[Relz] Deadly Reflex 6 - Combat Moves

Post » Wed Sep 01, 2010 7:53 pm

Strange... did OBMM install as per readme, was able to see my weapon.
Deactivated, made BAIN install to test - weapon & shield invisible but still working...
Deactivated, installed the OMOD - weapon & shield visible again...
Why?

Read in the bug report tread legs invisible because of Coroneras Skeleton, uninstalled it - still invisible.
Read that Skull Of Legs (that thing should be named pair of legs actually as the skull is farthest from the legs) must be activated with on/off options,put it on and still cannot see my 1st person leggies...
Waiting for fix.

Zoom definitely does not work, hope there wil be a fix pretty soon.
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Nathan Hunter
 
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Post » Wed Sep 01, 2010 8:39 am

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

Yes.
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Kari Depp
 
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Post » Wed Sep 01, 2010 9:53 am

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

I left the .egt parts, since I had no idea what they were, and just deleted all the nif files that came from the DR6 meshes folder. Back to normal now! If the .egt files were also from the DR6 folder... I have no idea what they do, because I haven't noticed anything non-vanilla in the bodies anymore.
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Kelvin Diaz
 
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Post » Wed Sep 01, 2010 2:44 pm

FREAKIN YES MAN!!! Hahaha I've been waiting for this release forever!

I love you. :D
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Anna S
 
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Post » Wed Sep 01, 2010 10:40 pm

I left the .egt parts, since I had no idea what they were, and just deleted all the nif files that came from the DR6 meshes folder. Back to normal now! If the .egt files were also from the DR6 folder... I have no idea what they do, because I haven't noticed anything non-vanilla in the bodies anymore.

I don't know exactly what the .egt files do, but I know they are body-mod related. I don't think deleting them will make trouble for DR6.

The .egt files came from the DR6 folder.
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Emily Jeffs
 
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Post » Thu Sep 02, 2010 12:51 am

Yes.



I left the .egt parts, since I had no idea what they were, and just deleted all the nif files that came from the DR6 meshes folder. Back to normal now! If the .egt files were also from the DR6 folder... I have no idea what they do, because I haven't noticed anything non-vanilla in the bodies anymore.

Hmmmm a yes and a no is any1 sure those .egt files r not used in the mod / required?
edit nvm just got another response from Ollix and it seems they are only for the body mod
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Charity Hughes
 
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Post » Wed Sep 01, 2010 8:45 pm

Is the slow motion sound (heartbeat) missing/bugged? Or is it addon compatibility problem
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jessica Villacis
 
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Post » Wed Sep 01, 2010 6:10 pm

Hey skycaptain! Excellent work I'm downloading now =D

Just wondering, can we still dodge forwards and to the side? well, I guess I'll find out soon anways =P
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Kevin S
 
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Post » Wed Sep 01, 2010 4:36 pm

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.
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.

Hmm, a runtime error might be NifSE (maybe; it could still possibly be DR) - would you guys mind e-mailing me (dragoonwraith+nifse [at] gmail.com), attaching obse.log and NifSE.log after one of those crashes? If you have NifScript installed (say, from Unnecessary Violence), send me NifScript.log, and if you have ConScribe by any chance, I'd also look at the console log from that session, too. But obse.log and NifSE.log definitely, if you could. Thanks!
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Nick Jase Mason
 
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Post » Wed Sep 01, 2010 11:52 pm

So far, the mod is really awesome, even with some of the visual annoyances. Good job Skycaptain!

Also, first-person looks a lot better when you change the field of view to 90. Just type in the console, "fov 90". You can see the cut off of the arms in some places, I only hope that can get fixed somehow, with longer arms.
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katie TWAVA
 
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Post » Wed Sep 01, 2010 10:45 pm

Hmm, a runtime error might be NifSE (maybe; it could still possibly be DR) - would you guys mind e-mailing me (dragoonwraith+nifse [at] gmail.com), attaching obse.log and NifSE.log after one of those crashes? If you have NifScript installed (say, from Unnecessary Violence), send me NifScript.log, and if you have ConScribe by any chance, I'd also look at the console log from that session, too. But obse.log and NifSE.log definitely, if you could. Thanks!

Alright I will re enable it to get the .log files, And will try to email you when I can, With my internet, it can be either soon, or awhile.
Yeah.. I try to get on my Gmail account, my browsers wont connect to it. I use yahoo, it puts me in a loop of verifying my password.
I can post the text here in spoiler tags, unless there is something special about the .log files.
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Kahli St Dennis
 
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Post » Wed Sep 01, 2010 9:06 pm

Alright I will re enable it to get the .log files, And will try to email you when I can, With my internet, it can be either soon, or awhile.
Yeah.. I try to get on my Gmail account, my browsers wont connect to it. I use yahoo, it puts me in a loop of verifying my password.
I can post the text here in spoiler tags, unless there is something special about the .log files.

Nope, just plaintext; PM it to me, then? That'd be fine. Putting each in spoiler and code tags would be best.

I did get an e-mail from a 'duckman'-something Yahoo account, sent to the +nifse address, but it was blank. Was that you?
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Kayleigh Williams
 
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Post » Wed Sep 01, 2010 6:21 pm

Ahh that was me, I hit enter by accident /facepalm
Then when I realized that, I tried to attach, thus shooting me into the loop.

I'll just PM you with Spoiler and code tags. Easiest way.
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Joe Alvarado
 
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Post » Wed Sep 01, 2010 10:21 pm

Hey gyus, I′m still tackling some RL tasks I need to take care of - it was a busy first half of the week, no I′m happy to have enough time to sleep for the rest of the week. :P

Thanks for all the nice comments - it′s not supprising there′s some bugs, as there was no real playtesting before this (well 10h with a level 1 char who spent the time running for his life like a rabbit), but all in all I′m relieved you seem to be able to actually PLAY the mod, my paranoia was I upload a version with an old esp or missing files.



For future bug reporting

we agreed with Klaus that he collects list for me. So there′s a separate thread for clear bug reports. I know it may seem confusing - but the idea is that if you have just a bug to report a la "I noticed a bug: xxx. Thanks by!" then post it there. If you have a question/problem you need info or answer to, post it here. I′ll only post in this thread - the other serves as a container for centralized problem collection. There will be some inevitable clashing, some it′s still better for discussion in this thread. :)



FOR THE BOW ZOOM AND CROSSBOWS BUG:

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.



ABOUT OLD DR5 MESSAGES?

I′ll have to check this - the whole CODE for the popups should be deleted!

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.


How unrecoverable? Have you noticed that they are automatically give to you, when you activate the body - you don′t see them in the inventory. The "why" is in the readme. Also it mentions how the body sometimes still shows the weapon attached, the body just sometimes refuses to update. It was totally random for me.

For the other problem I think it′s better you check it with Dragoon. :)

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.



DR 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.

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 something with Nifse/obse etc, but I have no idea why it wouldn′t work for you. Hopefully Dragoon will come up with something, or can verify the cause otherwise - when it comes to Obse, OGE, NifSE...I′m just a user, unfortunately and have no deeper understanding on them.


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.


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.

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


Meh I just basicly copied the Obse requirement about the "build", you should be fine with just latest patch, as long you can run Obse you are fine. Unless making mods while having SI automatically makes mods dependent on SI? Don′t think so, I don′t refer to anything SI in my scripts or resources.


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.

Anyway, well done!!


Sounds like some animation/skeleton conlict - do you have any custom skeletons installed? Any problem like that means the anims are not playing in your game as in my game.

It would be nice if anyone else can post about 1st person horse combat.


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.


Say what now? What lost thrown hotkey assignment?

Isn't there supposed to be OMOD conversion data in the archive?


No, you can just OMOD any archive that′s lined up the DR′s release archive.

I don't know exactly what the .egt files do, but I know they are body-mod related. I don't think deleting them will make trouble for DR6.

The .egt files came from the DR6 folder.


They are head/hair related, delete if they came with DR.

So far, the mod is really awesome, even with some of the visual annoyances. Good job Skycaptain!

Also, first-person looks a lot better when you change the field of view to 90. Just type in the console, "fov 90". You can see the cut off of the arms in some places, I only hope that can get fixed somehow, with longer arms.


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. :)
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Austin England
 
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Post » Wed Sep 01, 2010 3:55 pm

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. :)

Is it not possible to modify the arms to make them longer? Or rather, is there a way to make more of the body viewable in first-person? When I use the free-fly console command, I notice going shirtless that all of your arms and torso are visible in first-person, while wearing apparel will reduce it to most of your arms. Still, even when going shirtless in first-person, there's a cut-off even when the more of the body is visible in free-fly. I wonder if it's possible to eliminate all the cut-off and have everything visible in first-person. Maybe it's not possible and it's hardcoded.
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Honey Suckle
 
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Post » Wed Sep 01, 2010 11:30 pm

Re. Menus:
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.


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.

Klaus can let me know if there are any Ob XP issues with this. He's running Ob XP.
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Big Homie
 
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Post » Wed Sep 01, 2010 11:15 am

An update on my end: there definitely seems to be an issue with NifSE and certain meshes, on certain computers. This seems to be related to the old problems NifScript used to have with Unnecessary Violence and weapons that have scabbards - I'd thought I'd fixed that, but since I never actually managed to reproduce the error myself, I had to rely on mostly guesswork (namely "hey, this could cause a crash if that happened; I'll fix that. Hopefully that's what was causing the scabbard crash." - apparently it wasn't). Anyone who runs into a runtime error, copies of NifSE.log and obse.log (PMed or e-mailed to me) will be somewhat helpful (though presumably it won't be any different from what roflLizard sent me), but more helpful would be if you could test it on multiple kinds of meshes, something like this:
  • Weapon that has a scabbard and is in a BSA
  • Weapon that has a scabbard and is in the folders
  • Weapon that does not have a scabbard and is in a BSA
  • Weapon that does not have a scabbard and is in the folders

Between those four, hopefully I can narrow down what is going on. If someone has a mesh that's causing a persistent error that is not in a BSA, it would also be useful if you e-mailed that to me (dragoonwraith+nifse [at] gmail.com), so I can look into it myself (maybe I'll be able to reproduce it).

Unfortunately, I do not currently have Oblivion installed on a computer that's functional, because I'm getting some RAM replaced and that's taking a while (got an e-mail from Corsair today saying that they have a back-log and I should allow an extra five days for processing. <_< ), so realistically, even if we figure out what's causing this, it'll probably be a week or more before I can release a new version of NifSE. Though I may try to steal some RAM from a friend's computer temporarily so I can get working...
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Jonathan Montero
 
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Post » Wed Sep 01, 2010 8:20 pm

How unrecoverable? Have you noticed that they are automatically give to you, when you activate the body - you don′t see them in the inventory. The "why" is in the readme. Also it mentions how the body sometimes still shows the weapon attached, the body just sometimes refuses to update. It was totally random for me.

I checked my inventory afterwards, I had a few of the weapon stacked, could that of been why?
It happened like this.
I am in the temple district, I throw my dagger into a random persons face, it had to of hit, he ran off, guards came at me. Resisting arrest, I kill the guy who I threw a dagger into. Loot the corpse, not seeing it there, I look back to my inventory, Only 2 daggers. I had three before. But I have not tried when only having one copy of the weapon, and that'd be the one in my hands before being thrown.
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Killah Bee
 
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Post » Wed Sep 01, 2010 4:53 pm

An update on my end: there definitely seems to be an issue with NifSE and certain meshes, on certain computers. This seems to be related to the old problems NifScript used to have with Unnecessary Violence and weapons that have scabbards - I'd thought I'd fixed that, but since I never actually managed to reproduce the error myself, I had to rely on mostly guesswork (namely "hey, this could cause a crash if that happened; I'll fix that. Hopefully that's what was causing the scabbard crash." - apparently it wasn't). Anyone who runs into a runtime error, copies of NifSE.log and obse.log (PMed or e-mailed to me) will be somewhat helpful (though presumably it won't be any different from what roflLizard sent me), but more helpful would be if you could test it on multiple kinds of meshes, something like this:
  • Weapon that has a scabbard and is in a BSA
  • Weapon that has a scabbard and is in the folders
  • Weapon that does not have a scabbard and is in a BSA
  • Weapon that does not have a scabbard and is in the folders

Between those four, hopefully I can narrow down what is going on. If someone has a mesh that's causing a persistent error that is not in a BSA, it would also be useful if you e-mailed that to me (dragoonwraith+nifse [at] gmail.com), so I can look into it myself (maybe I'll be able to reproduce it).

Unfortunately, I do not currently have Oblivion installed on a computer that's functional, because I'm getting some RAM replaced and that's taking a while (got an e-mail from Corsair today saying that they have a back-log and I should allow an extra five days for processing. <_< ), so realistically, even if we figure out what's causing this, it'll probably be a week or more before I can release a new version of NifSE. Though I may try to steal some RAM from a friend's computer temporarily so I can get working...


Thanks for looking into it man! :goodjob:

And don′t take any unnecessary pressures, releasing a beta that uses beta resources is all about problems like this surfacing - it′s a good thing as now we can probably fix them more easily, and any schedule is faster than me holding on to the mod and trying to find them all by myself before releasing. :)

I checked my inventory afterwards, I had a few of the weapon stacked, could that of been why?
It happened like this.
I am in the temple district, I throw my dagger into a random persons face, it had to of hit, he ran off, guards came at me. Resisting arrest, I kill the guy who I threw a dagger into. Loot the corpse, not seeing it there, I look back to my inventory, Only 2 daggers. I had three before. But I have not tried when only having one copy of the weapon, and that'd be the one in my hands before being thrown.


Ah, so the dagger drops on the ground then! :)

You can′t find it on the NPC unless it sticks into him.
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Nina Mccormick
 
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Post » Wed Sep 01, 2010 8:42 am

OK, roflLizard did some more testing, it looks like weapons with scabbards in BSAs are the only problems; those in folders work fine. Why, I cannot imagine. Especially since I tested NifSE on a mesh that fit those characteristics, and it didn't crash.

If anyone's still interested in testing, trying different meshes with scabbards that are in a BSA (i.e. vanilla weapons) to see if all of them crash or only some of them (or if they crash for some people and not others) would be helpful.

Also, Skycaptain, could you PM the script in which you use NiNodeDeleteChild to delete the scabbard? The logs that roflLizard sent me looked a little strange - nothing that should cause a crash, but I'd still like to see it if you don't mind.
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Roddy
 
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Post » Wed Sep 01, 2010 11:58 am

Meh I just basicly copied the Obse requirement about the "build", you should be fine with just latest patch, as long you can run Obse you are fine. Unless making mods while having SI automatically makes mods dependent on SI? Don′t think so, I don′t refer to anything SI in my scripts or resources.



Goood to know, thanks SkyCaptain. :)
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Emma louise Wendelk
 
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Post » Wed Sep 01, 2010 5:47 pm

Making a mod while you have SI loaded does not make it dependent on SI, provided you don't reference SI-specific material. It does mean that the mod requires the latest Oblivion patch, but OBSE requires that anyway.
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Chavala
 
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Post » Wed Sep 01, 2010 9:00 am

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.


Say what now? What lost thrown hotkey assignment?
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 :)
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Mrs Pooh
 
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Post » Wed Sep 01, 2010 10:04 am

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.
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Dean Ashcroft
 
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Post » Wed Sep 01, 2010 8:29 pm

I haven't these runtime errors, but if i press my throw key, the animation starts and in the moment the weapon have to release, my game freeze for ~10 seconds, the music is still playing, and after the 10 seconds the weapon is 10 meter from my player away, and fly just a little moment. Its impossible to aim and hit a target sucessfully.

I tested lower graphic options but that doesn't help, now im testing it with another version of the game.
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james tait
 
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