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

Post » Sat Jun 18, 2011 11:56 am

The viewpoint in both first and third person is skewed to the left (very subtle in third) meaning when i talk to any NPC their faces are not centered but instead positioned slightly to the right. The ranged spells i cast fly slightly towards the top and right when sneaking and to the right when not sneaking. The previously mentioned bug where a headbash/decap occurs but body is registered as unconscious also occurs but my game does not crash when i kill the NPC with the console. I use fastexit2 in case this alters anything. the attack animations are running as supposed for now (I've only restarted playing oblivion just).


You're using animations or skeleton replacer perhaps?

Hm, not even the debug mode is showing anything, and the leg script is on.

Well, thanks for the help anyway! Your interest in my plight shames me. :foodndrink:

EDIT: Woooho! Happy day! Something started to finally work methinks.
It's the Block + Attack + Backwards which is the stagger kick if I am not mistaken? That is pretty much(sadly) the only kick that works for me. :sadvaultboy:


Debug is suppose to show the kick script checking stuff, sounds like something's broken. Ah well, hope everything else is working ok. ^_^
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~Amy~
 
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Post » Sat Jun 18, 2011 6:03 am

Well, that one doesn't work for me for some reason(I keep using normal attacks with that), only the jump variant does the trick.
I had Blade, block, acrobatics, athletics and hand to hand pretty much above 100, still nothing. Kicks still won't happen againts enemies in my crosshair :(

So in your case, it actually works? :mellow:


Hey there, Smert. Your problem is very familiar to me, so I figured I'd chime in (disrupting my lurking habit). A few weeks ago, I started running Open Cities Reborn, the newest version of which requires OBSE v20. I'd been running Deadly Reflex 6 for a couple months already, always using the stable OBSE v19, but I figured there wouldn't be any trouble if I used OBSE v20 Beta 5. That's when the problems started.

I loaded up a new character and started playing, but I noticed a couple oddities. Every once in a while, my shield bash wouldn't activate. My headbutt animation was broken, and my character would swing her sword, but it sounded like a headbutt when it hit my enemy. After a few hours of gameplay (and after leveling up my character via the console so I'd have access to kicks), I started noticing the same exact problem that you have. If my crosshairs weren't looking at anyone, then I could use Block+Jump in order to perform all or most of the acrobatic moves, but I could not use any offensive kicks against an enemy. I'm pretty sure that I could also use Block+Attack+Back in order to do a backward dodge. My Bash didn't work anywhere, unless I loaded a much earlier character (straight out of the sewers), same with weapon throw and the stationary dodge.

It took me a while to figure out what could even be related to the problem since I'd only loaded up some quest mods and Open Cities Reborn. Eventually, I decided to try uninstalling OCR and changing OBSE back to v19 and BAM! Problem solved, DR6 went right back to normal. I'd been looking through all the DR6, OBSE, and Nifse forums in order to figure out if my problem had ever been encountered before since I've really been wanting to play the latest OCR, but I'm too afraid to mess with my current setup. I know that it has to do with the difference between OBSE v19 and v20 Beta 5 since I encountered the problem without OCR and with OBSE 20, then it was fixed when I only changed my OBSE version. I personally run DR6 with 1st Person Legs, Nifse, Drop Lit Torches. I don't use the HUD addon or the blood spatter. The only changes to my DR ini are changing Magic Crits to 1% of the original value.

So TL;DR are you using OBSE v20? If so, see if you can manage to change it to v19 (other mods permitting), and then see if that works. If it does, then maybe we've discovered the source of the problem.
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Jennifer Munroe
 
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Post » Sat Jun 18, 2011 12:27 pm

I just realized that a stable OBSE v20 was released a week ago, and I hadn't tried that one out. I just tested it out for about 15 minutes and everything works just fine. I'll be home for the weekend, so I can't play Oblivion until I get back on Monday, but I'll still be on the forum. I'd still really like to know, Smert, what version of OBSE you're using, and if v19 or the stable v20 work any better. Also, I was wondering if your functions suddenly stopped working (as in without changing your mods/load order), or if your character has never been able to perform their kicks. Cheers!
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Marie Maillos
 
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Post » Sat Jun 18, 2011 3:41 pm

Hm, in my case, bashes, decapitations, finishers, throwing etc. worked just fine, just not the Attack+W+D+A kicks.
Like I said, I can perform them, but just with a different combination(Block + Jump + Direction) and are completely useless due to the crosshair bug I mentioned

As for the second question, yes I have possibly encountered the same bug.
In past, sometimes when trying to throw the torch it wouldn't work and would also for some reason effectively turn off all the DR features. No bashing, slowmo, nothing.(the DR hourglass didn't help, had to load the game from the Main Menu to get the features back),
This problem went away after some hours ingame though, so now I can throw as much stuff as I want without DR going FUBAR. Weird.

Also, I was actually using the new stable version v20 of OBSE, but no Open Cities whatsoever. Hmm, you think it's worth a try reverting back to v19?
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NAkeshIa BENNETT
 
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Post » Sat Jun 18, 2011 2:05 pm

Hm, in my case, bashes, decapitations, finishers, throwing etc. worked just fine, just not the kicks.

I was actually using the new stable version v20 of OBSE, but no Open Cities whatsoever. Hmm, you think it's worth a try reverting back to v19?


Never had any issues with v19b or v20b5, currently on v20 stable too. Doesn't hurt to try reverting to the previous versions, it's relatively painless to swap between them after all.
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Tracy Byworth
 
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Post » Sat Jun 18, 2011 12:43 pm

I have an issue with DR5, which I've added to my new game after not using it for a while. I don't get the slow motion effect before a decapitation is triggered. Now it just triggers during the fight w/o any slow motion, plus I don't recognize the animation either from the last time - it's like my char first punctures their neck, resulting in them choking and standing still - and then they are decapitated. In short, something seems to be up with it and I wonder what might interfere with it?

EDIT: Works fine now. Might have been glitching.
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Matt Bigelow
 
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Post » Sat Jun 18, 2011 8:03 am

You're using animations or skeleton replacer perhaps?




no...i do have HGEC, RENS etc. on, no other animation replacers....
shall try loading ONLY DR6 into a clean data folder and see...
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XPidgex Jefferson
 
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Post » Sat Jun 18, 2011 5:09 am

Just retried and the view problem was fixed(it appears that i have become shorter tho) but DR will now ask me to assign buttons. This i did except it now no longer functions. all the animations play but the keys do not work, even the reset hourglass.

Works with a save i started with a new game but not one i downloaded...the downloaded save asked me for prompts whilst the new game save did not. =/
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Trent Theriot
 
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Post » Sat Jun 18, 2011 12:26 am

Just retried and the view problem was fixed(it appears that i have become shorter tho) but DR will now ask me to assign buttons. This i did except it now no longer functions. all the animations play but the keys do not work, even the reset hourglass.

Works with a save i started with a new game but not one i downloaded...the downloaded save asked me for prompts whilst the new game save did not. =/


Assigning buttons in-game doesn't work and the script shouldn't be there in the first place, key configurations are all via the ini file. You can get rid of the prompt and the reset hourglass by changing "set scc.giveDrResetItem to 0". Do a "set scc.resetMod to 1" too and see whether everything works in game, then change it back to "0".
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JERMAINE VIDAURRI
 
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Post » Sat Jun 18, 2011 1:32 pm

I have an issue with DR5, which I've added to my new game after not using it for a while. I don't get the slow motion effect before a decapitation is triggered. Now it just triggers during the fight w/o any slow motion, plus I don't recognize the animation either from the last time - it's like my char first punctures their neck, resulting in them choking and standing still - and then they are decapitated. In short, something seems to be up with it and I wonder what might interfere with it?

EDIT: Works fine now. Might have been glitching.



Is there a way to replicate that? I actually like the idea of finishing moves happening at random vs. time slowing down mid-combat. =)
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Farrah Lee
 
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Post » Sat Jun 18, 2011 2:16 pm

Is there a way to replicate that? I actually like the idea of finishing moves happening at random vs. time slowing down mid-combat. =)


Not sure. I was using the Animation Replacer Pack, which overwrote DRs dodge animations so that might have been it. After having removed ARP and having DRs dodge animations it works as it should again.
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Kate Murrell
 
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Post » Sat Jun 18, 2011 4:53 pm

Well, I am at a loss here. Not even that helped.
(and after skimming through the older threads I've noticed that some people also experience this bug.) :(


Hi man, you′ll get a pure a chance reply from me, officially I′m away and in Asia (which is the case). :)


Actually, having your crosshair on something and not being able to perform acrobatics moves (the kicks are acrobatics replacers, but you need to trigger them "DR′s way" to make them connect), is actually a VANILLA BUG.

Really you can′t do the rolling dodge moves in Vanilla Oblivion if you are within activation distance from an enemy and trying to perform them. What DR does is that it actually "fixes" it by setting the activation distance to 0 or 1 unit (can′t remember) before pressing the buttons for you and getting the target.

So if you have this problem, it could be that some other mod you have is messing with activation distance, and setting to for example default 150 every frame when it doesn′t need a modified value itself. Just something to look into. :)
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Jessie Rae Brouillette
 
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Post » Sat Jun 18, 2011 10:18 am

silly me...the view is skewed simply because i have a weapon drawn... :dry:
its working totally smooth for me and for one, combat is giving me a challenge :)
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Erich Lendermon
 
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Post » Sat Jun 18, 2011 7:42 am

So, i have a problem regarding 1st person view. I know it has been mentioned but, i have the bug where the bow shows clipping errors and i cant see weapons also when talking to people, they are to the right of the screen. I read that it may be something to do with animation replacers etc but i havnt downloaded anything like that.
Things i have downloaded WHICH MAY be causing this problem includes a better male body so i could use the tabaxi race. I also got OOO,MMM and FCOM if they replace anything. All help would be appreciated.
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Micah Judaeah
 
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Post » Sat Jun 18, 2011 11:42 am

[...]
The problem in my case was with OGE/OBGE v2, which is required for the blood splatter effect.
[...]


I don't appreciate your tone. It did fix it, for me, so I'm not sure why you're acting skeptical. I removed the file, and the menu came back. Put the file back, and the menu was gone. In my situation removing OBGE fixed it, and I was just posting my experiences, so that they could hopefully help other people. However, I will edit my original post to make it less general, and to add more details; I never said it was the only fix, or that it would work for everyone, but I'll make it so it's clearer that this is just what worked, for me. It's not even the ideal solution, as you say. Then again, it beats not having a menu/being able to play, and I know from personal experience that that is rather frustrating. I'm just trying to share all the information I can, so people have the information there if they run into problems. Isn't that part of what this thread is for? :)

Also, I don't want to seem overly critical...I just took affront at your quotation marks. :P As I said, it's not like I was making it up, or anything. Anyway, no offense meant.


I just wanted to chime in and let you know your issue with the menu buttons not appearing is covered in the OBGE ReadMe, FAQ section. There's no reason to completely remove the mod or blame it, at least partially, for your problems simply because you neglected to read the included documentation. ReadMe's, FAQ's are written for a reason and should be read, always. Good luck.
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luke trodden
 
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Post » Sat Jun 18, 2011 10:47 am

Hey guys, been having some trouble with this mod, and read through a million 11 page threads to get here.

Early I had some problems throwing certain meshes, causing CTD (even after replacing all the weapon meshes with smooths fix). Some weapons throw though, so I just gave up and played on.

Now I just got to 50 acrobatics, and neither kicks nor the backward-dodge work. When I try the dodge, my character just walks backward and starts repeatedly raising and lowering block as if my f key(dodge) were block. Kicks do nothing toward registering at all. Any ideas whats going on here
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April
 
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Post » Sat Jun 18, 2011 3:17 pm

Is the 1st Person Leg plugin required for DR, or is it merely a matter of aesthetics? Because it is causing the camera to become detached in my game with UV installed as well.
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Melly Angelic
 
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Post » Sat Jun 18, 2011 8:11 am

Is the 1st Person Leg plugin required for DR, or is it merely a matter of aesthetics? Because it is causing the camera to become detached in my game with UV installed as well.


You just won't be able to see your legs when you perform kicks. It has nothing to do with camera though, so shouldn't be affecting it.
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Noraima Vega
 
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Post » Sat Jun 18, 2011 10:39 am

I've got the problem where the entire mod suddenly stops working. As far as I could find in the first posts the only solution seemed to be exiting game and loading again, or if that doesn't work load an earlier same. Problem is even earlier saves don't work, and exiting and loading doesn't either. Is it safe to make a clean save without the mod and then enable the mod again in an attempt to fix it?
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Makenna Nomad
 
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Post » Sat Jun 18, 2011 2:00 am

I've got the problem where the entire mod suddenly stops working. As far as I could find in the first posts the only solution seemed to be exiting game and loading again, or if that doesn't work load an earlier same. Problem is even earlier saves don't work, and exiting and loading doesn't either. Is it safe to make a clean save without the mod and then enable the mod again in an attempt to fix it?


Ok I just tried this and it didn't work. If I try making a clean save it crashes before I even get to make the clean save, getting a warning from NifSE about no mods initialising stuff. Any other suggestions for how to fix the mod that stopped working, other than loading an earlier save (because I already tried this and it didn't work)?

EDIT:

Right nevermind, managed to fix it now. Making the mod reset through the .ini file did the trick. What's REALLY weird though is that I earlier tried exactly the same command as the .ini file's reset command in the console, but that didn't fix anything. Oh well, I don't mind, just happy it works now :)
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Kat Lehmann
 
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Post » Sat Jun 18, 2011 12:27 pm

Hi @ all,

my Deadly Reflex 6 is totally NOT working the right way... I re-installed the game like 5 times, installed ONLY DR6 and the required mods. It's always the same problem... Everytime, when an enemy hits me or when I cast a spell, the screen begins to flicker like hell. When I cast a spell, it's flickering as long as I can see the spell, when I look into an other direction and the flying spell isn't visual anymore, the flickering ends. I know, what causes this error... It's OBGE, when I remove the core files, the game works like a charm. But I want the damn blood on screen thing, because it makes the whole game much more amazing... Also I just did some sneak attacks and recognized, that there weren't any gore... WTF? Deadly Reflex 5 was running perfect... I would switch back to it at once, but I want this damn blood on screen thing, though with the flickering its not playable.

Any tips for me, how to solve these problems?

EDIT: Ok, I solved my problem... I knew that OBGE don't work together with Anti-Aliasing for NVIDIA users, so I thought I only have to turn out the ingame AA function and everything will be alright. WRONG. I also had to turn out the AA function in my NVIDIA Control Panel and now everything works fine :D

EDIT 2: I found out that the flickering is only there when I turn on 16x AA in the NVIDIA Control Panel, with a 8x AA everything works fine... :)
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Breautiful
 
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Post » Sat Jun 18, 2011 5:25 am

Ok I just tried this and it didn't work. If I try making a clean save it crashes before I even get to make the clean save, getting a warning from NifSE about no mods initialising stuff. Any other suggestions for how to fix the mod that stopped working, other than loading an earlier save (because I already tried this and it didn't work)?


If i may suggest, when you want to make a clean save move nifse.dll to another folder, if i understand correctly there is some type if dependency in DR6.
I move it to the main obse folder and put it back in the plugins folder after the clean save.
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Rachel Cafferty
 
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Post » Sat Jun 18, 2011 5:49 am

Is there any fix for the first person camera bug that occurs when you sit down in first person, the camera becomes attached to your left shoulder?
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Emma Copeland
 
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Post » Sat Jun 18, 2011 1:58 am

Hey everyone, I noticed that a lot of peole (in the bug reports > crashes/ctds spoiler) were having crashes when looking at combustive convulsion in effect, pieces, etc... I have this too, but is there any solution? Or are all those errors and reports just compiled for future use?
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Jennifer May
 
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Post » Sat Jun 18, 2011 3:12 pm

Hey everyone, I noticed that a lot of peole (in the bug reports > crashes/ctds spoiler) were having crashes when looking at combustive convulsion in effect, pieces, etc... I have this too, but is there any solution? Or are all those errors and reports just compiled for future use?

As far as I know, nobody has found the cause or a solution. I've used the spell a couple of times, both on creatures and NPC's, without issues but it's too overpowered so not using it at all now. The reports are mainly for skycaptain to peruse whenever he gets back, there are solutions/workarounds for a few of the bugs though.
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CHARLODDE
 
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