[Relz] Deadly Reflex 6 - Combat Moves

Post » Wed Sep 01, 2010 9:23 am

If you have no other body mods, simply uninstall DR 6 and Vanilla body should be restored... If you used onother body mod, just reinstall it over DR. Use Mod Manager or better yet Bain to add/remove mods, by doing this I always avoid this kind of problems...


Edit: Also, does someone (Skycaptain?) know if DR 6 is be compatible with Shields on back mods? I never used those, but the arms animation in 1st person (wich is super cool IMHO) covers too much of the screen with a shield equipped...


Oh, and to answer this question for me and everyone else, they 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)
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Hayley O'Gara
 
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Post » Wed Sep 01, 2010 5:11 pm

Some issues(Being a Beta, it is to be expected)
A few weapons from apachii Godess store(Arthimas or something like that Longsowrd and dagger) Throw great, but the Longsword sometimes cannot be recovered, and the dagger cannot be recovered from the corpse. But seeing as this is another Mod, it probably wouldn't be worth fixing this first, if at all.

So far, throwing a Fine Iron Dagger, and Silver Longsword give a different kind of Crash than that of "Oblivion Has stopped working". Something about a Runtime requesting the game to be terminated in a weird way or something.

When I first made my character, the First person camera got so off, that in First person, all I could see on the way Right of the screen, is where my character was actually at. But that was only once.

Oh, and where do I go to remove the Body mods? I figure the Male one will read form the BSA that came form the game, and I will just reinstall ym other Female Body mod.
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Kayla Keizer
 
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Post » Wed Sep 01, 2010 5:09 pm

I can't see my legs, either when I look down, or when I kick. I have the 1stPersonLegs mod installed, and don't have unlimited rings.

Edit

I don't know if this should be posted here or in the bugs thread. I'll post in both.
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N3T4
 
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Post » Wed Sep 01, 2010 8:45 am

Not a bug, but I am sure I'm not the only person who'll find the info useful if someone can answer it.

What are the standard keycodes for the forward/backward mouse buttons? They're much more practical for use as the bash/flip keys...

Vac (looks forward to the answer)
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Michael Korkia
 
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Post » Wed Sep 01, 2010 4:28 pm

Not a bug, but I am sure I'm not the only person who'll find the info useful if someone can answer it.

What are the standard keycodes for the forward/backward mouse buttons? They're much more practical for use as the bash/flip keys...

Vac (looks forward to the answer)

I guess those would be mouse buttons 3 and 4 on the bottom of http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 chart?

I use mouse button 4 for my bash-key. :)
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My blood
 
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Post » Wed Sep 01, 2010 11:06 pm

I guess those would be mouse buttons 3 and 4 on the bottom of http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 chart?
Oh-ho! I hope so! Thanks for that, I shall see if that works.

Vac
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AnDres MeZa
 
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Post » Wed Sep 01, 2010 7:49 pm

Skycaptain, I don't know if this is an obvious problem, but I can't get throwing to work.

It begins the animation and the a runtime error freezes the game.
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Danial Zachery
 
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Post » Wed Sep 01, 2010 10:45 pm

Thx for the release skycaptain, cant wait to play! :D
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Georgine Lee
 
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Post » Wed Sep 01, 2010 11:02 pm

Skycaptain, I don't know if this is an obvious problem, but I can't get throwing to work.

It begins the animation and the a runtime error freezes the game.

Sounds like you dont have nifse installed. If you do have it installed, try throwing a torch.
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Bones47
 
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Post » Wed Sep 01, 2010 8:10 pm

Oh-ho! I hope so! Thanks for that, I shall see if that works.

Vac


Oh yes, they work for the mouse :) I've been using those for ages and for the last few hours in DR 6 too...


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. I also had another small issue, first of all let me say that I NEVER installed DR 5 on this particula install of Oblivion, basically what happens is, if I enable the mod (DR 6), load a savegame, wait for the initialization message and reload the same game, the old DR 5 "Select keyboard buttons" popup appears. Now, since I NEVER had DR 5 here, I think this is some unwanted legacy of the older version.

Thanks for your work Skycaptain, so far I am simply amazed!
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Lil'.KiiDD
 
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Post » Wed Sep 01, 2010 9:57 pm

Throwing the torch works (though I did experience massive slowdown throwing it one time).

And I did install NifSE, it's in my OBSE plugins folder, the same as OBGE's dll files (which is working fine).
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Elina
 
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Post » Wed Sep 01, 2010 11:13 am

Does DR 6 do anything to the menus? I've got a user on Nexus complaining that Oblivion XP is going nuts after installing this and Unnecessary Violence. I suspect he didn't follow the installation instructions, but the other thing that can make Ob XP crazy is if another mod overwrites its menus. Mainly the stats_menu and the levellup_menu, although Ob XP also changes some other menus too.
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X(S.a.R.a.H)X
 
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Post » Wed Sep 01, 2010 12:25 pm

SkyCaptain what about this post of mine. :)

http://www.gamesas.com/index.php?/topic/1142248-relz-deadly-reflex-6-combat-moves/page__view__findpost__p__16695297
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Kelly John
 
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Post » Thu Sep 02, 2010 1:03 am

I guess those would be mouse buttons 3 and 4 on the bottom of http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 chart?

It worked a treat. Sorry, I got distracted playing... I haven't played in months.

So far everything's working ok, it took me forever to get the hang of DR5, I expect this will take me just as long... Maybe longer as it seems to be more complicated.

Vac
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Mr. Ray
 
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Post » Wed Sep 01, 2010 11:35 pm

I can't see my legs, either when I look down, or when I kick. I have the 1stPersonLegs mod installed, and don't have unlimited rings.

Edit

I don't know if this should be posted here or in the bugs thread. I'll post in both.


Are you sure that you have activated that particular skull you get in your inventory? (I know, it wasn't until today I noticed it. :facepalm: )


Ah, the moment everyone has waited for. ^^ The mod seems good so far. But you can't simply expect a bugfree beta, can ya? Just wanted to report a few bugs I've exploited.
After jumpkicking, the PC's right leg appears shorter in third person, but goes back to normal when headbuttin'.
There was also this issue I also had with dr5; when I skullcrush someone the skin part of their neck becomes purple. (Not sure it that could have been caused by facial texture replacers I'm using.)
I deleted both those .egt files from the "_male" folder as one of them seemed to set redguard/altmer skin color back to default imperial (at least what I exploited with my char.), save the face.

Tested horse combat as well, seemed fine in third person. But 1st person didn't work out, when I pressed attack I would glitch in front of the horse and float back to the saddle.

There sure is alot more but don't feel like putting them up now.

Though, I like how you replaced the onehand expert anims with twohanded, it would seem unlikely to knock back someone with just one hand. ;)

Anyway, well done!!
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Kerri Lee
 
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Post » Thu Sep 02, 2010 12:10 am


I just checked in to see if I have totally messed up something with the download - well it seems nothing serious, but that BODY MOD IS AN ACCIDENT. Ignore it, don′t install it. :blush:


I was thinking something like "they are probably uber advanced body models used by uber advanced scripting techniques to cut and slice the bodies", but no, just a... very unfortunate? :D ... mistake then.
Anyway, just wanted to say thank you for this new version. This mod even served me to demonstrate to a friend of mine that Oblivion was far from boring... if you have the right mod of course. We laughed a good bit when I sliced a guard in half, and then resurrected his two halfs with the staff of worms. I wonder if I can still do that...
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Jah Allen
 
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Post » Wed Sep 01, 2010 5:56 pm

I'm updated to the latest OBSE too, I don't see what could be the problem.
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Brooke Turner
 
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Post » Wed Sep 01, 2010 9:04 pm

I sliced a guard in half, and then resurrected his two halfs with the staff of worms. I wonder if I can still do that...



Ha! That never gets old!
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Isabel Ruiz
 
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Post » Thu Sep 02, 2010 12:41 am

WOOOT i can finally make my new char!!! :)

gratz on the relz. this mod looks awesome- can't wait to play!
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Scarlet Devil
 
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Post » Wed Sep 01, 2010 11:35 am

I just look at how many people are following this thread and smile :)
Oblivion never gets old with mods like this.
Still, I think I'll wait for the first bugfix at least...

EDIT:When Skycaptain come back, will think something like this: :bolt: xD
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Lalla Vu
 
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Post » Wed Sep 01, 2010 10:57 pm

Are you sure that you have activated that particular skull you get in your inventory? (I know, it wasn't until today I noticed it. :facepalm: )


I was told in another thread that the PC rings have to be visible above gloves. I don't know if that's true or not based on experience, but I'm gonna try it.
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matt oneil
 
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Post » Thu Sep 02, 2010 12:54 am

I was told in another thread that the PC rings have to be visible above gloves. I don't know if that's true or not based on experience, but I'm gonna try it.


I made some tests and decided not to use FP legs, but for those interested, you can keep your unlimited rings by using http://www.tesnexus.com/downloads/file.php?id=27260 , 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.
It will also allow those of you who wish to keep more than 2 rings equipped the ability to do so and both see the first 2 rings and your legs in FP, I tested it before as I said, it should work.
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Nathan Hunter
 
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Post » Wed Sep 01, 2010 8:35 am

For the problem with the thrown weapon lost hotkey assignment, the best solution is to use http://www.tesnexus.com/downloads/file.php?id=34735 the weapon will be kept on the hotkey memory, retrieving it will enable the usage of that hotkey.
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Nikki Lawrence
 
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Post » Wed Sep 01, 2010 11:30 pm

Isn't there supposed to be OMOD conversion data in the archive?
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quinnnn
 
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Post » Wed Sep 01, 2010 10:46 am

So do i delete both .egt parts and the nif files with the bodies to not use them?
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elliot mudd
 
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