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

Post » Wed Sep 01, 2010 9:17 am

Deadly Reflex 6 (Beta) - Combat Moves

Note: The previous threads were split up into a http://www.gamesas.com/index.php?/topic/1142248-relz-deadly-reflex-6-combat-moves/ and a http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/. They are merged now, so there is only one thread!

You can download the latest version of DR6 here:


http://www.tesnexus.com/downloads/file.php?id=8273


Here is the text of the Readme:

Spoiler

Name: Deadly Reflex - Combat Moves
Version: v6.0 BETA1

Date: 11/18/2010
Category: Gameplay Effects and Changes
Requirements (for full experience, see Installation section): Oblivion/Shivering Isles build/patch 1.2.0.416, Oblivion Script Extender (OBSE), Oblivion Graphics Extender (OGE), NifSE, 1st Person Legs mod, HUD Status Bars mod, Drop Lit Torches Obse mod, Oblivion Mod Manager (OBMM) or Wrye Bash
Author(s): Skycaptain
Source: http://www.tesnexus.com/downloads/file.php?id=8273
Forum: http://www.gamesas.com/bgsforums/index.php?showforum=25



====================
1. SHORT DESCRIPTION
====================

Deadly Reflex - Combat Moves is combat enhacing mod for Oblivion, which adds new dimension, tactics and violent action to the Oblivion Combat by adding new combat moves for both the Player AND the NPCs.

Version 5 was a total rewrite with enchanced NPC interactions, new total STABILITY, determistic stat based success system and of course, new moves, finishers and blood system with upgrades like new animations to older features.

Version 6 makes practically everything better, and brings in new features like 1st person horse combat, gruesome weapon throws, acrobatics based kick system, momentum based chance system, on screen blood and more immersive and dynamic 1st person animations. (see below for what attempts to be a complete list of new features)


v6 IS ALSO THE MOST COMPLICATED DEADLY REFLEX TO INSTALL, SO EVEN OLD USERS - READ THIS README!



=============================
2. List NEW features in short
=============================

1. New combat mechanics: momentum and unpredictability. Now it actually matters A LOT which attacks or moves you use, and when! Prepare to feel more involved in the combat!

2. Power attack perks - now DR criticals are more part of the perks you gain on different weapon skill levels.

3. Powerattacks rewamped (related to above) - many animations have been replaced, either by reusing Vanilla attack or by introducing totally new ones. Powerattack damage multipliers tuned.

4. More dynamic 1st person experience - 1st person animations are now replaced by 3rd person versions (note: not the view, the animations), pain-stakingly hand edited get the best of both worlds. This gives you more "feel" of the move you are performing.

5. Kick system - 4 kicks and a headbutt, fully working in 1st person as well. Acrobatics is now a "kick skill", making this skill a very important one for a melee fighter.

6. Horse combat - it′s back, it′s rewriten, it′s designed especially for 1st person, and the mechanics are very dynamic, with complete damage formula and angular speed speed damage modifiers! (even found the slow horse bug from DR3&4!)

7. Throw your weapon at your enemy - and see it STICK to his body, where it hits, how it hits, with locational bleeding and diverse dying animations!

8. Throw your torch to light up the path ahead - or throw it at your enemy while you are at it, and inflict some fire damage. Who knows, maybe he burns alive?

9. New guts - the intestines are even havoked like real ones.

9. Better blood emitters and stains.

10. Blood on screen! (optional)

11. Targetting remade - you don′t have to point at the target exactly with your crosshair to score criticals etc. This also removes some minor bugs caused by activation distance tricks used by DR5.

12. Better and more accurate hit detection - now DR knows exactly who hit whom.

13. Multiple magic critical hits at once - by any spell casted by any source! Now area spell casted by a common Imp MAY freeze an entire family of rats into icy statues!

14. Some new or new versions of criticals (these were obviously not the main target in this release!), most importantly a handy "quick impale", to stab fallen enemies that are already trying to get up.

15. Chance system rewritten, to avoid extreme cases or low or high chances, and to give the player more obvious control on the different success chances (via INI and momentum & unpredictability system)

16. So many little fixes, many things rethought, many things just better done.



=====================================================
3. Understanding Deadly Reflex basic combat mechanics:
=====================================================


Deadly Reflex gives you new moves that work as part of your normal combat, like shield bashing, kicking, dodging, and flipping, and also critical hits to finish off your enemies. The basic combat moves, as well as one selected critical hit, are used by the NPCs as well.

In Deadly Reflex, your skills, level and physical health are compared to the enemy skills at all times, and they are determine both your and the enemy′s success rates in using these moves against each other.

This means that even ordinary moves, like shieldbashing, are not successfull often if for example your blockskill is weak, if you are out of breath and or/almost dead, and/or the enemy is much more experienced fighter. It′s the SUM of these things that matters, at all times.



There aren′t necessarily one single stat that helps. The formulae used are complicated, like reality is, and therefore not listed here. You can simply trust they make sense intuitively. For example, if the enemies block your bashes a lot, and keep returning them to you, it helps to build up your block skill and strength (see the individual feature list). On the otherhand, if you get kicked down a lot, invest in better agility (and less head-on tactics and better physical condition).


The physical health factor makes fights more deterministic. Don′t let the enemy get the upper hand, criple him instead. Keep care of your health, avoid damage, and deliver it always when possible. Wounding the enemy lowers his ability to dodge or counter your moves, so even skilled enemies can be toned down by brute force and wise tactics.

Understanding these basic logics behind everything that happens in Deadly Reflex is important to avoid frustration. Keep care of your health and fatigue, develop your stats to fair better in combat, and learn patience. :)



While in DR6 almost all skill and stat based chance formulae are rewriten to scale better against all kinds of enemies, there′s also one totally new and important factor introduced - momentum.

momentum, which can be displayed as a statusbar on your HUD (see Installation section), affects every chance calculated regarding knockdowns and critical hits, and basicly represents "how well you fight".

In addition to momentum, the "Unpredictability" of your every move (attack, bash or kick) affects the success chance of THAT particular move and counter chance of the enemy. Suddenly, it matters *which* attack you decide to use as well!


"Unpredictability" and "momentum" are linked - "Unpredictability" is what adds to your momentum. This is explained in more depth in momentum section below.



==============================================
4. Understanding momentum and Unpredictability
==============================================


-Unpredictability-


Never stopped to think that it′s pretty much all the same if you use just one powerattack in Oblivion, or all of them? It makes no difference - you probably mostly use the one you like the most, or consider the "best one".

Well that changes now. In DR6, you actually WANT to think which attack to use next. You want to combine different attacks, you want to use ALL the attacks, you want to kick from time to time, you want to use ALL the kicks and you want to use the bash. I′ll explain why.


If you always use the same powerattack, or favor just two of them, it makes you predictable. If you overuse the bash, it makes you predictable. What′s UNpredictable, is your LEAST used move or attack. So in DR6, it′s always your LEAST used move that the enemy is least likely to counter and/or that′s most likely to cause a critical or knockdown.

If you haven′t bashed a lot in a particular fight, your next bash is very likely to succeed. On the otherhand, if you spam some certain powerattack in hopes of a critical, your chances to succeed just go lower and lower. But then, decide to throw in your first kick in the whole fight, and it′s granted to take the enemy off guard! See how this works?



When in combat, DR6 keeps track of the (1) powerattacks, (2) kicks and (3) bashing you do. When ever you perform a kick, for example, DR6 calculates an "Unpredictability factor" of the move. The resulting number consists of

- how much that move GROUP have been used compared to other groups (attack, kick, bash)

- how much that particular MOVE has been used compared to other moves INSIDE the group (for example, how favored that particular kick has been). Bashing doesn′t have this second calculation level, cause the whole group is just one move.


The resulting "Unpredictability" factor is used ín TWO ways:

- if the unpredictability is higher than the average for all the moves, it adds to your momentum - the more the more unpredictable it is.

- it directly affects the success chance of the move itself, the move you are performing at the very moment



Unpredictability factor behaves exponentially, so if you have already used a wide variety of moves, but not some certain move at all, that move gets especially high unpredictability multiplier when first deployed.




-momentum-


momentum is like a "score" between 0 and 100, that measures how overwhelmed your enemies feel in front of your moves. You gain momentum with unpredicatable moves, and lose momentum when you take damage and also slowly over time.

momentum directly governs you chances of critical hits or knockdown - indeed, momentum determines your base critical chance.

The base critical chance in DR6 is set in the INI file. In action, this is multiplied (in addition to stat and level comparisons with the enemy):


- the unpredictability factor of the attack

- your momentum


So with 30% critical chance set in the INI, and 50% momentum, your base critical chance is 15%. This is multiplied by the unpredictablity factor of the move itself, and further modified by level and stat comparisons between your character and the enemy.

Nevertheless, making your momentum visible in the HUD (see Installation) gives you a good idea of your relative chances of scoring a critical. Furthermore, it makes the decisions in combat much more interactive, with visible feedback in form of the momentum bar.



The % of momentum lost (of current momentum!) by taking damage is by default the % of damage taken, the % of momentum lost every second (% of current momentum!) is 1% every second.

Example: you have 100p or health, and you have 50% momentum, and you take 10p of damage -> by default you lose 10/100 * 50% = 5% of momentum, and are left with 45% of momentum.

Example2: you have 50% of momentum, and one second of time passes -> by default you lose 1/100 * 50% = 0.5% of momentum, and are left with 49,5% of momentum.

(see INI to configure momentum increase and decrease values and rates)



A good general tactic:

Use all the different moves diversely. This way your "pool of used moves" is wide, and no move is considered predictable -> your average success chance is good, and your momentum rises steadily.


Sneaky tactic:

Save a move with a potential to score a critical to the end of the fight. While this means all the other moves you use are slightly less unpredictable as one move is missing from the calculated average, once you deploy the move:

-it′s "super suprising" -> very high unpredictability factor -> very high per-move multipler

-high one time insta boost to your momentum

-the enemy is in low health

->-> the chance to score a critical is unusually high



So using your imagination is allowed - you don′t by no means HAVE TO cycle through the moves like a machine!



NOTE: as DR6 brings kicking part of the momentum system, and makes Acrobatics a "kick skill" (3 of the kicks are actually Acrobatic moves), you want to train yourself in Acrobatics to reach your full potential as a melee fighter.


================================
5. INDIVIDUAL FEATURES (player):
================================


The different moves are triggered by either by normal melee or projectile attacks, or via Deadly Reflex special controls, which include Block + Attack, Throw key, Bash key and Dodge key.

In the following list, the features are listed as shortly as possible, divided in corresponding sections starting with Deadly Reflex special controls.


NOTE: Because the concept of momentum is better explained separately, it′s not mentioned in this section. Just keep in mind that momentum′s concepts "govern" all the combat related chances mentioned here.


-------------------------
Block + Attack - KICKING:
-------------------------

DR6 introduces 4 different kicks and a Headbutt, that are used with Block + Attack + directional keys. All kicks requiring a directional key are actually replaced Acrobatic moves, so you need Acrobatics 50 to use them.

All kicks cause damage, the formula used is the same as with Hand to Hand, except the skill part uses Acrobatics skill, and the base damage is set in DR6 INI file.


Acrobatic
- - - - -

Block + Attack + Forward = Jump Kick

Block + Attack + Right = Roundhouse kick

Block + Attack + Left = Rotating sweep kick



Non-acrobatic
- - - - - - -

If the enemy is staggering, and you press Block + Attack, you perform a so-called knockdown kick. If you are really close - even if the enemy is staggering - you automatically use headbutt instead.

Using Block + Attack + Forward also triggers knockdown kick or headbutt, if the enemy is staggering and you are close enough.



While all kicks may knock down the enemy, Knockdown kick and Jump Kick carry the highest chance (3x), sweep the second highest (2x). Only the knockdowns against staggered enemies give "full knockdowns", with enough time to try and impale the target.

Acrobatics and strenght boost your knockdown chance, together with lighter main (upperbody) armor used. Archers are overall more easy to knock down.



Jump Kick, Knockdown kick and HeadBut can also Stun your enemy - see the Bash key section for what this means.



--------------------
DODGE KEY - DODGING:
--------------------


If your Agility is over 25, you can press dodgekey to perform a quick duck.

If you Acrobatics is over 50, you can press a backward + dodge at the same time, to trigger an acrobatic backwards "retreat" dodge.


Dodge key: Duck

Backward + dodge = spinning backwards dodge (usefull to retreat quickly backwards in battle)



-------------------------------------
BASH KEY - BASHING AND SPECIAL MOVES:
-------------------------------------

NOTE: Bash key ALSO is your special move key:

NOTE2: Some of these special moves only work with Blade weapons - for some of the "thrust" type moves I simply didn′t have a good alternative blunt idea/animation.


-Bashing-

In a normal combat situation, it works as your defensive attack key, and allows you to either shieldbash or weaponpunch the enemy in order to stagger him. Don′t overdo it - the more the enemy staggers, the more he concentrates on countering the stagger attempts, predicting your moves. The harder you press the harder they resist, so give them some room to make the their own mistakes, and remember to use plain old blocking and attacking as well, don′t initate your every attack with a bash.

Blockskill makes for more efficient bashing, strength naturally helps, shield bashing is a bit more effective - it′s all pretty intuitive in the end.



-Stunning-

If the enemy is running towards you, or charging, a well timed bash against his face may broke his nose. The enemy will step back, shake his head, grab his face.

Use this opportunity to finish him off with any of the finishers described here.



-Impaling / Smashing-

When the enemy is knocked down, get close to him, target him and press bash key to impale him with your blade or stave, or to smash him dead with your blunt weapon. The enemy may dodge or block the impale, and once again it comes down to your weapon skill and the enemy agility or block skill, and how beaten or not you both are.


-Quick Impale-

If the enemy falls down, but starts to instantly get up, you can′t use the full impale. Then you′ll automatically use a quick stab with a blade, which is less deadly but still pretty damaging.


-Standing impale-

When the enemy is stunned, you can drive your blade weapon through him by pressing the bash key. After wathcing your enemy to arch his back in pain, your character kicks him down to pull out the weapon.



-Ambushing-

Ever sneaked around in a dungeon, using the shadows or some invisibility potion to get withing a couple of meters from the enemy, and then wondered how to benefit from it?

Now you can start the melee with style. Target the enemy from a charge-distance away, press the bash key, WHILE SNEAKING, to perform a jump attack that takes your target by supprise. If you are not detected by the target when the attack starts, you have a chance to make a perfect stike, causing a critical melee hit and killing the enemy with a single blow!

You weaponskill, acrobatics and strength play a role in success chance, together with usual physical condition and level differencies. The enemy may manage to react, and send you flying with a kick, he may dodge or block, or you may get a partial hit which still knocks the enemy down and damages him.


Note that sneak skill plays NO role in success chance, but this move only works outside combat, against unsuspecting victims - so a good sneak is skill IS usually needed, to get close to hostile without alerting them. Also note that this is not a silent attack, you will draw attention.



-Throath slitting-

Get behind an unsuspecting victim, and slit his throath. Unlike Ambush, this move calls finesse, and allows silent instakills. However, good sneak and blade skills are required for success, and experience through levels helps agaist experienced targets.

Failing means you are detected before you get the blade comfortably on the victims throat. He may duck or turn and bash you down. Getting caught trying to murder someone counts as a normal attack, and the consequnces are exactly the same, a fight will follow and guards will appropriately defend a friendly citizen.



-Sleep stab-

Slitting throaths is the most effective strategy when the target is awake. But when someone sleeps soundly before you, it′s most convinient to simply stab him quicly a few times.

Press bash key to stab a sleeping NPC to death. It′s best to kneel over him, simply crouch on his bed. Your character will stab the target 4 times in a row. Sleep stab is a 100% sure way to kill anyone.




---------------------------------------------------
THROW KEY - THROWING YOUR EQUIPPED WEAPON OR TORCH:
---------------------------------------------------

This was supposed to be a critical throw "cut scene" a la Dark Messiah, but as tech suddenly allowed it almost accidentally grew into something more complete and dynamic.


Weapon throw
- - - - - - -

To throw your equipped weapon, aim and press the throw key. The throw is deadly, if the weapon hits in the correct angle. How to affect this? Position yourself correctly, it′s the distance that counts and your personal experience that determines the success.

The throw is intentionally something you can′t do "machine gun style", it′s the weapon you have in hand that you throw, and you need to equip a new one to throw again. It′s a finesse move, often best used as a desperate stunt attempt in combat or as an assasination move when undetected.




Details:

- blade′s hit angle spans 90 degrees, axes a bit less

- only succesful hits above waist stick to the body and are lethal, weapons only stick to body not limbs

- non-axe blunt weapons are only lethal when they hit the head, and never stick (-> skull crush)

- ALL blunt hits have a fair chance of knocking down the target, determined by the weight of the weapon

- all non-succesful hits cause damage, equal to the base damage of the weapon, and stagger the target

- throwing weapons against creatures is not recommended, as you can′t score critical/lethal/perfect hits on them, it′s a tech restriction

- weapon throws do not stick to environment - I simply found this feature unneeded, and often more unrealistic than something that would be worth the effort.

- the weapon is automatically given back to you when you activate your dead target - this is not some odd-ball trick, but a compatibility tweak for Enhanced Economy, which can be set to remove inventory items from dead enemies.


Torch throw
- - - - - -

If you have torch in hand, you will always throw that instead of a weapon. Throwing torches is handy for lighting up the path ahead (note: this requires Drop Lit Torches mod like Drop Lit Torches OBSE).

You can also throw torches at enemies, which will cause some fire damage. Sometimes you may get lucky, if the torch hits tip first, and the target catches on fire and dies like with Fire magic criticals.




--------------------------------
MELEE ATTACKS (Blade and Blunt):
--------------------------------

Melee powerattacks have the chance of causing direct criticals against enemies, but only THOSE powerattacks you gain as perks when advancing in your weapon skill.


The criticals will automatically trigger when you powerattack against for example stunned enemy, or when you succesfully ambush someone.



In normal combat situations, in theory you may any time cause an instant, bloody death, but in practice it usually requires your condition is better than the enemy condition, and/or your stats are better and you have built up enough momentum.




List of critical effects (list of attacks and which triggers what follows)
- - - - - - - - - - - - -


-Decapitation, Cut in half, and melee throat slit-

"Decaps" usually start with a slow motion. During this time, you need to aim to the head of the target. If you aim to the waist, you cut the enemy in half. If you are using dagger, the decapitation is a throat slit instea, and cutting in half is not possible. Also note that due to technical restrictions, enemies with "robes-like" clothing cannot be cut in half.


- Skull crush

Mechanics for skullcrush are similar to decapitation, and may also start with a slow motion. If you are using a blunt weapon, and go into slow motion when initiating an attack, aim for the head.



-Wristcut (and other possible outcomes)-

If the enemy blocks a decapitation, skull crush or cut in half attempt, there are a few options. If you are using blade, and the block happens with a shield or a one handed weapon, your attempt simply fails.

If the enemy is using a twohanded block (2h weapon, hand to hand), you cut off his wrists, and are free to finish the sobbing, bleeding enemy with multiple ways like with stunned enemy, only that this enemy will never recover even if you just leave him be. He will bleed to death in 60s.

If using a blunt weapon, the enemy gets knocked down in every case by the power of your blunt weapon, and his weapon or shield may break.



-Critical chest wound-

The enemy falls on his knees, with his lungs punctured or collapsed, and your character automatically follows up with a stylish special spinning jump that decapitates the enemy or breaks his skull in pieces.



-Critical stomach wound-

Struck by the sudden pain, the enemy wavers for a short moment, before you automatically kick him down.




Different attacks
- - - - - - - - -

DR6 makes changes to blade and blunt animations, reweights power attack damage multipliers and opens new critical hit opportunities when you gain new levels in your weapon skill. For reference, default Oblivion powerattack damage is 6,25x (standing powerattack 7,5x).

The damage multipliers have been assigned from the gameplay perspective, but I wont go deeper into the reasoning here. The IDEA is that you read this list like a game manual, and then make the best out of your available options.



-Standing Powerattack-

Damage: 7,5x

Apprentice Perk (1h & 2h): a quick thrust, with a chance to cause a Critical Chest Wound



-Forward Powerattack-

Damage: 6x

Before Master level perk (1h & 2h): this attack is a charging thrust. You can move freely during the attack - use this to time the hit so that your running speed transmits extra damage to your attack! (note: running in place against the enemy gives no bonus) May cause a Critical Chest Wound, if the damage is high enough.

Master level perk (1h): a leaping thrust attack, with a chance to paralyze and/or cause a Critical Chest Wound

Master level perk (2h): running overhead swing (same as default Oblivion), with a chance to paralyze and/or crush the skull of the target



-Left Powerattack-

Damage: 9x

Journeyman Perk (1h): a quick and powerful rotating swing with both hands, cabable of crushing the skull of the enemy

Journeyman Perk (2h): a fast rotating "backhand swing", which can cut your enemies head off clean or smash it like a ripe melon



-Right Powerattack-

Damage: 9x

Journeyman Perk (1h): a rotating finesse attack, that can trigger a slow motion mode allowing you to choose between decap/skullcrush/throat slit or cut in half

Journeyman Perk (2h): different attack, same benefits as above



-Backward Powerattack-

Damage: 6x

Before Expert Level Perk (1h): a counter swing with both hands, cabable of causing knockdowns, even lethal ones.

Before Expert Level Perk (2h): An overhead smash, cabable of causing knockdowns, even lethal ones.

Expert Level Perk (1h & 2h): A sneaky rotating move with a thrust in the end, perfect for catching the enemy off guard, knocking him down or causing critical Stomach Wound




SPECIAL NOTE ON CREATURES:

Creatures are different from NPCs from a techical point of view. Out of melee criticals, only Impaling and Ambushing can be used on creatures.
However, using any enchanted melee weapon on a creature may cause elemental spell critical hits (see Projectile attacks -> Magic section below).



-------------------
PROJECTILE ATTACKS:
-------------------

-Bow Shots (non-enchancted)-

Try to hit the enemy′s upper chest area, to occasionally puncture the victim′s lung, making him gasp for air and collapse on his knees, his life fading away.

Critical bow hits usually take place when the enemy is severely wounded already, and the hit is required by default to cause at least 30% damage (take away 30% of the enemy′s remaining health).

Only works on non-creature enemies.


Alternatively, you may score a skullcrush with a perfect shot to head.



-Bow shots (enchanted)-

If your bow or arrow used is enchanted with a fire, shock or frost damage, your critical bow hits cause elemental spell effects instead (read on for details). Works normally with creatures.

Enchanted arrows can also cause non-enchanted bow shot criticals for non-creature NPCs.



-Magic attacks-

Whether you are attacking with a enchanted weapon or casting a spell or shooting your staff, you have a chance at causing a critical elemental magic hit. This applies to effects with fire, frost or shock damage.

The more you cause damage compared to remaining enemy health, the higher your chance is. The base chance is determined by your intelligent and willpower stats compared to your target, also the regular physical condition and level differencies play a role - I′m sure you are getting the idea behind all success chances. :)

Causing 30% of damage, or killing the target is required to even have a chance at causing a critical magic hit.

Fire roasts the victim alive. Shock has a similar effect, NPCs have their equipment melt partly in to their skin. Frost freezes your target to a statue! Strike or kick the statue to cause it to shatter in pieces!


Notes:

-Melee elemental effects apply to creatures only, which have no decapitations and such criticals.

-only instant effect spells apply at the moment, as the damage is detected for one frame on hit only. Even 1s duration spells will not work (unless you configure the threshold damage to 0 in the INI)

-frost effect is not technically possible if the spell kills the target



-Combustive Convulsion-

This a special spell you can use once a day to EXPLODE YOUR ENEMY in pieces, if the average of your health, willpower and destruction skill overcomes the enemy health and willpower.

To obtain the spell, the average of your willpower and destruction must exceed 50. After *successfull* use, the spell is removed from you, having exhausted this "greater power" (it′s not a greater power, it just behaves like one). You will gain the spell the next day again, provided you still meet the requirements.





==============================
6. INDIVIDUAL FEATURES (NPCs):
==============================

The NPCs have the ability to use the bashing, dodging and kicks, and knock you down and try and impale you. DR creates individual "style" for each NPC you encounter, which basicly decides how much they for example prefer dodging over bashing. This preference has nothing to do with how succesful they are using those moves, however, their success rates are guided by similar calculations as the player′s.

The NPCs know how to duck projectiles at the right time, or to followup stagger with a kick, a knockdown with an impale attempt. NPCs may simply fail to time a duck perfectly just like you, or restrain from trying to impale if they don′t believe in their chance at succeeding.

It′s all best seen in action, this info is just to set your mind on a right path so you can better appreciate the features. :)




================
7. HORSE COMBAT:
================

DR6 brings back the horse combat - better than ever!

Horse combat allows you to fight from the horseback, either in 1st or 3rd person. Because 1st person view allows you to actually turn the player without turning the horse, the dynamics in 1st person are more "in depth" and it′s the recommended fighting view.


-Horse Combat Mode-

Because you just can′t draw your weapon while riding, you need to have your weapon in hand, and press the Horse Combat Key to enter "horse combat mode" BEFORE mounting the horse. Unfortunately, if you save while riding with a weapon in hand, and later load that save, your character automatically sheats the weapon, and you need to unmount and enter horse combat mode again.



-Riding in horse combat mode-

-control the riding speed with forward and backward buttons - the horse keeps running at that speed then by itself.

-it′s easier to turn the horse at low speeds, so slow down while trying to make a steep turn



-Stealing horses in horse combat mode-

It′s harder to control a reluctant creature when trying to handle a weapon as well, so unless you win the cooperation of the horse, it will throw you down as soon as you mount it. Your Personality and Speechcraft determine how good a "horse whisperer" you are.



-Horse combat controls-

Attack key: slash from the right

Attack key (hold): thrust

Block + Attack: slash from the left

Block: block

Bash key: bash

Casting key: cast "on self" spells on yourself, "on touch" friendly spells on your horse, "on touch" hostile spells in front of your horse, and "on target" spells where you aim



-Melee damage in horse combat-

General damage formula in Horse Combat is exactly like in normal combat. However, the way you combine your riding and attack have a huge impact on the final damage.

When thrusting, it′s all about the riding speed. In first person, it′s also about the DIRECTION of the thrust - if you thrust 90 degrees to your side, your speed does little to help the damage.

When slashing, the speed similarly adds to the damage. But note how the weapon swings - you want to *line the weapon′s swing direction with your speed* to get full advantage.

Also, your turning speed can be used to add damage to slashing attacks - and very powerfull skill to master, as it allows delivering good damage while riding at lower speeds. For example: slash FROM right to left (Attack key), TO your right side, while TURNING to the left.

NOTE: longer weapons gain higher damage bonus from turning speed, because the tip of the weapon physically travels faster.



-Some notes and tips for horse combat-

Horse combat is not easy, and especially in 1st person you really need to aim with your crosshair, the hit detection is accurate and pretty "harsh" on the player - you need to aim at the enemy the moment the hit would connect. 3rd person is much easier with this regard, but lacks some of the damage dynamics as well.

Requiring skill from YOU is what makes it interesting, and balances out the fact that you can avoid damage more easily than when on foot. Also, the damage you can potentially deliver per blow is higher.

Another factor that makes horse combat challenging are NPCs that cast spells or shoot arrows. Why? Because they tend to hammer your horse down first. It may well be a good strategy to counter groups of spell casters or archers on foot instead.



=====================
8. OPTIONAL FEATURES:
=====================


-Timed block-

The optional Timed Block esps are designed to make blocking an active, rather than passive part of the combat. In normal Oblivion system, you are pratically encouraged to hold down the block key, while waiting for the enemy to recoil, which makes the combat dragging and boring.


Timed block esps make your block effectiveness to rely on how well the block is timed. When you press the "block", your block skill starts draining down, so the longer you have been holding the block, the less effetive it is when the stike hits.

This simulates the fact that no enemy would hit straight into your block, should you be just holding it stationary before and waiting him to strike. No, he would try and go around it. To simulate ACTIVE blocking, full effectiveness is given only to blocks that pratically start only after the enemy attack has started.

Perfect timings are rewarded with a small but nice boost compared to normal Oblivion′s block effectiveness. Beyond that, the block effectiveness drains to 25% in about three seconds. You always get that 25% effectiveness, however, no matter how long you have been holding the block.


If you release the block, the effectiveness is INSTANTLY restored. You are only required to THINK about blocking, instead of automatically sitting on the block control. Try it out, it′s amazing what a difference it actually makes.



-Higher damage and durability-

Timed block comes in three flavours. While the Timed block feature in exactly the same in all three esps, you are given an option to have higher weapon damage across ALL oblivion and mod addded weapons. This makes combat quicker and more deadly, more exciting.

The two different higher damage esps come with settings that make any armor take more time to break, to compensate for the higher damage.

Recommended: 250% damage version (beware though, it actually makes the game feel harder).



-Blood on Screen-

The "DRSplatter" esp enables a feature where melee criticals splash blood on the screen. Note that this esp requires OGE (Oblivion Graphics Extender) installed (see Installation section).



-Casting from Horse back-

While this is considered part of the Horse Combat, it′s a separate esp, originally made by FlyFightFlea, and later edited by me and then ShadeMe, and is fully optional. If enabled, you can cast while on horse back even when not in Horse Combat mode.


===========
9. Install:
===========


THIS MOD REQUIRES MANY OTHER RESOURCES! READ CAREFULLY!


-INSTALLING REQUIRED RESOURCES-

(check the readme of the resources on how to install them)


1. Install Obse (http://obse.silverlock.org/)


2. Install OGE (http://www.tesnexus.com/downloads/file.php?id=30054)

Note: required only for Blood on Screen (to use drsplatter.esp). The "core" file should be enough to download.


3. Install NifSE (http://www.tesnexus.com/downloads/file.php?id=21292)


4. Install 1st Person Legs (http://www.tesnexus.com/downloads/file.php?id=18595)

Note: required only to see legs in 1st person kicks. NOTE! This mod may not play well with unlimited rings or any other mod/Wrye bash tweak that changes default ring behavior! This is not my mod, use at your own risk and read the readme!


5. Install OBSE MenuQue (http://www.tesnexus.com/downloads/file.php?id=32200)

Note: Required only if you use HUD Status Bars (see below)


6. Install HUD Status Bars (http://www.tesnexus.com/downloads/file.php?id=34905)

Note: Required only to see your Momentum as HUD status bar. Example settings to for this mod′s INI file have been included, instructions in DR installation section.


7. Install Drop Lit Torches OBSE (http://www.tesnexus.com/downloads/file.php?id=16282)

Note: Required (and EXTREMELY RECOMMENDED) to have thrown torches shed actual light. To use any other "drop lit torches mod", you need configure the esp name and the formid to DR ini file (consider as very advanced config).



-INSTALLING DEADLY REFLEX-

If you were using previous versions of Deadly Reflex, the old version MUST BE REMOVED. Follow the instructions in the old version readme.


Manual Install (not recommended!)
--------------
Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.


OBMM Install
------------
Create an OMOD:

-Copy this archive to (install folder)\Oblivion\obmm\omod\
-Start Oblivion Mod Manager.
-Click the Create button.
-Click the Add Archive button, find and select the archive, then click Yes.
-Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM:

-Start Oblivion Mod Manager (if not already running)
-Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)


Activating the mod files
-------------------------

1. Activate Horse Combat Master.esm

2. Activate DeadlyReflex 6 - Combat Moves.esp

3. Activate DRSplatter.esp, if you want to see blood on the screen AND you installed the required resources.

4. Activate Mounted_Spellcasting_Deadly_Reflex_Compatible.esp, if you want to be able to cast spell when on horse back

5. Activate ONE of the "Timed Block" esps, if you want to (see the optional files section for info about them)

6. Use Oblivion Mod Manager (http://timeslip.chorrol.com/obmm_download.html) or Wrye bash (http://wrye.ufrealms.net/#WryeBash) to adjust your load order to look like following:

--------------------------------
[all other ESM files]
[Horse Combat Master.esm]

[all other esps]
ONE Deadly Reflex 6 - Timed Block esp, if you want to use Timed Block
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
DRSplatter.esp
Deadly Reflex 6 - Combat Moves.esp
----------------------------------

NOTE: It′s preferred to load the Combat Moves esp DEAD LAST. Why? Deadly Reflex 6 requires that "Script Effect" is not only silenced, but that the projectile speed is set to as high as possible.

If you don′t know what this means, just load the esp last, and you are fine. Only load other esps after Combat Moves esp if you know what you are doing, or some other trusted mod author (who has read what I said here) tells you to do that.



7. Configure HUD Status Bars, if you installed it. Look in the folder: Oblivion\data\INI\

There you can find a file called "DR Hud Status Bars.ini" which contains settings for DR momentum bar. You have two options:

a) (recommended option!) Study and learn to configure HUD Status Bars, check the settings in my example INI and use them to display the bar the way you want to.

OR

B) Use my example file directly as HUD Status Bars ini. In the same folder:

-rename "Hud Status Bars.ini" to "BACKUP Hud Status Bars.ini".

-rename "DR Hud Status Bars.ini" to Hud Status Bars.ini.



8. (optional but recommended step)

Go to your Oblivion.ini (Documents\My Games\Oblivion\Oblivion.ini) and find the following setting and set the value to 0, as in the example:

fNearDistance=0.0000


This is to help with 1st person animation clipping. By default, Oblivion doesn′t draw objects that are less than 10 units from the "screen surface" (the default value of this setting), which leads more easily part of the hands clipping etc.

You can always set this value back to normal if you need to, for what ever reason.



9. Configure Deadly Reflex using the INI file: Oblivion\data\INI\DeadlyReflex\DeadlyReflex.txt

Look for a section that says "Configure these". The settings should have enough info next to them, to help you understand how to configure them. At first you probably want to leave almost all of them as they are.

So, for now, loo only these settings. There you see which key is used by default for which action. Change them to something else if you need to, you can see the number codes at: http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2

----
set skycaptainsSb.bashKey to 45 ;shield bash/special move key, 45=x-key
set skycaptainsSb.flipKey to 33 ;dodge key, the variable name is simply old, 33=f-key
set skycaptainsSb.horseCombatKey to 48 ;48=b-key
set skycaptainsSb.throwkey to 47 ;47=v-key
----

Another setting you might be interested in right away is the critical chance multiplier:

----
set skycaptainssb.criticalchance to 30
----

In theory, the value can be set as high as you want, but it′s intended to be set between 0 and 100.



9. Start Oblivion either with Oblivion Mod Manager, or by double clicking obse_loader.exe. If Obse is not used to launch the game EVERY TIME, the mod WILL NOT WORK.

10. Play the game, and if something seems off, check the INI again - there′s a good chance you can find a setting there that helps you make the mod more to your liking.



=============
10. Uninstall:
=============

(to uninstall any resources you installed to use DR, refer to the readme of those resources!)


At this point, all I can say is I hope you installed with OBMM (or BAIN).

OBMM uninstallation:

1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes. (icon should turn green)


BAIN uninstallation - check Wrye Bash / BAIN readme.



Manual uninstall (good luck..):


You can simply disable the esps and all Deadly Reflex features are disabled.

To clear all files referenced in the esp, download Oblivion Mod Remover (http://www.tesnexus.com/downloads/file.php?id=7557) and use to automatically erase most of the Deadly Reflex files.

You still will have files from DR, you can try to find them in shaders folder, meshes\characters\_male and _1st person folder and in some folders under Data\textures. However, I wont provide the name of every single file - as I recommended not to install manually.



NOTE!!!

Disabling the Horse Combat Master.esm may cause problems with save game not loading; in this case look into Wrye bash documentation on disabling master files (http://wrye.ufrealms.net/Wrye%20Bash.html).


===================
11. Incompatibility:
===================

Loading Combat Moves esp last should make sure this mod works with virtually anything.

However, using other combat mods MAY cause unwanted behaviour or even bugs, break the balance or disable Deadly Reflex features. Try the mod first without other combat mods, or you will not be able to tell whether everything works or not.

Combat animation replacers, or mods that fundamentally change the Oblivion animation system will most likely make some parts of the mod function differently than intended. Idle animations and pose mods are a different thing and cause no problems.

Again, please try the mod first as it′s intended, before trying if something extra works with it or not.



NOTE! THE ABOVE POINT HOLDS ESPECIALLY FOR ANY BETA RELEASES! Reporting beta bugs that could just as well be conflicts with other combat mods (etc) is considered unhelpful and rude.

Anyone is free to play with the beta, but if you choose to help and report bugs, please TRY to eliminate the possibility of a conflict by not using possibly conflicting mods, as described above.

Reporting conflicts as *conflicts* is a different thing altogether, and helpful. :)



=========================
12. Known Issues or Bugs:
=========================

BETA NOTES:

-NIFSE has a known bug, where NIFSE objects saved into the save game wont load correctly - if you load a save with NifSE objects present. In practice, you get a missing mesh or a CTD if you leave your weapon sticking out of the target′s body after a succesful weapon throw, save the game and then load it. Just always retrieve the weapon and everything is fine.

-sometimes the thrown weapon seems to remain sticking out of the body of the target, even after retrieving the weapon. This has something to do with the target′s body not updating properly - the target does not have the item anymore, I have checked that, so it could be an engine bug. I could refresh the body, but with Enhanced Economy set to remove items from dead bodies (or for some other reason) I always got naked bodies, so I didn′t want to do that.

-Some 1st person animations aren′t necessarily perfect, some might not have been edited at all, either by accident or by me considering it′s good enough as it is, or me simply getting sick of editing it, or then I was still learning when I did that anim

If find that really stands out for you, feel free to report it. I may or may not agree and work on it for the final release. No nitpicking however, please - the next best alternative is simply copying the Vanilla 3rd person folder into 1st person.


-throwing weapons does not make any damage when they hit in the wrong angle - in contrary to what I already wrote in this readme. I′m not sure if they should, so I didn′t change that yet.

-NPCs don′t use quick impale/stab yet

-NPC flying kicks should probably be less frequent than other kicks, at the moment they use same calculations as other kicks

-casting from horse back does not get detected as an attack or crime by the player. This should have been an easy feature to add, but I ran into strange last minute problems. Just don′t exploit it, and it does nothing to hurt your game.




GENERAL:


-this mod requires other mods, for the first time. I can′t account for them, I can′t promise they work perfectly or dont′t break your game. All I can say I′m in the same boat as you are - using them and just as vulnerable to possible bugs in them.

-If you run into a situation where your mouse and/or keyboard appear to be stuck, hit Esc to enter the menu, and then hit esc again to return.

Visiting the menu clears any slow motion, enables playercontrols etc.


-If it appears that something in the mod breaks, please disable the Combat Moves.esp, make a new save, and then enable the Combat Moves esp back.

This clears the mod and allows it to start fresh.


-DON`T USE GOD MODE FOR PLAYING, IT CAN BREAK THE MOD!




Report any bugs you find in the thread in the Official forums (http://www.gamesas.com/bgsforums/index.php?showforum=25)

OR

at a dedicated bug report thread at

http://www.tesnexus.com/downloads/file.php?id=8273


See the discussion tab, after the release my friend should be starting a bug report thread there which is used to collect the bugs, together with the official forums thread.



============
13. History:
============

v6.0 BETA - first public release of v6

v5.01, hotfix release for 5.0, fixed a freezing bug, broken chance calculations and added torch bashing

v5.0 base release, total rewrite, all earlier versions and features are obsolete.



============
14. Contact:
============

You can find me under the name Skycaptain on the Bethesda official Oblivion mod forums: http://www.gamesas.com/bgsforums/index.php?showforum=25



============
15. Credits:
============

------------------
v6 Special Credits
------------------

BETA NOTE!

I have terrible memory, I have no list and it has been two years working with different people, switching resources back and forth, in and out.

IF I have forgot to add you here, please contact me - I′m terribly sorry, and will instantly fix it!

.............
The Obse crew - once again, without those people DR would not keep evolving!

.............
DragoonWraith - the man behind NIfSE, which twisted the laws of modding realities and made the weapon throwing possible as it is in this mod!

.............
OGE crew - the magic these guys do is awesome, and we have them to thank for having shaders like Blood on Screen!

.............
ShadeMe - for rewriting Mounted Spell Casting plugin and creating the Blood on Screen shader for DR, and for ConScribe (http://www.tesnexus.com/downloads/file.php?id=26510) - I would never have been ready without this debuggin tool!

.............
Wyzard - for RefScope (http://www.tesnexus.com/downloads/file.php?id=21862), which I needed more than a few times setting up my test installation!

.............
sinkpoint - for his Martial Arts mod (http://www.tesnexus.com/downloads/file.php?id=16746), from where I got the sweep kick!

.............
UK47 - for the jump kick animation and skullcrush dying anim! And you helped me much more than that - but I had to eventually scratch some of my ideas, but the resources are not lost!

.............
SirTroy - for the side stagger anim, torchthrow anim, new decap dying anim, headbutt anim and sweep stumble anim! And you also created more than that, again some of my ideas are still unfinished or didn′t work out (yet)!

.............
Wolve - for new organs and blood on screen textures! You as well helped me out much more than that, but where you have helped me more than I can thank for is with the support you have given to people at Tesnexus - thanks man, a lot!

.............
frantic - for the new side kick / roundhouse anim and the quickstab anim

.............
Smoothy - for making the disgustingly real like new intestines!

.............
Draugo - for his mod 1st person Legs (http://www.tesnexus.com/downloads/file.php?id=18595) which is a requirement for this mod and which made kicking in 1st person possible!

.............
dDefinder - for his Alternate Blood Textures for MMM (http://www.tesnexus.com/downloads/file.php?id=20485) from which I borrowed the new body blood stain texture!

.............
Hentai - for his mod Blood textures for Deadly Reflex (http://www.tesnexus.com/downloads/file.php?id=25588) from where I borrowed the new ground blood stain textures!

.............
Vini - for your general friendship, initial testing and truthful feedback, that made DR6 much better than it originally would have been!

.............
Loup Sombre - for your mod 3rd person animations in 1st person view (http://www.tesnexus.com/downloads/file.php?id=18617), which is the very base for the 1st person view in this mod! You made it reality, I tweaked the 3rd person animations to play more nicely. Cheers mate!

.............
Reira - for your stunning animation replacer, Weaponskill PowerAttackReplacer (http://www.tesnexus.com/downloads/file.php?id=17909)

I have been forced to include some of your animations, because in order to use them in DR6, I had to make 1st person versions and include them in the download.

I have tried to contact you, yet I haven′t even heard of anyone who knows how to do that, succesfully. I′m sorry, I′m terribly sorry if I have crossed the line here - I only wanted people to enjoy your animations in DR, which without my edits would be impossible.

One word, and they are out of the final release!


Attacks that use an animation from this pack: 1h master powerattack, 2h regular backward powerattack, 2h journeyman right powerattack. All credit for these animations goes to Reira, I have only made some ugly edits to reduce clipping/make weapon visible in 1st person.



--------------------------------------------
Credits from v5 - many of which apply to v6!
--------------------------------------------

Skycaptain would like give his personal handshake and hug to the following amazing people who directly worked in making the v5 update.

These people contributed their time and art directly for Deadly Reflex, and deserve a place in this readme as authors of their actual work, as I cannot think of a way to thank them enough:


.............
The obse crew. The work they have put into Obse is what makes all work on this mod even possible or meaningfull!

.............
Animations for kick, new swordbash, duck, twohanded impale finisher, impale, critical thrust dying animation, the new thrust attack, and sleepstab by Frantic. (1st person versions by Skycaptain)

.............
Impale dodging and blocking animations by wolve.

.............
Acrobatic cartwheels, flip, spinning backwards dodge, get-up gesture and spinning jump decapitation move by Keter Sephiroth. (flip edited, spinning dodge 1st person by Skycaptain)

.............
New neckstab animation by -mike (later edited into throat slit by Skycaptain)

.............
New blood emitter by wolve, nick_op, XMarksTheSpot and ThrottleKitty. Special thanks for wolve for inventing the emitter and his months of hard work with it, XMarksTheSpot and ThrottleKitty for their unvaluable help with solving the critical problems, and nick_op for making the final, complete version.

.............
Blood stains system idea and mesh taken from Thieves Arsenal, made by scruggsywuggsy the ferret, and adjusted by nick_op.

.............
All new blood textures by wolve.

.............
Creature impale sound, blunt smash sound by Solinarius.

.............
Other new sounds based on the Work by Walther, mixed and matched in some cases by Skycaptain to create more sounds.

.............



Finally, I would like to mention Vini, who has been my trusted tester, quality manager, sound of common sense and a good friend during the whole process of making this update. Thanks for all the support man!



----------------
Credits from v4:
----------------

1. To the MAKERS OF OBSE!!!!!! There are no words, those guys are unbelievable, they are the *SOLE* reason this mod exists.

2. To WOLVE, who worked as my modeler and texturer for the 4.0 update!!!

Almost every new model and texture in v4.0 was created by him, and he was always ready to try new things and help me solve related problem - THANKS MAN!!!

3. To Keter Sephiroth, who created the Neck Stabbing animation for me even though he had his own projects under way!!!

4. To SMOOTHY, who gave us the THREE wonderful alternative cut wounds, PLUS THE SKULL PIECES AND BRAINS!!!

5. To dDefinder, GREAT THANKS FOR LETTING ME USE YOUR BLOOD TEXTURES!!!!!! :)

6. HUGE thanks for FlyFightFlea for making the Mounted Spellcasting plugin - and letting me use it!!!!

7. To JazzR and Koldorn, who I believe made the bloody skeleton textures for MMM - I was directed to just use them and credit according to the MMM readme,

so I hope this address is correct - in any case outstanding work, and thank you so much for letting me use them!

8. To Demoncleaner, whose Zombie meshes from MMM I think I used with Martigen′s old permission - let me know if I′ve understood him wrong!

9. To Martigen, who allowed me to use those textures made originally for his mod!

10. To yarharhar, who I was told originally rigged differently the vanilla Oblivion skeleton mesh I′m using here - I was told he hasn′t been around in a while,

so I made my choice. I hope he gets a chance to see his tweak in good use and enjoy it, or lets me know if he disapproves me taking advantage of it.

11. To Walther, who made an alternative sound set for my mod. Unable to contact you privately, I used 50% of ONE sound for the Skull Crush.

I hope I didn′t do anything wrong - as you made a whole set that only works with my mod, I had to assume it′s ok to use it to enhance this mod further. :)

12. To Bethesda, for a great game, the tools to mod it, and the animations I tweaked to create those different ones seen in this mod.

13. To ALL THE NICE PEOPLE WHO KEPT ME MOTIVATED! This mod is for you. :)


To ALL THE NICE PEOPLE WHO KEPT ME MOTIVATED! This mod is for you. :)



===============
14. Tools Used:
===============
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html
NIFSkope - http://www.niftools.org/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
ConScribe - http://www.tesnexus.com/downloads/file.php?id=26510
RefScope - http://www.tesnexus.com/downloads/file.php?id=21862
====================
15. Licensing/Legal:
====================

You must contact me and obtain my permission before re-packaging any part of
this mod.

Also note that my permission is not enough to use work provided to me by those that helped me, you will need to contact them explicitly as well.


------------
-Skycaptain


This thread is authorised by Skycaptain. Here you can get the latest info on DR6, discuss about the mechanics,
leave feedbacks for Skycaptain or ask him questions, but most importantly for now: you can report bugs.


Please use this thread to report bugs and compatibility issues and to make suggestions for improvements.

However: You should read the readme carefully and make you sure you have installed everything properly
and nothing else (like conflict with other plugins) makes your game acting weird before you start reporting any bugs.
If you still have issues you may look into this useful posts:



By cInfidel:
Spoiler

Also if you cannot use bash or dodge, or you have a "lag/pause" when you try to throw, bash or anything then you basically are doing it wrong lol. Something has not been installed correctly. What you need to do is:

0. Uninstall DR5 and DR6 along with anything else you installed in order to use DR6. (Skip if you have not yet.) Basically clean out everything you installed for DR6.

1. Download these: http://obse.silverlock.org/download/obse_0019b.zip and http://www.tesnexus.com/downloads/file.php?id=8273

2. Extract and Paste OBSE into your main Oblivion folder.

3. OMOD or Bain install DR6. (There is no omod conversion data so fill in the mod name yourself)

4. Remove 2 or 3 of the Timed Block .ESPs, Mounted_Spellcasting_Deadly_Reflex_Compatible.esp and the drsplatter.esp from the /Data folder

5. Start Oblivion. Remember to always use the "obse_loader.exe" or it's shortcut to start Oblivion.

Once you see the mod is working properly (You can throw weapons and bash without "lag", you can add in the non essentials.

6. Replace Mounted_Spellcasting_Deadly_Reflex_Compatible.esp back to /Data
*Required for casting spells on horseback.

7. Install NifSE from http://www.tesnexus.com/downloads/file.php?id=21292
*** NifSE will cause crashing when throwing certain weapons, but the throw death animations cannot work without it)

8. Install 1st Person Legs http://www.tesnexus.com/downloads/file.php?id=18595
***This conflicts with unlimited ring tweaks.

9. Install OBSE MenuQue http://www.tesnexus.com/downloads/file.php?id=32200
*Required for Hud Status Bars

10. Install HUD Status Bars http://www.tesnexus.com/downloads/file.php?id=34905
*Required to see the "Momentum" bar

11. Install Drop Lit Torches OBSE http://www.tesnexus.com/downloads/file.php?id=16282
*Required for thrown torches to shed light. (This may or may not work 100%)

Once drsplatter gets fixed then we will be able to add in

12. Install OGE v2 http://www.tesnexus.com/downloads/file.php?id=30054
*Required for blood splatter on screen

13. Install fixed drplatter.esp
***Not fixed atm.

Hopefully that helps explain installing for some. Also if somebody gets to Step 5 and is still "lagging" then we will have something to talk about.


Also by cInfidel:

Spoiler
Alrighty guys. I have gotten everything in this mod to work.

If you do not see a new bar on the left side of the screen (I have Dark Darn UI, and it works perfectly , the bar is touching the edge of my screen.) AND your bash and dodge keys do not work no matter your key in the ini AND you can sometimes throw your weapon but there is a large delay THEN there is a good chance that your OBSE is the problem. You most likely have an old version. The newest version ( http://obse.silverlo.../obse_0019b.zip ) should fix all of your problems. Updating may also fix other people's issues. The newest version is required. It should be made more obvious in the instructions.

As for crashing. My placement of my Bashed patch makes strange things happen. Currently my bashed patch is loading before ALL required mods for DR6 and DR6 itself. Maybe play with this.

Unlimited rings / visible legs. In Wyre bash the "unlimited rings" tweak allows you to equip unlimited rings but it hides the physical rings on your hands. Wearing some gloves also hides rings. If anything causes your rings to be hidden then the "Skull of Legs" is also hidden and that defeats the whole purpose. I think thats a bit silly, (why not add an item type like cape, or just use the "gloves and greaves" themselves. The only time we get to see legs in DR6 is during kicks. I don't think it's worth it. (Personally I like having more than 2 rings, i mean people stack rings on their fingers in real life. it makes sense just don't abuse it.) If you want the legs over the rings be sure to enable the "gloves show rings" clothes tweak.

I don't believe the menu garbage left over from v5 is stored in the save file because I believe I still had it after a clean save. (removed dr5, saved, installed dr6.) Obviously v6 is in beta so it's more crashy glitchy than v5. Overall once everything is installed, it's very playable. Maybe if skycaptain got the go ahead from all the authors he could make one complete resources pack for dr6 similar to wyre bash's all in one resources download. A thought.

Oh and as we have all seen, bodies are nvde, and argonians have human hands, feet and reproductive organs.

Hope this helps.


By Smooth:

Spoiler

This happens because you are not clean saving after you remove DR 5. You must make a clean save to ensure there are no remnants of DR 5 lingering in your save file. You should follow this procedure to go from DR 5 to DR 6.

--Uninstall all DR 5 files and plugins.
--Load your game, create a new save, don't overwrite, without DR 5 in your Load Order, or any files present in your Data Directory.
--Intall DR 6 and load from your clean save.
--Create a new save and you're ready to play.

Everything works just fine if you follow this procedure. You should almost always clean save when you add or remove mods, especially upgrades like this.


Important note: If you followed these instructions and still suffer from 'lag' (not crashes) while throwing a weapon, please help DragoonWraith and his team to find the source of the issue and fix it by recording your console messages. Just flip the debug 0>1 in DR6 settings and record your log. Then post it on this thread or send it to DragoonWraith or Smooth, so they can anolyse them.
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Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Wed Sep 01, 2010 11:27 pm

1. Bugs:

Pulling out thrown weapons from corpses:

After pulling out the thrown weapon from a corpse, the weapon remains in the body. This may be a problem with the engine, updating the body. If Skycaptain sets the body to be refreshed, EE supposedly causes the body to get naked. TheNiceOne replied and said EE can`t be the reason for this strange behaviour. Also concerning this bugl: "The bit about the NifSE bug is incorrect, actually. 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 Weapon Feature (mostly crashes):

For Missing Mesh issues, Runtime Error crashes and other NifSe-related conflicts, see DragoonWraith's post below. He and his team are doing an awesome job. Thanks guys!

---> DragoonWraith is going to fix this issues. For a temporary fix read Smooth`s 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.

Also reported was: "Went to test throwing on the fine citizens of Chorrol with OOO's two-handed Umbra. Ended up with 6 Umbras. >_> 1 was the Umbra I started with, the other 5 were marked quest items"

Another user reported: I also now have an issue with throwing weapons after I used BOSS. Whenever i throw a weapon it plays my spl_alteration_hit.mp3 like I had just casted an alteration spell." Skycaptain replied: Load DR6 later in the load order, something is changing the script effect to have sound.

Another report: 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.


Visual Oddities:

Note by Skycaptain:That sounds like you have some normal 1st person animations installed, or some mod that uses idles made for normal 1st person view?

"I can't see my weapons when idle in first person view. once i swing or block they appear; however, the animations seem... off. the swing animations seem to come from the far right- as if the char's arm is detached from his body and floating beside him. also, items in the left hand seem to be lower than they should. for example, I can see the top of torches, where as normally only the bottom of the burning part of the torch showed EDIT: found another visual oddity that helps me explain my problem. when going into sneak instead of the crosshair going down, it shifts to the left and ever so slightly down. maybe this explains my other issues- it gives me the impression that the game thinks my char's head is in his chest when standing upright. Like the game thinks i am in sneak mode when standing upright". Mr. Tissue Box reported (note that he is using a FOV of 90!): There is clipping when you fire a bow, and pieces of the bow, and the arm that holds the nocked arrow in place is missing. / Some of the bow animations need to be changed. When you move with a bow out, it looks very odd, at least in an FOV of 90. Not really a bug, but a suggestion: with an FOV of 90, while running with a shield, it pops in in an odd way, such as the bow does. Casting a target spell while moving in first-person is also odd. Camera movements in first-person can be sketchy as well, such as when unsheathing your weapon while moving, I think. Mr. Tisse Box added: The arm while blocking with a l one-handed weapon in first-person is a bit high. Perhaps it can be lowered? The swing of the left-movement one-handed power attack in first-person is also a bit high, which could be lowered as well.I think it would be best to eliminate some of the camera bobbing for certain actions, such as sheathing and unsheathing a weapon. It's a bit too much to be honest." Note: The reason for this is perhaps that the user set the dodge key to the sheath/unsheath button.He replied then: No, I wasn't exactly talking about that, as I noticed that I ducked whenever I unsheathed, so I changed my keys in the INI. But even still, there is some camera bobbing. I found that there may be a legitimate reason for it though, at least when you go into free-fly mode and you go shirtless, you can see your first-person torso and neck moving around when you sheath and unsheath in the same way the camera moves. If you eliminated the bobbing when unsheathing while shirtless, it could introduce the neck popping into view. The only other way around this, is to modify the first-person animations for sheathing and unsheathing to keep the neck still." Bright reported: "There is animation problem, when going into sneak mode with arrow nocked. And it's just look ugly in FPP mode, when just tip of your bow is stabbing in the corner. Vanila FPP animation for bow made much more sense." Another report: I am having some animation problems with Deadly 6. Whenever I use a speical attack my camera sort of raises abit and drops forwards quickly and the animation itself is just a big mess, I can't see any proper shapes at all basicly. Just to clarify, everything looks fine in 3rd person mode. It might be an issue with the camera somehow? It's almost as if the 1st person camera follows the fist around when doing a bash with fists for example." Another report: "I can see the tips of my feet while running, and I am wearing gauntlets... They didn't work until I switched to 3rd person and back again though...". See also: "Bow shooting animation in sneaking mode is slightly askew compared to vanilla." Another report: "After jumpkicking, the PC's right leg appears shorter in third person, but goes back to normal when headbuttin'. Not confirmed by other users." Another one: "the guards even looked up to me in 1st person while i'm the same size as them normally and in 3rd person... ". "basically im unable to see my weapons until i press the attack button, not too bad although does make archery a little...erm difficult" / "When running with a torch, it blocks the view a lot. Maybe a different animation to sideways or forward rather than center can be added." / "When aiming, the bow twitches left and right weirdly." / "I can only see the edge of my weapon in the 1st person view." / When I talk to people, the camera zooms to the left of the person I'm talking to, and the camera kinda shakes. / -when casting spells in 1st person left arm points up and to the right like its being cast at the sky / -when casting on-self spells there is a huge seam at the shoulder (looks like arm floating in the air, cut at shoulder) / -i would like an adjustment of the fov in 1st person. it bothers me to no end that i can't see my drawn weapon and seeing your torch/shield constantly bobbing into the screen gets annoying / An npc's mesh gets distorted when they die following a critical hit death animation. / some first person animations (especially spellcast) need to be redone. there is so much camera movement that it impedes gameplay. on the other hand, i disagree with others on the headbob. it is very subtle and natural, far better than any other similar mod i have tried to get this effect. it does have consistency problems though as whenever you stop you immediately return to the standing camera position which causes a severe teleport-esqe jerk. how do i fix the first person camera issue? every now and then my first person camera sticks too far to the left. im not sure what causes it, but reloading seems to reset the camera. i can see my character's first person body on the right side of the screen. i've tried changing the fneardistance already." Skycaptain replied:
That sounds like you have some normal 1st person animations installed, or some mod that uses idles made for normal 1st person view? / also another suggestion: items carried in the left hand (shields, and especially the blocking staffs added by OOO) are annoyingly in your face when walking/running without a weapon drawn. for example: when sneaking without a weapon drawn my staff is directly in the middle of the screen. is there a way to move them to the left, more out of the way? " Another user wrote: 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.
Seems to only happen with weapon drawn, or when sneaking. " / New animations are much smoother although the forward power attack still looks a little wonky with a Axe or Mace. / 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.

Animation

Note by Skycaptain: "if you use other anim mods you need to put the 3rd person files in 1st person folder, or rename possible 1st person idle animations so that 1st person animations use 3rd person files."
1. "the right power attack (for blade >50) seems a bit jerky because its not using the idle animation its supposed to be using, I guess its because you used that other animation mod..."
2. "There is no sneak stance animation with a bow pulled"
3. "when kicking in 1st person view legs only show up on 2nd kick. i have yet to see them on the first attempt (which is killing my unpredictability) "
4, 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. edit: the stab when the npcs have been knocked down works as well
5. Some reason death animations ain't working, not sure why." This was confirmed by Smooth: "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." KC33 confirmed this too: i noticed it is incredibly low too.

General Bugs, that should be reproduced and therefore confirmed easily:
1. Throwing enchanted weapons causes them to recharge when they are picked up. Confirmed by Wooph: Just did a bit of testing with weapon throwing and there were no problems. No crashes or anything. The weapons' health and charges do get "reset" though
2.Staffs' magical projectiles don't seem to land where the crosshair lies, instead the magic attack goes down and to the left. It makes it very hard to aim with staffs, especially in close distances. It seems to be a problem with the 3rd person animations in 1st person.
3. First-person two-handed animations are using one-handed weapon animations. Not confirmed by other users yet.
4. None of the DR 6 moves dispells active invisibility spells (which it should). So if you can cast an invisibilty spell, attempt a sneak critical and even if you fail, the npc wont detect you as long as the invisibility spell is active. This was confirmed by another user:
When I played DR 5, when my character had invisibility and I attacked an npc by slitting their throat, my character did not come out of invisibility.
5. After pressing the kick button all guards start to attack, even if kick is not performed (because under 50 acrobatics).
6. Odd mesh bug. Wooph wrote: "Even with Deadly Reflex as the only mod installed, it happens. This happened after a Critical Chest Wound. Right after the "fall to knees" animation ends and the npc pops into ragdoll mode, its like part of the skeleton gets distorted, which causes the mesh to be stretched in such a way. Not every critical hit triggers it. Those which don't make the npc go into a death animation tend not to. I'd appreciate it if someone else could test this. Do a Critical Chest Wound from a standing or forward power attack, and see if this happens after the death animation." See http://d.imagehost.org/view/0152/bug. cInfidel confirmed: I can confirm that criticals and throws can cause the target's body to be disfigured. Especially if there is a "death scene" involved. (fall to knees, etc). He also posted ahttp://img690.imageshack.us/img690/796/screenshot0pg.png. Wooph confirmed this I've pretty much confirmed that the death animations following a critical hit are the cause behind the skeleton/mesh distortions. I made some edits to the mod as a temporary workaround to disable the animations and the distortions no longer happen. Mod suggestion: Remove the death animations altogether. I prefer the look of the npcs being thrown aside by the force of a decap/skull crush than looking at an animation that doesn't quite fit.
7. NPCs that are meant to be "tame" or that should yield automatically won't do it sometimes. That happened with the Gray Prince (finished his quest and had to pummel him nevertheless...) and the Blade examiner from Choices and Consequences (he should yield after owning him, instead he wants to rip my intestines)...
8. my char just reached blade skill 50 and when i do sideways power attack crits instead of decapitating the target their head is crushed into pieces like a blunt crit (only done two sideways crits so not the biggest sample pool). i don't know if this is how the crits should function but i remember in DR5 blades could only behead (seems weird they should bash skulls)." Wooph confirmed: A left power attack with a 1h blade weapon activates the skull crush.
10. Dazu wrote: 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? Sinael was making the same suggestion: Player can throw essential weapons. And they can fly throu scenery. Thrown off Blade Of Woe = no quest 4 u lol." Another user: "I can throw bound items and they won't disappear when the timer goes up. "
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 too 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.
11. 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 / set scc.arrowcriticalmult to 0.01
12. 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.
13. After headbutt one of legs begin to grow." Please also read Harels 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__16759775.
14. 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. " Skycaptain replied: "Actually, are you using Can′t Touch Me (my other mod)?" The user replied: 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. Skycaptain replied:" 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."

Crashes, save/load game issues and DR6 stopping to work:
1. "I killed a guard in his sleep with the sleep-stab move in the IC north guard tower (in between the market district and elven gardens). When I exit to either district, the game will crash and the auto-save is corrupt. When I save manually, the game crashes and the save is corrupt, unless I just leave the guard alone and do not murder him." / "Crash on save, randomly. Happens with no rhyme or reason that I can tell. Sometimes my saves work, others crash and are then corrupt."
2. "Anyone else having their game crash when using combustive convulsion on a NPC?" This was reported by a lot of users. For example: "The only issue I have currently, the same as theoteslaa is that the Combustive Convulsion spell crashes my game (CTD) when I look at the corpse or in the direction of any of the exploded parts. It will also crash if i watch the body explode. "
3. "When actually playing, I'm able to do some of the moves, which is cool, until something happens that crashes my game. I try to do the lunge sneak, it says I need to be closer, and then it stops letting me move. I reload (have to get out and back in, quickload wouldn't work), do the lunge sneak, get the blood across my screen, then get kicked out of the game."
4. "My game crashes whenever I go to retrieve a weapon I threw. (tried mostly with swords, threw an axe once but I never went to retrieve it)"
5. "The real problem I found was that it sometimes randomly stops working, and the only way to fix it is to either restart the game, or occasionally it just makes it so it doesn't work in that save file, so you have to restart and then load an earlier save. When this happens seems very random as it sometimes happens after loading once from ingame, sometimes from using the throw weapon button when it doesn't work (although it usually does work), and sometimes just completely randomly in the middle of the game. "
6. "The only other issue I've had so far are a couple crashes, nothing major(Always seems to happen during an autosave). "
7. "game crashes when trying to shatter enemies frozen by frost magic crits"
8. "just realized if i save with the first person legs "equipped" game crashes whenever i load that save in-game (like if i die). save loads fine if i unequip 1st person legs before saving."
9. "Attempting to throw anything besides a torch or weapon, IE Lanters, luminors, parry weapons, causes DR6 to quit working period. " / . As in there is no crash, nothing visible happens. But nothing DR6 works after that. you cannot dodge, bash, flip, kick anything. You have to close the game and reload in order to use any non-vanilla attacks. " / "DR tends to stop working when the scripts break for some reason. 5 already behaved that way. I'm sure in time Skycaptain will create exception rules to prevent the scripts from breaking, in order to fix things like that and the zoom bug. "
10. 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.
11. Sculelos wrote: Seems like the Elemental special effects caused my game to crash so I disabled it for now." This was confirmed by Smooth: Again, confirmed. Same exact problems here. Sometimes they work, but most cause a crash. Log reports "STATE 13" when elemental critical is performed." Smooth later added: "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". "
12. Someone may find a possible reason for DR6 to stop working: Upon finding my first goblin enemy I sneak up on him and do a stealth lunge. Now, I was detected and so i initiated melee combat. The weird part is after the initial lunge, no other deadly reflex combat move worked. Only when I shut down oblivion and launch it again can I pull off ONE stealth lunge. After that, same issue all over again. Whats even stranger is that only the stealth lunge can be used before total failure. I can't make my one special maneuver before it craps on me a kick or bash or anything

Script Errors:

Smooth posted something longer on random script errors with logs. Read his and the following posts 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__16737139. wolve, KC33 confirmed.
1. wolve wrote: "i noticed an error in the console refering to a script,and so far even with the momentum settings i haven't been able to get a critical beheading or waist cut,only the sneak attacks and weapon throws (nicly done btw) i did notice the ini was named Deadlyreflexini.txt should it be or should i rename that to ini?" TNO and Skycaptain replied: The cause could be uninstalled latest OBSE or a not clean save. wolve replied: tried reset and a new game same console output. He also has latest OBSE: "obse is the very latest 19b,got nifse ect and all required plugins its last in slot with OBMM,only one i haven't done is the hud because i'm using darnified dark ui. i am only using the combat moves esp none of the timed block ones. "error in script 3e5d4428 operator := failed to evaluate to a valid result". "file combat moves esp offset 0x0356 command : let error in script 3e5d4428". only prints that to console when i try for a side swing or other power critical,and thats why i can't cut people in half/behead. ill try with one of timed blocks see if it fixes it. He added later: i'm stumped,ive deactivated every other mod (which wasn't alot TBH) tried OBMM conflict detector still i'm getting the "**5d4428" console output. cInfidel replied: I think I have replicated your issue or a smilar one. I loaded one of my real saves. (not clean saved, DR5 was installed when saved.) and have gotten: Invalid array access - the array was not initialized. File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let Error in script 46605dd7. This is exactly what Skycaptain was talking about. Even though it says at the top of this log that the array is created, everything having to do with criticals during combat does not work. BUT slitting throats, throwing weapons, horse combat, all that fun stuff works. But I only see errors in console instead of the chances of killing, bashing, stunning, etc like I should see in console during combat." You can find his http://www.gamesas.com/index.php?/topic/1142288-deadly-reflex-6-beta-the-official-bug-report-thread/page__st__180 here. NOTE: wolve maybe didn`t follow Skycaptains instructions on how to make a clean save. wolve later posted: "got a little problem of my own which from reading i think others have too,i can't cut people in half or decap them unless i sneak attack,and its not because of momentum or chance its an error in console "operator := failed to evaluate a valid result" disabled all other mods,latest obse made sure it was last started a new game ect ect still getting same result "
2. wolve gets the following error: "error in script 3e5d4428 operator := failed to evaluate to a valid result"
"file combat moves esp offset 0x0356 command : let error in script 3e5d4428". Read his post 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__16727839


IIssues and Crashes with Blood Splatter:
Note by Skycaptain:
Do you have OGE? That′s the moment when you should have blood on your screen. That, or you don′t have the textures properly installed. Or, some some reason your setup hates the textures...are you using some other texture setting than large?
But, for now, disable DrSplatter,esp, or you most likely get a crash on save after you have the blood on screen effect. I don′t know what′s causing this, I have asked shadeMe for help as I don′t know anything about OGE shader code.

"Found another strange bug DR6 splatter can cause crashes when the game is streamsaved". This was confirmed by another user. He added later: Edit: made some more tests, tested traveling and regular saving, the game crash when ever it need a save. Another strange problem, I enabled spatter after returning to a far city and entered an interior, few seconds after the game loaded my screen filled with blood spray.
it seems like there is less blood on the body of my toon then it use to have with DR5." Harel later corrected: "I once wrote that there is less blood in DR6, it was my mistake. I used A Deadly Reflex Gore Patch and Blood textures for Deadly Reflex, I deactivated them when i installed DR6 and totally forgot about them. Sorry for the misleading report. "

"I figured out why I'm crashing on save. It's the new Blood Splatter on screen effect, DRSplatter.esp. With this esp active anytime I perform a critical kill or impalement that results in on-screen splatter I cannot save afterward. Crash on save and it's corrupt. However if I disable DRSplatter.esp, nothing else changed, I can save after a critical kill. I actually have a save where the DRSplatter.esp was not active and I had killed a few NPCs, with critical kills, saved successfully. I then exited the game, activated DRSplatter.esp, loaded the previous save and there was splatter on my screen without killing anyone, it was just there for some reason. I thought that was interesting but after it faded away I tried to save, without even moving, and the save crashed and was corrupt. So in my case it's definitely the Splatter. EDIT: No luck with disabling other shaders. Even when DRSplatter is the only shader active I still crash on save". Smooth replied: I'm reading your post as saying... "I had the same problem until I installed the correct shader." If that is indeed what you are saying well that's not the case here. As I stated, EVERY other shader I have works to perfection. Only when I have the DRSplatter.esp active will I crash on save. And yes I have the DRSplatter.fx (the shader) present in the Shaders folder. Smooth later asked: Also if anyone could look at the other thread where I posted my crash issues that's related to DRSplatter.esp that would be great. Anyone else having similar issues related to splatter? MJMax replied: Pretty sure that pic that you posted is the same error I'm getting. I think the only difference is that my screen turns black when it happens (though I can still here the sound). KC33 replied: mmm i dont gat a runtime error popup on my screen it simply ctd " KC33 then sent a log to DragoonWraith for further investigations. Smooth later wrote: @MJMax: I notice you have the new DRSplatter.esp active. Do you crash on save after performing a critical that actual splatters your screen? I'm curious because as I mentioned in the other thread I crash on save only AFTER the new splatter effect is triggered. With it disabled I have no problems saving after critical kills. I've tried with DRSplatter as the only active, additional, shader. Still crash yet all other shaders from OBGE and other mods, like Realistic Health, work just fine. Ugh I think I'm just gonna go play for a while and disable my throw key for now. Lets see how well my game acts without throwing weapons and no DRSplatter. " Harel asked later: Can it be logical that spatter cause the crashes? cInfidel replied: drsplatter only causes the crash on save (after getting splatter on your screen) as far as I know." Smooth later added: As far as the "Crash on Save" bug. Yes it's related to having the DRSplatter.esp active and performing a critical kill that splatters your screen. I crash on save every single time after any Splatter hits the screen. So for now I have to deactivate it. . atikabubu wrote: Whenever i impale someone, the screen goes dark for 3 seconds, and then fades away to "normal" view..." Skycaptain replied:Do you have OGE? That′s the moment when you should have blood on your screen. That, or you don′t have the textures properly installed. Or, some some reason your setup hates the textures...are you using some other texture setting than large? But, for now, disable DrSplatter,esp, or you most likely get a crash on save after you have the blood on screen effect. I don′t know what′s causing this, I have asked shadeMe for help as I don′t know anything about OGE shader code. "

Someone wrote: Each time I perform a fatality , the next save will crash the game and the save file is corrupt. Another weird crash happened once : Ater a fatality, the beheaded npc was marked as unconscious. I finished him off with a fireball and the game crashed instantly. Well, I can confirm that DRsplatter is causing all this, gotta disable it

Oddities, that appear in Combat:
1. "Only one occasion of this but once I scored a critical kill and the NPC did not die. Only stood there spamming Cure spells and was then invincible. (like god mod, NOT invisible) I brought up the console and used the "kill" command and the game immediately crashed."
2. "I just had a bug where I went to use the ambush special on the first goblin in the tutorial cave and not only did my guy not perform the move but all DR functions stopped working afterwards (kick,throw,ect)"
3. Shield Bash randomly stops working while in combat. Once combat with that NPC is over Shield Bash works again. Not confirmed by other users yet.
4. Brighty reported: "Can't jump forward when in hand2hand mode."
5. Sometimes NPCs literally cower for several seconds, while being several steps in front of the player and me not initiating any attack.
6. Occasionally enemies suddenly becoming unhittable. After a bit of time and several different actions they are hitable again.
7. Harel reported: "another strange problems is that the shield bash dosnt always work, i have to be in front of an enemy or a character to be able to do that. " / A thing that seemed strange was that there are some headings where the shield bash work and others that fails
8. Npcs don't always die from a critical hit. The critical hit effect happens, but they still have health and the game doesn't count them as dead. This seems to happen whenever you kill an npc with a critical hit and the death animation doesn't play.
9. i've had several enemies stop responding - just stand there and take hits, but not die, and not have their health affected by hits.
10. Sometimes i cant use bash, it happens mostly when my toon's heading is toward south (a bit after SW till a bit before SE) (Will continue to check this issue)
In some occasions kicking cause malfunctioned animation, when that happens the kick fail. is there any log that can record this behavior? / A similar post concerning the bashing: I further tested the inability to bash while heading to cretin direction, and i think i found the cause of the problem.
I can not bash toward the area of a fallen thrown weapon, i tested this theory 7 times each weapon was thrown into to a different direction.
11. First problem is a fairly annoying one, where if I use the BASH key in first person, it teleports me camera about my character's width and height diagonally, and only restarting the whole game will fix it.
12. You see, block+attack+direction doesn't kick; but block+jump+direction does. However, when my crosshairs are fixed on an enemy, my character won't kick. "
13. I encountered an interesting bug yesterday. after decaping an enemy, the headless enemy body stood with foul HP and attacked me.
14. Whenever someone is set on fire, the chest doesn't disappear, and the hands aren't there at all. Did i install it wong, or is it a bug?" Skycaptain replied: "That does sound like missing textures, you might want to reinstall the mod."
15. 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.
16. Sometimes slo-mo starts but even with right aiming nothing happens and enemy just flies away dead.


Magic Mechanics:


Note by Skycaptain: Skycaptain wrote on magic mechanics bug: The bug is idiotic - the chance formula is missing a divide by 100. So the chance is 100 times bigger than it should be. Thanks to the multiplier in the INI, you can easily fix this yourself temporarily - just change the default "magicCriticalMult" in the INI from 1 to 0.01, to comply with the 100 times larger-than-intended magic critical chance. T

1."Frequent magical crits that kill NPCS yet do not cause the actual critical."
2. And: "I cannot help but feel as if alongside the rediculously frequent magic criticals that magic has become much stronger." Another user reported:
"The elemental effects seem to happen a little too often. I'm using an frost enchanted sword right now, and every other, or every third attack freezes the enemy." Also: "Very frequent knockdowns and such from frost/shock/fire spells- maybe somthing to do with supreme magicka and Lame?" Another report: "Freezing occurs too often. I've modified the .ini to reduce it to a more playable level (.5 for both magic settings), but it's still a bit more often than I'd like (though I can keep playing around with it). Perhaps in the future, include some more information in the readme about the actual calculations used?"
3. "Also did you increase magic damage [...] by chance?"
4. If a swing an enchanted sword against an enemy (creature or npc) I get a magical (frost, fire or shock) critical hit every time, just one or two basic swings is enough to trigger the critical hit. Even the hardest OOO bosses dies by a single swing, no matter what enchatment or sword I use. This is with the default settings of DR6 ini.I never get a critical hit by casting spells or with regular swords, even when I adjust the variables in the ini
5. the bug from v5 that occasionally caused npcs to react to nonhostile spellcasts as if they were hostile is still present. it appears to be less frequent but it is still there

Interface:

Note by Skycaptain: The menu oddity is because of the fneardistance OBLIVION.INI setting. Only happens to some people / with some menu configurations. I′m using Dark Darn, and get no visual oddities. Anyways you can set the number back to 10 if you want. I recommended 0 because otherwise Oblivion doesn′t draw pats of your hands/weapon etc when they are close to the screen.

1. "I also have the momentum hud that is way above the others (I thought it was intended)." Other people confirmed this. Darkstorne explains how to to fix this: "For the momentum bar, I changed mine to be located directly above the standard health/magicka/fatigue bars. Just look in the default HUDstatusbars.ini, and copy/pasta the x and y coords for the endurance bar into the x and y coords for the momentum bar that you're using. So for x type 'HUDbars' and for y type 'HUDbarsabove'. It should stack nicely with the rest."
2. Another report: "Frames are missing from the load screen (the borders that ordinarily separate saves are gone)".
3. Another report: "Deadly Reflex turns my scripted spell icon back into the burden icon."
4. The readme says to set fNearDistance=0.0000. This messes up the intro menu (user runs DarkUId DarN 1.6 interface). Setting it to fNearDistance=2.0000 resolves the menu issue and the fixes the graphic anomalies ingame." Similiar reportw: "when loading a game, instead of asking if I want to load the box is blank, and I have to guess where the "Yes" is to load." / "I'm simply not going to use v6 'cause every time I load the game with HorseCombatMaster.esm enabled, the menus are blank. " / "When I load up the game the title only shows up to zoom out and then it disappears right when the options to load or start a game etc should come up" / "I need some help, when ii launch the game, the start menu has nothing on it (continue, load, etc.)."
From here I can't play, I can't load or start a new game or even set up the options. None of the menu buttons are there. One time I used the arrow keys to try and load a game. The initial sound cue and music change made me think I succeed, but seconds later I found that the screen didn't change, it just kept playing the intro animation . Another use wrote too: 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?" Skycaptain replied: 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. " CInfidel confirmed: 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." TNO wrote on this issue: 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. :) . CInfidel added later: 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?
5. Blade of Mercy: and beside noticed one more issue: when open and close the menu, there is a 4-5 seconds lag between closing the menu and gaining control 9f my character who remains immobile and inert regardless what keys I press or how many times.
Am on Darn UI 1.3.2 if this it relevant
6. The menu some times stops working. The game won't let me skip through dialogue, click on dialogue options, or buttons in menus and popups.
It starts working again after some seconds... but it's very annoying when it happens." Confirmed by Steve Dog: I get this too. I can highlight the menu options but cannot click them. Oddly, once I have my choice selected I can use the up arrow to select it and the menus seem to work proprly after that.
7. TNO was so kind to make suggestions about how to improve DR Settings in the Hud Status Bars.ini. Read his post 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__16727242:

Torches:
Note 1 by Skycaptain: About thrown torches BTW: you really should just use the Obse mod for this. Configuring any other mod for it is ADVANCED, as said.
The formid I use is not the the torch that puts out the light, but the torch drop lits torches obse DROPS. That torch has it′s own onload script, that places ANOTHER torch in its place and THAT one gives the light. Why it does that? I don′t know, but since simply making a burning droppable torch obviously doesn′t give any actual light, I decided that I let a mod that′s DESIGNED for it to handle that problem. So if you reference another mod and form in the INI, you should know how that mod in question actually WORKS. I only drop the torch the form id says - if that′s not giving light, then that′s not the torch that mod ACTUALLY uses for giving light. With drop lit Torches Obse, I can just drop the torch that the mod itself drops, cause it handles the replacing with an actual light source then automatically for me.

Note 2 by Skycaptain: 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.

Note 3 by Skycaptain: 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. :)

Divvu wrote: As for the torches, I tried using DLT obse, but that actually gave me some minor problem, I tried uninstalling it and I discovered DR 6 works like a charm even with the bundled DLT that comes wirh OOO/FCOM. Only problems I have are, 1) Torches do not emit light when thrown (They do if I simply drop them) and I'm able to Insta-crit anyone I hit with a torch.

1. It is possible to one-shot NPCs with a torch. Editing the torch section of the INI did not help (user has Cobl/OOO), maybe the mod does not read the section of the INI. Another user reported: "Thrown torches kill NPCs (but not creatures) instantly."
2. Occasionally thrown torches won`t have any light emission, they still have the flame but it doesnt produce any light. Confirmed by sean144800. Oh no reported: "Torches, when thrown, it doesn't give off any light to the environment, although it does cast light on to living NPCs. Thrown torches do not re-equip automatically. I am using OOO instead of the standalone torch mod." 3. Also: "...non damaging thrown torches that phase through people". / "When a torch is dropped, it sometimes lits the environment, sometimes not. It appears to be picky about meshes. Characters are always lit though. If I use a bow and use weapon ready toggle, the torch first goes off then drops but this time it lits the environment every time." / even though using Drop Lit Torches OBSE - a thrown torch does not cast light except on characters. the torch appears lit, but only characters are affected. however, just dropping the torch normally, (not throwing it) does produce a light-generating torch on the ground. /

On balancing issue: "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?"

Bow Mechanics:

Note by Skycaptain: This is releated kicking - cause block + attack + direction is supposed to (also) trigger (acrobatics) kicks, which actually uses jump + block + direction in the game - and because Oblivion sometimes has trouble with more than 3 keys pressed at the same time - I made it so that when you hit block, I disable your attack key. This also prevents the attack anim from trying to play instead of a kick. Obviously this nice little trick of mine doesn′t play too well bows - I should add code for this exception.

Also Skycaptain wrote on magic mechanics bug: The bug is idiotic - the chance formula is missing a divide by 100. So the chance is 100 times bigger than it should be. Thanks to the multiplier in the INI, you can easily fix this yourself temporarily - just change the default "magicCriticalMult" in the INI from 1 to 0.01, to comply with the 100 times larger-than-intended magic critical chance. Tricky asked: does this also apply to marksman right under it? "arrowcriticalmult" . Tricky wrote: 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?" Skycaptain replied: 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.

Smooth wrote on this: Hopefully Skycaptain can come up with some clever way to fix this or the kicks will need to be altered to a different button combo. Otherwise zooming during archery is no longer possible. Reason being when you press Block + Attack your LMB (Attack) button becomes disabled. That's why the arrow immediately fires. This is also causing problems with other mods and certain menus. If you enter any menu while you have block pressed the mouse cursor is then disabled. Hopefully there can be a check put in to re-enable the LMB while in menu-mode." clanf wrote on this too: 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.

Smooth reported later (this belongs to "Visual Oddities" section): Another concern: The animation for archery is awful now when you have an arrow nocked (drawn back) with the new First person views. It's very difficult to aim since your characters arm and hand are blocking your view and crosshair. I'm not sure if you can just revert to the vanilla animation while you have an arrow nocked or if a new animation will have to be created from scratch. Either way I feel something needs to be done since it's very hindering for Archer type characters, or anyone that uses a bow on occasion.

1. Zoom does not work, instead of zooming the area, the char sees himself shooting single arrow, then - nothing happens, doesn't even reload. Harakiri2k reported similiar problems with bows (note: he does not use any other bow mod!): "My only problem is with my bow - trying to zoom in makes the bow's graphics twitch quickly, then it automatically fires the arrow without ever zooming in." Darkstorne confirmed: "Yes, zooming with the bow no longer works, and is possibly a problem with the kick key binding? Holding right-click and then left-clicking launches a kick. So perhaps holding left-click and then right-clicking (bow zoom) tries to do the same thing?" / "Intermittently having problem with Bow Marksman Zoom not working. Just fires arrow when you try to zoom. Also, kick animations don't work once this happens". Someone else wrote: "also, for archery, noticed that the zoom function no longer works. Normally you hold block while aiming with an arrow drawn to zoom, now it starts to zoom, but holding block causes the arrow to fire, ending any chance of zooming. Smooth wrote: 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. "UPDATE: Bow zoom is broken, but Skycaptain already reported this has to do with the kicking key being assigned to the block button and no exception script has been written yet.
2. Brighty reported: "Biggest problem for me is using bows in DR6. My character is an archer, and doesn't seem to have any advantages of DR fighting (except, possibly, criticals), and even this few moves he had so far - like zooming - are not working. He can't build up momentum."
3. Also did you [...]decrease arrow damage by chance?

Missing Legs or problems with legs:
Note by Skycaptain: R should take care of setting "hideRings = 0" flag on any gloves, but you can try without gloves just in case. It was also correctly mentioned that you need to enable the script via the skull.
1st person legs are the mod that shows the legs, so it′s not something I can fix - you have to make your peace with that mod separately. I know it works, but it may not work if something messes with how rings work in the game, as it equips the legs as rings.
It automatically copies any effects you have in your own rings to its "leg rings", so you only need to equip the enchanted rings you have, then it autounequips them but transfers the effects to the "legs" it equips as rings. But really I can′t help much more with that mod, I have no control over it.

Possible solution below (look into the comp issues section)

Pyro_Monkey had the following issues with legs. Read his long post 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__16729847. griz confirmed this: 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." Harel replied: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.

Another user wrote: only one of the kicks (to the right I believe) shows the legs, to the left it's invisible.

To Skycaptain: Look for other issues involving legs in the "animation" and the "visual oddities" section.

Malonn still has problems with missing legs: "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. " griz replied: "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 ". Skycaptain made clear: "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. " NOTE: T3alrose wrote you can see your legs with certain body replacement mods: "Yes, you can see your legs just fine, as I use both Roberts male and femme bodies"

Problems with the momentum feature:

KC33 wrote: "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 " Clanf confirmed: "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 "

Problems with Criticals:

Clanf wrote: "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,

Skycaptain explained why this might be 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__16780116.

Configuration:

Note by Smooth: To those wondering why the configuration menu isn't showing up... well it's not supposed to. The keys are configured via an INI file. There is no configuration menu in DR 6. The ReadMe clearly states this.

Note by Skycaptain: "reset...well that serves pretty little purpose right now, the ini is re-read on every restart, there′s no messages to display anymore, keys must be configured in the ini. The reset just resets silently some script variables, and is mostly an attempt to fix possible stuck scripts. Without unresposnsive scripts, it doesn′t seem to do anything." / "I′ll have to check this - the whole CODE for the popups should be deleted!"

Divvu replied: Hi Skycaptain, I'm one of those that found the old DR 5 messages in DR 6, just hopping in to say, if you need some other playtesting done about that particular issue, I think I can reproduce that, just askl and I'll fill a bug report. As I said before, the message appears upon loading a save for the first time with DR 6 and then reloading the same save. Nothing serious, but since that screen is totally out of place and I never had DR 5 on this install I suppose there's something wrong...

DR Hourglass does nothing when clicked. Even after change the INI "set scc.resetMod" to 1. Skycaptain wrote concerning this: "well that serves pretty little purpose right now, the ini is re-read on every restart, there′s no messages to display anymore, keys must be configured in the ini. The reset just resets silently some script variables, and is mostly an attempt to fix possible stuck scripts. Without unresponsive scripts, it doesn′t seem to do anything."
BurnsBabyBurns reported: "Config menu does not work. had to set keys through the ini file. Worked fine at first, but when attempting to reload saves get corrupted. none work." Sean144800 reported: "I don't think DR 6 reads the ini, it is also not a configuration file for me." Another report: The DR Reset hourglass breaks the mod and requires the game to be reloaded for it to function again. Another report: "None of the new keys works. And I get this error http://www.pic-upload.de/view-7833460/ScreenShot2695.jpg.html" . Another report: "when i load the game, it freezes for 30 seconds and then sais that deadly reflex is ready, but i didnt even pick any hotkeys, and the reset just makes a . appear at the top of my screen". / "Consistantly having problem with using the DR Hourglass to reset the configuration. When activated, only see a period on the top left corner of screen and all DR functions stop working, reloading the previous save game normally fixes this." / "When I start a saved game either a. the menus come at the beginning that came up in DR5 to let you change your controls, right? Well, they are unresponsive and when they finish (even though I have clicked no button) there is no DR6 reset hourglass. None of the keys are responsive. (That have to do with DR6) or B. I have no hands and the buttons work but they are incredibly laggy, including unsheathing my weapon several times or bashing several times without my consent." / And the beginning popup window for setting keyes is the same from v.5, not prompting to set a throw key and telling that "horse combat will not be in this version", DESPITE the fact I removed ALL deadly reflex 5 esm and esp files and the animation files mentioned in v.5 readme's uninstall-section (check this threads page one). / Well deadly reflex 6 is driveing me nuts. ive done everything from updateing OBSE to starting a new game and still the deadly reflex 5 menu is popping up along with sheild bash flip and dodge not working.ive deleted all files of deadly reflex 5 ive checked everywhere in my data files and cannot find anything.

Harel wrote: For the problem with the thrown weapon lost hotkey assignment, the best solution is to use Enhanced Hotkeys the weapon will be kept on the hotkey memory, retrieving it will enable the usage of that hotkey. TNO replied: An item is immediately removed from a hotkey if you no longer has the item in your inventory. So if you hotkey a sword that you regularly throw/recover, the hotkey assignment will be lost each time you throw it, so you have to re-assign the hotkey.
That is, this is the way vanilla and most hotkey mods work. Enhanced Hotkeys however, keeps the item hotkeyed even when no longer in your inventory, so as soon as you get the item back (or another one with the same base object), the hotkey will continue to work. I'm just around the corner of releasing a new version of Enhanced Hotkeys, where all keys are completely configurable, making it fit even better together with mods like DR which defines some own hotkeys

Another user wrote: I have a question about the momentum. In the ini file it is spelled "momemtum", is that right? I have yet to see my momentum bar increase. Is this because I'm not gaining momentum, or because it is spelled incorrectly?" Skycaptain replied: "You can always check the variable by typing "show drMomemtum" in the console, to see if it′s just the bar. Yes it′s spelled correctly, my English failed when I first typed the variable name. "

Horse Combat:
1. It does not work out in 1st person, when I pressed attack I would glitch in front of the horse and float back to the saddle. Not confirmed by other users.
2. Horse combat magic spell do not travel as far as normal spells, and also have no sfx. / "Horse Combat works 100%. I can't hear sound effects though."
3. Steering works. But the speed is too slow compared to mounted trampling mod and I can't trample anything, yet. edit: Also to benefit from new steering mechanic, I have to initialize horse combat and add a weapon to it. I would like to see steering work globally.
4. Having problems with horse combat in 1st person mode. Sometimes it works, most of the times it glitches out, the camera goes crazy (seeing through the floor) and after dismounting I can't move. Using Slofs horses - edit: nevermind, the problem is avoidable if I enter horse combat mode and mount the horse in 1st person
5. Smooth: Horse combat is fubared in a couple ways for me. * After mounting the horse in combat mode I receive a duplicate of my weapon but it has no value. Otherwise the weapon is identical. / * Next is I lose function of the Bash Key completely upon dismounting the horse. / * I also lose function of my Attack key until I switch my weapon from the "value-less" version to the "real" one.
The following is the relevant info from Conscribe. I saved just before I got on the Horse then errors started happening. I didn't notice this in game until I actually dismounted the horse and tried to use my combat keys.
He added later: After I use Horse Combat I lose functionality of DR 6. I mentioned this somewhere in more detail but basically I lose function of my BASH key which pretty much means DR 6 is completely useless until I reinstall the mod or go back to a save before I mounted the horse in combat mode.
6. cInfidel made a lot of observations on Horse Combat:
Spoiler

Oh right lol, I forgot about posting anything about horses. I have run into that script stop issue after using horse combat. Although that was back when I was still using the full DR6 install. (with all plugins and bloats) I have not encountered the bug so far with my current "lite DR6" setup. But the "horse will buck you off if it doesn't like you" feature works perfectly! heh. Also saving while in horse combat even if you are in the middle of an attack works perfectly. On load, you automatically sheath your weapon and you are mounted on the horse and no longer in horse combat.

Although I must say, jumping is very different in horse combat than it is normally mounted. In horse combat you jump higher and farther and can even double jump for more air. Also if you hold the jump button or spam press it the horse can descend sharply like it is jumping on somebody/attacking. Only reason I mention is because you can kill your horse in two spam jumps

Also in horse combat, going into 3rd person and stopping the horse and blocking (for me right click) or bashing (for me right click + bash button) does what it is supposed to but my character is standing in the horse blocking or bashing. (Torso does not change position only legs switch from being mounted on a horse to normal dismounted legs.)

And my last observation would be that bashing (for me right click + bash button) and attacking on the left side (for me right click + left click) causes walking sounds to be heard. This is only noticable if the horse is stopped. I don't think this is really an issue at all, just an observation.


T3alrose wrote: No, I don't use custom skeletons except those that came with dr6. As said, when I swing on horse back in 1stp, the pc pops in front of the horse and the swing anim plays after 1 sec. It's not the same in third person. I've tried to disable the mods that affects any horses, without result.

- The arms animation in 1st person covers too much of the screen with a shield equipped. Mods like "Shield on Back" may solve this. Divvu confirmed this: "[DR6 and Shield on Back] work really well togheter! Only thing is the empty-handed punch you get when you shieldbash with a sheated weapon, but it doesn't look bad and no other glitches arise (I surely prefer an empty-handed side punch to an instant teleport of the shield from my back to my arm)."

2. Compatibility issues:

- "First Person Legs Plugin": The 1stpersonlegs plugin is the culprit of some very odd behaviours, such as rings duplicating, clipping issues with the body (if you use body replacers), as well as the camera being incorrectly placed far from the character upon sitting down and getting up. Mods that similarly force the camera to change to third-person person and back to first person will most likely break it. See you sleep, lockpicking mods, anything that plays with the camera is potentially troublesome, I recommend switching them all off until compatibility patches surface.
"Oblivion XP": When a save is reloaded the XP sound constantly ticks and after level up skill points go in the negatives. Maybe the Timed Block.esp is causing this. Andalaybay asked: "Does DR 6 do anything to the menus? [...] Oblivion XP can behave crazy if another mod overwrites its menus. Mainly the stats_menu and the levelup_menu, although Ob XP also changes some other menus too." Skycaptain replied: Nope it shouldn′t..I wonder if he simply loaded some DR5 save and no the scripts are messed up. BTW I still have commands in the scripts (should you look at them) calling a function called "functionGiveXP", but the function code is commented out, I just left it as a placeholder for any possible future use so it′s not doing anything. Andalaybay replied: Good. I suspect he installed this one wrong. Not sure about Unnecessary Violence, but other players have used that in the past and it didn't cause the problems this guy reported. It might even be more issues with OBSE 19 and the array problem. Scruggsy is trying to track that one down. Oh no reported: "I am also using Oblivion XP without any problems whatsoever. I have it loading after the bashed patch and before formid finder, fast shortcuts, and deadly reflex." UPDATE: Update concerning Oblivion XP compatibility: I already gained a level and played a bit more and and I have no problems. Everything seems to be working fine.
- "BBB" (Better Bouncing briasts): DR6 messes up 1st person view for some clothes, BBB requires CMCS (see below)
- "Coronerras Maximum Compatibility Skeletons": Sword and shield are invisible in 1st person mode. Possible cause: this mod changes the same file as DR6, that is "skeleton.nif". A lot of persons reported that. Note by Brighty: "Coronerra gave permission to work with his skeleton so it might be smart to use it."
- "Enhanced Grabbing" and "Crossbows of Cyrodiil". In both cases the animation used are somewhat "altered", the grabbing animation from Piip seems to point your arm to the sky instead of where you're looking at, while for crossbows the whole grip angle is rotated. The reason for this is: PiiiP's (and CoC's) animations are built around the vanilla first person skeleton, which is basically what Loup Sombre's mod replaces. The 3rd person animations can still be used without issues. Update from Divvu: "Small update to my bug report, it appears the conflict with Crossbows is a bit worse then I thought, basically you're almost unable to keep a bolt drawn, as soon as your PC finishes the loading animation the bolt is thrown."
- "Saddle Bags":

Note from kuertee: "I just want to make a few points: SilverBlaze55's Simple Saddlebag mod is actually not the same mod as my Simple Saddlebag mod. They were built independent of each other and have do not share any code. His mod doesn't use anything from mine. And my mod doesn't use anything from his. His mod was first uploaded July 2010. My Simple Saddlebag is from September 2009."

Smooth replied: That's my bad. I must have misread the documentation for the two mods. For the record...
* Kuertee Horse Commands is compatible with Deadly Reflex 6. At least the Saddlebag portion is. I have not thoroughly tested the other features of Horse Commands
* SilverBlaze55 Simple Saddlebags is NOT compatible with Deadly Reflex 6 at this time. Due to the way DR 6 disables the LMB when Block is held down. This disables your mouse pointer in menus.

The old user reports are following just for documentation: I'm using SilverBlaze55's saddle bags for slof's horses, and I can no longer fully access them. I can reach the inventory and take items, but I cannot switch the view to my inventory to place items in them (clicking on the icons does nothing). I also cannot exit the inventory by clicking and have to use tab or space. He added later: Further playing has revealed more details concerning the Saddle Bags issue. When the block key is held down as an inventory opens, the icons for switching between the player's inventory and the NPC's inventory, as well as the exit button and the category icons, do not function. / Smooth: I forgot to mention that Simple Saddlebags with Slof's horses no longer works properly. Since the attack button is now disabled when you hold block, Skycaptain mentioned this as the mechanic behind kicking, you cannot fully, hardly is more appropriate, use the saddlebags. Since you activate them by holding Block + Activate. So when you enter the saddlebag menu your Left Mouse Button is disabled, not allowing you to do anything. You can exit the saddlebag using Tab. If you could just re-enable the LMB while a menu is on-screen this would solve this incompatibility issue, or so I would think. Smooth wrote this: As for the edit about Simple Saddlebags mod compatibility issues I've found another mod that has more functionality and uses this same Saddlebag mod. The mod is Horse Commands by Kuertee. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.
- OOO: As reported many times, the Drop Torch bundled with OOO will produce undesirable effects upon throwing. See Torch section above for fix
-Unlimited Rings Tweak by Wrye Bash. Solution by Divvu: you can keep your unlimited rings by using This, Visibly Unlimited Rings and Amulets , I've been using this for a long time, works as advertised, come bundled with a nice .ini for customization, and allows you to set a limit for amulets & rings (I use 2/4) instead of the ultra broken (balance-wise) "unlimited" from the bashed patch.
- BFG's Enhanced Armory Realism: BFG99 wrote: Obviously this isn't the right thread for it, but if you have experienced any potential issues with "BFG's Enhanced Armory Realism" please let me know the details. So far, the only conflict or script issue of any kind I'm aware of with the latest version (1.751) is with TheNiceOne's Enhanced Hotkeys. Earlier versions COULD cause savegame corruption." Burns Baby Burns replied: Uhuh BFG, I am using Enhanced Hotkeys, so it might all be related in some way. But like I said, it seems to be an issue with scripts. When this type of crash happens it almost looks like it fails to load up ScreenEffects (Matrix of Perception thingy) or Oblivion XP.
- No Running Backwards Mods: Skycaptain wrote: 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." cInfidel replied: 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)." CInfidel added later: 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. " CInfidel wrote later: 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.
- "Better Blocking" 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.
- "KOTN": Using DRv5 [Did he meant 6?] 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? But a check that makes those KotN knight spirits immune to dismembering/beheading crits would be great
- See you Sleep 1.51: 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." This was confirmed by Smooth: "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. "

3. Suggestions:

- Lots of suggestions by Sinael:
-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
- Sinael later made a big, detailed post on suggestions. Please read it 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__16767286.
- Concerning compatibility: Nehrim support
- Concerning the mod: Head Bobbing effect should be more subtle, especially while running in sneak mode.
- Concerning the mod: The Throwing Speed of Object is very slow and you cant toss knives very far
- Concerning the mod: Remove the death animations altogether. I prefer the look of the npcs being thrown aside by the force of a decap/skull crush than looking at an animation that doesn't quite fit. Also the mesh distortion do not appear then anymore.
- Concerning sounds: Crystan: Hey, you guys maybe want to know that i released a replacement for the heartbeat slow motion sound. I hope it doesnt bother skycaptain.
- Concerning gore: please add some blood to standing impale. And if you could remake/update the impale like the weapon throw, it would be great. Like when you Impale someone, they get a wound where they were impaled.
I thought i could add the sound to the events that are missing the slow motion sound and release it as a DR addon. I tried it but it seems to be more difficult than i thought - so i dropt that idea. You can download it http://www.tesnexus.com/downloads/file.php?id=35714
- Concerning visual aspect: Version for FOV 90 was requested, as DR6 looks better with wider FOV. Skycaptain replied:FOV 90 is not supported for that very reason - the arms are too short to make it work in both 75 and 90, but I′m happy you like it.
- Concerning key-bindings: Is there a better solution then: For the problem with the thrown weapon lost hotkey assignment, the best solution is to use Enhanced Hotkeys the weapon will be kept on the hotkey memory, retrieving it will enable the usage of that hotkey.
- Concerning default key bindings: Dodge's default should not be set to the "sheath weapon" button (F).
- Concerning compatibility: A Nehrim compatible version is requested.
- Concerning installation: Make an OMOD out of DR6 with a scripted installation: Alchmo wrote a script that has a lot of features (check for NifSE, Drop Lit Torches, OGE, etc.). You can download it http://www.earthcom.de/tes4/dr6.7z.
- Concerning customizability: Implement an option to disable or reduce Head Bobbing effect via INI.
- Concerning customizability: Add option to remove the message spam in the upper left of the screen when throwing weapons or using mounted combat key.
- Concerning customizability: The more customizability, the better! A Lite Version is requested, where you can enable/disable certain combat moves.
- Concerning Readme: The readme contains A LOT of information. You should think about making a PDF out of it.
- Concerning Readme: Instructions on how to make torch throwing possible with older versions of Drop Lit Torches (OOO/Cobl). For this the torches settings in DR6's ini file must be changed to the name of the mod and the formId of the torch you use.
- Concerning Readme: Add the following hint. If other anim mods are used it is required to put the 3rd person files in 1st person folder or rename possible 1st person idle animations so that 1st person animations use 3rd person files.
- Concerning Readme: Add the following hint. A clean save is required for DR6 to work. Don′t load saves saved with DR5 with DR6! You need to make a new save with both (combat moves esp) versions versions disabled.

4. Ideas:

- Improvements for characters playing archers (by Brighty): "Bashing and kicking are not very useful, when you trying not to get to close. And from what I read in readme they are extra vulnerable to knockdown (and since they tend to use light armor too...) . On the Arena they will be eaten alive, it seems. Some ideas for moves for ranged weapons could be:
1. aimed shot - you can't move, but you make slightly bigger damage (bigger chance of knocdown?) by firing with throw button.
2. quick shot - based on speed, limited by fatigue - by fast clicking you could sent several very quick but less powerful (without chance of knockdown, less damage) arrows. At this moment for both vanilla and DR just clicking cause you to make totally ineffective shot)"
-Seeing how this thread is for suggestions as well maybe a neck snap feature or the ability to break bones when useing hand to hand to hinder your opponent in combat.
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Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Wed Sep 01, 2010 7:06 pm

NifSE Bugs Affecting DR
NifSE is only used by DR for throwing weapons, to remove the scabbard. It is not used at all in any other aspect of the mod, and it is not strictly necessary for throwing to work mechanically, only for it to look right. The NifSE errors below can be "fixed" by not installing NifSE - this does not mean things work correctly, however, as the mesh will not be edited before being thrown, so it flies with its sheathe on, or later, when it is equipped to the attacked NPC, resulting in them holding the sheathed weapon in their hand rather than having it stuck in them.

Error 1: Missing Meshes
There seems to be a problem with NifSE's BSA reader vis a vis the Shivering Isles BSA file. Thus, throwing Shivering Isles weapons will cause Missing Mesh Markers to appear instead.

Error 2: Runtime Error Crashes for GOTY Edition
It seems that the GOTY edition of Oblivion is not identical to a fully patched game: though Oblivion itself is updated to v1.2.0.416 (the latest patch) and therefore the patch will not work with the GOTY edition, the patch also updates the meshes in Oblivion - Meshes.bsa, and the GOTY edition does not seem to have those updates. Thus, a fully patched, non-GOTY edition will have v20.0.0.5 NIFs, while a GOTY-edition will have v20.0.0.4 NIFs. The version itself does not seem to be important, but the patch also changes the meshes so that the "Scb" NiNode of the mesh, which DR tries to delete using NifSE, has its Flags value changed such that bit 4 is turned on. For GOTY edition meshes, Flags bit 4 is off, and deleting the NiNode that has Flags bit 4 off causes a crash.

Thus! GOTY edition users will crash when throwing vanilla weapons. Investigation is ongoing on figuring out how to get around that, but it's almost certainly going to require changes to NifSE and/or Niflib, and I currently do not have an operable computer (waiting on replacement RAM to be delivered by Corsair). Watch this space for updates.

Note that mod-added meshes may also use v20.0.0.4 and/or Flag bit 4 off meshes, and these will cause Runtime crashes for everybody, not just GOTY edition.
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Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Thu Sep 02, 2010 12:53 am

Is Deadly Refles compatible with uncapper mods (like Elys Uncapper) that allow stats values up to 200 ?
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Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Wed Sep 01, 2010 11:05 am

my char just reached blade skill 50 and when i do sideways power attack crits instead of decapitating the target their head is crushed into pieces like a blunt crit (only done two sideways crits so not the biggest sample pool). i don't know if this is how the crits should function but i remember in DR5 blades could only behead (seems weird they should bash skulls).

also another suggestion: items carried in the left hand (shields, and especially the blocking staffs added by OOO) are annoyingly in your face when walking/running without a weapon drawn. for example: when sneaking without a weapon drawn my staff is directly in the middle of the screen. is there a way to move them to the left, more out of the way?
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trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Sep 01, 2010 11:03 pm

The menu some times stops working. The game won't let me skip through dialogue, click on dialogue options, or buttons in menus and popups.
It starts working again after some seconds... but it's very annoying when it happens.

I also have a question about criticals. How often should I get criticals when I've adjusted the crit chance from 30 to 100 in the .ini?
I did that and I don't experience much difference... I don't get many more criticals, at least not many visible ones. High momentum = high crit chance... right? :\
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Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Wed Sep 01, 2010 2:24 pm

The menu some times stops working. The game won't let me skip through dialogue, click on dialogue options, or buttons in menus and popups.
It starts working again after some seconds... but it's very annoying when it happens.


I get this too. I can highlight the menu options but cannot click them. Oddly, once I have my choice selected I can use the up arrow to select it and the menus seem to work proprly after that. But this is the last bug I'm trying to fix. Thanks to the hard work of playtesters I was able to fix most of the issues I was having. I stll have afew more but I'm pretty sure the answers are somwhere in the collective 20 pages of prior posts. If anyone wants to save me some time for the pure benefit of alturism: My biggest issue right now is that I have to hit the "throw" a couple of times before it actually throws, and the other two buttons don't seem to do anything at all.
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Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Sep 01, 2010 1:48 pm

I get this too. I can highlight the menu options but cannot click them. Oddly, once I have my choice selected I can use the up arrow to select it and the menus seem to work proprly after that. But this is the last bug I'm trying to fix. Thanks to the hard work of playtesters I was able to fix most of the issues I was having. I stll have afew more but I'm pretty sure the answers are somwhere in the collective 20 pages of prior posts. If anyone wants to save me some time for the pure benefit of alturism: My biggest issue right now is that I have to hit the "throw" a couple of times before it actually throws, and the other two buttons don't seem to do anything at all.


I had that exact issue when I tried using OBSE 0018 instead of 0019b.
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Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Thu Sep 02, 2010 12:53 am

my char just reached blade skill 50 and when i do sideways power attack crits instead of decapitating the target their head is crushed into pieces like a blunt crit (only done two sideways crits so not the biggest sample pool). i don't know if this is how the crits should function but i remember in DR5 blades could only behead (seems weird they should bash skulls).


A left power attack with a 1h blade weapon activates the skull crush.

I've pretty much confirmed that the death animations following a critical hit are the cause behind the skeleton/mesh distortions. I made some edits to the mod as a temporary workaround to disable the animations and the distortions no longer happen.

Mod suggestion: Remove the death animations altogether. I prefer the look of the npcs being thrown aside by the force of a decap/skull crush than looking at an animation that doesn't quite fit.
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Nikki Lawrence
 
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Joined: Sat Jul 01, 2006 2:27 am

Post » Wed Sep 01, 2010 9:38 am

I'm glad that this is now unified into one thread, having two was so confusing. And good luck testing when you get the chance, DragoonWraith.
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kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Wed Sep 01, 2010 9:42 pm

So I've been unable to use any of the special keys (bash, dodge) since I installed DR6. I totally removed everything related to DR5 and did a clean save before installing. I've got all the required (and even "optional") plugins / mods and I've got 0019b of OBSE. Are there any mods that would conflict with this new version and not with version 5?

edit: http://er0k.info/stor/load.txt is my load order if that helps.
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lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Wed Sep 01, 2010 11:02 pm

AHA! I can throw the Paras Ecet dagger now! Cobl 172 (Mine detected both OOO and Frans. I have FCOM) installs .nifs that replace the ones put there originally. (by OOO?) Here are the two .nifs

http://www.filedropper.com/metdagger
http://www.filedropper.com/metdagger_1
After installing Cobl, my NifSE does not crash when throwing any weapons.

Weapons that are quest items that normally cannot be removed from your inventory can be thrown. Also these four weapons cause "WTF missing mesh" .nifs while they are spinning in the air when thrown: Dark Short Sword (0001A136), Sword of the Crusader (40000F47), Dragonsword of Lainlyn (3C012E13), and any Shadowrend. This bug is not limited to these 4, many others do this aswell.

So far I don't think any mods conflict with DR6. (unless it's like another big combat mod) With your current save, walk up to a guard hit him, resist arrest, and let him swing at/hit you a few time. Then look at your console, what kind of error are you getting? Also try starting a new game.
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Rusty Billiot
 
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Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Sep 01, 2010 5:20 pm


So far I don't think any mods conflict with DR6. (unless it's like another big combat mod) With your current save, walk up to a guard hit him, resist arrest, and let him swing at/hit you a few time. Then look at your console, what kind of error are you getting? Also try starting a new game.


I attacked a guard and there were no errors. I also started a new game and none of the DR buttons worked either. The only unusual thing that is happening now that I installed DR6 is that the game takes almost 2-3 more minutes to load.

Once in a blue moon the throw and horse combat buttons will work (kind of). Nothing is actually thrown and all the horse combat button does is tell me my average damage. Also sometimes the DR5 binding thing comes up when I load and it asks me to bind my keys. However when this happens it doesn't seem to recognize the keys I press and it just eventually tells me I'm ready to play.
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Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Wed Sep 01, 2010 4:32 pm

I attacked a guard and there were no errors. I also started a new game and none of the DR buttons worked either. The only unusual thing that is happening now that I installed DR6 is that the game takes almost 2-3 more minutes to load.

Once in a blue moon the throw and horse combat buttons will work (kind of). Nothing is actually thrown and all the horse combat button does is tell me my average damage. Also sometimes the DR5 binding thing comes up when I load and it asks me to bind my keys. However when this happens it doesn't seem to recognize the keys I press and it just eventually tells me I'm ready to play.


Do me a favor and reinstall OBSE 0019 (just to make sure it's installed correctly) into your main oblivion folder (not data). Then load up oblivion using oblivion.exe, make a full save, start obse_loader.exe and load that save. That is literally exactly what I did to make that go away. Another question, did you install the HUD mod? And if so is that working?
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Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Thu Sep 02, 2010 12:17 am

After installing Cobl, my NifSE does not crash when throwing any weapons.


Interesting find on the Meteroic weapons, since that's the only meshes Cobl actually replaces. Hopefully DragoonWraith can compare the two different meshes and figure out the differences that could cause the crash. Unfortunately this does nothing for the many other weapons that crash with NIFSE.
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cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Wed Sep 01, 2010 7:15 pm

Interesting find on the Meteroic weapons, since that's the only meshes Cobl actually replaces. Hopefully DragoonWraith can compare the two different meshes and figure out the differences that could cause the crash. Unfortunately this does nothing for the many other weapons that crash with NIFSE.

Could you give me a list of your installed mods and what order you installed them in? Then also specifically what weapon CTD for you. Just names, but formids would be great.
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Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Wed Sep 01, 2010 9:45 pm

Do me a favor and reinstall OBSE 0019 (just to make sure it's installed correctly) into your main oblivion folder (not data). Then load up oblivion using oblivion.exe, make a full save, start obse_loader.exe and load that save. That is literally exactly what I did to make that go away. Another question, did you install the HUD mod? And if so is that working?


Ok I loaded oblivion with the regular exe, made a save, then loaded it with OBSE (I had to also deactivate all my mods that rely on OBSE before doing this to prevent crashes). This didn't do anything. It seems like sometimes the keys will work when the game is initially loaded and then for some reason they stop after like 30 seconds.

The HUD mod is installed but it just produced a little bar that doesn't do anything. I did properly configure it with the deadly reflex ini file that's included.
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cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Wed Sep 01, 2010 10:24 am

Basically any vanilla weapon I threw would crash. Witsplinter, Glass, Daedric... I'm sure there are more. Any modified weapon, from Armamentarium, Adonnay's, etc,.. worked just fine. At least the handful I tested.

Current LO is pretty basic at this point since this install was freshly done the day of DR 6 release. It's not, as far as I can tell, dependent on LO because I tried with a near vanilla LO and the same weapons crashed. Again, the weapons that cause trouble are vanilla, so far.

LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Armamentarium.esm  [Version 1.35]05  Artifacts.esm  [Version 1.1]06  CustomSpellIcons.esm07  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]08  Unofficial Oblivion Patch.esp  [Version 3.3.2]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  LoadingScreens.esp0C  Natural_Habitat_by_Max_Tael.esp0D  All Natural.esp  [Version 1.1]0E  All Natural - SI.esp  [Version 1.0]0F  All Natural - SI Mania NIW Support.esp10  Immersive Interiors.esp  [Version 0.7]11  Immersive Interiors - Lights Addon.esp  [Version 0.7]12  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Real Lava 1.3.esp++  Symphony of Violence.esp13  All Natural - Real Lights.esp  [Version 1.1]14  WindowLightingSystem.esp15  AliveWaters.esp16  AliveWaters - Koi Addon.esp17  AliveWaters - Slaughterfish Addon.esp18  Book Jackets Oblivion.esp++  Cobl Bookjackets.esp++  ForeverView.esp19  diversegrasses.esp1A  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]1B  P1DseeYouSleep.esp1C  PTFallingStars.esp1D  RAEVWD Cities.esp  [Version 1.9]1E  RAEVWD New Sheoth.esp  [Version 1.6.1]++  VA_BetterGold.esp1F  Willful Resistance.esp  [Version 4.0]20  Enhanced Economy.esp  [Version 5.0.2]21  Crowded Roads Revisited.esp  [Version 1.1]22  Crowded Roads Revisited_ChorrolCheydinhal_5.esp23  Crowded Roads Revisited_GoldRoad_5.esp24  Crowded Roads Revisited_GreenRoad_5.esp25  Crowded Roads Revisited_YellowRoad_5.esp26  Display Stats.esp  [Version 1.3.1]27  DropLitTorchOBSE.esp  [Version 2.4]28  Enhanced Seasons.esp  [Version 1.3]29  Quest Log Manager.esp  [Version 1.3.2]2A  ScreenControls.esp2B  Streamline 3.1.esp2C  Map Marker Overhaul.esp  [Version 3.8]2D  Map Marker Overhaul - SI additions.esp  [Version 3.5]2E  Enhanced Hotkeys.esp  [Version 2.0]2F  DLCHorseArmor.esp30  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]31  DLCOrrery.esp32  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]33  DLCVileLair.esp34  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]35  P1DseeYouSleep - DLCVileLair.esp36  DLCMehrunesRazor.esp37  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]38  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp39  Adonnays Elven Weaponry - AN.esp3A  Adonnays Elven Weaponry for NPCs.esp++  CM_Better Wine_SI.esp3B  PTArtifacts.esp3C  Sin's Expanded Light Armor Kit [NPC].esp++  Town Guard Armor Replacers.esp3D  RealSwords - Bosmer LO-NPC.esp3E  RealSwords - Breton LO-NPC.esp3F  RealSwords - Khajiit LO-NPC v1.3.esp40  RealSwords - Nord LO-NPC SI.esp41  RealSwords - Orc LO-NPC v1.0.esp42  RealSwords - Redguard LO-NPC.esp43  Slof's Horses Base.esp44  kuerteeHorseCommands.esp45  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1]46  DLCThievesDen.esp47  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]48  Cobl Glue.esp  [Version 1.73]49  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]4A  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp4B  OBSE-Storms & Sound SI.esp4C  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]4D  BHC_Expanded.esp  [Version 1.2]4E  BrotherhoodRenewed.esp  [Version 1.0.9]4F  Ranokoas City Stealth Exits.esp  [Version 2.2]50  DLCBattlehornCastle.esp51  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]52  DLCFrostcrag.esp53  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]54  Knights.esp55  Knights - Unofficial Patch.esp  [Version 1.1]56  ElsweyrAnequina.esp57  Faregyl.esp  [Version 1.0.10]58  Faregyl+Anequina Patch.esp59  Better Abandoned House.esp5A  Curseman's Anti Extinction Mod.esp5B  HUD Status Bars.esp  [Version 2.0.1]5C  DS Portable Sorters.esp  [Version 1.1]5D  DS Storage Sacks.esp  [Version 1.3]5E  Dungeon Actors Have Torches 1.6 DT.esp5F  Exterior Actors Have Torches 1.3 DT.esp60  ImprovedSoulgems.esp  [Version 1.11]61  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]**  PWRunSpeed.esp62  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp63  Soulgem Magic.esp  [Version 1.0]64  Toggleable Quantity Prompt.esp  [Version 3.2.0]65  Enhanced Economy - House prices.esp  [Version 1.0]66  RealisticHealth.esp67  RealisticForceMedium.esp68  Jump_Adjustment-2211.esp69  RealSleepExtended.esp  [Version 2.5]6A  EnchantmentMastery.esp6B  Syc_AtHomeAlchemy_No_Bounty_v2.esp6C  RshAlchemy.esp6D  SM Combat Hide.esp  [Version 1.2]6E  attack and hide harder v2.0.esp6F  sycHearNoEvil.esp  [Version 1.0]70  Enhanced Grabbing.esp  [Version 0.5]71  Duke Patricks - Combat Archery.esp  [Version 3.2]72  Deadly Reflex 6 - Timed block and 150% damage.esp73  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp74  Duke Patricks - Actors Can Miss Now.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]75  Cobl Races.esp  [Version 1.52]76  MRP - All Messages.esp**  [GFX]_Initial_Glow-all.esp77  GW71_Life_Detect.esp++  LightSpellWhiteDimmer.esp78  DeadlyReflex 6 - Combat Moves.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]79  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]7A  Bashed Patch, 0.esp7B  MyCustomPatch01.esp


BAIN:
Spoiler
Bain Packages:000 - ==-- Utilities & Optimizers --==++ 002 - Streamline_31_BAIN-22170.7z (E6E804BA) (Installed)++ 003 - Streamline_31_Patch_Bain-22170.7z (66E3A767) (Installed)004 - ==-- Unofficial Patches --==++ 005 - Unofficial Patches Compilation -BAIN-.7z (DF205E0A) (Installed)++ 006 - Unofficial_Patch_Supplementals-27710.7z (D7795143) (Installed)007 - ==-- Sound - Enhancement & Additions --==++ 008 - Ambiant_Sound_FX_1-2-29676.7z (771D7FAD) (Installed)++ 013 - Quiet Feet Max.7z (A5EAAF5A) (Installed)++ 014 - Sounds Compilation - BAIN.rar (19EF193C) (Installed)++ 015 - Storms and Sound v3 (All Weather).rar (DAC42E2F) (Installed)++ 016 - Symphony_of_Violence_0_5-13987.7z (78B5C41F) (Installed)018 - ==-- UI Mods --==++ 019 - Custom_Spell_Icons_v3_1-26196.zip (505891FC) (Installed)++ 020 - DarkUI DarN Extreme - BAIN.7z (30D83FBE) (Installed)++ 021 - Dialog_Buttons-9149.zip (8D240F42) (Installed)++ 022 - Display_Stats_1_3_1-31855-1-3-1.rar (43364AA0) (Installed)++ 023 - Enhanced_Hotkeys_2_0-34735-2-0.rar (1E6904A7) (Installed)++ 024 - HUD_Status_Bars_v2.0.1-34905.rar (9E46E36A) (Installed)++ 025 - LoadingScreens Dark - CY+SI+AO.rar (37F804C7) (Installed)++ 026 - Map_Marker_Overhaul_3_8-26389-3-8.rar (2C9A1BB8) (Installed)++ 027 - Message_Remover_Pack-3764.7z (7FB40827) (Installed)++ 028 - Quest_Log_Manager_1_3_2-32266-1-3-2.7z (D02D8C5B) (Installed)++ 029 - ScreenEffects_1_0-16323.rar (0AAB5A43) (Installed)++ 030 - ScreenControls_FIX_ENG-26787.7z (3169E634) (Installed)031 - ==-- Tweaks & Enhancement - Misc --==++ 033 - Black Horse Courier Expanded.zip (9ED44D06) (Installed)++ 037 - Enchantment_Mastery_107-24915.zip (EECDCEC4) (Installed)++ 038 - GW71_Life_Detect-8574.zip (6A1CF69F) (Installed)++ 039 - Initial_Glow-5138.rar (E03EBA12) (Installed)++ 040 - Light_Spell_Recolor-8497.zip (08B85D56) (Installed)++ 041 - Ranokoas City Stealth Exits v2.2-24894.7z (8C6E8162) (Installed)++ 042 - Soulgem Magic v1.0-35393.rar (1B1B256D) (Installed)045 - ==-- Realism Leveling & Character Tweaks --==++ 047 - Alchemy_Advanced_v1_2_Archive-25226.7z (AB8406C9) (Installed)++ 051 - At_Home_Alchemy_-_No_Bounty-18000.zip (6770A474) (Installed)++ 052 - attack_and_hide_v20_bundle_pack.zip (BC05834F) (Installed)++ 054 - DLT_OBSE_V2-4-16282.7z (89CC4E39) (Installed)++ 055 - Dungeon_Actors_Have_Torches_1.6-11169.zip (CCB3822A) (Installed)++ 056 - Exterior_Actors_Have_Torches_1.3-11478.zip (FAE3FD19) (Installed)++ 059 - Hear_No_Evil_v1-25462.zip (4995CCF3) (Installed)++ 060 - Jump_Adjustment-2211.7z (280ABA3B) (Installed)++ 062 - PiiiP_-_Enhanced_Grabbing_v05-19847.7z (3837B5D7) (Installed)++ 066 - RealisticHealth-1_3-21424.7z (979D606D) (Installed)++ 068 - Realistic Ragdolls & Force v3.rar (1B8C19EF) (Installed)++ 069 - Real Sleep Extended v2.5.7z (6C0CBAD0) (Installed)++ 070 - Run Speed Tweak.zip (15A11E80) (Installed)++ 071 - See_You_Sleep-16005.zip (4316AFB9) (Installed)++ 072 - Storage Sacks v1.3-25012.7z (4C867ABD) (Installed)++ 074 - TQP v3.2.0-12859.7z (BDC2F3A5) (Installed)++ 076 - Willful_Resistance_4-11237.zip (59F0B5CF) (Installed)++ 077 - SM_Combat_Hide_V1-2-20303.zip (8D90E176) (Installed)081 - ==-- Combat --==++ 084 - Deadly_Reflex_v6_0_beta1-8273-0.7z (A49992C7) (Installed)++ 086 - Duke Patricks Actors Can Miss Now Rev_3-17706.7z (D217A24F) (Installed)++ 087 - Duke Patricks Combat Archery Rev 3.2.7z (FD71A6AD) (Installed)++ 090 - Gorier Blood.7z (40546C4E) (Installed)093 - ==-- Overhauls & Provinces --==++ 097 - Elswyr +BAIN+.7z (89CF56F7) (Installed)++ 098 - Enhanced_Economy_5_0_2-25078.rar (2698941C) (Installed)103 - ==-- Cobl - CoblIzed mods --==++ 104 - Cobl 172.7z (434ABC18) (Installed)++ 105 - Cobl Book Jackets.rar (F46DDD1C) (Installed)++ 106 - Cobl Cosmetics Resources.7z (C1254BEC) (Installed)++ 107 - Cobl -Proposal Update-21104.7z (A95C9B6F) (Installed)++ 108 - Portable Sorters v1-1.zip (E563D659) (Installed)109 - ==-- Unique Dungeons --==112 - ==-- UL - Unique Landscapes --==116 - ==-- Quests Cities Villages & Homes --==++ 117 - A_Brotherhood_Renewed-31773.7z (CEE4E8C7) (Installed)++ 121 - Better_Abandoned_House_v1-22_BAIN-25319.7z (CCC0F8FA) (Installed)++ 123 - Faregyl Village.rar (020883F9) (Installed)127 - ==-- Weather & Immersion --==++ 128 - AliveWaters_Cleaned_&_PyFFI'd-6914.7z (93447AA8) (Installed)++ 129 - All_Natural-18305-1-1.7z (E613E938) (Installed)++ 130 - AllNatural-1-1_ManiaAddon-v1.7z (1385FAF2) (Installed)++ 131 - Animated Window Lighting System-Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)++ 132 - AWLS Brumbek Mixed Textures v5-2-0-19628.7z (9D61BD69) (Installed)++ 133 - Cava Obscura v1.1-35099.rar (5E41C6A4) (Installed)++ 134 - Crowded Roads Revisited -BAIN-.7z (59D6C07F) (Installed)++ 135 - Enhanced_Seasons_v1.3-27972.7z (9E0335C2) (Installed)++ 136 - Falling_Stars-35593-1.7z (E4FA2E18) (Installed)++ 137 - Immersive Interiors v0-7.7z (D72F1C28) (Installed)++ 138 - Natural Habitat.7z (C05B32D2) (Installed)140 - ==-- World Replacers - Texture Overhauls --==++ 141 - Amp's Cave Retexture.rar (CA553198) (Installed)++ 142 - Bomret's Vanilla Enhanced.rar (3AC6EE3A) (Installed)++ 143 - Bomrets Texture Pack for Shivering Isles-PyFFI-.7z (E693E074) (Installed)++ 144 - Custom Roads Rocks & More.rar (36BFC896) (Installed)++ 146 - LOD & Noise Replacers +BAIN+.7z (788111EF) (Installed)++ 149 - RAEVWD-20053.7z (4DFF0231) (Installed)++ 150 - RAEVWD_SI_Edition-20053-1-6-1.7z (71ECCC10) (Installed)151 - ==-- Armor & Weapons - Replacers & Additions --==++ 152 - Adonnays Elven Weaponry v375-Final-4804.7z (E4243654) (Installed)++ 153 - Adonnays_Elven_Weaponry_for_NPCs-35746-v1-0.7z (F07CD677) (Installed)++ 154 - ArmaComplete.7z (6F5C997A) (Installed)++ 155 - Artifacts.7z (614BDD75) (Installed)++ 156 - PTArtifacts_Proper_v1.1-29931.7z (911DD4EF) (Installed)++ 157 - Real Swords (Waalx).7z (C938C5FB) (Installed)++ 158 - Sins Expanded Light Armor Kit 3.0-9247.7z (1CAC992A) (Installed)++ 159 - Town Guard Armor Replacer (John123)-33385.7z (AC871955) (Installed)++ 160 - WEPON_ver_101-35560.7z (C6469A0C) (Installed)161 - ==--Animal & Monster Mods - Replacers--==++ 162 - Anti-extinction_mod-21041.zip (01F1F7C7) (Installed)++ 165 - Deadlier Creatures v2-31882.7z (09BC037C) (Installed)++ 166 - Horse_commands_4p8-8766.zip (1EF769B0) (Installed)++ 168 - Mythic Animals & Creatures-29569.7z (976EFD46) (Installed)++ 170 - Slof's_Horses_v2-24312.7z (3EFC924F) (Installed)++ 171 - Slofs_Horse_Replacer_ESPless-27675.7z (2BCF76BE) (Installed)173 - ==-- Visual Additions & Replacers--==++ 175 - BetterSun-4178.zip (7CA1768A) (Installed)++ 176 - Better_Book_Textures-18298.7z (320989AF) (Installed)++ 177 - Better_Gold_VAs-1826.7z (E336B270) (Installed)++ 178 - Better Potion Bottles Brumbek v1-2.7z (A7C8817A) (Installed)++ 179 - Better_Silverware-27825.7z (98A77F98) (Installed)++ 180 - Better Wine.rar (2C4F1174) (Installed)++ 181 - Book Jackets Collection - Hi Res.7z (71AB6817) (Installed)++ 182 - Diverse Grass - BAIN.rar (F4BBA84D) (Installed)++ 183 - Enhanced Vegetation Nor Res Textures v1.1-23783.7z (939A1FD8) (Installed)++ 184 - Enhanced_Water_v20-8011.zip (022A9337) (Installed)++ 185 - Enhanced_Water_v20_HD_-_SI-17345.7z (6707581C) (Installed)++ 186 - Fintilgins_ForeverView-2141.zip (91464ACB) (Installed)++ 187 - Improved Amulets & Rings.7z (B81A2B2D) (Installed)++ 190 - Improved Fire Spell Animation-9058.7z (D62EEA7B) (Installed)++ 191 - Improved Fruits Veg & Meat.rar (9FA8942E) (Installed)++ 192 - Improved Signs.7z (7B1F6919) (Installed)++ 193 - Improved Soulgems-4611.zip (A66FE30A) (Installed)++ 194 - Improved Trees & Flora.rar (8C61AC29) (Installed)++ 196 - LowPoly Grass-5434.7z (74E87568) (Installed)++ 197 - LowPoly Trees-33414.7z (FFADC21E) (Installed)++ 198 - Real_Lava_1_3-6854.zip (A6E09306) (Installed)++ 199 - Real_Night_Sky_2-16617.zip (0281F4A9) (Installed)++ 200 - Shadow Hoods v1.2-12870.zip (9A829036) (Installed)203 - ==-- Uninstalled --==204 - ==Last==


That's everything I have installed except for OBSE plugins. Since BAIN will not install those I install them manually.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Sep 01, 2010 10:12 pm

Hmm interesting. Could you upload a mesh that always crashes for you here? http://www.filedropper.com/ I realise you said vanilla weapons, so you would have to play with it.

notskorn what did you use to install DR6? At this point I would tell you to completely uninstall DR6 and all of the optional mods it uses. (Use bain/obmm to install, overwrite, uninstall) And then just delete all the optional mods except OBSE you can leave that alone. (Just turn everything off except oblivion, for now) Then clean save again (or better yet, start a new game in vanilla vanilla oblivion.), and install DR6 without any optionals, (not even NifSE) and delete the 1stperson leg mod, drsplatter, all 3 timed blocks, and casting on horses.

What I can tell you for sure: Currently your obse is working, and so is the HUD mod. Thats it lol.
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Wed Sep 01, 2010 7:07 pm

An update for Skycaptain and all the betatester: I`m finished with the old bug report thread, I will get to the release thread tomorrow and then hopefully I can look into this thread here.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Sep 01, 2010 9:29 pm

Hmm interesting. Could you upload a mesh that always crashes for you here? http://www.filedropper.com/ I realise you said vanilla weapons, so you would have to play with it.

notskorn what did you use to install DR6? At this point I would tell you to completely uninstall DR6 and all of the optional mods it uses. (Use bain/obmm to install, overwrite, uninstall) And then just delete all the optional mods except OBSE you can leave that alone. (Just turn everything off except oblivion, for now) Then clean save again (or better yet, start a new game in vanilla vanilla oblivion.), and install DR6 without any optionals, (not even NifSE) and delete the 1stperson leg mod, drsplatter, all 3 timed blocks, and casting on horses.

What I can tell you for sure: Currently your obse is working, and so is the HUD mod. Thats it lol.

Could u post ur load order U said u arent getting any crashes w/ vanilla weapons
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Thu Sep 02, 2010 12:35 am

This isn't a particularly helpful post, but I just wanted to say thanks so much to the wonderful Skycaptain for creating this mod (and any assistants I am missing). I looked forward to this so much.
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Wed Sep 01, 2010 3:25 pm

@cInfidel: The following two meshes, http://www.4shared.com/file/hU42VbGv/VanillaWitsplinter_Glass_dagge.html, have crashed every single time I throw them with NIFSE installed. They crash when NIFSE gets to the "Delete Child" procedure.

Notice in the following log that the "Lemurian" was a successful throw and the "Witsplinter" crashed with Runtime errors. Even if I place the meshes in loose folders instead of the BSA it crashes, as mentioned in the previous thread.
Spoiler
NifOpen - "RealSwords\RedGuard\Lemurian.nif" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "RealSwords\RedGuard\Lemurian.nif"!CheckFileLocation - File "RealSwords\RedGuard\Lemurian.nif" found in folders!NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 27 blocks.NifFile.reg - Registering "RealSwords\RedGuard\Lemurian.nif" on RegList.NifFile.reg - Registered as #115-0.NifOpen - "RealSwords\RedGuard\Lemurian.nif" registered as #115-0.NifGetNumBlocks - Getting the number of blocks in nif #115-0NifFile::getRegNif - Nif #115-0 found.NifGetNumBlocks - Returning 27.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #115-0 block #0.NifFile::getRegNif - Nif #115-0 found.NiNodeGetChildByName - Child found; returning 7.NiNodeDeleteChild - Deleting Child (block #7) of nif #115-0 block #0.NifFile::getRegNif - Nif #115-0 found.NiNodeDeleteChild - Child deleted.NifGetPath - Getting the path to nif #115-0NifFile::getRegNif - Nif #115-0 found.NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_0.nif".CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRegNif - Nif #115-0 found.NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_0.nif".CreateNifFile - Nif created.DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRegNif - Nif #115-0 found.DeleteNifFile - Nif deleted.NifOpen - "Weapons\Elven\MS04Witsplinter.NIF" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\Elven\MS04Witsplinter.NIF"!CheckFileLocation - File "Weapons\Elven\MS04Witsplinter.NIF" found in BSA!WriteNifToStream - Failed to allocate enough memory - size may be wrong. Going to try flipping the compression bit and recalculating.WriteNifToStream - Successfully read nif data in BSA "d:\program files\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 83074.NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 21 blocks.NifFile.reg - Registering "Weapons\Elven\MS04Witsplinter.NIF" on RegList.NifFile.reg - Registered as #115-1.NifOpen - "Weapons\Elven\MS04Witsplinter.NIF" registered as #115-1.NifGetNumBlocks - Getting the number of blocks in nif #115-1NifFile::getRegNif - Nif #115-1 found.NifGetNumBlocks - Returning 21.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #115-1 block #0.NifFile::getRegNif - Nif #115-1 found.NiNodeGetChildByName - Child found; returning 9.NiNodeDeleteChild - Deleting Child (block #9) of nif #115-1 block #0.NifFile::getRegNif - Nif #115-1 found.


EDIT: I just noticed something that the "crash" meshes have in common but I'm unsure of the relevance. Note the following two lines...
This is a crash from Witsplinter
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 21 blocks.

Success with Lemurian
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 27 blocks.


Okay notice the 0.4 and 0.5. Now on to another log with a successful throw and then a crash. Notice even with different weapons the same v20.0.0.4 (.5) is shared on the crash and success. I'm not sure the relevance but it's a common between the two. Might be something to go on, might not.
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 #115-0.NifSE::NifOpen - "trfar\weapons2\ebonyg\dagger.nif" registered as #115-0.NifSE::NifGetNumBlocks - Getting the number of blocks in nif #115-0NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::NifGetNumBlocks - Returning 20.NifSE::NiNodeGetChildByName - Getting the index of Child "Scb" of nif #115-0 block #0.NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::NiNodeGetChildByName - Child found; returning 15.NifSE::NiNodeDeleteChild - Deleting Child (block #15) of nif #115-0 block #0.NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::NiNodeDeleteChild - Child deleted.NifSE::NifGetPath - Getting the path to nif #115-0NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_0.nif".NifSE::CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_0.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_0.nif".NifSE::CreateNifFile - Nif created.NifSE::DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_0.nif".NifSE::NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifSE::NifFile::getRegNif - Nif #115-0 found.NifSE::DeleteNifFile - Nif deleted.A:1B:1A:2B:2NifSE::NifOpen - "Weapons\Glass\Dagger.NIF" opened for editing.NifSE::NifFile c'tor - NifFile created for editing.NifSE::NifFile.loadNif - Loading "Weapons\Glass\Dagger.NIF"!NifSE::CheckFileLocation - File "Weapons\Glass\Dagger.NIF" found in BSA!NifSE::WriteNifToStream - Failed to allocate enough memory - size may be wrong. Going to try flipping the compression bit and recalculating.NifSE::WriteNifToStream - Successfully read nif data in BSA "d:\program files\steam\steamapps\common\oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 99233.NifSE::NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 21 blocks.NifSE::NifFile.reg - Registering "Weapons\Glass\Dagger.NIF" on RegList.NifSE::NifFile.reg - Registered as #115-1.NifSE::NifOpen - "Weapons\Glass\Dagger.NIF" registered as #115-1.NifSE::NifGetNumBlocks - Getting the number of blocks in nif #115-1NifSE::NifFile::getRegNif - Nif #115-1 found.NifSE::NifGetNumBlocks - Returning 21.NifSE::NiNodeGetChildByName - Getting the index of Child "Scb" of nif #115-1 block #0.NifSE::NifFile::getRegNif - Nif #115-1 found.NifSE::NiNodeGetChildByName - Child found; returning 9.NifSE::NiNodeDeleteChild - Deleting Child (block #9) of nif #115-1 block #0.NifSE::NifFile::getRegNif - Nif #115-1 found.

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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Sep 01, 2010 10:38 pm

EDIT: I just noticed something that the "crash" meshes have in common but I'm unsure of the relevance. Note the following two lines...
This is a crash from Witsplinter
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 21 blocks.

Success with Lemurian
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 27 blocks.


Okay notice the 0.4 and 0.5. Now on to another log with a successful throw and then a crash. Notice even with different weapons the same v20.0.0.4 (.5) is shared on the crash and success. I'm not sure the relevance but it's a common between the two. Might be something to go on, might not.

Oooh, that's a good catch. I doubt I ever would have seen that. I will start investigating the differences between the two versions.
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Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Sep 01, 2010 4:31 pm

That is an interesting find. Looks good.

Good news is I was right. Bad news is I was right. When I threw your 'Witsplitter' .nif, I crashed. Yet I was able to throw mine, right before it. So basically our install order is what matters. I must have installed my mods similarly to the order that DragoonWraith did. Because for him NifSE works completely flawlessly without even the spinning 'WTF' meshes when for example Shadowrend is thrown. Unfortunately this means theres nothing more we can do for that bug atm. Everyone will always have different mods installed and NifSE has to cater to them, not the other way around. As for my current load order, I'll post it below.
Spoiler
Game loaded: Creating ni\ directory.NifLoad - Clearing previous RegList.NifLoad - Load complete.NifSave - Saving registered nifsNifSave - Save complete.NifOpen - "Weapons\Elven\MS04Witsplinter.NIF" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\Elven\MS04Witsplinter.NIF"!CheckFileLocation - File "Weapons\Elven\MS04Witsplinter.NIF" found in BSA!WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks - Kopie\Oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 83074.NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 21 blocks.NifFile.reg - Registering "Weapons\Elven\MS04Witsplinter.NIF" on RegList.NifFile.reg - Registered as #56-0.NifOpen - "Weapons\Elven\MS04Witsplinter.NIF" registered as #56-0.NifGetNumBlocks - Getting the number of blocks in nif #56-0NifFile::getRegNif - Nif #56-0 found.NifGetNumBlocks - Returning 21.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #56-0 block #0.NifFile::getRegNif - Nif #56-0 found.NiNodeGetChildByName - Child found; returning 9.NiNodeDeleteChild - Deleting Child (block #9) of nif #56-0 block #0.NifFile::getRegNif - Nif #56-0 found.NiNodeDeleteChild - Child deleted.NifGetPath - Getting the path to nif #56-0NifFile::getRegNif - Nif #56-0 found.NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_0.nif".CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRegNif - Nif #56-0 found.NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_0.nif".CreateNifFile - Nif created.DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".NifFile::getRegNif - Nif #56-0 found.DeleteNifFile - Nif deleted.NifOpen - "Weapons\EbonyBladeFix\longsword.nif" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\EbonyBladeFix\longsword.nif"!CheckFileLocation - File "Weapons\EbonyBladeFix\longsword.nif" found in folders!NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 21 blocks.NifFile.reg - Registering "Weapons\EbonyBladeFix\longsword.nif" on RegList.NifFile.reg - Registered as #56-1.NifOpen - "Weapons\EbonyBladeFix\longsword.nif" registered as #56-1.NifGetNumBlocks - Getting the number of blocks in nif #56-1NifFile::getRegNif - Nif #56-1 found.NifGetNumBlocks - Returning 21.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #56-1 block #0.NifFile::getRegNif - Nif #56-1 found.NiNodeGetChildByName - Child found; returning 9.NiNodeDeleteChild - Deleting Child (block #9) of nif #56-1 block #0.NifFile::getRegNif - Nif #56-1 found.

My load order
Spoiler
Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmFCOM_Convergence.esmArmamentarium.esmArtifacts.esmHorseCombatMaster.esmCobl Races TNR.espCobl Races TNR SI.espUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espMOBS SI.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests-SI only.espFrancesco's Optional Leveled Guards.espFrancesco's Dark Seducer Weapons Patch.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espItem interchange - Extraction.espEnhanced Economy.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espMart's Monster Mod - DLCHorseArmor+Slofs .espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espCobl Glue.espCobl Si.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espArmamentariumArtifacts.espOOO 1.32-Cobl.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Diverse WaterLife.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espMart's Monster Mod - Shivering Isles.espArmamentariumLL4OOO.espArmamentariumLLMagicOOO.espMMM-Cobl.espArtifacts.espArtifacts - ArmaCompleteAddon.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espFCOM_Knights.espEnhanced Daedric Invasion.espFCOM_EnhancedDaedricInvasion.espHUD Status Bars.espSalmo the Baker, Cobl.espRefScope.espDeadly Reflex 6 - Timed Block and 250% damage.espMounted_Spellcasting_Deadly_Reflex_Compatible.espItem interchange - Placement for FCOM.espCobl Races.espFCOM_Archery.espDeadlyReflex 6 - Combat Moves.espCobl Filter Late MERGE ONLY.espCobl Silent Equip Misc.espBashed Patch, 0.esp

My LO is BOSS 1.62 made, not by hand.
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m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

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