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

Post » Wed Sep 01, 2010 4:40 pm

I am unable to bash when facing north and i have a lot o errors being shown on my ini wats goin on?
Spoiler

OBSE: initialize (version = 19.6 010201A0)
oblivion root = C:\Games\Oblivion\
plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\INIZer.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\INIZer.dll (00000001 INIzer 00000001) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\NifSE.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifWriteToDisk (24F3)
RegisterCommand NifOpen (24F4)
RegisterCommand NifClose (24F5)
RegisterCommand NifGetPath (24F6)
RegisterCommand NifGetOriginalPath (24F7)
RegisterCommand NifGetNumBlocks (24F8)
RegisterCommand GetNifTypeIndex (24F9)
RegisterCommand NiObjectGetType (24FA)
RegisterCommand NiObjectGetTypeName (24FB)
RegisterCommand NiObjectTypeDerivesFrom (24FC)
RegisterCommand NiObjectNETGetName (24FD)
RegisterCommand NiObjectNETSetName (24FE)
RegisterCommand NiObjectNETGetNumExtraData (24FF)
SetOpcodeBase 00002510
RegisterCommand NiObjectNETGetExtraData (2510)
RegisterCommand NiObjectNETGetExtraDataByName (2511)
RegisterCommand NiObjectNETAddExtraData (2512)
RegisterCommand NiObjectNETDeleteExtraData (2513)
RegisterCommand NiExtraDataGetName (2514)
RegisterCommand NiExtraDataSetName (2515)
RegisterCommand NiExtraDataGetNumber (2516)
RegisterCommand NiExtraDataSetNumber (2517)
RegisterCommand NiExtraDataGetString (2518)
RegisterCommand NiExtraDataSetString (2519)
RegisterCommand NiExtraDataGetArray (251A)
SetOpcodeBase 0000251C
RegisterCommand NiAVObjectGetLocalTransform (251C)
RegisterCommand NiAVObjectGetLocalTranslation (251D)
RegisterCommand NiAVObjectGetLocalRotation (251E)
RegisterCommand NiAVObjectGetLocalScale (251F)
SetOpcodeBase 00002523
RegisterCommand NiAVObjectSetLocalScale (2523)
RegisterCommand NiAVObjectSetLocalTransformTEMP (2524)
RegisterCommand NiAVObjectSetLocalTranslationTEMP (2525)
RegisterCommand NiAVObjectSetLocalRotationTEMP (2526)
RegisterCommand NiAVObjectGetNumProperties (2527)
RegisterCommand NiAVObjectGetProperties (2528)
RegisterCommand NiAVObjectGetPropertyByType (2529)
RegisterCommand NiAVObjectAddProperty (252A)
RegisterCommand NiAVObjectDeleteProperty (252B)
RegisterCommand NiNodeGetNumChildren (252C)
RegisterCommand NiNodeGetChildren (252D)
RegisterCommand NiNodeGetChildByName (252E)
RegisterCommand NiNodeDeleteChild (252F)
SetOpcodeBase 000025C0
RegisterCommand NiTexturingPropertyGetTextureCount (25C0)
RegisterCommand NiTexturingPropertySetTextureCount (25C1)
RegisterCommand NiTexturingPropertyHasTexture (25C2)
RegisterCommand NiTexturingPropertyGetTextureSource (25C3)
SetOpcodeBase 000025C6
RegisterCommand NiTexturingPropertyGetTextureClampMode (25C6)
RegisterCommand NiTexturingPropertyGetTextureFilterMode (25C7)
RegisterCommand NiTexturingPropertyGetTextureUVSet (25C8)
RegisterCommand NiTexturingPropertyTextureHasTransform (25C9)
RegisterCommand NiTexturingPropertyGetTextureTranslation (25CA)
RegisterCommand NiTexturingPropertyGetTextureTiling (25CB)
RegisterCommand NiTexturingPropertyGetTextureRotation (25CC)
RegisterCommand NiTexturingPropertyGetTextureCenterOffset (25CD)
RegisterCommand NiTexturingPropertySetTextureClampMode (25CE)
RegisterCommand NiTexturingPropertySetTextureFilterMode (25CF)
SetOpcodeBase 00002660
RegisterCommand NiTexturingPropertySetTextureUVSet (2660)
RegisterCommand NiTexturingPropertySetTextureHasTransform (2661)
SetOpcodeBase 00002664
RegisterCommand NiTexturingPropertySetTextureRotation (2664)
SetOpcodeBase 00002666
RegisterCommand NiSourceTextureIsixternal (2666)
RegisterCommand NiSourceTextureGetFile (2667)
RegisterCommand NiSourceTextureSetExternalTexture (2668)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\NifSE.dll (00000001 NifSE 0001002F) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) reported as incompatible during query
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000080) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 00000062) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
SetOpcodeBase 000025D4
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
RegisterCommand Kyoma_Test (25EF)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000006) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\refstuff_plugin.dll
SetOpcodeBase 00002350
RegisterCommand DropNthItems (2350)
RegisterCommand GiveNthItems (2351)
RegisterCommand GetItemsCount (2352)
RegisterCommand GetNthItemsCount (2353)
RegisterCommand GetItemsChangedCount (2354)
RegisterCommand GetCount (2355)
RegisterCommand SetCount (2356)
RegisterCommand ModCount (2357)
RegisterCommand DestroyRef (2358)
RegisterCommand DestroyClonedForm (2359)
SetOpcodeBase 0000236E
RegisterCommand DumpItem (236E)
RegisterCommand DumpContainer (236F)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\refstuff_plugin.dll (00000001 refstuff 00000002) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
loading from C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_7.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_7.ess
loading from C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_7.obse
plugin has data in save file but no handler
RenameGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.ess -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.bak
renaming C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.obse -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.obse.bak
DoSaveGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.ess
saving to C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_8.obse
RenameGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.ess -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.bak
renaming C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.obse -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.obse.bak
DoSaveGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.ess
saving to C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_9.obse
RenameGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.ess -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.bak
renaming C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.obse -> C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.obse.bak
DoSaveGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.ess
saving to C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.obse
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
loading from C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.ess
loading from C:\Users\Kasey\Documents\My Games\Oblivion\Saves\Streamsave_10.obse
plugin has data in save file but no handler
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script cb605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
Operator := failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let
Error in script ae000803
An expression failed to evaluate to a valid result
File: Cannt touch me!.esp Offset: 0x0442 Command: Let

User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Thu Sep 02, 2010 1:32 am

I don't know what 'Cannt touch me!.esp' is so get rid of it for now. Flip both the debug and reset switch in the Deadly Reflex ini (from 0 to 1). And make sure that after you make a clean save (with DR uninstalled), you can exit the game and reload it without getting the 'Set up your DR5 Hotkeys' messages. It may take you an aditional save or two to make sure your save file is clean. Theoritically it should only take one, but what do i know. After you have a truly clean save, install DR6 and flip both the debug and reset switch in the Deadly Reflex .ini and load up that save. There should* be no problems.

Also when I say install DR6 I mean only what is necessary, OBSE and DR6 without optionals. (Read the second spoiler on the first post.)
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Wed Sep 01, 2010 10:39 pm

Also, Klaus, just commentary: you probably don't need that huge log of everything that's happened with the throwing issues; it would probably be better to just link to my post for the Throwing section (other than the duplicating Umbra; that would not be a NifSE issue).


@ DragoonWraith

I wanted to propose that anyway. I saw your superb 3. post in this thread and stopped collecting posts on the throwing issues, because I know you are tracking everything and leading the discussion. I`m gonna delete the section as you proposed and won`t track the NifSe-related conflicts in the list anymore. You are in contact with Skycaptain and all the other guys anyway. By the way, you guys are doing an awesome job!

@ Skycaptain

I just finished looking through the old threads and updating the list, so I can start tomorrow with this one. The list looks bloated I know, but it gives a good idea about what major and minor problems exist in the current release and it`s also a good documentation of discussed topics on DR6 beta. However, I hope it serves its purpose and helps you getting an idea of what to fix in which order. I`m gonna send you my login data, so you can look through the bug list and delete the parts that are obsolete. It`s up to you to decide, what matters and what not. I can`t decide it, I`m just collecting the feedback.
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Wed Sep 01, 2010 11:40 am

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.

UPDATE as of 01/12/2010: See below!

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.

UPDATE: Updated archive to fix a missing texture due to a wrong file path on the following mesh Meshes\Weapons\Daedric\dagger.NIF. The previous mesh was pointing to an Armamentarium texture and was erroneous. Download link is the same so please update if you are experiencing a missing texture. If you have Armamentarium installed you will not notice this problem but I still advise you update so everything is strictly vanilla meshes. Thanks to Sculelos for pointing this out!

Download link for the Fixed Vanilla Weapon Meshes. Archive updated 01/12/2010
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!
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Wed Sep 01, 2010 9:13 pm

Skycaptain, would it be possible to prevent a quest item from being thrown? In OOO Light of Dawn is tagged as a quest item and still managed to throw it. Well I immediately crashed but that's not related. So is there a way to flag a quest item weapon and not make it throwable?

Other than that, I'm having fun :)
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Sep 01, 2010 9:37 pm

I don't know what 'Cannt touch me!.esp' is so get rid of it for now. Flip both the debug and reset switch in the Deadly Reflex ini (from 0 to 1). And make sure that after you make a clean save (with DR uninstalled), you can exit the game and reload it without getting the 'Set up your DR5 Hotkeys' messages. It may take you an aditional save or two to make sure your save file is clean. Theoritically it should only take one, but what do i know. After you have a truly clean save, install DR6 and flip both the debug and reset switch in the Deadly Reflex .ini and load up that save. There should* be no problems.

Also when I say install DR6 I mean only what is necessary, OBSE and DR6 without optionals. (Read the second spoiler on the first post.)

I get these on a new game I never get dr5 messages its an array prob o a clean install any other ideas :shrug:
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helen buchan
 
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Post » Thu Sep 02, 2010 12:52 am

I uninstalled DR6 but I still have the Timed Block effects stuck to any gamesave I ever had and even making a new char its still there. I have uninstalled DR6 through OBMM and even manually checked for anything it might have missed and removed yet I still have its lingering affects when blocking. How do I get these removed?
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megan gleeson
 
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Post » Wed Sep 01, 2010 5:54 pm

I have a problem with certain animations playing. The throat slit animation, where the NPC falls to their knees and reaches out, doesn't play...the blood emits and they die, but the animation no longer plays. None my critical hits play either...even when i've set the chance to 100. The only animations that do play, are the dodge animations, the shield bash, and the sneak/ambush attack. how do i fix this?

edit: the stab when the npcs have been knocked down works as well
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Solina971
 
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Post » Wed Sep 01, 2010 12:45 pm

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.
I can only flip backwards (the backward flip error suddenly disappeared after i uninstalled a cm partner)
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Jinx Sykes
 
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Post » Wed Sep 01, 2010 1:01 pm

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 Ratbash target from scc is 


I'll try to get specific errors for others.
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Mason Nevitt
 
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Post » Wed Sep 01, 2010 2:03 pm

I got so caught up in solving the crash on throw problem that I forgot about another issue... I'll copypasta my post from way back in the other thread.

# I can no longer flip foward or to the sides like in DR 5. Is this intentional or no? I really liked that feature.

And this is a suggestion, no need to rush this, but I would personally love to have the option...
# Add an option to remove the message spam in the upper left of the screen when throwing weapons or using mounted combat key.


In case people missed it on the previous page, or for those that just pop in and post without reading too far back, I uploaded some fixed meshes for the "Crash on Throw" issue as a temporary solution. I had to fix them for myself so I could properly use the mod without crashing every other throw. So why not share, right? :thumbsup:
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lisa nuttall
 
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Post » Wed Sep 01, 2010 7:28 pm

Its noted you should change magic crit from 1 to 0.01, but do you also do the same for arrow crit? was the division also forgotten for it as well?

set scc.magiccriticalmult to 0.01 ;additional mult for magic criticals
set scc.arrowcriticalmult to 0.01 ;additional mult for marksman criticals

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Abi Emily
 
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Post » Thu Sep 02, 2010 12:35 am

Ok now it seems as though my error has something to do with throwing weapons. What I mean is that I can bash and flip and even do horse combat but if I press the button to throw my weapon all those buttons stop working and nothing happens. The game doesn't crash and there's no error but DR6 just doesn't function until I quit and reload oblivion. So I guess my question is that are there any mods that could potentially conflict with the way DR6 does throwing weapons?
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 4:24 pm

In case people missed it on the previous page, or for those that just pop in and post without reading too far back, I uploaded some fixed meshes for the "Crash on Throw" issue as a temporary solution. I had to fix them for myself so I could properly use the mod without crashing every other throw. So why not share, right?


I added a link to your post in the list. Thank you!

Also, I updated the list with the latest reports, so it`s all done for now. It didn`t take too much time to get through this thread here, because the most posts concern the NifSe-related crashes.

To the betatesting team around DragoonWraith: If there is any way I can help you (like for example making an announcement or request for logs) in the first post, name it! I`ll be happy to help you.
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Maria Leon
 
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Post » Wed Sep 01, 2010 11:33 pm

OK, update from my talking to amorillia on the NifTools team: Apparently bit 4 is the "IsSkinInfluence" boolean, i.e. whether or not the NiNode is being used by any skins (I don't actually know what a skin is), except that "on" means it's not and "off" means it is (which I think is confusing). The fact that you can change that, delete the NiNode, and nothing bad happens, suggests that the bit should be on, but I'll have to learn more about what skins are before I can do that. Anyway, at the very least, I can now have NifSE check for that and not attempt to delete if it's not set, since it will only crash if I do. I may implement a more thorough check to actually see if it is being used that way or not.

@ Klaus: For right now, I've just got to get my computer up and running. That's... being annoying. I've probably lost a very great amount of data (nothing irreplaceable though), which is frustrating. I'll let you know, though, if there's anything.

@ Smooth: Awesome work - did you just flip bit 4, or did you change them all to some number, or what? I do assume those flags are important, though it appears they're incorrectly set... I'll try to look at a mesh from my initial install (before patching) to see how they look before applying the patch.
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Sebrina Johnstone
 
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Post » Wed Sep 01, 2010 4:20 pm

All right, this is kind of random, but I noticed that setting fneardistance below 3 or so in Oblivion.ini causes menu selections (Yes and No) to disappear, along with a few other things like the Oblivion logo when the game first loads. Any ideas?

Just posting this because the readme recommends you set it to 0, which has caused those problems for me.
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Michael Korkia
 
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Post » Wed Sep 01, 2010 11:24 pm

@ Smooth: Awesome work - did you just flip bit 4, or did you change them all to some number, or what? I do assume those flags are important, though it appears they're incorrectly set... I'll try to look at a mesh from my initial install (before patching) to see how they look before applying the patch.


Every mesh that I looked at, and modified, had flags set to 16 in the main NiNode section and the sub-section (Child?). I guess I'm using the proper terminology, if not I hope you understand what I mean. I'll include screenshots below.** I simply changed the flags, in the appropriate "child" block only, from 16 to 14 just like the 0.5 versions. I did not, however, change the main NiNode from 16 to 14 to match the 0.5 version. I was unsure exactly what would be changed and it's not relevant to crashing anyway. So I only edited the appropriate block.

I looked over many many mod added meshes and some UOP meshes and they all had flags set to 14 in both sections. So I don't think any harm is done by changing the older versions from 16 to 14. At least I haven't experienced any problems, yet. I played a great session last night, over 3 hours straight, multiple areas involved with many transition doors, and various enemies fought. Not a single crash or anomaly in this entire session. I reviewed all logs for this session and not a single error in any of them. :celebration: Hopefully my game will remain this stable for some time to come.

**Here are the screenshots for reference on the value that was changed exactly.

Screenshot 1, Main -- Untouched.
http://yfrog.com/j2ninodemainp

Screenshot 2, "Child" or "Sub"? -- Modified from 16 to 14 on every mesh.
http://yfrog.com/69ninodechildp
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Chloe :)
 
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Post » Wed Sep 01, 2010 3:05 pm

I thought I should mention it, incase it is or will be reported as a bug:


backwards running speed reducer mods work by setting your backwards running speed to VERY low - usually negative numbers - when you hit backward button. Cause speed attribute affects acrobatics animation speed, the backwards dodge in DR turns ridiculously slow. Of course this is not problem specifically with DR′s backwards acrobatics, but an overall problem with backwards running reducers and backwards acrobatics move.

I have this problem myself with FCOM, one of the mods (Frans?) sets my speed to -165 when I press backward button, which means my char runs backwards slower than if I walk backwards. If I learn how to disable that feature, I might include an optional backwards running reducer feature into DR, as I can use Obse to check for which anim is being used, and thus make such a feature work better with acrobatics.
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BethanyRhain
 
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Post » Wed Sep 01, 2010 8:01 pm

I thought I should mention it, incase it is or will be reported as a bug:


backwards running speed reducer mods work by setting your backwards running speed to VERY low - usually negative numbers - when you hit backward button. Cause speed attribute affects acrobatics animation speed, the backwards dodge in DR turns ridiculously slow. Of course this is not problem specifically with DR′s backwards acrobatics, but an overall problem with backwards running reducers and backwards acrobatics move.

I have this problem myself with FCOM, one of the mods (Frans?) sets my speed to -165 when I press backward button, which means my char runs backwards slower than if I walk backwards. If I learn how to disable that feature, I might include an optional backwards running reducer feature into DR, as I can use Obse to check for which anim is being used, and thus make such a feature work better with acrobatics.


@ DragoonWraith
http://niftools.sourceforge.net/forum/viewtopic.php?f=23&t=692&start=0
IsSkinInfluence has something to do with skeletons and bones in .Nifs. This "Shon" guy claims that 'Oblivion files don't seem to have the skin influence flag set properly. " And he is saying this in 2006, which makes sense because the newest Oblivion patch 'fixes' all of the meshes and it came out after 2006. So Bethesda went back and 'fixed' whatever they left unproperly set. Do what you can but I don't think we really have to worry about it. The weapon meshes work identically in game (apart from crashing NifSE).
So far I have only seen all NiNode>NiNode flags set at 14 or 16.
0b0000000000001110	14			Working0b0000000000010000	16			Crash

@ Skycaptain
My FCOM also sets my backwards run speed to a negative number. 'FCOM_Francescos.esp' does this. Although for me the backwards flip spin dodge seems to work fine. In 3rd person my character spin jumps backwards and twirls around and ends up facing the enemy again. My lvl 1 test character has 40 speed which gets set to -64 (-104).

@ 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?
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CHANONE
 
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Post » Thu Sep 02, 2010 1:11 am

I′m also confirming the no-light from thrown torches bug - the "ismodloaded" part wasn′t working at all, apparently it "seemed like" the torches where producing light when I was testing, when in reality they never did. Fixing it atm.
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Sophie Louise Edge
 
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Post » Wed Sep 01, 2010 9:12 am

I′m also confirming the no-light from thrown torches bug - the "ismodloaded" part wasn′t working at all, apparently it "seemed like" the torches where producing light when I was testing, when in reality they never did. Fixing it atm.

I saw Psymon already showed you No MOBS run limit. But I think Arkngt might be right about OMOBS Optional Combat Settings.esp. Do you have it? Your speed is 100 levels lower than mine.
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Britney Lopez
 
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Post » Thu Sep 02, 2010 1:45 am

Some random replies, sorry about not being able to answer all the questions right now - I focusing the time I have on reading the questions/bug reports and testing stuff.

EDIT: BTW fixed the torch not giving light, I have to say I personally love the feature - I was in a dark cave and it was more than satisfying to be able to throw the torch at the goblin archers before drawing my bow. :)

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 Ratbash target from scc is 


I'll try to get specific errors for others.


Thanks for posting this, it actually tells me a lot, as silly as it sounds. :goodjob:

I got so caught up in solving the crash on throw problem that I forgot about another issue... I'll copypasta my post from way back in the other thread.



The acrobatics are REPLACED by kicks, this was an early design decision from almost two years back. Sorry, but this is just how it is, when I started making DR6 I decided to make certain even harsh decisions, to make certain things more to my own liking.

Its noted you should change magic crit from 1 to 0.01, but do you also do the same for arrow crit? was the division also forgotten for it as well?


No it′s just the magic - enchanced arrows can give magic criticals, but then it actually uses the magic crit calculation, so with better destruction skill you get fire enchanted criticals more easily as well.

Ok now it seems as though my error has something to do with throwing weapons. What I mean is that I can bash and flip and even do horse combat but if I press the button to throw my weapon all those buttons stop working and nothing happens. The game doesn't crash and there's no error but DR6 just doesn't function until I quit and reload oblivion. So I guess my question is that are there any mods that could potentially conflict with the way DR6 does throwing weapons?


Sounds like the script breaks if there′s no weapon in your hand or something. Until the throwing is fixed (Nifse mesh trouble plus this) it′s probably best not to use the throwing, at least if it gives you trouble.

All right, this is kind of random, but I noticed that setting fneardistance below 3 or so in Oblivion.ini causes menu selections (Yes and No) to disappear, along with a few other things like the Oblivion logo when the game first loads. Any ideas?

Just posting this because the readme recommends you set it to 0, which has caused those problems for me.


That setting really helps with the screen clipping, as otherwise Oblivion just wont draw things too near the screen. The tradeoff is that you may suffer some visual anomalies with the main menu.

Funny thing is that I′m TOLD it can cause that, but I using the latest Dark Darn and have absolutely NO trouble that setting.
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Astargoth Rockin' Design
 
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Post » Wed Sep 01, 2010 8:08 pm

That setting really helps with the screen clipping, as otherwise Oblivion just wont draw things too near the screen. The tradeoff is that you may suffer some visual anomalies with the main menu.

Funny thing is that I′m TOLD it can cause that, but I using the latest Dark Darn and have absolutely NO trouble that setting.
Have you thought of dynamically setting it low when you enter gamemode, and then increasing it when entering menumode? OBSE has functions for changing ini settings on the fly, but I have no idea how well it works. :)
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Rach B
 
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Post » Wed Sep 01, 2010 12:40 pm

I have Dark Dark aswell and I have no problems with the setting at 0. That sounds like it would be great for those without Dark Darn. :frog:

EDIT: Disabling OMOBS Optional Combat Settings.esp fixes slow motion backwards flip. Confirmed by Skycaptain. As for forward and side flips, they don't work in the current beta release.
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Luis Longoria
 
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Post » Wed Sep 01, 2010 3:19 pm

@ DragoonWraith
http://niftools.sourceforge.net/forum/viewtopic.php?f=23&t=692&start=0
IsSkinInfluence has something to do with skeletons and bones in .Nifs. This "Shon" guy claims that 'Oblivion files don't seem to have the skin influence flag set properly. " And he is saying this in 2006, which makes sense because the newest Oblivion patch 'fixes' all of the meshes and it came out after 2006. So Bethesda went back and 'fixed' whatever they left unproperly set. Do what you can but I don't think we really have to worry about it. The weapon meshes work identically in game (apart from crashing NifSE).
So far I have only seen all NiNode>NiNode flags set at 14 or 16.
0b0000000000001110	14			Working0b0000000000010000	16			Crash

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.
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Kortniie Dumont
 
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