I had a few questions regarding Deadly Reflex...

Post » Sun Apr 24, 2011 7:19 pm

Hey guys, so lately I have been amp-ing up my Oblivion. Adding all sorts of immersion mods and such, UL, better cites ect. I came across a mod called Deadly Reflex, I'm sure everyone has heard of it right? It looks incredible and a must have for immersion and especially the arena!

So I looked it up, saw there was a V6.o however it was a beta and alot of people were complaining in the comments section. So my question is this...

Should I use the stable V5 or try the beta V6, I kinda want to try the beta due to its features, but what is including in the V5 one? I don't want to have to uninstall the game like some people had to do with the V6 or have crashes.

Thanks!
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Sun Apr 24, 2011 11:19 pm

Hey guys, so lately I have been amp-ing up my Oblivion. Adding all sorts of immersion mods and such, UL, better cites ect. I came across a mod called Deadly Reflex, I'm sure everyone has heard of it right? It looks incredible and a must have for immersion and especially the arena!

So I looked it up, saw there was a V6.o however it was a beta and alot of people were complaining in the comments section. So my question is this...

Should I use the stable V5 or try the beta V6, I kinda want to try the beta due to its features, but what is including in the V5 one? I don't want to have to uninstall the game like some people had to do with the V6 or have crashes.

Thanks!

Version 6 is perfectly stable IMO. Though, it can conflict with some other mods that alter skeletons, animations, POV etc... You just have to experiment with some other mods to determine if they are compatible or not. I ended up having to give up a few mods I liked to use Deadly Reflex 6, but it was worth it.

Had to give up...

Put It In It's Place - Enhanced Grabbing
Flying Camera Mod
Immersive 1st Person

But, it does work with DMC and Super Sick Style which I was surprised to find out.

I load all deadly reflex6 .esp files after my bashed patch which seems to help with stability.

Even though DR6 is still a beta, SkyCaptain is an amazingly talented modder. I trust mods that are considered beta from him.

Good Luck
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Sun Apr 24, 2011 6:49 pm

Version 6 is perfectly stable IMO. Though, it can conflict with some other mods that alter skeletons, animations, POV etc... You just have to experiment with some other mods to determine if they are compatible or not. I ended up having to give up a few mods I liked to use Deadly Reflex 6, but it was worth it.

Had to give up...

Put It In It's Place - Enhanced Grabbing
Flying Camera Mod
Immersive 1st Person

But, it does work with DMC and Super Sick Style which I was surprised to find out.

I load all deadly reflex6 .esp files after my bashed patch which seems to help with stability.

Even though DR6 is still a beta, SkyCaptain is an amazingly talented modder. I trust mods that are considered beta from him.

Good Luck


Sweet thanks, I'll give it a shot, and thanks for the bashed patch info!
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Mon Apr 25, 2011 4:12 am

Hey I need some help, I used the omod to installed DR6 but when it was created the square is red!

Which mod is incompatible with??

Oblivion.esm
All Natural Base.esm
Cobl Main.esm
Kvatch Rebuilt.esm
Better Cities Resources.esm
DLCShiveringIsles.esp
Better Cities .esp
Natural_Weather_HDR_by_Max_Tael_RD.esp
Natural_Habitat_by_Max_Tael.esp
All Natural.esp
All Natural - SI.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
Natural_Water_by_Max_Tael.esp
All Natural - Real Lights.esp
DropLitTorchOBSE.esp
Dread Knight Armor.esp
Cobl Glue.esp
Cobl Si.esp
BHC_Expanded.esp
Castle_Highrock.esp
Abriael_Human.esp
Kvatch Rebuilt.esp
Kvatch Rebuilt Weather Patch.esp
GlenvarCastle.esp
Villages1.1.esp
Knights.esp
AFK_Weye.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
Castle_Almgard-V2.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
KvatchRebuilt-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
Castle Wolfspike2.esp
Natural_Vegetation_by_Max_Tael.esp
Salmo the Baker, Cobl.esp
Alternative Start by Robert Evrae.esp
Oblivion XP.esp
_Ren_BeautyPack_onlyhairs.esp
1em_Vilja.esp
1em_Vilja_Neck_Seam_Concealer.esp
1em_Vilja_as_Custom_by_Gonzoguns.esp
1em_vilja_RenHair8.esp
KT_CustomRaceFix.esp
Better Cities Full.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Cities Full FPS Patch.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Imperial City FPS Patch.esp
Better Cities - COBL.esp
Better Cities - Unique Landscape Imperial Isle.esp
Better Cities - No LEYAWIIN Flooding.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp

I think is is the HGEC body mod, oh well i just overwritten the files...
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Mon Apr 25, 2011 8:14 am

Hey I need some help, I used the omod to installed DR6 but when it was created the square is red!

Which mod is incompatible with??

Oblivion.esm
All Natural Base.esm
Cobl Main.esm
Kvatch Rebuilt.esm
Better Cities Resources.esm
DLCShiveringIsles.esp
Better Cities .esp
Natural_Weather_HDR_by_Max_Tael_RD.esp
Natural_Habitat_by_Max_Tael.esp
All Natural.esp
All Natural - SI.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
Natural_Water_by_Max_Tael.esp
All Natural - Real Lights.esp
DropLitTorchOBSE.esp
Dread Knight Armor.esp
Cobl Glue.esp
Cobl Si.esp
BHC_Expanded.esp
Castle_Highrock.esp
Abriael_Human.esp
Kvatch Rebuilt.esp
Kvatch Rebuilt Weather Patch.esp
GlenvarCastle.esp
Villages1.1.esp
Knights.esp
AFK_Weye.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
Castle_Almgard-V2.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
KvatchRebuilt-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
Castle Wolfspike2.esp
Natural_Vegetation_by_Max_Tael.esp
Salmo the Baker, Cobl.esp
Alternative Start by Robert Evrae.esp
Oblivion XP.esp
_Ren_BeautyPack_onlyhairs.esp
1em_Vilja.esp
1em_Vilja_Neck_Seam_Concealer.esp
1em_Vilja_as_Custom_by_Gonzoguns.esp
1em_vilja_RenHair8.esp
KT_CustomRaceFix.esp
Better Cities Full.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Cities Full FPS Patch.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Imperial City FPS Patch.esp
Better Cities - COBL.esp
Better Cities - Unique Landscape Imperial Isle.esp
Better Cities - No LEYAWIIN Flooding.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp

I think is is the HGEC body mod, oh well i just overwritten the files...


Yes, it's been discussed at the official bug thread for DR6 that SkyCaptain accidentally forgot to remove his personal body meshes he uses for his game when he upload DR6. Minor issue really.
Just re-install HGEC or what ever body mods you use after installing DR6 to keep things simple.

Load DR6 like below...

Bashed Patch, 0.esp
DRSplatter.esp
Deadly Reflex 6 - Timed Block and 250% damage.esp
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
DeadlyReflex 6 - Combat Moves.esp

As I mentioned in the PM... Use P-Froggy's 1st person body instead. That one should be okay in your load order where ever BOSS decides to put it.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Sun Apr 24, 2011 7:57 pm

Version 6 is perfectly stable IMO. Though, it can conflict with some other mods that alter skeletons, animations, POV etc... You just have to experiment with some other mods to determine if they are compatible or not. I ended up having to give up a few mods I liked to use Deadly Reflex 6, but it was worth it.

Had to give up...

Put It In It's Place - Enhanced Grabbing
Flying Camera Mod
Immersive 1st Person

But, it does work with DMC and Super Sick Style which I was surprised to find out.

I load all deadly reflex6 .esp files after my bashed patch which seems to help with stability.

Even though DR6 is still a beta, SkyCaptain is an amazingly talented modder. I trust mods that are considered beta from him.

Good Luck


Version 6 is stable but some of the features are bugged. When kicking is interrupted it makes one leg shorter then the other. When you throw certain weapons the game will crash. Some actions can mess up the camera view. At least those are a few issues with Deadly reflex. The reasons why I don't use it is because it causes visual anomalies when using the Ultimate 3rd person camera and I find the 1st person view irritating as shields and torches always get in my viewing area when playing it. Also enemies will never throw a weapon at you and never do sneak attack charge on you either so I find both of those unfair advantages. Also the decaps and special finishers won't work most of the time as well as the magical special effects are bugged in that the freezing one causes the game to crash.

In comparison to Version 5 I encountered no bugs except for the mod stops working occasionally if you die and reload. (Just restart Oblivion to fix) Version 5 also seemed to work 100% correctly besides that so version 5 is the version I would recommend although for me I had to chose between a few mods and I didn't chose Deadly Reflex. (And won't unless it's patched to work with Ultimate 3rd person camera in the future)
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Sun Apr 24, 2011 10:05 pm

Is their any way to trigger the deaths, such as a decapitation, cutting someone in half, ect. Every time I kill some one it is the same as vanilla, also I think the hotkey got interrupted, I clicked on the reset hour glass, nothing happened.
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Mon Apr 25, 2011 3:43 am

Is their any way to trigger the deaths, such as a decapitation, cutting someone in half, ect. Every time I kill some one it is the same as vanilla, also I think the hotkey got interrupted, I clicked on the reset hour glass, nothing happened.


Yeah, with Deadly Reflex 6 they removed the reset switch and instead put in an INI file. I'm not sure the exact system but I know that the momentum system would need to be modified to get regular critical hits in. Skycaptain is on a long vacation so we won't see any updates until at least late summer.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Mon Apr 25, 2011 10:13 am

Oh, I think I got it to work, I threw my weapon and watched in awe, but this is what I figure:

How do you set your momentum to the max, in the config menu? I'm assuming to cut someone in half or such you would need a high momentum

Here is the config

;CONFIGURE THESE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KEY CONFIG - see http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 to see which keycode matches which keyboard button
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
set scc.giveDrResetItem to 1 ;adds a hourglass into player′s inventory, that can be clicked to reset the mod
set scc.resetMod to 0 ;set to 1 to reset the mod if you don′t have the hourglass - remember to change back to avoid reset on every game start
set scc.debugmode to 0 ;DEBUG MODE - prints stuff to console, probably tells you absolutely nothing so don′t enable it unless asked to


set scc.axeString to sv_construct "axe" ;weapon names that include this string will cause blade criticals
set scc.bluntThrowKnockdownWeightMod to 100 ;knockdown chance with throwed blunt weapon is weaponweight / bluntThrowKnockdownWeightMod, so with setting 100 weapon weighting 30 means a 30% chance.

set drScreenSplatterStayTime to 5 ;blood on screen time (s)
set drScreenSplatterFadeTime to 2 ;blood on screen fade time (s)

set scc.kickbasedamage to 5 ;kick base damage
set scc.chargeDamageSpeedMult to 300 ;charge damage running speed modifier. LOWER values give MORE damage MORE EASILY (with less running speed)
set scc.momemtumincreasemult to 5 ;how quickly less predictable moves add to your momemtum
set scc.horseCombatMomemtumIncreaseMult to 5 ;how quickly dealing damage in horse combat adds to your momemtum
set scc.momemtumDecreaseHealthMult to 1 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 1 ;how quickly your momemtum lowers over time, 1 means 1% every second ->
;NOTE! not one "point", but percent of CURRENT value, for example 1% from momemtum of 50 (momemtum is between 0 and 100) it′s 0.5 points, and so on)

set skycaptainssb.criticalchance to 100 ;critical chance multiplier in all critical calculations
set scc.StrikeDownMult to 0.1 ;chance to strike enemy down mult
set scc.BashdownMult to 0.1 ;chance to stun enemy mult
set scc.KickDownMult to 0.2 ;chance to kick enemy down mult
set scc.blockMult to 0.8 ;chance to block enemy impale mult
set scc.dodgeMult to 0.8 ;chance to dodge enemy impale mult
set scc.disarmmult to 0.1 ;chance to disarm enemy with left powerattack mult

set scc.magiccriticalmult to 1 ;additional mult for magic criticals
set scc.magicCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.arrowcriticalmult to 1 ;additional mult for marksman criticals
set scc.arrowCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.victimacromult to 0 ;not used atm
set scc.victimFlipMult to 0 ;not used atm
set scc.victimbashMult to 0.1 ;NPC bash chance mult
set scc.victimBashDownMult to 0.1 ;NPC bashes player down mult
set scc.victimDodgeMult to 0.1 ;NPC dodges player move mult
set scc.victimBlockMult to 0.1 ;NPC blocks player move mult
set scc.victimKickMult to 0.1 ;NPC kicks chance mult
set scc.victimKickDownMult to 0.1 ;NPC kicks player down mult
set scc.victimCriticalChance to 0.1 ;NPC kills player with a critical hit (impale)
set scc.victimimpalemult to 0.5 ;NPC impale likelyhood mult
set scc.victimdisarmmult to 0.1 ;NPC disarms player with left powerattack mult
set scc.victimstrikedownmult to 0.1 ;NPC strikes player down mult

I am still reading the descriptions but I don't know what mult means, I just want those amazing affects....
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Mon Apr 25, 2011 6:39 am

When you throw certain weapons the game will crash.

This is fixable by downloading Smooth's fixed meshes. This was Bethesda's mistake, not mine or Skycaptain's. Just saying.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Mon Apr 25, 2011 7:06 am

This is fixable by downloading Smooth's fixed meshes. This was Bethesda's mistake, not mine or Skycaptain's. Just saying.


Where is this?
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Mon Apr 25, 2011 12:37 am

I am still reading the descriptions but I don't know what mult means, I just want those amazing affects....


Mult means multiplier. In Skycaptians INI when it gives a chance like .2 it means there is a 20% chance of it happening as 1 would be 100% chance. I honestly don't see any ini file setting to max out the momentum. I bet to do that you would have to modify some of the scripting in the mods ESP file.

Honestly when playing this mod I only got decaps and such in long fights, I think it takes awhile to build up momentum with the default settings so if you don't use all your moves in combat plus a combination of kicks you won't see them very often. It could be changed in the script but that's beyond the scope of simple instruction.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm


Return to IV - Oblivion