparently my PC could not hold on such awesomness anymore, RAM used exceded 3 GB (and i have 2), and my PC froze dead.
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Emmie Cate
 
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Post » Thu Sep 02, 2010 12:46 am

Actually, are you using Can′t Touch Me (my other mod)?

After I read your post, I realised I have noticed the same thing, from time to time. But it should have nothing to do with DR.

But, I looked into Can′t Touch Me and realised it could potentially do that to spell casters, that are also reported as "attacking" but on the otherhand don′t have any weapon out. I′m testing a fix myself now.


I'm afraid I'm not using that mod. I've noticed, however, that a reset (quit Oblivion and reload) will solve this bug. And yes, it happens periodically.
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Alyce Argabright
 
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Post » Wed Sep 01, 2010 9:52 am

Use the newest OBSE, Nifse, and sadly got CTD if I try to load a savegame with DR6 installed

I think i have delete all traces of DR5 before I create new savegames.

It is right the the content of the nifse folder goes in the data folder ?


Oblivion.esm
xFC70BestMates.esp
PJs Spell Compendium - Spell Requirements_DV_by_eg0.esp
TM_AltarDerSchizophrenie.esp
ElsweyrAnequina DV.esp
DLCShiveringIsles.esp
Wolfsbau_V1_1.esp
MaleBodyReplacerV4.esp
Knights.esp
freudenhaus.esp
The Island House - v3 - German.esp
Growlfs Hot Clothes.esp
Eddys Posing.esp
MidasSpells.esp
Apachii_Heroes_Store_DV.esp
Apachii_Goddess_Store_DV.esp
OWC - New Dimension Akrobatik Patch.esp
OWC - Seaworld.esp
OWC - Mannequin.esp
OWC - New Dimension.esp


EDIT : Works now, it was the Horsemaster.esm

But decapitation is really hard now, I have set it to a 65 % percent changes, but no slowmo came. in version 5 it always works :toughninja:
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Mark
 
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Post » Wed Sep 01, 2010 7:41 pm

I was testing some things in a testinghall cell, and suddenly decidet to experiment with Throw and Bound Dagger spell.
Everything was fine but after 5 or 6 throws i just couldnt throw anything anymore, be it a bound dagger or other weappn.
Then i turned around and saw that i left bound daggers in my way whenever i go.
For some weird reason they were called "Torch"
[IMG]http://img820.imageshack.us/img820/5721/screenshot7og.th.jpg[/IMG][img]http://img525.imageshack.us/img525/5286/screenshot8jb.th.jpg[/img]

The console gave me this (hope it will be of any hep): [IMG]http://img258.imageshack.us/img258/6172/screenshot9dh.th.jpg[/IMG]

Problem persisted when i fasttraveled to other location, and i also found out that this "torch" had collision, and i was able to jump on them as more and more of them spawned. [IMG]http://img31.imageshack.us/img31/3765/screenshot13qb.th.jpg[/IMG][IMG]http://img834.imageshack.us/img834/6483/screenshot14a.th.jpg[/IMG]
After i stopped jumping i fell down slowly, sliding off a great dagger pile, that crumbled below me
[IMG]http://img607.imageshack.us/img607/8513/screenshot15b.th.jpg[/IMG]

After i reloaded my game, all torch-daggers became a regular lit torches without a collision, so they remained in the air resulting in a greate firewall. Apparently my PC could not hold on such awesomness anymore, RAM used exceded 3 GB (and i have 2), and my PC froze dead.


Well Obviously the problem is throwing a bound weapon in the first place. I′m meaning to fix that you can do that. ;)

I'm afraid I'm not using that mod. I've noticed, however, that a reset (quit Oblivion and reload) will solve this bug. And yes, it happens periodically.


It′s not DR, I don′t think so at least - it wouldn′t make sense to begin with, and I couldn′t tie it to anything happening in DR scripts. Could be just buggy AI, or engine overload with lots of NPCs around - it′s a common issue with mods like FCOM or MMM that add a lot of enemies.

But decapitation is really hard now, I have set it to a 65 % percent changes, but no slowmo came. in version 5 it always works :toughninja:


You need momemtum, as only 100% momemtum gives you that multiplier to begin with. Anything less than 100% means your multiplier is equally lower. Also the particular attacks unpredictability at that very momemt affects the chance.

The trick with Momemtum is that you need to have good enough acrobatcis, so that you can use all the kicks. Otherwise your repertuare is limited, and any attack is more or less predictable, as when compared to ALL POSSIBLE moves the formula thinks you are favoring the attacks very heavily, as you haven′t kicked at all.

I mean, to make something statistically unpredictable, it has to be less predictable (=less used) than your other moves in average. When one group of moves is not used at all, that average is always very low. So that′s just how it is, how DR6 was designed - to make a full fighter, you need access to full set of moves, and also need to use them.


Hey, I′m personally on a QUEST to train my character in the art of the battle, to get access to better powerattacks (and criticals) and also the kicks. :)
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Aliish Sheldonn
 
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