This is an update to the Deadly Reflex mod. It is mostly bug fixes, but also contains a few tweaks to the new neck stabbing feature and other minor things. Definitely worth upgrading to.
This mod adds some great new features to the combat system. Horse combat, horse spell casting, pushing (a la Dark Messiah) and much more. It also contains some graphic additions such as decapitation.
*******************************
DEADLY REFLEX 3.331 by Skycaptain
*******************************
!!!!!!REQUIRES OBLIVION SCRIPT EXTENDER v12!!!!!!!
The 3.33 update is an mainly a feature update adding the new Skull Crushing feature.
THe credit for this update goes to Smoothy, without his modelling skills we would not have this update today!
3.331 just removed some testing stuff, fixed menus and added to the CLEAN SAVE part of the readme.
List of changes:
----------------
- Skull Crushing with maces - crush their skulls and collect the pieces and the brains to make some powerfull potions!
- critical hits or enemies explode should not make NPC´s to drop unplayable loot anymore
- you can now turn off NPC´s jumping and flipping totally by typing in the console "set skycaptainsSb.noNPCjump to 1"
- you can now turn off all the gory features, including deleting the Enemies explode, by typing in the console "set skycaptainsSb.noGore to 1"
- tweaked some scripts and corrected one CS error, these may have no effect at all, or, they may save someones game
- LOWERED compatibility with Blade Overhaul - I simply could not keep all those conditions for different weapon names anymore
My mod will be compatible as it is, but you will experience skull crushing with two handed blades etc.
SPECIAL NOTE: I have had problem some rare problem reports about the optional Mounted Spell casting esp. Only some people have had problems with it, but
disabling it is something to try if your problems are not fixed by this update.
As that plugin is not originally created by me, it has been hard to investigate -
IF the problems would be actually caused by that file, and not user´s own setup, it surely is a strange and random problem.
TO INSTALL THE 3.33, JUST EXTRACT EVERYTHING TO YOUR OBLIVION/DATA FORDER.
!!!!IF YOU WERE USING THIS MOD BEFORE, MAKING A CLEAN SAVE IS REQUIRED FOR THE MOD TO START WORKING!!!!
IF YOU CAN´T MAKE A CLEAN SAVE, FOR SOME REASON, REFER TO THE INSTALLING SECTION OF THIS README.
IF YOU RUN INTO A SERIOUS PROBLEM WITH THIS UPDATE (NOT LIKELY), YOU CAN ALWAYS REVERT TO PREVIOUS VERSION, WHICH WAS PROVEN STABLE.
******************
Table of contents:
******************
1. Short Introduction
2. Special Horse Combat Section
3. List of basic combat features and short descriptions (INCLUDES ENEMIES EXPLODE, SCULL CRUSHING AND MUTILATION EXPLANATIONS!!!!)
4. Directions on how to use some of the moves
5. Installation instructions
6. Compatibility, known possible problems and fixes for possible problems
7. Credits
------------------
****************
1. INTRODUCTION:
****************
NEW Deadly Reflex 3 aims to change Oblivion´s battles into more challenging, gruesome and realistic experience.
No more doing nothing, these fights are up to YOU to take care of!
This means giving you new moves to choose from, and allowing NPC´s to use them too!
You will flip, bash and dodge and jump, and so will they - if they can!
Every NPC has their own skills, compatible with every other mod, so you will never know what to expect.
Time your blocks right, avoid the blows, land your strikes carefully and see their heads fall or crush! :)
Some newest additions are the Skull Crushing, the Horse Combat, and the Enemies Explode spell - see the whole readme to know how to use them.
***************
2. HORSE COMBAT
***************
This a special section that includes everything about horse combat.
Mounting your horse with a weapon:
----------------------------------
NOTE! YOU REALLY NEED THE LATEST OBLIVION PATCH FOR THIS TO WORK!
When the game starts, you are asked to select a horse combat key. Don´t worry, it´s not an extra combat key. Instead you need to press that key once
with your selected blade or blunt weapon in your hand, to be able to mount your horse with that weapon in your hand.
WHEN YOU PRESS THIS KEY THE FIRST TIME, IT TAKES 5 to 10 SECCONDS TO INITIALIZE EVERYTHING - JUST WAIT. After that the transition is always instant.
Technically, your weapon is cloned to a weigthless, and wortless one - this clone is automatically swithed in your hand. Don´t drop it, or unequip it,
you can only use this cloned weapon to fight from the horseback - on the other hand, this cloned weapon can not be used normally.
The horse combat can only be fought from the 3rd person. I know how you feel, I ALWAYS play from the 1st person as well. But on a horse, I found it actually
more convinient to able to look around etc - and in the end, there is no other option at the moment.
So when you press your Horse Combat key, you are switched in third person, and the weapon in your hand is swithed to a special clone of your original weapon.
Your original weapon is never touched, so fear not. When you unmount your horse, or cancel the Horse Combat mode by pressing the Horse Combat key again,
the cloned weapon is removed from you, you are returned to the view you were before entering the mode, and your character´s weapon is returned to his hand,
drawn.
It´s all automatic, so if your horse dies, for example, and you fall down, you will automatically gain back your normal combat weapon, and you are instantly
ready to continue the battle, your weapon drawn.
Attack moves in horse combat
----------------------------
Press your left mouse button to slash from the right
Hold your left mouse button like when you perform a power attack, and you´ll thrust - convenient for charging at full speed.
Press your block key + left mousebutton (simultaneously, OR in that order) to slash from the left.
Press bashkey to shield bash. Works only when the shield is equipped, naturally.
use your cast key to cast spells - targeting works normally if you enter 1st person mode, in 3rd person you´ll be able to control only the vertical direction.
Note: Touch spells will fire two bolts in front of your horse. Also, scripted effect spells wont work, like Enemies Explode from this mod.
(Refer to the FlyFightFleas readme, for a full list of features about spell casting Tessource.net)
Damage and knock downs in horse combat
--------------------------------------
If you look at the cloned weapon in your inventory, you can see it´s damage appears to be less than your original weapon´s.
The value you see is the weapon´s base damage, it doesn´t include any skill or strength modifiers.
On a horse, you can´t full your characters full potential of combat skills. Instead, you can use your horse´s speed to deliver more powerfull hits.
The horse´s speed is explained later.
So the faster you ride when you strike, the more damage you deliver. A horse with a speed 50, when rode with full speed, will deliver 1.5x the base damage.
You also have a percentual chance to knock down the target, with a strike or shield bash, equal to your riding speed.
Riding the horse in horse combat
--------------------------------
EVERY CHANGE TO HORSE BEHAVIOUR IS COMPATIBLE WITH ANY HORSE FROM ANY MOD.
When you are in a Horse Combat mode, your horse´s speed is adjusted dynamically by forward and backward keys.
To get going, you press forward, as normal, but you don´t need to hold the key. Instead, pressing forward accelerates the horse, and it will keep running
with a speed you achived. You can deaccelerate by pressing/tapping the backwards key - holding it will eventually bring your horse to halt.
This dynamic speed adjusting is an important part of the horse combat, as it enables more fluent sweeping attacks and controls two aspects:
Your horse will turn fast when you ride at minimum speed, and slowly (normal Oblivion turning speed) when you ride at full speed. On the other hand, the
damage and knockdowns depend on your riding speed.
So it´s a good strategy to slow down when turning, and accelerate when charging.
The "full speed" means the horse´s default speed in game.
Special Horse Features
----------------------
Your horse will jump higher and longer when you are in horse combat mode - press forward when jumping to get the full range.
Stealing horses for fighting purposes includes an extra modifier:
The horse may not like being in the hands of a stranger, and may manage to shake you off it´s back when you attempt to ride with your weapon out - you are
then unable to focus fully in containing the horse.
The chance for this to happen with any stolen horse, every time you mount (as long as the horse is marked as stolen), depends on
THE AVERAGE OF YOUR PERSONALITY AND SPEECHCRAFT.
If it happens, feel free to try mounting again. This feature only applies when you attempt to mount a stolen horse with a (cloned) weapon equipped.
Other Horse combat features
---------------------------
Enemies will dodge your hits, bash you and your horse, staggering it and sometimes dropping you off saddle.
On the other hand, you can decapitate enemies as normal - with either slashing from the left or from the right.
YOU CAN/WILL HIT MULTIPLE ENEMIES AT ONCE. BEWARE OF HITTING FRIENDLIES - THEY WILL ATTACK YOU AFTER FIRST HIT.
So it´s recommended to assist guards etc on foot, instead of charging down the whole group, enemies and friendlies.
General points about horse combat!!
-----------------------------------
The aim has been to make it as imersive and fun, BUT at the same time balancing as possible:
Your weapon´s reach is a bit more than it "should" according to the animations. But as the animations were not made for horse combat, the reach is tweaked to
be a bit longer, to kep the battles fun - it sucks not to hit anything.
The reach should scale according to the weapon´s proper reach, but it´s optimal and tested with long swords.
Horse combat requires strategy, you are not a tank. You are also not a machine gun, your strikes need to be planned, you cannot hit very quickly in a row.
Use your horse´s agility and speed to fool you enemies and master the riding speed to turn quickly, and accelerate to add force to your strike.
Beware of the Archers - they will go for your horse. It´s better to face them on foot (although you can ALWAYS knock them over) -
you really are not supposed to be that much stronger on horse, it´s an alternative.
Animations may lagg when the game loads, causing them to play later than the effect. Rising the shield is also a bit slow, but don´t mind it - should you
get hit, it will strangely enough catch the hit.
All enemies will bleed blood - it´s a custom effect, effecting all NPC´s and creatures in horse combat, at least for now.
At the moment, you can hit enemies like ghosts with a normal weapon, when fighting from the horseback.
Crime detection can´t be done perfectly. You will get a bounty for hitting innocent citicens - no matter if someone sees it or not. I had to make it this way.
Also, while you get the bounty, the guards will attack and kill the citicen if they see him attacking you back. Hopefully, there´s a solution to this later.
IMPORTANT: IF YOU LOAD A SAVE THAT´S IN HORSE COMBAT MODE, THE CLONED WEAPON "RESETS" - YOUR CHARACTER SHEATS IT.
This is known bug at the moment, please just get off from your horse and cancel horse combat mode by horse combat key, and then press it again to get back
to it.
*************************
3. LIST OF BASIC COMBAT FEATURES:
*************************
EXISTING FEATURES FROM EARLIER VERSIONS ARE REWRITEN AND OPTIMIZED FOR BETTER FUNCTIONALITY, AND SAVEGAME BLOATING IS GONE.
-------------
PLAYER MOVES:
-------------
Enemies Explode:
___________________________________________________
-this new spell is added to you daily (24h after latest removing), and removed after SUCCESFULL usage (faked greater power)
-it requires that the average of your WILLPOWER and DESTRUCTION is at least 50 - otherwise you´ll not have it.
-makes the enemy to explode in pieces, if his health is lower than your´s - otherwise he will fight off your power
-the exploding effect works on NPC´s only, for the creatures the effect is a bit more lame - but kills them none the less
NOTES:
-some mods seem to overwrite custom added spells. So if you don´t get the spell, and you think you should be entitled to it, report me, I´ll fix this later.
-don´t use this spell on guards that are on their horse. It will trigger a strange physics bug in Oblivion, where the spell is transfered to the horse,
and the guard´s PHYSICAL body falls down, looking dead. But, while the body of the guard lies on the ground, his invisible essence will attack you.
Very odd, I know...
Shield bash:
___________________________________________________
-Staggers you opponent or knocks him over, fatigues.
-Always knocks down if player is NOT in combat (in sneak too). Bashing common folk angers them and gives you a small bounty.
___________________________________________________
Power hits:
___________________________________________________
-three fast strikes can make the enemy to collapse
-powerstrike can knock the enemy over
-better chance for both, if enemy is staggered by shield bash or punch
-spells ALSO have a chance to knock the enemy down (shield bashing doesn´t affect this)
__________________________________________________
Counter Punch:
___________________________________________________
-a very quick srike with the hilt of your weapon or open hand
-Basicly same effects as shieldbash has
-a bit lower fatigue effect on enemy
-half the chance to knock the enemy over
-can´t be used outside of combat - it´s quick suprise punch, which belongs in combat and has no purpose outside of it
___________________________________________________
Dodge:
___________________________________________________
-a very quick, NON-acrobatic avoidance leap, semi-backwards / backwards
-Requires Agility 50
-possible to dodge South-East, South-West or just South
-can be used to dodge a coming blow when staggered or recoiling
-direction of dodge is mouse movement controlled, and can be emphasized during dodge by continuing turning the mouse.
___________________________________________________
Forward flip:
___________________________________________________
-flip forward, over the obstacles, over the enemies
-requires Acrobatics 50
-wearing heavy armor cuirass, it requires Heavy Armor 50
___________________________________________________
Decapitation:
___________________________________________________
-a chance to cut enemy´s head off with any blade or axe (the weapon name has to contain letters "axe")
-uses rotating left or right powerattack, so requires Blade or Blunt 50
-the window for a decapitation opens if a chance calculation favors you. It´s calculated EVERY TIME you manage to halve the opponents health,
his health reaching a mileposts like 1/2, 1/4, 1/8....(etc) health of the original.
-works on NPC´s only
___________________________________________________
Cutting enemies in half:
___________________________________________________
-a chance to cut the whole enemy in half
-an alternative to decapitation - same requirements apply. Simply aim waist to do this instead
-doesn´t work with very short weapons (for example Vanilla iron dagger)
-uses the rotating left or right powerattack, so requires Blade or blunt 50
-can´t be used against NPC´s wearing Robes or Arena cuirass or similar, wholebody clothing. Just aim the head instead.
-works on NPC´s only
____________________________________________________
NEW!!! Skull Crushing:
____________________________________________________
- an alternative to decapitation, happens in same conditions if the weapon is a blunt weapon, and doesn´t include "axe" in its name
- can be made with almost any powerattack, only powerattack forward with 1h blunt and powerattack backward with 2h blunt wont work
- the critical attack can be initiated more far away to let you use the running attack better - although it may lead to failure more easily, as a side effect
- the skull pieces and brains are collectable as ingredients
- these are the only differencies to decapitation - follow the directions/requirements for that effect on anything else
Wrist cut:
____________________________________________________
-a chance to slice off the opponents wrists, if he´s health is less than half of the original
-happens, if you happen to strike the enemy just when he prepares to counter-punch you (counter-punch from THIS mod)
-naturally, this works only with blades or axes - that´s just the nature of mutilations
-instead of dying instantly, the NPC collapses and rises up in shock, whining, unable to think clearly or act
-in this situation, you can always finish him off with decapitation or cut him in half is (if the clothing isn´t an issue)
-bleeding heavily, he will die in 60 seconds
-works on NPC´s only
____________________________________________________
Special effects:
____________________________________________________
-decapitation, cutting in half and wrist cut include custom blood effects and sounds
-the victims actually scream in pain, whine, cry, shower blood, bleed, and get all stained in their own blood
____________________________________________________
Optional action and realism:
____________________________________________________
Optional 1.
----------
-option to use an esp which drains temporarily your block skill when block key is held down
-this means that you should only press block briefly at just the right time to counter the blow with your full skill
-it´s a whole new fight, you can´t just sit on that block, you have to REACT
-block effectiveness drains little by little to 25% percent in three seconds, but not lower, you get SOME protection anyway
-you get a small bonus to your effectiveness if you are JUST in time
-the skill is restored to full the moment you release the key, you can instantly block again with full effectiveness
Optional 2
----------
-higher weapon damage, affects all physical weapons in game, also mod-added ones
-using higher damage puts more weight on YOUR skills as a player, making the combat more deadly
-goods blocks, dodges and clean hits count more, you can defeat enemies with skill, rather than outlasting them
-also makes armor and weapons a bit more durable, simply to compensate the change
-you can choose between 1.5 * normal damage (similar to OOO, MMM Damage and durability, Frans..), or 2.5 times normal
-I use the 2.5 * damage myself, with FRANOOOMMM, it only changes the damage, so it can be loaded after such big mod
__________________________________________________________
-----------------------
NPC MOVES AND FEATURES:
-----------------------
Custom added "skills":
____________________________________________________
-NPC´s all have 3 special skills, all added in real time by this mod
-this means compatibility with all NPC´s from other mods
-the skills determine:
****
1. How acrobatic the NPC is; how much he dodges acrobatically, whether he can forward flip, and how much he flips over you.
NPC´s armor affects this greatly, the lighter the armor, the higher the chance the NPC can use acrobatis well.
2. How skillfull dodger the NPC is. So there can be non-acrobatic master dodgers, or non-dodging master acrobats.
3. How much the NPC shield bashes you or punches you
****
-All skills CAN be zero, but they have an upper limit
-Combined with the NPC moves, there´s huge amount of different NPC play styles, so you´ll never know your enemy´s strengths
_____________________________________________________
Dodging:
_____________________________________________________
-NPC´s can dodge your attacks
-this means especially melee attacs, but they have a smaller chance to dodge spells and arrows as well
-Note that NPC´s don´t know what spell is coming, so they may react when you just heal yourself
-as described, the their "skills" play a big role in this
-they can mix and match acrobatics and "normal" dodges, or use heavily either one, and dodge much, or dodge less.
_____________________________________________________
Recovery dodging:
_____________________________________________________
-NPC´s will try to brake free from staggers, by dodging, to avoid possible hits
-Their dodging skill affects how often they succeed in this
______________________________________________________
Flipping or jumping over obstacles:
______________________________________________________
-NPC´s can flip forward now too, or jump normally if not acrobatic enough
-they will use these skills to follow you over walls, beds, barrels, ledges, rocks, as they can identify an obstacle
-acrobatic NPC´s may sometimes use the flip to flip over you, getting behind you by supprise
______________________________________________________
Counter punch and shield bash:
______________________________________________________
-NPC´s can shield bash you, or if without a shield, counter punch you
-this is TOTALLY spontanious from them
-staggers and has a chance to knock YOU over
-once again, their specific skill determines how much they use this
-punching NPC gathers his hands close to his chest just before the strike, this is the window for your wristcut
______________________________________________________
********************************************
4. Some basic directions on player moves
********************************************
---------------
DODGE and FLIP:
---------------
_______________________________________________________
-use by pressing the FlipKey you choosed when starting using this mod
-turning left while pressing the Flipkey once makes you dodge South-East
-turning right while pressing the Flipkey once makes you dodge South-West
-NOT turning and pressing the Flipkey, or pressing Flip + Backwards makes you dodge South
-While the dodge is fast, you can GUIDE IT DURING THE DODGE by turning the mouse
-For example, if you dodge South-East, and continue turning left while dodging, you end up moving more East than South.
-You can´t dodge fully against a wall, as my collision detection has to play it safe
-Dodging is most effective when
1. Enemy has short weapon
2. Enemy is already striking at you
3. Enemy has a slow weapon
-Pressing FORWARD + FLIP makes you Flip Forward
_______________________________________________________
--------------------------------
DECAPITATION AND CUTTING IN HALF
--------------------------------
_______________________________________________________
-after you have reduced the enemy´s health to half from what it first was, a chance is calculated, and a window for a critical hit may open
-it´s possible that your next ROTATING POWERATTACK can decapitate the enemy or cut him in half
-there is no message to you about this, so IT`S RECOMMENDED TO JUST PLAY NORMALLY, and let it happen if it happens
-Every time the enemy´s health reaches milestone like 1/2 health, 1/4 health etc, a new chance is calculated, incase it hasn´t come true yet
-when you DO get lucky, the time slows down in your eyes DURING the rotation (for 2s or so), and you hear your heart pumping
-this is the moment to make a desicion: aim head (really aim high) or aim waist (not chest).
-if your hit connects, your aiming decides whether you cut him in half or decapitate him
-if you miss your chance, you wont get another one against that enemy
-you can miss your chance by strike not connecting, or by trying to cut Robes user in half, for example, or by false aiming.
-also note the 10 points damage requirement - an enemy may block the hit so well that your critical hit fails, or simply resist the damage
-this is a special effect, and so it´s meant to be fairly rare,
-the chance you choosed pretty much decides the rate of which you get chances for critical hits, but it´s not the only factor - even with 100% you´ll most
likely get a chance for a critical hit on 80% of the non-creature enemies
-it´s not a good idea to slice summoned creatures in pieces - it may cause strange effects. I have currently no way to detect if the target is summoned,
so it´s up to you avoid it - don´t worry it too much though.
-one hit kills mean that my scripts never take place - add some challenge to your game.
________________________________________________________
----------
WRIST CUT:
----------
________________________________________________________
-this will probably happen more by accident, it doesn´t require anything special, other than a cutting weapon
-it´s simply an unfortunate (for the NPC) incident of battle, as he tries to counter-punch, but loses his wrist
-it happens if you hit him just when he has his hands together, to his body, just before punching.
-requires that the NPC´s health is less than half of the original when he attempts to punch
-100% chance to decapite/cut in half is added when this happens, provided you got the skill
_________________________________________________________
GENERAL TIPS:
Think before you act, don´t try to do 5 things at the same time. Rhytmic, purposeful moves are much more efficient. ;)
Also note that unlike shieldbash, punch can´t be initiated if you are blocking.
***************
5. INSTALLATION
***************
BEFORE INSTALLING THIS MOD:
---------------------------
!!!!MAKE SURE YOU HAVE THE LATEST OBSE LOADER INSTALLED!!!!
Get it from here: Obse.silverlock.org
And read the OBSE README - note for example, that in order to use Obse, Oblivion needs to launched by double clicking Obse_loader.exe.
Installing the latest Oblivion patch is required!!!!
*IF* you use Shivering Isles, make sure you PATCHED WITH OFFICIAL 1.2 (or latest) PATCH BEFORE INSTALLING SHIVERING ISLANDS.
If you installed Shivering Islands before 1.2 patch or later, go to the Obse home page to learn how to get obse working.
*IF* you used any previous version of this mod, DISABLE it,start your game, go to an interior where you are ALONE(!), and save.
You will need to use this savegame when starting to use this new version of Deadly Reflex.
******************************
IF YOU CAN´T MAKE A CLEAN SAVE:
------------------------------
Just install everything on top of the old files, and then follow these directions.
Rename the Combat Moves esp in your Oblivion\data to something else, and deactivate it.
Open the folder called "Contains clean save esp", that should now be as well in your Oblivion\data directory.
Right click the "DeadlyReflex 3 - Combat moves.esp" inside it.
Select "copy".
Return to your Oblivion\data folder, and right click, and select paste. The esp you copied should now appear there.
Activate that esp. The esp is totally empty, but has the same name as the Combat moves esp HAD before you renamed it, so it will now "fool" Oblivion.
You should now be able to load your save normally. Now, *follow closely each step*.
Launch game. Load your latest/desired save. Save game. Quit. Deactive the "false" Combat moves.esp. Load the save you just made. SAVE GAME. Quit.
You can now delete or rename the empty Combat Moves.esp we just used to make the cleansave, and activate the actual Combat moves.esp, and use the mod.
Just remember to load the save we made last during the previous steps when starting to use the new update.
JUST INCASE (you should not do this unless the previous step failed):
IF the previous step fails, for some unearthy reason, you can use the Reset Hourglass that came with my mod, to reset all the features -
AFTER installing the new content.
IF you don´t have the Reset Hourglass, you can type in the console "startquest SkycaptainsKeyCustomisingQuest" without the quotes - AFTER installing.
******************************
Ok, then the installation:
1. First, extract the zip package to Oblivion\Data folder. Say yes to everything.
2.Then, you need to activate the following files:
HorsecombatMaster.esm (NOTE! This is NOT the file containing Horse combat, you need it in any case. To not to use Horse Combat, don´t use the key for it.)
MountedSpellcasting.esp
Deadly Reflex - Combat Moves.esp
You can also select ONE of the optional esp´s (recommended) - the optional esp´s are the ones with a "Timed Block" in their name.
Differencies in esp´s:
______________________
----------------------------------
DeadlyReflex 3 - Combat Moves.esp:
----------------------------------
Includes all but the optional features. The main esp of this mod. Should be loaded last, after any other mod, NO MATTER IF THEY SHOULD BE LOADED LAST.
This mod will not brake any other mods, but other mods may brake this mod.
----------------------------------
Mounted Spellcasting.esp
----------------------------------
This a Mounted Spellcasting mod made by FlyFightFlea, and lets you to cast spells when riding your horse.
This a compatible esp made for Deadly Reflex. It will not fucntion without Deadly Reflex.
DO NOT USE ANY OTHER Mounted Spellcasting esp but this one with one with Deadly Reflex.
---------------------------------------------------
DeadlyReflex 3 - Timed Block + Very High Damage.esp
---------------------------------------------------
Use if you want to time your blocks and use 2.5 times normal weapon damage. Should be loaded after any mod that might also
change damage.
-------------------------------------------------
Deadly Reflex 3 - Timed Block + Higher Damage.esp
-------------------------------------------------
Use if you you want to time your blocks and use 1.5 times normal damage. Should be loaded after any mod that might also
change damage.
--------------------------------------------------
Deadly Reflex 3 - Timed Block no other changes.esp
--------------------------------------------------
Use if you want to time your blocks, but want to let some other mod handle the damage changes, or want to use normal damage.
And once again:
DON`T USE ANY PREVIOUS VERSIONs OF THIS MOD!!!!
After enabling the three main files, and possibly one af the optional files, your load order should look like this - IT´S IMPORTANT!:
--------------------------------
Oblivion.esm
[ALL OTHER ESM´s YOU HAVE]
HorseCombatMaster.esm
[ALL ESP´S FROM OTHER MODS - REALLY, *ALL*]
[ONE of the "Timed block esp´s, IF you want to use any]
Mounted Spellcasting.esp
Deadly Reflex - Combat Moves.esp
---------------------------------
3.
When the game starts, you are being asked:
1. For a Bashkey (shield bash and punch)
2. Flipkey (Dodge and Flip)
3. Horse Combat -mode key
4. To select a chance for critical hits.
Just close the first message and press the key want to use as a bashkey.
A new message appears, close it and press the key you want to use as a flipkey.
After that, you are asked for a Horse Combat key. As you get explained, this key is NOT a combat key, and need not to be too easily reachable.
You only need to press this key when you want to use my Horse Combat features, and it can only be pressed BEFORE mounting the horse.
Make sure those keys are free, ALREADY!
After that, you will get one more message, which lets you set the chance to decapitate enemies.
Note, that this chance is calculated EVERY TIME the enemy´s health reaches 50% of the last value.
So it´s calculated when he´s health is 50%, then, when it´s 25%, then when it´s 12,5%....etc. And you can´t cheat by healing the enemy. ;)
It´s recommended to choose a low number like 30 %, but you can use the 100% to test if you want.
After choosing everything, WAIT, DON´T PRESS THE BUTTONS, until after a couple of seconds you will get a message telling you are ready.
You will also be given an Hour glass called Deadly Reflex Reset, which you can cast to get to choose the keys and the chance again.
SPECIAL - HOW TO DISABLE NPC´S JUMPING AND FLIPPING FEATURE:
************************************************************
-type in the console "set skycaptainsSb.noNPCJump to 1" without the quotes
-setting it back to 0 will reset the change
SPECIAL - HOW TO DISABLE ALL THE FEATURES CONTAINING GORE:
**********************************************************
-type in the console "set skycaptainsSb.NoGore to 1" without the quotes
-setting it back to 0 will reset the change
SPECIAL - HOW TO BIND MOUSE KEYS FOR THE MOVES:
***********************************************
Instantly after setting some keyboard keys for the moves (if you have set them earlier, you need to reset the mod and set the keys again first)
----------------------------------------------
type in the console:
set skycaptainsSb.bashkey to xxx
set skycaptainsSb.flipkey to yyy
set skycaptainsSb.horseCombatKey to zzz
where xxx,yyy, and zzz are numbers from 256 to 265.
256 = LMB
257 = RMB
258 = MMB
264 and 265 are for the mouse wheel movement - the rest of the numbers mean other possible mouse buttons you might have, but there is no other way to know
which number is which button than testing one by one.
****************************************************
************************************************************
6. Compatibility, known possible problems and possible fixes
************************************************************
-------------
Compatibility
-------------
-This mod should be compatible with basicly almost anything - BUT YOU REALLY REALLY NEED TO LOAD IT LAST.
-Spell Deflection will block (and sometimes "deflect") my silent script spells if you block, and then press the bashkey or attack key
-horsecombat works with any horse, but some saddlebag mods may conflict, if they change the horse´s behaviour somehow, for example speed.
The best way to find out is to save your game, and test it out.
-Other combat moves mods are a question mark, only way to know is to test. As long as they don´t add new moves for the NPC´s,
it´s probably fine.
BUT: DON´T use for example a shieldbash from another mod, instead of mine, othervise you will lose much features and balance.
-it might be a good idea to uninstall Script Effect icon replacer mods, you will not see those in your game anyway with this
mod.
-if you love the icon you have now, you can manually replace mine:
The icon this mod uses, can be found in C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\menus\icons\DeadlyReflexData
and it´s called DeadlyReflex_Icon_Replacer.dds.
So you can rename the icon you like similarly, and overwrite my icon with that.
-do NOT use "Horses Turn Faster" type of mods - this mod has it´s own system for that.
-this mod overrides bullet time mod at certain circumstances - it may cut you out of bullet time when the critical hit occurs.
-Spell knockdown and NPC spell dodging should work with FlyFightFleas Hotkey casting mod
-Usage of other Horse Combat mods is not recommended. Balance in Horse Combat is a huge question, and I used hours after hours to get this mod fun
but challenging. Use only the SpellCasting plugin that comes with this mod.
-Some custom meshes (that come with custom NPC´s) may produce odd/funny results, but this really means like 0.001% of the custom meshes, so don´t worry.
Examples:
-Werewolves from Martigen´s Monster Mod can be decapitated properly, but the one´s from Curse of the Hircine produce odd results, like two bodies.
-if you are violent enough to mutilate a palace guard from OOO, the head may have an extra cape.
-very odd body meshes, like, say Werewolves, have so fat necks, that a "plug" used for the neck wound surface may be too small.
These are the only ones that I know of - so nothing big or game braking. I use this mod myself with FCOM (OOO, Frans, MMM, Warcry, Bob´s Armory),
and ~80 others.
One more time: LOAD THIS MOD LAST. It doesn´t hurt other mods, but other mods have sometimes hurt this one.
---------------------------
Fixes and possible problems
---------------------------
99.9% OF THE REPORTED PROBLEMS EVER HAVE BEEN CAUSED BY NOT READING THIS README AND FAILING TO INSTALL OBSE AND/OR OBLIVION PATCH, NOT USING OBSE,
NOT LOADING MY MOD LAST, NOT CLEAN SAVING, OR MISSING A SKILL OR DAMAGE REQUIREMENT.
The version before this was confirmed extremely stable, and caused no general problems. So try to find the problem on your end first, as that´s often the
correct and fasted way to solve it.
THAT SAID:
-Mutilations may trigger NVIDIA blackscreen bug. A possible general fix is uploaded here Tessource.net
and is recommended for anyone using NVIDIA card.
-Wrist-cut NPC´s can whine a couple of seconds after you finish them off, as I can´t stop a sound from playing before it ends
-When aiming decapitation, aim as high as possible to decapitate, and at enemy belt when trying to cut him in half
-obstacle detection for NPC´s simply can´t tell other NPC from a rock, so they sometimes flip or jump for nothing - and they also see your horse as
an obstacle. Luckily this only adds to the balance of the horse combat.
-collision detection had to be selfmade, and it works pretty well. Sometimes, when the ceiling or wall is uneven, it
may fail, but this should happen pretty rarely.
- should you get stuck in slow motion, pressing ESC clears it (this should NEVER EVER HAPPEN)
- should your shield bash of flip stop working or something like that, use the Keyconfig spell
to "reset" the mod.
IF YOU STILL HAVE PROBLEMS, PLEASE MAKE SURE YOU REALLY HAVE READ EVERYTHING IN THIS README, THEN CONTACT ME.
Refer to the actions you did while setting the mod up, tell which other mods you are using, and tell me what was happening
when the problem occurred. This is the only way I can possibly figure out your problem and help you. :)
********************
C--R--E--D--I--T--S!
********************
1. To the MAKERS OF OBSE!!!!!! There are no words, those guys are unbelievable, they are the *SOLE* reason this mod exists.
2. To SMOOTHY, who gave us the THREE wonderfull alternative cut wounds, PLUS THE SKULL PIECES AND BRAINS!!!
3. To dDefinder, GREAT THANKS FOR LETTING ME USE YOUR BLOOD TEXTURES!!!!!! :)
4. HUGE thanks for FlyFightFlea for making the Mounted Spellcasting plugin - and letting me use it!!!!
5. To JazzR and Koldorn, who I believe made the bloody skeleton textures for MMM - I was directed to just use them and credit according to the MMM readme,
so I hope this adress is correct - in any case outstanding work, and thank you so much for letting me use them!
6. To Martigen, who allowed me to use those textures made originally for his mod!
5. To Walther, who made an alternative sound set for my mod. Unable to contact you privatly, I used 50% of ONE sound for the Skull Crush.
I hope I didn´t do anything wrong - as you made a whole set that only works with my mod, I had to assume it´s ok to use it to enhance this mod further. :)
6. To ALL THE NICE PEOPLE WHO KEPT ME MOTIVATED! This mod is for you. :)
*********************************************************