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Deadly Reflex 5 magic hostility fix


yeahchris

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As per the title. I'm using DR 5, which supposedly contains some improper check which makes NPCs interpret all spells cast at them to be hostile, including healing and charm spells, which sort of defeats the purpose of healing and charm spells. I'm to understand that the issue is fixable. I'm a little tired of having to disable DR every time I want to charm a shopkeep, and don't necessarily want to wait for all of the new features of DR 6 to be sorted out before I can use my spells again. In truth, DR 5 has all the features that I really want from a combat mod. I would rather have DR 5 with this bug fixed, and perhaps NPC dodging toned down than another beta.

 

So, basically, is there any fix floating around internet land? I can't seem to find one, and unfortunately I'm not smart enough to make one.

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Yeah, that is quite annoying...stinks when I try to cast a pose mod on my companion :rolleyes: Don't think anything like that exists, but I have heard the creator was working on DR6...not sure how that's going though.
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Yeah. I'm a little dubious about the progress of DR 6, as it was supposed to go into beta months ago, and I'm having trouble finding an active thread on it. One can hope, however. Furthermore, even if there is a new release, it's likely to have even more bugs than DR 5 before the hotfix given all the new features.

 

That aside, are there any scripting smarties out there who might know how difficult it might be to:

 

a) fix the magic hostility problem

 

and

 

b) tone down or turn off npc dodging behavior

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I'm with you on the dodging. I f'ing hate it when they dodge my arrows! I can't even snipe anybody. They dodge it and then continue standing there!

 

I'm working on a fix at the moment, that doesn't involve scripting. It's not that great, and so far I haven't gotten it to work very well. Basically, I just replaced the duck3rdperson.kf file with a different .kf file, such as idle.kf. No more ducking!

 

However, it causes some problems.

 

If you try to duck yourself, you'll not only go into idle for a moment (which is fine), but your animations will be screwed up. Not even loading an old save will help. You'll have to restart the game. The animation screw ups I noticed were: continuous movement after pressing the key, and after sheathing your weapon, your hand will go right back to the holding position, with nothing in it. This can be fixed by never pressing duck.

 

Another problem it seems to cause, which I've only noticed once, is the NPC will go into idle stance real quick in combat sometimes, but my sword will go right through him as if he's ducking! I didn't notice this happening with arrows, however. I'd rather have the occasional sword not colliding error than have enemies duck my f'ing arrows.

 

 

As for the magic hostility, I've never noticed it happening with healing. I use Supreme Magicka, and it provides a Convalescence spell to anyone who selects Restoration as a major skill at the start. That spell does not count as hostile when I use it on companions.

 

I have, however, noticed it happen with Detect Life, which is a vanilla spell.

 

My guess is, the .esp for DR 5 actually contains the hostile box checked on every spell, which is stupid. I don't know for sure if this is the case. You should open the CS and load Deadly Reflex. Make a backup first. Then go through and look at each spell, and make sure it's not checked as hostile. It could be that simple.

 

Before you load DR in the CS, though, you might want to make the CS OBSE compatible. It may not save the .esp of DR properly otherwise. (Maybe it will if you don't touch the scripts.) DR contains script commands that the CS won't compile if you run it normally. To do this, change the shortcut for the CS to point toward the OBSE launcher, and then put "- editor" after it, without quotes of course. This will enable the CS to compile scripts with new commands. You might not need to do this, but you might as well.

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