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Deadly Reflex


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#8351
Keaten

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DR5 works like a charm; I'm very pleased. I too recommend everyone to use DR5.

#8352
Keaten

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In response to post #13737958. #13858473, #13868133 are all replies on the same post.

Except Unnecessary Violence III has an unbalanced magical critical hit system atm, which ultimately brought me here.

#8353
EvilMV

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In response to post #13737958. #13858473, #13868133, #13970203 are all replies on the same post.

Look my replies in UVIII thread. Magic criticals could be easily disabled by minor editing of only one script. However, UVIII lacks some things from DR6. For example, impaling down animation as finishing move which is really lovely, ambush attack etc.

Edited by EvilMV, 30 April 2014 - 03:24 PM.


#8354
Devilsgamer666

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having difficultys kicking is there a serten skill level to pass to use it

#8355
TenShadows

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I don't particularly care about the combat enhancements or the momentum or other such stuff, and only really got this mod for two reasons: so that fights wouldn't last forever, and blood. On the former I'm delivered and I am very happy. On the latter, not so much, because it's apparently tied to momentum and I'm honestly kind of rubbish in a fight: I stick to one thing, never block, and kicks don't seem to work for me at all - and that's when I actually fight fairly instead of stabbing them in the back or sniping at them from the shadows.

Over the couple years I've used this mod, I've managed a grand total of two gory finishes. Would there be any workarounds available for me that'd increase their amount without forcing me to go all fancy and dancy in my fighting? I don't really need all the critical hits or other mechanical stuff, I'd just like to see the bloody end result.

#8356
soulsnare

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I was very excited for this mod. Throwing weapons? Finishing moves? An actual shield bash? The excitement was monumental. That is, until I installed it (yes wih all requirements and load order as shown). The momentum bar never filled up, attack bindings would be a hit or miss with mostly miss and so i downgraded to V5 which would then crash all the time during startup. Reinstalling V6 then crashed whenever I threw a weapon. Resetting the mod made my first person disappear. Idk. If this mod works for you, I am so happy for you and jealous big time!

#8357
LexFerran

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Was really looking forward to playing the game with this mod, but even after installing it with all the requirements, even selecting only the bare essentials and making sure the load order is correct, the mod doesn't work. I have the Shivering Isles and Kninghts of the Nine DLC and patch and all the other stuff needed. The problem I have however is that when I try and load a saved game, Oblivion crashes. When I try and start a new game and click on yes when asked if I'm sure I want to start a new game, it simply stays at the main menu and never starts a new game at all. Idk what's wrong with it, but it's really really disappointing.

#8358
Spikem59

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No matter how many times I try to reinstall, I can't get the mod to work. Both V5 and V6 have the same issue; when I start a new game, it stays in the title screen, and when I try to load a game, I'm greeted with a CTD.
Yes, I have used the hotfix file for V5, and get the same results.
For V6, I have the main mod, NifSE, the NifSE DR6 compatibility patch, 1st person legs, OBSE Menu Que, and HUD Status Bars, and I still get a CTD on load game, and starting a new game doesn't work, either.
Does anyone know how I can fix this? I had the mod working perfectly a couple months ago, with the exact same install method. (I do everything manually, no OBMM)

#8359
Spikem59

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In response to post #15239038.

UPDATE: I've now tried V4.03, and gotten the exact same results, as well.
Will I have to start using OBMM or Wyre Bash to get this mod to work?

#8360
YLJH

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I found something rather odd using this mod, which works greatly well btw but something odd nonetheless.
During the Knights of the Nine Quest u have to fight each of the nine knights in turn. If you decapitate any of them, i actually did this to two of them, they still get back up and keep talking to you as if they had a head.
Now the glitch was is that after defeating Umaril, the end cutscene will refuse to fire with any of them being decapitated, and the quest will refuse to update to say Umaril is destroyed. I couldn't find a similar case anywhere after googling, so i tried something. Enableplayercontrols, i thought okay continue but then quest will be perma unfinished, can't have that. SO then i said, what if i quickly kill and resurrect each of the knight, doing this of course will add a head back on to their bodies LOL, and what do you know, it works, because the resurrected versions reload the actor scripts behind this final cutscene and the quest ends. I just thought this should be something this mod's users should know, rather than have to be super careful or god forbid restart a whole questline should this happen to them.




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