Sorry guys for long silence, didn?t have much time to mod during the last two weeks but tonight I?m on it again, the time comes and goes...

I?ll try to quickly sweep through a few questions now that I?m at it:
Since this seems like the new thread for Deadly Reflex, I guess I'll put this here. I can't slit throats, ambush, or stab in sleep. I can't do anything related to DR while in sneak mod, yet it is loaded last to make sure nothing overwrites it. It is 5.0 with the patch, and I tried using a dagger, shortsword, and longsword to no avail. Any help? I'll post a mod list if needed, though I don't want to stretch the page for no reason.
Also, standing attacks in DR work fine, though I haven't tested them all.
Sorry but I really don?t know how to answer this, since the mod is obviously working otherwise. Only that maybe it?s the distance requirements? For stabs the distance to the target needs to be very small, for animation reasons. For ambush it?s a certain distance away, again for animation reasons. Otherwise maybe explore the suggestions posted by other users, I can?t think of a reason what would make only certain features work, they seem to all work pretty solid overall... :mellow:
In Deadly Reflex, NPCs will jump over obstacles when they cannot get through correct? I use the havoked objects mod from Oblivionmodgods (which is amazing by the way), and when I throw shelves, cabinets, etc. in the way of attacking guards they continually run into the object. I'm not running Deadly Reflex, but will NPCs evaluate the situation and find the best way to get to me, such as jumping over an obstacle? Do you think it works with the havoked objects mod? There's also a fault in the AI in which I put a shelf in front of an oncoming guard, and he continually runs into it, trying to get to me when there are obvious ways around to get to me. I wonder if that can be fixed?
This was a feature in v3 I recall, but I removed it because it was a bit problematic. The problem is, the animations themselves REFUSE to carry an actor over an obstacle. I mean I can tweak an animation to carry an actor up and forward, but the animation refuses to go "through" an obstacle when played manually, even though visually the actor would go over it if allowed to move as intended by the animation.
The v3 feature leaned on scripted flight, which in turn doesn?t obey collision, and trying to detect collision manually for NPC?s eventually always fails occasiocally. Also the NPCs tended to be a bit over "jumpy".

Looking forward to reflex 6 (not so much playing with dead innerds....I'm just saying.)
An idea with horse combat. It would be nice to see a something like a Quick dismount. Say instead of slowly getting off and turning around animation, one would jump off wiping out their weapon ready for combat.
For that you should make a request to someone who knows how to deal with horse animations, the dismount animation is a bit special I believe, but in the end all it would take would be a new animation which would work (and better serve) as a standalone mod.

This is a question about DR 5. I last played with a a while ago before the update when it was 4 and fine it is. In 5 I did a decapitation for the first time and it went into a 3RD person view. I remember before that decapitations used to happen in 1st person which was much more immersive. Are they all in 3rd person now? Is there a way to reconfigure this back to 1st person in the settings?
I know you have a lot of people who live in 3rd person but some of us like 1st person better. So can this be done? can i alter a setting and change it?
Thanks in advance and Cheers.
Conversing the animations into 1st person was and even with "3rd person animations in 1st person" still usually is a real b-i-t-c-h, so it was only done for animations that really benefitted from it - the thrust + decap for example is like a cutscene, you are locked in place and can only watch, so why not see the whole thing.

Another request for Skycaptain:
There`s a great mod called Helmet FOV that gives you a view as if looking out your... helmet in 1st.
Only problem is, whenever you Bash the FOV view vanishes. Any chance of making a simple compatibility Patch for it? It really is a very good Mod and not as bad as some who haven`t tried it might think. It makes helmets actually have a little more to them than just an armour and weight number. Here`s the link to it.
http://www.tesnexus.com/downloads/file.php?id=8991
For now I`ll just not use bash.
I don?t know how that mod works, maybe it?s an overlay shader? When you bash a creature and fail, since they can?t visually block or dodge, the failure is represented by small damage and hit shader, so my guess would be that the shader overrides the helmet shader. I don?t know how to work past that conflict, if that?s the case - it would be quite a requirement for all mods not to use "triggerhitshader" command at all.
But really this is just guessing...
Hi hi. Big fan of Deadly Reflexes, great mod, and a requirement for my gameplay. What I wanna see are more bow related things. I'm a bowman addict for some reason, and there isn't much I can do with a bow in this mod. Maybe you could make it so at a certain marksman level, you could have a chance to shoot someones head off or something

I love your mod skycaptain, and I hope to see those different body parts in v6

Well I made it possible to crush the skull with a bow shot, I don?t know if I?m perfectly happy with how it plays out, there?s some technical timing related conditions and restrictions that makes it hard to make perfectly smooth, and I can?t detect if the arrow actually hit head (actually arrows never seem to hit/stay at head in OB) but I guess I?ll look into it more later after release, for now I can only say you can pop a head with an arrow.