Weak, this mod adds nude bodies to all races. This really should be mentioned somewhere.
Deadly Reflex
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, Dec 15 2006 08:22 AM
8399 replies to this topic
#8361
Posted 24 June 2014 - 11:53 PM
#8362
Posted 01 July 2014 - 04:51 PM
I felt the same, so I chaged the ini. Now it is really easy to see all the bloody glory of this mod.
(I hope it is ok that I post half of my ini here)
Use these settings in your deadlyreflexINI (or just copy/past this part):
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 150 ;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 0 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 0 ;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) itīs 0.5 points, and so on)
set skycaptainssb.criticalchance to 99 ;critical chance multiplier in all critical calculations 30
set scc.StrikeDownMult to 0.1 ;chance to strike enemy down mult
set scc.BashdownMult to 0.8 ;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 ;NPC bash chance mult
set scc.victimBashDownMult to 0 ;NPC bashes player down mult
set scc.victimDodgeMult to 0 ;NPC dodges player move mult
set scc.victimBlockMult to 0 ;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 ;NPC strikes player down mult
-----
You still need to use some moves and lower the oponents health to get a bloody finishing move, but it is like 100 times more often to get to see one.
(I hope it is ok that I post half of my ini here)
Use these settings in your deadlyreflexINI (or just copy/past this part):
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 150 ;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 0 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 0 ;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) itīs 0.5 points, and so on)
set skycaptainssb.criticalchance to 99 ;critical chance multiplier in all critical calculations 30
set scc.StrikeDownMult to 0.1 ;chance to strike enemy down mult
set scc.BashdownMult to 0.8 ;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 ;NPC bash chance mult
set scc.victimBashDownMult to 0 ;NPC bashes player down mult
set scc.victimDodgeMult to 0 ;NPC dodges player move mult
set scc.victimBlockMult to 0 ;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 ;NPC strikes player down mult
-----
You still need to use some moves and lower the oponents health to get a bloody finishing move, but it is like 100 times more often to get to see one.
Edited by Elbethien, 01 July 2014 - 05:06 PM.
#8363
Posted 02 July 2014 - 12:23 AM
For years I have tried to install this mod, why? Because it looked cool on the videos, but EVERY SINGLE TIME I DOWNLOAD, CHECK EVERYTHING TWICE, I always get a *YOU f***ing CRASHED* when I load the game. Why skycaptain? Why do you hate me, why do you make this so impossibly hard to install and play.
#8364
Posted 04 July 2014 - 12:36 AM
#8365
Posted 04 July 2014 - 10:44 AM
I never used the v6 version. Had a lot of problems with it when I installed it last year. I've always used v5 and that version runs very smooth!
#8366
Posted 05 July 2014 - 04:53 AM
I can't install this mod because one of the requirements, "1st person legs" is seemingly broken. Many people have been complaining about it completely destroying their first person animations, even after they completely remove the mod from their game. The creator of the mod doesn't seem to be supporting it anymore either.
Also, this mod replaces everyone's bodies, which isn't very fun if you're using another body replacer mod. I would download it if anyone knows a workaround for this, or a version that doesn't replace the bodies.
Just a heads up for anyone looking to download.
Also, this mod replaces everyone's bodies, which isn't very fun if you're using another body replacer mod. I would download it if anyone knows a workaround for this, or a version that doesn't replace the bodies.
Just a heads up for anyone looking to download.
Edited by psychotrip, 05 July 2014 - 03:18 PM.
#8367
Posted 05 July 2014 - 11:26 AM
^ This.
#8368
Posted 05 July 2014 - 03:05 PM
I think I managed to fix the animation issues. I had to completely uninstall both 1st person legs AND Deadly Reflex. Not just deactivate it, but completely remove it from my computer.
I'm going to try and download this again, and use the first person mod I normally use, Enhanced Camera. It's a much better mod that's much simpler to use. If it works well I'll let you guys know and advise you to use that instead.
I'm going to try and download this again, and use the first person mod I normally use, Enhanced Camera. It's a much better mod that's much simpler to use. If it works well I'll let you guys know and advise you to use that instead.
#8369
Posted 05 July 2014 - 05:22 PM
Same. It used to work just fine on v6 before, too.
#8370
Posted 07 July 2014 - 09:45 PM
I was using this mod for a while and third person was working fine. But now, out of nowhere, my right leg or "kicking leg" is huge and my left is fine. Anyone have this problem or know how to fix it?



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