SpacemanSpIiff Posted December 17, 2010 Share Posted December 17, 2010 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.esmAll Natural Base.esmMart's Monster Mod.esmCyrodiilUpgradeResourcePack.esmArmamentarium.esmKvatch Rebuilt.esmBetter Cities Resources.esmbookplacing.esmCURP_Controller.esmCustomSpellIcons.esmShieldOnBack.esmHorseCombatMaster.esmHrmnsOblivionScriptOptimizationv1.0.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espBetter Cities .espLoadingScreens.espNatural_Weather_HDR_with_darker_Nights_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espAll Natural.espAll Natural - SI.espImmersive Interiors.espImmersive Interiors - Lights Addon.espNatural_Water_by_Max_Tael.espKoldornsImprovedLava2.esp_Real_Lights.espAll Natural - Real Lights.espBook Jackets Oblivion - BP.espLuchaire's Neck Seam Concealer.espOscars_Nicer_Grass-3346.espPTFallingStars.espHarvest[Containers].espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.espHarvest[Containers] - Havok Crates Add-on.espDropLitTorchOBSE.espScreenControls.espStreamline 3.1.espLandmarks, w Wells.espDLCHorseArmor.espDLCOrrery.espDLCMehrunesRazor.espDLCSpellTomes.espEVE_StockEquipmentReplacer.espAnimated Staves.espASlof'sBraceletsandClaws.espBlackLuster.espEY_BM_Armory.espHel Borne Spear Set.espHiyoko_Store.espKDCirclets.espLittleCarmine.esptda_Armoury.espUnderworld Armor.espNamirasEmbraceArmour.espArmamentium female.espAT2 01-Shiki Armor Set.espAT2 02-Shiki Armor Set.espR18PN - Bikini Re-Textured.espAlluring Potion Bottles v3.espAlluring Wine Bottles.espArmamentariumLL.espArmamentariumLLVendors.espArmamentariumLLMagic.espArmamentariumArtifacts.espMart's Monster Mod.espMart's Monster Mod - Shivering Isles.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Spawn Rates - Reduced Reduced.espMart's Monster Mod - Foxes.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - More Passive Wildlife.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Durzog Addon.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse Runeskulls Loot.espMart's Monster Mod - Diverse Runeskulls Loot G&GD.espKvatch Rebuilt.espKvatch Rebuilt Weather Patch.espLetThePeopleDrink.espDLCFrostcrag.espKvatch Rebuilt_Frostcrag Reborn.espThe Lost Spires.espOrigin of the Mages Guild.espShezriesTownsMaster.espLostSpires+PellsGate Patch.espElsweyrAnequina.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espULFallenLeafEverglade.espxulFallenleafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espRavenview-Cloudtop-Patch.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espKvatchRebuilt-CheydinhalFalls patch.espxulAspenWood.espLakewood+AspenWood Patch.espxulSkingradOutskirts.espxulSnowdale.espFrostcragReborn-Snowdale patch.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCFrostcrag.espBook Placement v2.espBloodSpray.espCliff_BetterLetters.espEVE_ShiveringIslesEasterEggs.espHurt Me Bad Traps.espLeviathan Soulgems.espAyelid Wells.espAlternative Start by Robert Evrae.espRH1.6 Beta2 - Classic.espSupremeMagicka.espSM_ShiveringIsles.espSM_DLCSpellTome.espSM_MMM.espSM_EnchantStaff.espSM_UnlockSpells.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espFearsomeMagicka.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espRealistic Arrow Flight.espDeadly Reflex 6 - Timed Block with no damage or durability changes.espMounted_Spellcasting_Deadly_Reflex_Compatible.espDRSplatter.espOblivion XP.espSW01Plus.espStylish Jump.espDark Dungeons.espDark Dungeons - SI.espEVE_KhajiitFix.espMart's Monster Mod - Resized Races.espIDKRRR_C_race_closed_mouth_version.espAll Spells Avalible for Enchanting and Spell Making.esp_No__persistant_enchantment_glow_fix-1843.espLifeDetect Shader.esplumi_enchantments_subtle.espSnArrowEffects.espqazFingerSnap.espL2armor.esplineage.espAlternate Script Effect Icon.espBetter Cities Full.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBCCheydinhalFULL-CheydinhalFalls patch.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Imperial City.espBetter Imperial City FPS Patch.espBetter Imperial City - OMG.espBetter Cities - The Lost Spires.espBetter Cities - Unique Landscape Imperial Isle.espShield on Back 3.1.espBetter Cities Full FPS Patch.esp1HweaponOnBack.espDeadlyReflex 6 - Combat Moves.esp Any help would greatly be appreciated, thank you for your time. 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Smooth613 Posted December 17, 2010 Share Posted December 17, 2010 (edited) 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 December 17, 2010 by Smooth613 Link to comment Share on other sites More sharing options...
SpacemanSpIiff Posted December 17, 2010 Author Share Posted December 17, 2010 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 momemtumset 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. Link to comment Share on other sites More sharing options...
SpacemanSpIiff Posted December 17, 2010 Author Share Posted December 17, 2010 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: Link to comment Share on other sites More sharing options...
JimmyTheKid23 Posted February 14, 2011 Share Posted February 14, 2011 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.esmAll Natural Base.esmMart's Monster Mod.esmCyrodiilUpgradeResourcePack.esmArmamentarium.esmKvatch Rebuilt.esmBetter Cities Resources.esmbookplacing.esmCURP_Controller.esmCustomSpellIcons.esmShieldOnBack.esmHorseCombatMaster.esmHrmnsOblivionScriptOptimizationv1.0.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espBetter Cities .espLoadingScreens.espNatural_Weather_HDR_with_darker_Nights_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espAll Natural.espAll Natural - SI.espImmersive Interiors.espImmersive Interiors - Lights Addon.espNatural_Water_by_Max_Tael.espKoldornsImprovedLava2.esp_Real_Lights.espAll Natural - Real Lights.espBook Jackets Oblivion - BP.espLuchaire's Neck Seam Concealer.espOscars_Nicer_Grass-3346.espPTFallingStars.espHarvest[Containers].espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.espHarvest[Containers] - Havok Crates Add-on.espDropLitTorchOBSE.espScreenControls.espStreamline 3.1.espLandmarks, w Wells.espDLCHorseArmor.espDLCOrrery.espDLCMehrunesRazor.espDLCSpellTomes.espEVE_StockEquipmentReplacer.espAnimated Staves.espASlof'sBraceletsandClaws.espBlackLuster.espEY_BM_Armory.espHel Borne Spear Set.espHiyoko_Store.espKDCirclets.espLittleCarmine.esptda_Armoury.espUnderworld Armor.espNamirasEmbraceArmour.espArmamentium female.espAT2 01-Shiki Armor Set.espAT2 02-Shiki Armor Set.espR18PN - Bikini Re-Textured.espAlluring Potion Bottles v3.espAlluring Wine Bottles.espArmamentariumLL.espArmamentariumLLVendors.espArmamentariumLLMagic.espArmamentariumArtifacts.espMart's Monster Mod.espMart's Monster Mod - Shivering Isles.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Spawn Rates - Reduced Reduced.espMart's Monster Mod - Foxes.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - More Passive Wildlife.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Durzog Addon.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse Runeskulls Loot.espMart's Monster Mod - Diverse Runeskulls Loot G&GD.espKvatch Rebuilt.espKvatch Rebuilt Weather Patch.espLetThePeopleDrink.espDLCFrostcrag.espKvatch Rebuilt_Frostcrag Reborn.espThe Lost Spires.espOrigin of the Mages Guild.espShezriesTownsMaster.espLostSpires+PellsGate Patch.espElsweyrAnequina.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espULFallenLeafEverglade.espxulFallenleafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espRavenview-Cloudtop-Patch.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espKvatchRebuilt-CheydinhalFalls patch.espxulAspenWood.espLakewood+AspenWood Patch.espxulSkingradOutskirts.espxulSnowdale.espFrostcragReborn-Snowdale patch.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCFrostcrag.espBook Placement v2.espBloodSpray.espCliff_BetterLetters.espEVE_ShiveringIslesEasterEggs.espHurt Me Bad Traps.espLeviathan Soulgems.espAyelid Wells.espAlternative Start by Robert Evrae.espRH1.6 Beta2 - Classic.espSupremeMagicka.espSM_ShiveringIsles.espSM_DLCSpellTome.espSM_MMM.espSM_EnchantStaff.espSM_UnlockSpells.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espFearsomeMagicka.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espRealistic Arrow Flight.espDeadly Reflex 6 - Timed Block with no damage or durability changes.espMounted_Spellcasting_Deadly_Reflex_Compatible.espDRSplatter.espOblivion XP.espSW01Plus.espStylish Jump.espDark Dungeons.espDark Dungeons - SI.espEVE_KhajiitFix.espMart's Monster Mod - Resized Races.espIDKRRR_C_race_closed_mouth_version.espAll Spells Avalible for Enchanting and Spell Making.esp_No__persistant_enchantment_glow_fix-1843.espLifeDetect Shader.esplumi_enchantments_subtle.espSnArrowEffects.espqazFingerSnap.espL2armor.esplineage.espAlternate Script Effect Icon.espBetter Cities Full.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBCCheydinhalFULL-CheydinhalFalls patch.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Imperial City.espBetter Imperial City FPS Patch.espBetter Imperial City - OMG.espBetter Cities - The Lost Spires.espBetter Cities - Unique Landscape Imperial Isle.espShield on Back 3.1.espBetter Cities Full FPS Patch.esp1HweaponOnBack.espDeadlyReflex 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. Link to comment Share on other sites More sharing options...
Smooth613 Posted February 15, 2011 Share Posted February 15, 2011 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. Link to comment Share on other sites More sharing options...
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