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Deadly reflex 6 Help - Decapitations and Slow motion.


SpacemanSpIiff

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Hello,

 

Ive been using Deadly reflex combat moves without any issue since version 3. In this new Deadly reflex, I seem to be having a slight problem with the combat. Maybe not so much of a problem but more of a question. The reason why I come to this board and post this is because I have scoured the readme, the included .ini file, and even Google for the solution to my problem, none of those have helped.

 

Why wont slow-motion and Decapitation occur? I have my blade skill above 50 (its at 65 now i think.) I am using a silver longsword. I don't have any other combat mods installed that would interfere with this, and I am loading combatmoves.esp at the bottom of my list. Is anyone else having this issue?

 

I know for a fact that the mod is working, I have witnessed magic critical effects happen to many enemies during my game (You know, when you burn them to a crisp or freeze them solid.) I have also impaled enemies that have fallen onto the ground, and killed them that way. I have also installed all the prerequisite files skycaptain listed for Deadly Reflex 6 to work.

 

Could it be that I am using a custom animation back for my attacks? I am using KSTN Stylized 1h animations, but I made sure to install Deadly Reflexes animation files after this, so they would overwrite what they would need.

 

my load order is as follows:

 

 

Oblivion.esm

All Natural Base.esm

Mart's Monster Mod.esm

CyrodiilUpgradeResourcePack.esm

Armamentarium.esm

Kvatch Rebuilt.esm

Better Cities Resources.esm

bookplacing.esm

CURP_Controller.esm

CustomSpellIcons.esm

ShieldOnBack.esm

HorseCombatMaster.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Better Cities .esp

LoadingScreens.esp

Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

All Natural.esp

All Natural - SI.esp

Immersive Interiors.esp

Immersive Interiors - Lights Addon.esp

Natural_Water_by_Max_Tael.esp

KoldornsImprovedLava2.esp

_Real_Lights.esp

All Natural - Real Lights.esp

Book Jackets Oblivion - BP.esp

Luchaire's Neck Seam Concealer.esp

Oscars_Nicer_Grass-3346.esp

PTFallingStars.esp

Harvest[Containers].esp

Harvest[Containers] - Player Home Add-on.esp

Harvest[Containers] - Flat-Top Barrels Add-on.esp

Harvest[Containers] - Havok Crates Add-on.esp

DropLitTorchOBSE.esp

ScreenControls.esp

Streamline 3.1.esp

Landmarks, w Wells.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

EVE_StockEquipmentReplacer.esp

Animated Staves.esp

ASlof'sBraceletsandClaws.esp

BlackLuster.esp

EY_BM_Armory.esp

Hel Borne Spear Set.esp

Hiyoko_Store.esp

KDCirclets.esp

LittleCarmine.esp

tda_Armoury.esp

Underworld Armor.esp

NamirasEmbraceArmour.esp

Armamentium female.esp

AT2 01-Shiki Armor Set.esp

AT2 02-Shiki Armor Set.esp

R18PN - Bikini Re-Textured.esp

Alluring Potion Bottles v3.esp

Alluring Wine Bottles.esp

ArmamentariumLL.esp

ArmamentariumLLVendors.esp

ArmamentariumLLMagic.esp

ArmamentariumArtifacts.esp

Mart's Monster Mod.esp

Mart's Monster Mod - Shivering Isles.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Durability & Damage.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - More Passive Wildlife.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - Durzog Addon.esp

Mart's Monster Mod - Slof Horses Complete.esp

Mart's Monster Mod - Diverse Runeskulls Loot.esp

Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt Weather Patch.esp

LetThePeopleDrink.esp

DLCFrostcrag.esp

Kvatch Rebuilt_Frostcrag Reborn.esp

The Lost Spires.esp

Origin of the Mages Guild.esp

ShezriesTownsMaster.esp

LostSpires+PellsGate Patch.esp

ElsweyrAnequina.esp

xuldarkforest.esp

LostSpires-DarkForest patch.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

ULFallenLeafEverglade.esp

xulFallenleafEverglade.esp

LostSpires-Everglade patch.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

Ravenview-Cloudtop-Patch.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV_withoutWheat.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

KvatchRebuilt-CheydinhalFalls patch.esp

xulAspenWood.esp

Lakewood+AspenWood Patch.esp

xulSkingradOutskirts.esp

xulSnowdale.esp

FrostcragReborn-Snowdale patch.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCFrostcrag.esp

Book Placement v2.esp

BloodSpray.esp

Cliff_BetterLetters.esp

EVE_ShiveringIslesEasterEggs.esp

Hurt Me Bad Traps.esp

Leviathan Soulgems.esp

Ayelid Wells.esp

Alternative Start by Robert Evrae.esp

RH1.6 Beta2 - Classic.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_DLCSpellTome.esp

SM_MMM.esp

SM_EnchantStaff.esp

SM_UnlockSpells.esp

SM_Scrolls.esp

SM_SigilStone.esp

MidasSpells.esp

FearsomeMagicka.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

Realistic Arrow Flight.esp

Deadly Reflex 6 - Timed Block with no damage or durability changes.esp

Mounted_Spellcasting_Deadly_Reflex_Compatible.esp

DRSplatter.esp

Oblivion XP.esp

SW01Plus.esp

Stylish Jump.esp

Dark Dungeons.esp

Dark Dungeons - SI.esp

EVE_KhajiitFix.esp

Mart's Monster Mod - Resized Races.esp

IDKRRR_C_race_closed_mouth_version.esp

All Spells Avalible for Enchanting and Spell Making.esp

_No__persistant_enchantment_glow_fix-1843.esp

LifeDetect Shader.esp

lumi_enchantments_subtle.esp

SnArrowEffects.esp

qazFingerSnap.esp

L2armor.esp

lineage.esp

Alternate Script Effect Icon.esp

Better Cities Full.esp

Better Cities - Unique Landscape Barrowfields.esp

Better Cities - Unique Landscape Chorrol Hinterland.esp

BCCheydinhalFULL-CheydinhalFalls patch.esp

Better Cities - Unique Landscape Cheydinhal Falls.esp

Better Cities - Unique Landscape Skingrad Outskirts.esp

Better Imperial City.esp

Better Imperial City FPS Patch.esp

Better Imperial City - OMG.esp

Better Cities - The Lost Spires.esp

Better Cities - Unique Landscape Imperial Isle.esp

Shield on Back 3.1.esp

Better Cities Full FPS Patch.esp

1HweaponOnBack.esp

DeadlyReflex 6 - Combat Moves.esp

 

 

 

Any help would greatly be appreciated, thank you for your time.

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Wow another DR 6 BETA "problem" thread... These things are spreading like wildfire as of late. Which is odd since there are now loads of information available in the BETA thread as opposed to when it was first released. You should be posting any questions or issues in the Official BETA Thread so the author will actually see the information. The ReadMe explicitly states this. Anyway I'll provide you with some information, but keep in mind some of this is copypasta from other posts I've made about this and may not pertain exactly to you.

 

The frequency of decapitations is based on the momentum system, therefor you need high amounts of momentum to increase your chances of performing a critical attack. You typically need above 75% momentum to have a solid chance of performing a critical. There are other formulas in play here also that take into account the enemies stats against your stats. Percentage of health is also a large factor. You're more likely to perform a critical on a low health victim as opposed to someone with full health. And remember not all criticals result in slow-mo but will still perform a critical animation, and kill shot. I agree that the default setting is a bit too low and it's hard to build enough momentum before the fight ends. I posted just the other day about this HERE, in the Official Thread. I listed my tweaked INI settings for momentum as well. Many other issues, pretty much everything has been covered at this point. There are some solutions and workarounds available until the next release is out.

 

Below is a response to an archery clipping issue. But some information may be beneficial here too.

Yeah. You installed an animation replacer, Deadly Reflex 6. Deadly Reflex 6 replaces the first person animations with 3rd person animations to give an immersive first person view, and it works really well. There are some clipping issues in certain situations, and yes archery is one of them. However I have DR 6 installed and my archery is not near that bad and is still very usable and actually I'm so used to the DR 6 style of 1st person now I could never go back to vanilla.

 

There are some settings you can adjust in the Oblivion.ini to help with these clipping issues but even at default I never had it clip as badly as what your shots are showing. Read the DR 6 ReadMe and then you should also read the Official Release and Bug Report Thread. Remember, DR 6 is still a BETA. It's amazing how many people don't seem to quite understand what a BETA release is. When you download and use BETA releases and have strange issues the first place you should look is the BETA thread. I can assure you this and many other issues you'll run across have already been documented, and in some cases have fixes.

 

If you're going to use a BETA be ready for bugs, visual anomalies, crashes, etc... Then you need to report them in the proper thread so the author of the mod can address such issues. These issues go unseen when every Joe Blow makes a random thread across the vast internets about their problem. That's why there is a dedicated thread that the author keeps an eye on and mentions in the ReadMe.

 

Good luck!

Edited by Smooth613
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I actually have found something in that thread last night shortly after I posted this thread, that talks about the momentum system and its calculation. Just to test it out I jacked all the calculation values up so id get max momentum with just a few swings.

 

I found your post last night with this in it:

 

 

set scc.momemtumincreasemult to 8 ;how quickly less predictable moves add to your momemtum (Default 5)

set scc.horseCombatMomemtumIncreaseMult to 15 ;how quickly dealing damage in horse combat adds to your momemtum (Default 5)

set scc.momemtumDecreaseHealthMult to 1 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum

set scc.momemtumdecreasetimemult to 1 ;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)

 

 

That's what I've been toying with. Still haven't gotten a critical yet, but I also didn't get to test it extensively as I went to bed shortly after. (it was about 4 am).

 

I'll continue to play around with the numbers, All I want to see is 1 decapitation to at least know its working.

 

Thanks for the reply.

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Update:

 

After some tweaking and a lot of practice, I managed to actually get a critical kill (left 1h power attack = skullbash, was pretty awesome). It just seems that gaining momentum is actually pretty hard, I only managed to get my momentum high enough for a critical kill on the highest difficulty, and I resurrected my foe 4 times while combat was still going. I guess I'm just bad.

 

 

In short, It turns out DR6 was working just fine...I just need to actually be a good fighter. :laugh:

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  • 1 month later...

Hello,

 

Ive been using Deadly reflex combat moves without any issue since version 3. In this new Deadly reflex, I seem to be having a slight problem with the combat. Maybe not so much of a problem but more of a question. The reason why I come to this board and post this is because I have scoured the readme, the included .ini file, and even Google for the solution to my problem, none of those have helped.

 

Why wont slow-motion and Decapitation occur? I have my blade skill above 50 (its at 65 now i think.) I am using a silver longsword. I don't have any other combat mods installed that would interfere with this, and I am loading combatmoves.esp at the bottom of my list. Is anyone else having this issue?

 

I know for a fact that the mod is working, I have witnessed magic critical effects happen to many enemies during my game (You know, when you burn them to a crisp or freeze them solid.) I have also impaled enemies that have fallen onto the ground, and killed them that way. I have also installed all the prerequisite files skycaptain listed for Deadly Reflex 6 to work.

 

Could it be that I am using a custom animation back for my attacks? I am using KSTN Stylized 1h animations, but I made sure to install Deadly Reflexes animation files after this, so they would overwrite what they would need.

 

my load order is as follows:

 

 

Oblivion.esm

All Natural Base.esm

Mart's Monster Mod.esm

CyrodiilUpgradeResourcePack.esm

Armamentarium.esm

Kvatch Rebuilt.esm

Better Cities Resources.esm

bookplacing.esm

CURP_Controller.esm

CustomSpellIcons.esm

ShieldOnBack.esm

HorseCombatMaster.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Better Cities .esp

LoadingScreens.esp

Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

All Natural.esp

All Natural - SI.esp

Immersive Interiors.esp

Immersive Interiors - Lights Addon.esp

Natural_Water_by_Max_Tael.esp

KoldornsImprovedLava2.esp

_Real_Lights.esp

All Natural - Real Lights.esp

Book Jackets Oblivion - BP.esp

Luchaire's Neck Seam Concealer.esp

Oscars_Nicer_Grass-3346.esp

PTFallingStars.esp

Harvest[Containers].esp

Harvest[Containers] - Player Home Add-on.esp

Harvest[Containers] - Flat-Top Barrels Add-on.esp

Harvest[Containers] - Havok Crates Add-on.esp

DropLitTorchOBSE.esp

ScreenControls.esp

Streamline 3.1.esp

Landmarks, w Wells.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

EVE_StockEquipmentReplacer.esp

Animated Staves.esp

ASlof'sBraceletsandClaws.esp

BlackLuster.esp

EY_BM_Armory.esp

Hel Borne Spear Set.esp

Hiyoko_Store.esp

KDCirclets.esp

LittleCarmine.esp

tda_Armoury.esp

Underworld Armor.esp

NamirasEmbraceArmour.esp

Armamentium female.esp

AT2 01-Shiki Armor Set.esp

AT2 02-Shiki Armor Set.esp

R18PN - Bikini Re-Textured.esp

Alluring Potion Bottles v3.esp

Alluring Wine Bottles.esp

ArmamentariumLL.esp

ArmamentariumLLVendors.esp

ArmamentariumLLMagic.esp

ArmamentariumArtifacts.esp

Mart's Monster Mod.esp

Mart's Monster Mod - Shivering Isles.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Durability & Damage.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - More Passive Wildlife.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - Durzog Addon.esp

Mart's Monster Mod - Slof Horses Complete.esp

Mart's Monster Mod - Diverse Runeskulls Loot.esp

Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt Weather Patch.esp

LetThePeopleDrink.esp

DLCFrostcrag.esp

Kvatch Rebuilt_Frostcrag Reborn.esp

The Lost Spires.esp

Origin of the Mages Guild.esp

ShezriesTownsMaster.esp

LostSpires+PellsGate Patch.esp

ElsweyrAnequina.esp

xuldarkforest.esp

LostSpires-DarkForest patch.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

ULFallenLeafEverglade.esp

xulFallenleafEverglade.esp

LostSpires-Everglade patch.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

Ravenview-Cloudtop-Patch.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV_withoutWheat.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

KvatchRebuilt-CheydinhalFalls patch.esp

xulAspenWood.esp

Lakewood+AspenWood Patch.esp

xulSkingradOutskirts.esp

xulSnowdale.esp

FrostcragReborn-Snowdale patch.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCFrostcrag.esp

Book Placement v2.esp

BloodSpray.esp

Cliff_BetterLetters.esp

EVE_ShiveringIslesEasterEggs.esp

Hurt Me Bad Traps.esp

Leviathan Soulgems.esp

Ayelid Wells.esp

Alternative Start by Robert Evrae.esp

RH1.6 Beta2 - Classic.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_DLCSpellTome.esp

SM_MMM.esp

SM_EnchantStaff.esp

SM_UnlockSpells.esp

SM_Scrolls.esp

SM_SigilStone.esp

MidasSpells.esp

FearsomeMagicka.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

Realistic Arrow Flight.esp

Deadly Reflex 6 - Timed Block with no damage or durability changes.esp

Mounted_Spellcasting_Deadly_Reflex_Compatible.esp

DRSplatter.esp

Oblivion XP.esp

SW01Plus.esp

Stylish Jump.esp

Dark Dungeons.esp

Dark Dungeons - SI.esp

EVE_KhajiitFix.esp

Mart's Monster Mod - Resized Races.esp

IDKRRR_C_race_closed_mouth_version.esp

All Spells Avalible for Enchanting and Spell Making.esp

_No__persistant_enchantment_glow_fix-1843.esp

LifeDetect Shader.esp

lumi_enchantments_subtle.esp

SnArrowEffects.esp

qazFingerSnap.esp

L2armor.esp

lineage.esp

Alternate Script Effect Icon.esp

Better Cities Full.esp

Better Cities - Unique Landscape Barrowfields.esp

Better Cities - Unique Landscape Chorrol Hinterland.esp

BCCheydinhalFULL-CheydinhalFalls patch.esp

Better Cities - Unique Landscape Cheydinhal Falls.esp

Better Cities - Unique Landscape Skingrad Outskirts.esp

Better Imperial City.esp

Better Imperial City FPS Patch.esp

Better Imperial City - OMG.esp

Better Cities - The Lost Spires.esp

Better Cities - Unique Landscape Imperial Isle.esp

Shield on Back 3.1.esp

Better Cities Full FPS Patch.esp

1HweaponOnBack.esp

DeadlyReflex 6 - Combat Moves.esp

 

 

 

Any help would greatly be appreciated, thank you for your time.

 

 

 

 

You just need to increase your critical chance thingy... The way its set up originally it takes forever to get a critical. if you go to the ddeadly reflex 6 readme it'll tell you how to do it, its after the installation instructions. you go to youre oblivion/data/ini/deadly reflex folder and there'll be a text folder in there. click it and scroll down to where it says configure these and then look for one that says skycaptain critical chance or something like that... i think its originally set to 30... put it something high like 500 haha, and then you'll be able to get critical a lot more.

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Momentum is the key to achieving critical kills. You'll get better the more you practice. With the above settings, from the DR 6 thread, I get plenty of criticals now, almost to the point where I'm considering decreasing the settings some. At first though I really struggled getting successful critical kills. It's all about learning the momentum system and just practice. Mix up your moves, bash, attack, attack, kick left, attack, power attack, kick/headbut, bash, etc... You'll be building momentum rapidly before you know it once you mix up your moves effectively. Once the momentum bar is 75% or greater the chance of a critical kill greatly increases.
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