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

Post » Mon Feb 14, 2011 7:37 pm

The system you propose is exactly what I worked hard to avoid - but just incase it′s unclear, your skills and attributes DO play a huge role, the momemtum and unpredictability are just MULTIPLIERS on a formula like you propose.

I understand you may not like that you have to think what you do in the battle, but that′s however exactly one of the key features in this mod.


I hate systems that make the game boring just because your character is good. Getting auto criticals constantly while hacking and slashing eyes closed is just not my cup of tea, and I really used a lot of time to exclicitly make a system where your actions matter, despite of your level. So while the system uses indepth calculations that utilize your and your enemy′s skills, attributes and level, the result is weighted by your ACTIONS in THAT battle.



Unfortunately my biggest concern about this system is that its turning the critical system (discounting the elemental effects criticals) into one geared towards one specific type of player character, instead of being "something for everyone" like DR5 & 4 were. In DR 5, it didn't matter whether you were a stealthy assassin, a fireball chucking mage, or a hulking, claymore weilding orc warrior, DR still gave you an equal chance to do criticals. "Something for everyone." As it were. Now the combat system, with its "Momentum system" and its over-reliance on kicks to make it give you criticals on more than a once per IRL month basis, makes it geared twoards only two specific character archetypes: The Assassin/Pseudo-Ninja agile, light fighter types (I'll just call them the "Ninja Croud"), and the mages.

And that's part of what made DR 5 favored over Unnecessary Violence. (well that and it's far more stable and easier to control.) UV too, despite having tons of fun combat features (throwing stuff, planting bombs, dual wielding, etc. A lot more than DR ever did, or does.), was really only geared towards the ninja-croud (Which, UV2, very ironically, seems to be going in the opposite direction... trying to give something for everyone.) There wasn't much point in using it if you were... say... a mage. Or a heavy armor wearin', hammer-wielding Fighters Guild type.

And sadly, that seems to be the case here with DR6. By using this momentum system, you're basically saying "Only Characters that have a weapon skill, Acrobatics skill that may or may not fit your character type very well, etc as a major, and only if you can solve this complex combat puzzle can you get criticals anymore." And as i've said, basically restricting it to one croud type (well, two. The mage croud still gets criticals, and they have it way easier off than the fighter croud I might add. So if anything, this is really more a Mage mod than anything.)

I′m not sure if you tried to replicate the multipliers from DR5, but if that′s the case, you should know the formulae where the multipliers are used were all rewritten, so the same values you might have used in DR5 have a different impact in DR6.



What I was really trying to do is remove the Momentum system from the equation, either by disabling it or by making it so easy to acquire max momentum it's point is nill.
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Karine laverre
 
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Post » Mon Feb 14, 2011 7:10 pm

I assume theres no way to get this working with Coronerra's skeleton yet?
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Sierra Ritsuka
 
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Post » Tue Feb 15, 2011 12:41 am

I assume theres no way to get this working with Coronerra's skeleton yet?


3rd person works fine with Coronerra's. its 1st person that doesn't. Untill someone makes a version that combines Coronerras with the 3rd person anims in 1st person skeleton. I'm assuming by asking that you're really asking about BBB?

My suggestion would be use an Over-the-shoulder 1st person mod in the mean time. http://www.tesnexus.com/downloads/file.php?id=29942
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Causon-Chambers
 
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Post » Mon Feb 14, 2011 11:08 pm

3rd person works fine with Coronerra's. its 1st person that doesn't. Untill someone makes a version that combines Coronerras with the 3rd person anims in 1st person skeleton. I'm assuming by asking that you're really asking about BBB?

My suggestion would be use an Over-the-shoulder 1st person mod in the mean time. http://www.tesnexus.com/downloads/file.php?id=29942

I'll try that mod out, thanks.
And not really into bbb too much, from what i've seen most of them are too uhh. fluid :P if you catch what im saying.
I'm just waiting for an awesome winged race, with awesome wing animations :) and im too lazy to try to get the original skeleton. I've always told myself I should play in 3rd person, I guess this will kind of force me to lol.
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Mark Hepworth
 
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Post » Tue Feb 15, 2011 2:30 am

Unfortunately my biggest concern about this system is that its turning the critical system (discounting the elemental effects criticals) into one geared towards one specific type of player character, instead of being "something for everyone" like DR5 & 4 were. In DR 5, it didn't matter whether you were a stealthy assassin, a fireball chucking mage, or a hulking, claymore weilding orc warrior, DR still gave you an equal chance to do criticals. "Something for everyone." As it were. Now the combat system, with its "Momentum system" and its over-reliance on kicks to make it give you criticals on more than a once per IRL month basis, makes it geared twoards only two specific character archetypes: The Assassin/Pseudo-Ninja agile, light fighter types (I'll just call them the "Ninja Croud"), and the mages.

And that's part of what made DR 5 favored over Unnecessary Violence. (well that and it's far more stable and easier to control.) UV too, despite having tons of fun combat features (throwing stuff, planting bombs, dual wielding, etc. A lot more than DR ever did, or does.), was really only geared towards the ninja-croud (Which, UV2, very ironically, seems to be going in the opposite direction... trying to give something for everyone.) There wasn't much point in using it if you were... say... a mage. Or a heavy armor wearin', hammer-wielding Fighters Guild type.

And sadly, that seems to be the case here with DR6. By using this momentum system, you're basically saying "Only Characters that have a weapon skill, Acrobatics skill that may or may not fit your character type very well, etc as a major, and only if you can solve this complex combat puzzle can you get criticals anymore." And as i've said, basically restricting it to one croud type (well, two. The mage croud still gets criticals, and they have it way easier off than the fighter croud I might add. So if anything, this is really more a Mage mod than anything.)


What I was really trying to do is remove the Momentum system from the equation, either by disabling it or by making it so easy to acquire max momentum it's point is nill.


I dont completely agree with you, even if you dont use the kicks you can use 4 attacks + shield bash that means 5 attacks and you can easy create a veritably with them.

It is not hard to increase the acrobatics according to the game wiki

Tricks to increase your Acrobatics skill somewhat more artificially include:

If you just bunny hop everywhere you go, you'll level up Acrobatics pretty quickly. You waste fatigue that way though, so avoid it if there's a risk of a battle.

The rise of Acrobatics is also affected by taking damage on landing. However, it does not matter how much damage you take; you will always get a set amount of experience. Examples of places where you can semi-artificially increase Acrobatics are the roofs of chapels, such as the one in Weynon Priory. Inside almost every chapel is a ladder leading to the roof. Generally speaking, any high place from which jumping doesn't cause too much damage will do.

There are some corners where your character's head is exactly touching the ceiling. If you jump when standing in one of these spots, the jump takes no time, so you can level Acrobatics as quickly as you can press the jump key. Keep in mind that you must be pushing forward (moving into the wall) while doing this in order to get experience. Additionally, if you are casting spells or sweeping with your weapon during the process stated above, your acrobatics skill will increase faster. Such places in or near the major cities include, but are not limited to, the following examples:
o In The Lonely Suitor Lodge in Bravil, on the bar.
o In the Mages Guild in Chorrol, there is a bookcase in the southeast room of the ground floor. Stand on top of it.
o In the little pond in Anvil, stand under the dock.
o In a corner of the shed behind the Colovian Traders building in Skingrad, there are two boxes stacked together. Jump on top of them and keep jumping while running toward the corner.
o Outside the Imperial Prison Sewers, where the player finishes the tutorial quest, there is a dock that the player can repeatedly jump under. As this location is literally the first location players discovers, and easy to quick travel to, it is perhaps the most easily accesible location to train acrobatics.

You can change the momentum veriable at the DR6 ini
set scc.momemtumincreasemult to x               ;how quickly less predictable moves add to your momemtum (Default 5)

Smooth thanx for that info.

I think that your concerns prevent you to enjoy one of the best combat systems that i have ever seen (i play rpg games since the 90's).
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Richard Thompson
 
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Post » Mon Feb 14, 2011 9:46 pm

I dont completely agree with you, even if you dont use the kicks you can use 4 attacks + shield bash that means 5 attacks and you can easy create a veritably with them.


Funny, when I used it I did exactly that and I never got crits... even with kicks, even at high level and high skills, until I made momentum a null point via the ini by setting scc.momentumincreasemult to 999

It is not hard to increase the acrobatics according to the game wiki


You are completely missing the point.

The point is that by making it so its near impossible to get crits with a big hulking heavy armor wearing fighter type, your really taking away from the "something for everyone" appeal that drew so many to the mod in DR5/4

Besides, if I was really interested in using cheap methods to artifically increase a skill, I'd use Modav/Setav, much quicker ... what? If you're going to be cheap, might as well go all the way. Except when I play, I prefer to ROLEplay, not POWERplay. So I typically like to AVOID using these cheap sort of methods. Console code or otherwise.

You can change the momentum veriable at the DR6 ini
set scc.momemtumincreasemult to x               ;how quickly less predictable moves add to your momemtum (Default 5)


Smooth thanx for that info.

I think that your concerns prevent you to enjoy one of the best combat systems that i have ever seen (i play rpg games since the 90's).


Yes. I already did tamper with that line. Pay attention.

Oh and don't even get me started on throwing knives. CTD and Nif issues aside, It's almost IMPOSSIBLE to hit something with it, regardless of your skills! Admittedly it's more realistic like this, and realisim is usually a plus (but not always... ever play Smod: Tactical Delta? Case in point of it being a bad thing) but it's also very very very very picky. You have to be 100% dead on or you won't do jack. And since there's no way to tell whether your hit will be dead on or not (other than memorizing the exact distance by heart, something in of itself is nearly impossible to all but the most 1337 of players.) You will throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and throw, and if your not already dead or bashing your keyboard in frustration by this point, throw some more, but I guarantee that you will almost NEVER hit anything unless you're extremely lucky. Or well, you will, but it'll always bounce off cause you aimed it wrong.

At any rate your better off not to bother with it. In the time and frustration you spend trying to get it right (whether its quick-loading over and over till you get it right or console-resurrecting the target until you get it done right, something again I'd rather not do as I find it quite cheap and petty.) you're probably better off just attacking them normally. Its not something you want to do even as a sneak attack (as I said, you're almost guaranteed not to hit) and certainly not something to do right in the middle of a battle.

Strangely whenever I throw torches, I almost ALWAYS get a crit. weird huh? Who knew that throwing burning sticks was actually more effective than throwing daggers or shurikens?

Speaking of Shurikens, that's another suggestion: some sort of recognition system for Double-edged or quad/triple-edged blades (shurikens in other words) that have a higher chance of hitting, but are very expensive. Or some way to underhand throw the weapon point first and not have it spin (effectively reducing the range, speed and possibly the accuracy, but always hits 100%, IF it does.),
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Irmacuba
 
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Post » Mon Feb 14, 2011 8:54 pm

Unfortunately my biggest concern about this system is that its turning the critical system (discounting the elemental effects criticals) into one geared towards one specific type of player character, instead of being "something for everyone" like DR5 & 4 were.


That may be true, as I didn′t even try to please crowds with version 6.

No really - back when I started an "update to v5", which two years later turned out to be this release, I realised I had reached a point where I couldn′t motivate myself anymore just by making "an update" with "some new features". I decided to make one more update - this time crossing the line with absolute compatibility, taking use of experimental technology, etc - to make a version just the way I wanted to.

Granted, I have listened to requests and feedback, and still do, but while DR6 is the first one to have INI and thus more customability, otherwise it′s the version that was NEVER geared for everyone′s tastes or playstyle. So what I was trying to say before wasn′t meant to play down your point of view, but to clarify that it′s the opposite of the philosophy in DR6, which will not change as it was never meant for everyone′s tastes. :)
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Cat
 
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Post » Tue Feb 15, 2011 3:33 am

Im happy with ur update the kicks are fun and make combat interesting but I was wondering if is it possible to make the momentum system recognize that u dont have 50 in acrobatics so it will be easier to raise ur momentum with just weapon attacks and bashing until u get a 50 in acrobatics. Would u implement that?
Also are u supposed to be able to headbutt regardless of ur acrobatics?
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Reven Lord
 
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Post » Mon Feb 14, 2011 8:23 pm

So, I'm curious, any news or something on a compatibility patch with Supreme Magicka? The old compatibility patch causes crashing on start-up and without it I get indiscriminate crashes when using both. I finally decided to buckle down and play a mage character and I really want to use both mods in tandem, but that's impossible due to the constant crashing when both are enabled.

I'm also curious what's going on with the textureless nvde male and female meshes? Since it causes a crash when using the Convulsive Combustion spell.

I'd also like to add that I'm not getting a prompt to set my keys, even when clicking the "Deadly Reflex Reset" item.
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Rhiannon Jones
 
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Post » Mon Feb 14, 2011 7:41 pm

Im happy with ur update the kicks are fun and make combat interesting but I was wondering if is it possible to make the momentum system recognize that u dont have 50 in acrobatics so it will be easier to raise ur momentum with just weapon attacks and bashing until u get a 50 in acrobatics. Would u implement that?
Also are u supposed to be able to headbutt regardless of ur acrobatics?


As someone who is also playing the game and waiting to reach 50 acrobatics, I′m also starting to agree to the system would need and alternative for <50 acrobatics. I′ll keep it in mind. :)

So, I'm curious, any news or something on a compatibility patch with Supreme Magicka? The old compatibility patch causes crashing on start-up and without it I get indiscriminate crashes when using both. I finally decided to buckle down and play a mage character and I really want to use both mods in tandem, but that's impossible due to the constant crashing when both are enabled.

I'm also curious what's going on with the textureless nvde male and female meshes? Since it causes a crash when using the Convulsive Combustion spell.

I'd also like to add that I'm not getting a prompt to set my keys, even when clicking the "Deadly Reflex Reset" item.


You′ll have to talk to suppreme magica guys about that - I have never used that mod, and the previous patch was all about their kindness. They never contacted me (nothing wrong with that to make it clear) so I don′t even know what the patch did.

I haven′t actually tested the spell with DR6, to be honest, but it should work like in DR5. I think your problem is that I accidentally uploaded meshes that belong to a body mod - see the 1st post about on what to delete.

You are not supposed to see the keys, use the INI - the Reset item is kinda pending - I wasn′t sure what to do with it, so it pretty much accidantally stayed, and it still resets a lot of variables incase the mod would become stuck or something, but it doesn′t really serve a common user so it′s mostly useless now.
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Alex Vincent
 
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Post » Mon Feb 14, 2011 8:46 pm

Skycaptain
I suggest using 25 acrobatics and 25 hth for regular kicks, and 50 acro with 50 hth for forward jumping kick.

To make throws more useable - there is a throw anim for torches and it works good - why dont we use the same for weapons, just mirrored for the other hand? Also throwing should benefit from weapons attack power not weight ;).


rylasasin
As i have tested throwing system i found there are bugs and inconviniencies, but didnt had any crashes. Try removing DRSplatter or OBGEv2.
Also while range of throwing is too low for marksman activities it still tends to stop enemies rushing on towards you and either make them flinch or die :). I use Bound Dagger for 4 seconds - to summon and immidiately throw dagger - while doing no damage by itself (being 0-weight item), it still has a good chance to make a crit-kill.


Also.
Regarding kicks and acrobatics - it dont recognises that i have acrobatics over 50 - started a vanilla and a new char, raised acrobatics to 54 (by jump+run on a bookshelf in a corner but still) - the issues i have described remain. I think it has to do somethingg with skillcheck being somehow bugged. Or IDK whatever - they dont work for me.
Is it possible for you to add a debug option to the INI for removing a skill restrictions?
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Mario Alcantar
 
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Post » Tue Feb 15, 2011 3:17 am

I seem to be having issues with this mod's compatibility with Shivering Isles. Ever since I installed Shivering Isles, Deadly Reflex won't work with it. It doesn't matter if I load it before or after Shivering, and it still doesn't work if I disable Shivering Isles in the data files. The game crashes whenever I try to load a save. I tried disabling every mod I had one at a time to no avail, but the game didn't actually start to work until I disabled Deadly Reflex.

Any possible fixes?
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Mizz.Jayy
 
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Post » Mon Feb 14, 2011 5:54 pm

every time i get a hit, the camera start to shake
and when the NPCs is fighting the camera kinda shake when some one die
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Neliel Kudoh
 
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Post » Tue Feb 15, 2011 5:34 am

sorry... i has wrong to blame your mod
the culprit is OBSE

but will be good if anyone know who help me
i using OBSE v0019b, oblivion ver 1.2.416 and win 7
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Robert DeLarosa
 
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Post » Tue Feb 15, 2011 12:16 am

I cant get this mod to work with BBB and Coronerra's skeleton/HGEC Body. Deadly reflex wants to replace some of the addons with HGEC. And so when I activate deadly reflex and I start my game deadly reflex does state it works, and gives me an item in my inventory and tells me to assign keys or something like that. But I get some really wierd graphical glitches. The town walls are all gone and im no longer a custom race, im a breton and i lose all my gear. Disabling the mod through OBMM fixed my save file.

[Deadly reflex archive 1.0.omod] (major conflict)
Data file meshes\Characters\_Male\femalefoot.nif already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by hgec body 1.21.omod
Data file meshes\Characters\_Male\femalehand.nif already exists
- CRC mismatch. The new file is different from the old.
- Data file owned by hgec body 1.21.omod
Data file meshes\Characters\_Male\femalelowerbody.nif already exists
- CRC mismatch. The new file is different from the old.
- Data file owned by hgec body 1.21.omod
Data file meshes\Characters\_Male\femaleupperbody.nif already exists
- CRC mismatch. The new file is different from the old.
- Data file owned by hgec body 1.21.omod
Data file meshes\Characters\_Male\foot.nif already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by new mod1 1.0.omod
Data file meshes\Characters\_Male\hand.nif already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by new mod1 1.0.omod
Data file meshes\Characters\_Male\lowerbody.nif already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by new mod1 1.0.omod
Data file meshes\Characters\_Male\upperbody.nif already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by new mod1 1.0.omod


This conflict report displays only data file and script defined conflicts
For EDID conflicts, please use the full conflict report tool.


thats from OBMM... not sure if that helps.

[img]http://i296.photobucket.com/albums/mm195/lzvzlm/OBMM.jpg[/img]

and thats my OBMM set up.

EDIT: It doesnt show how I had Deadly reflex set up..

I had it set up the way it described in the readme. The specific esps at the very bottom in the order described, and then the main esm that needed to be first at the very top.
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Avril Louise
 
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Post » Mon Feb 14, 2011 10:20 pm

And here is a pic inside the game with the deadly reflexes added.

http://i296.photobucket.com/albums/mm195/lzvzlm/INGAME.jpg

I really doubt that that will help
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Kate Norris
 
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Post » Mon Feb 14, 2011 7:04 pm

lzvzlm
First - DR6 cant cause such glitches, as it dont modify any cell or vanilla mesh. But wrong load order, archive invalidation or plugin incompatibility can mess up anything.
Post your actual load order, as well as list of OBSE plugins. Also wtf is "new mod"? And why DR is named "Deadly Reflex Archive 1.0"? I never saw such version - are you sure you are actually using correct version of the mod?

Anyway try to make this:
Use "Archive Invalidation Invalidated" - to deal with invalidation problems.
Install "Unofficial Shivering Isles patch" - for obvious reasons
SI should be loaded right after Oblivion itself.
Official DLCs should be loaded right after SI.
After that go patches, then cosmetic/race plugs, and then - equipment plugs.
Plugins that use OBSE in any way should be loaded after ones that dont (helps prevent many crashes).
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Captian Caveman
 
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Post » Mon Feb 14, 2011 6:06 pm

lzvzlm
First - DR6 cant cause such glitches, as it dont modify any cell or vanilla mesh. But wrong load order, archive invalidation or plugin incompatibility can mess up anything.
Post your actual load order, as well as list of OBSE plugins. Also wtf is "new mod"? And why DR is named "Deadly Reflex Archive 1.0"? I never saw such version - are you sure you are actually using correct version of the mod?

Anyway try to make this:
Use "Archive Invalidation Invalidated" - to deal with invalidation problems.
Install "Unofficial Shivering Isles patch" - for obvious reasons
SI should be loaded right after Oblivion itself.
Official DLCs should be loaded right after SI.
After that go patches, then cosmetic/race plugs, and then - equipment plugs.
Plugins that use OBSE in any way should be loaded after ones that dont (helps prevent many crashes).


Well the actual load order was what was suggested by read me. Ill take a pic in a second i guess. And as far as deadly reflex archive.. when i loaded it into oblivion mod manager i saw six files and it said it didnt have an author. I just put Deadly reflex archive so i could keep track of it. And i guess I dont have the shivering isles patch but i havent played it yet.

I think the main think that might be a problem is I was loading the horsecombatmaster.esm before oblivion.esm maybe?

Either way though when i try installing it though, its wanting to replace graphics with hgec. Which is completely killing my character..
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Charles Mckinna
 
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Post » Tue Feb 15, 2011 7:26 am

Well the actual load order was what was suggested by read me. Ill take a pic in a second i guess. And as far as deadly reflex archive.. when i loaded it into oblivion mod manager i saw six files and it said it didnt have an author. I just put Deadly reflex archive so i could keep track of it. And i guess I dont have the shivering isles patch but i havent played it yet.

I think the main think that might be a problem is I was loading the horsecombatmaster.esm before oblivion.esm maybe?

Either way though when i try installing it though, its wanting to replace graphics with hgec. Which is completely killing my character..



Ok in my plugins folder I have nifscript readme, nifscript.dll, nifse.dll, OBGEv2.dll, OBSE_ELYS_Pluggy, OBSE_Elys_Pluggy.dll, OBSE_Elys_Pluggy.dlx

and my load order is here.

(EDIT JUST INSTALLED SHIVERING ISLES PATCH, WONT SHOW ON LOAD ORDER EDIT)

[img]http://i296.photobucket.com/albums/mm195/lzvzlm/loadorder.jpg[/img]
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maddison
 
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Post » Tue Feb 15, 2011 5:21 am

lzvzlm
You can edit your older post to update info. And try to refrain from quoting your own self - that makes you look silly ;).

Check your load order and do what i said in my previous post.
You dont have HUD Status Bars, which are needed to check your Momentum.
Do you have Archive Invalidation Invalidated?

///And why do i got a feeling that we are going terribly offtopic?///
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Gemma Flanagan
 
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Post » Mon Feb 14, 2011 11:52 pm

lzvzlm
You can edit your older post to update info. And try to refrain from quoting your own self - that makes you look silly ;).

Check your load order and do what i said in my previous post.
You dont have HUD Status Bars, which are needed to check your Momentum.
Do you have Archive Invalidation Invalidated?

///And why do i got a feeling that we are going terribly offtopic?///


Its fixed. I need to change my choices for my keys but other then that its working. Whatever you had me do worked. I think it was the load order.

Um question though I need the default block again. I installed a new block animation with DMC stylish and it got rid of the default block animation. Now when im blocking in 3rd person i stick my sword out and my shield stays at my side... Where can i get a new one.

Thanks again for the help. I think the main fix was the load order. I had the deadly reflex file loading before the oblivion file due to me misunderstanding the text within the read me.
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Jay Baby
 
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Post » Mon Feb 14, 2011 6:37 pm

lzvzlm
You can simply delete all block animations (they are in Data/Meshes/characters/) then overwrite meshes directory with one from original DR6 archive.

AFAIK DR6 isnt compatible with attack animation replacers. Also DMC stylish animations makes NPCs step forward and change their possition erraticaly due to anims, which breaks their battle AI, as they are not supposed to do that (most basic example - if they attack you in very close range they can step too close to you which makes them fall back, then again and again. Force attacks make it worse).
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Madison Poo
 
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Post » Tue Feb 15, 2011 1:34 am

BUG
2-handed left blade powerattack animation makes right hand to twist awfuly as if the back side of the weapon is used to attack. NEED FIX or alternative animation.
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Shae Munro
 
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Post » Tue Feb 15, 2011 7:42 am

So, I'm curious, any news or something on a compatibility patch with Supreme Magicka? The old compatibility patch causes crashing on start-up and without it I get indiscriminate crashes when using both. I finally decided to buckle down and play a mage character and I really want to use both mods in tandem, but that's impossible due to the constant crashing when both are enabled.

I'm also curious what's going on with the textureless nvde male and female meshes? Since it causes a crash when using the Convulsive Combustion spell.

I'd also like to add that I'm not getting a prompt to set my keys, even when clicking the "Deadly Reflex Reset" item.

If u want to use sm with dr6 u should change the patch to have dr6 as its master also u might have to change the sm scripts to detect dr6 im not sure i decided to use lame for a while until the issue is fixed by strategy master or someone who knows his mod
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SEXY QUEEN
 
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Post » Tue Feb 15, 2011 8:20 am

when i throw a weapon, the game freezes and the weapon disappears
i delete NifSE and the freezes stops... but i dont know what will be about the death animation
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Michelle Serenity Boss
 
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