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Unnecessary Violence


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#61
Finkleburg

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It looks like a rad mod, but it's at the point where it doesn't even tell me what I did wrong or need to add in order to play. It's a bit frustrating to just be called a fool and have no actual solution present to me. It's almost like you're mocking me or something.

Fixed it... That crazy .ini got me you male without a father...

Edited by Finkleburg, 06 June 2009 - 10:19 PM.


#62
HeX_0ff

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Hehe - you're not alone in being caught out by my readme enforcement. It did say quite clearly at the top that it was important...

Anyway since you're clearly not planning on reading it - scroll down to the 'configuration' section and read that. It's only six lines and shouldn't take you long to read.

That will explain what you're doing wrong.

#63
HeX_0ff

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@mondoshawan

My MX1000 button configuration:

LMB - Attack (duh)
RMB - Block (duh)
Page Flip (UV Attack)
Back - Throw
Forward - DR Dodge
PageUp - Forward
PageDown - Backward
ScrollWheelTipLeft - Best heal spell
ScrolWheelTipRight - Best offensive spell
(these last two based on hotkey casting)

I have which on my keyboard is to the right of left shift bound to DR's shield bash (with z beside it for DR kicks) but I almost never use that anymore except for performing special moves outside combat.

#64
HeX_0ff

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@arnoldvsthegooch

Funny you should bring that up - it's one of the smallest features, but the archery viewpoint switch is one of my favourite innovations in the mod. Especially since I only though if it about 20 hours ago :)

#65
Demea

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is this DMC stylish and deadly reflexes compatible? please PM me urgently with a reply


if you take a look to the readme you'll find the answers. Anyway, it is perfectly compatible with Deadly Reflex (it's suggested to use it) but it's not compatible with DMC stylish (Only the combat moves) as this mod icludes that moves. If you wanna use the DMC stylish standing poses, yes you can. ^.^

#66
HeX_0ff

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@garren - the wig thing is news to me. I'll have a look into it for the next update. I'll have to check if this is common to all headgear or just wigs. The floating amulet thing (this can also happen for some tail objects) is a known bug now that I can easily fix and definitely will be sorted for the next release. It shouldn't happen for all amulets, only a select few where a particular circumstance id met.

Re. UV and DR I kind of avoided excessive gore on purpose. First i didn't want to tread on skycaptain's toes as DR already does that incredibly well, second since the two mods are compatible you shouldn't *have* to choose between them. In general UV moves are more tactical in nature, while DR moves provide the big finishes. From a player's perspective the DR moves are really no different from UV's they're just another set of moves with different properties an potential effects (the difference being that DR moves don't really have the same risk/reward tradeoff that UV's do which I tend to find makes them slightly overpowered unless you set the crit-chance really low.

The two mods will never be 'combined' as such, but skycaptain and I have worked together to ensure common themes between the two mods to make sure they 'feel' like they are part of a grand combat overhaul. In general we attack very different areas, but its all combat in the long run.

That said UV does have its own gory instakill critical (the bleed to death effect) it's just a hell of a lot less common than skycaptain's. Keep your eye on UV though - with the help of an incredibly talented animator or two, the combat throwing section is being expanded. Since it really just equates to 'interactive' moves between two actors there are a lot of exciting possibilities, and 'finishers' may well feature.

UV will never be as straight up gory as DR though - it's supposed to provide something more generally acceptable and in the spirit of the vanilla game, to cater for those who find DR a bit *too* much while providing an effective companion to it for those that enjoy those effects.

With the forthcoming DR6, skycaptain is moving more towards tactical decision making in combat, something that I've tried hard to make the case in UV as well. You should see the two behaving even better in tandem when that update comes out.

#67
garren69

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@Hex_0ff - Thanks for the reply. I see what you're saying about the DR and UV deal. I'm running both mods right now and they do compliment each other nicely - especially when using a slow motion (bullet-time) mod to slow the action down enough to be able to better time combos and fatality moves. I use your mod to whup the enemies ass and then use DR to "Finish Him" - Mortal Kombat style. It's quite fun! :)

Problem though - From the "readme" you provided...

"To toggle a weapon to/from offhand mode, in game mode, press and hold block, press and hold the UV modifier key and tap the UV attack key."

This crashes to desktop everytime I try it. Is this the only way to equip a dual-wield weapon? I have the latest nifscript running and pluggy with hud.

Also, I've found a temp fix for the "wig dissappearing" problem by turning off the FFP in the .INI file. This keeps my characters wig/headgear from being removed and the mod still works just fine with that feature turned off.

#68
HeX_0ff

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@garren69

Fear not - you haven't done anything wrong and you're not alone :)

it sounds like you're suffering the same problem with Nifscript that a small percentage of users seem to - namely it crashes when using vanilla meshes (packed in BSAs) that have scabbards. Mod added weapons should work just fine, as should vanilla axes, maces etc.

I recommend grabbing the excellent:

Classic Sword Replacers : http://www.tesnexus....le.php?id=11451

which will replace most of the vanilla swords with new (better looking anyway) ones and solve your problem for about 80% of the weapons. Its unfortunate, but for now there's nothing I can do about this bug. The current version of nifscript is as much in beta as UV and in this case the issue is on that side. It's not unexpected that there would be some problems, though we've yet to figure out what the common factor is for people suffering this problem.

btw - before adding the mod i linked above - run the nifcsript cleaning tool that came with it. That'll clean up any 'bad' meshes made when NS crashed.

#69
HeX_0ff

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@Username00

Please post details of any CTD problems. The point of a public beta is to find out what the bugs are when it plays out in the 'real world' and get the squished before calling the mod V1.

Without clear bug reports though that's not easy :)

#70
halthanas

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Hello,

first: great mod. Its incredible.

I'm having two strange problem tough. When I trow a weapon, there is a strange magical green effect appearing. I don't know what is it. Second probem is that my character learn new spell each time a enter the game. Seems like random spell but i don't understand why. Did i do something wrong? or is it a bug from UV beta? Need help to get rid of those two effect.

Still an incredible mod.




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