Download - 18.01 MB
DR 5.0 hotfix esp notes
Replace the orginal esp with the one included and cleansave the mod before starting. This esp may or may not fix the following reported problems:
-desctruction skill increase with certain melee moves
-shieldbash connect sound when the bash misses
-removed a debug message
Also: the script effect icon now points to vanilla icon: textures\menus\icons\magic\alteration_icons\burden_alteration.dds
To replace the normal oblivion icon for script effect replace this icon, or create the folders and put an icon with that name to that folder.
Also2: you should be able to kick faster after bashing. In general, you cannot run two animations at the same time, so if you find it slow to bash after an attack, it means your attack or attack animation replacer has a "long tail".
I cannot possibly tell when would be a good time to allow overriding the (custom) animation, so you simply must do one thing at a time.
Name: Deadly Reflex - Combat Moves
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 220.127.116.11, Oblivion Script Extender (OBSE), Oblivion Mod Manager (OBMM)
1. SHORT DESCRIPTION
Deadly Reflex - Combat Moves is combat enhacing mod for Oblivion, which adds new dimension, tactics and violent action to the Oblivion Combat by adding new combat moves for both the Player AND the NPCs.
Version 5 is a total rewrite with enchanced NPC interactions, new total STABILITY, determistic stat based success system and of course, new moves, finishers and blood system with upgrades like new animations to older features.
2.Understanding Deadly Reflex basic combat mechanics:
Deadly Reflex gives you new moves that work as part of your normal combat, like shield bashing, kicking, dodging, and flipping, and also critical hits to finish off your enemies. The basic combat moves, as well as one selected critical hit, are used by the NPCs as well.
In Deadly Reflex 5, your skills, level and physical health are compared to the enemy skills at all times, and they are determine both your and the enemy�s success rates in using these moves against each other.
This means that even ordinary moves, like shieldbashing, are not successfull often if for example your blockskill is weak, if you are out of breath and or/almost dead, and/or the enemy is much more experienced fighter. It�s the SUM of these things that matters, at all times.
There aren�t necessarily one single stat that helps. The formulae used are complicated, like reality is, and therefore not listed here. You can simply trust they make sense intuitively. For example, if the enemies block your bashes a lot, and keep returning them to you, it helps to build up your block skill and strength (see the individual feature list). On the otherhand, if you get kicked down a lot, invest in better agility (and less head-on tactics and better physical condition).
The physical health factor makes fights more deterministic. Don�t let the enemy get the upper hand, criple him instead. Keep care of your health, avoid damage, and deliver it always when possible. Wounding the enemy lowers his ability to dodge or counter your moves, so even skilled enemies can be toned down by brute force and wise tactics.
Lastly, and most importantly - don�t constantly try to stagger the enemy. The enemies in Deadly Reflex 5 adapt to this, and the more often you stagger them, the more often they counter your next attempt. The more you press them with bashing and kicking, the harder they resist. Choose your moment. Use these moves tactically, not predictably. If the enemy blocks your bash, don�t automatically bash again. Step back, dodge his attack, use the window to wound him, then press him again with a stagger to create another damaging opportunity.
Understanding this basic logic behind everything that happens in Deadly Reflex is important to avoid frustration. Keep care of your health and fatigue, develop your stats to fair better in combat, and learn patience. :)
3. INDIVIDUAL FEATURES (player):
The different moves are triggered by either by normal melee or projectile attacks, or via Deadly Reflex special controls, which include grab key, Bash key and Dodge key.
In the following list, the features are listed as shortly as possible, divided in corresponding sections starting with Deadly Reflex special controls.
Grabkey is solely for Kicking. You can try and kick an enemy down ONLY while he is staggered.
Knockdowns are no longer possible in Deadly Reflex with simply shield bashing, you have to explicitly try a knockdown via kick.
Knockdowns are powerfull as they allow you to try and impale the enemy or smash him dead with a blunt weapon. Thus, knockdowns are vERY unlikely when the enemy is full of life, and kicks are usually wasted on him.
Try kicking the enemy down when he�s seriously wounded, but don�t waste precious opportunities to strike him with your weapon if he seems to stand his ground.
Acrobatics and strenght boost up your kick, together with lighter main (upperbody) armor used.
If your Agility is over 25, you can press dodgekey to perform a quick duck.
If you Acrobatics is over 50, you can press a direction + dodge at the same time, to trigger an acrobatic move. Deadly Reflex replaces the Oblivion defaul acrobatics with a new flip animation, a spinning backwards dodge, and two cartwheels.
Left + dodge = cartwheel to the left
Right + dodge = carwheel to the right
Forward + dodge = running forward flip
Backward + dodge = spinning backwards dodge (usefull to retreat quickly backwards in battle)
Bash key is your special attack key:
In a normal combat situation, it works as your defensive attack key, and allows you to either shieldbash or weaponpunch the enemy in order to stagger him. Don�t overdo it - the more the enemy staggers, the more he concentrates on countering the stagger attempts, predicting your moves. The harder you press the harder they resist, so give them some room to make the their own mistakes, and remember to use plain old blocking and attacking as well, don�t initate your every attack with a bash.
Blockskill makes for more efficient bashing, strength naturally helps, shield bashing is a bit more effective - it�s all pretty intuitive, right? :)
If the enemy is running towards you, or charging, a well timed bash against his face may broke his nose. The enemy will step back, shake his head, grab his face.
Use this opportunity to finish him off with any of the finishers described here.
-Impaling / Smashing-
When the enemy is knocked down, get close to him, target him and press bash key to impale him with your blade or stave, or to smash him dead with your blunt weapon. The enemy may dodge or block the impale, and once again it comes down to your weapon skill and the enemy agility or block skill, and how beaten or not you both are.
When the enemy is stunned, you can drive your blade weapon through him by pressing the bash key. After wathcing your enemy to arch his back in pain, your character kicks him down to pull out the weapon.
Ever sneaked around in a dungeon, using the shadows or some invisibility potion to get withing a couple of meters from the enemy, and then wondered how to benefit from it?
Now you can start the melee with style. Target the enemy from a charge-distance away, press the bash key, WHILE SNEAKING, to perform a jump attack that takes your target by supprise. If you are not detected by the target when the attack starts, you have a chance to make a perfect stike, causing a critical melee hit and killing the enemy with a single blow!
You weaponskill, acrobatics and strength play a role in success chance, together with usual physical condition and level differencies. The enemy may manage to react, and send you flying with a kick, he may dodge or block, or you may get a partial hit which still knocks the enemy down and damages him.
Note that sneak skill plays NO role in success chance, but this move only works outside combat, against unsuspecting victims - so a good sneak is skill IS usually needed, to get close to hostile without alerting them. Also note that this is not a silent attack, you will draw attention.
Get behind an unsuspecting victim, and slit his throath. Unlike Ambush, this move calls finesse, and allows silent instakills. However, good sneak and blade skills are required for success, and experience through levels helps agaist experienced targets.
Failing means you are detected before you get the blade comfortably on the victims throat. He may duck or turn and bash you down. Getting caught trying to murder someone counts as a normal attack, and the consequnces are exactly the same, a fight will follow and guards will appropriately defend a friendly citicen.
Slitting throaths is the most effective strategy when the target is awake. But when someone sleeps soundly before you, it�s most convinient to simply stab him quicly a few times.
Press bash key to stab a sleeping NPC to death. It�s best to kneel over him, simply crouch on his bed. Your character will stab the target 4 times in a row. Sleep stab is a 100% sure way to kill anyone.
Melee powerattacks have the chance of causing direct criticals against enemies. The criticals will automatically trigger when you powerattack against for example stunned enemy, or when you succesfully ambush someone.
In normal combat situations, in theory any powerattack may cause an instant, bloody death. In practice, you either need superior weapon skills and strength to get a "early" critical. Usually, in addition to fair skills compared to your target, you need to bring the enemy�s health down, to boost your chance at getting a critical hit.
-Decapitation, Cut in half, and melee throat slit-
Any rotating powerattack can trigger a decapitation, cutting off your enemy�s head. In practice, this means you need over 50 blade (side powerattacks), or over 75 blade to get a decapitation with a backward powerattack.
Decapitation starts with a slow motion. During this time, you need to aim to the head of the target. If you aim to the waist, you cut the enemy in half. If you are using dagger, the decapitation is a throat slit instea, and cutting in half is not possible. Also note that due to technical restrictions, enemies with "robes-like" clothing cannot be cut in half.
Skull crushing with a blunt weapon weapon simply requires a swinging powerattack, in other words not a thrust attack. With hand to hand, you may trigger a skull crush with a stationary powerattack, if your skill is higher than 25.
Mechanics for skullcrush are similar to decapitation, it also starts with a slow motion and requires aiming to the head.
-Wristcut (and other possible outcomes)-
If the enemy blocks a decapitation or cut in half attempt, there are a few options. If you are using blade, and the block happens with a shield or a one handed weapon, your attempt simply fails.
If the enemy is using a twohanded block (2h weapon, hand to hand), you cut off his wrists, and are free to finish the sobbing, bleeding enemy with multiple ways like with stunned enemy, only that this enemy will never recover even if you just leave him be. He will bleed to death in 60s.
If your skullcrush attempt gets blocked, the enemy gets knocked down in every case by the power of your blunt weapon.
Deadly Reflex replaces the skill-25 powerattack for one handed and two handed weapons with a new thrust attack (new animation for v5.0). With this thrust, it�s possible to trigger a critica thrust which wounds the enemy lethally.
The enemy falls on his knees, with his lungs punctured or collapsed, and your character automatically follows up with a stylish special spinning jump that decapitates the enemy or breaks his skull in pieces.
SPECIAL NOTE ON CREATURES:
Creatures are different from NPCs from a techical point of view. Out of melee criticals, only Impaling and Ambushing can be used on creatures.
However, using any enchanted melee weapon on a creature may cause elemental spell critical hits (see Projectile attacks -> Magic section below).
-Bow Shots (non-enchancted)-
Try to directly target the enemy�s upper chest area with your crosshair when releasing the shot, to occasionally puncture the victim�s lung, making him gasp for air and collapse on his knees, his life fading away.
Critical bow hits usually take place when the enemy is severely wounded already, and the hit is required to cause at least 30% damage (take away 30% of the enemy�s remaining health).
Only works on non-creature enemies.
-Bow shots (enchanted)-
If your bow or arrow used is enchanted with a fire, shock or frost damage, your critical bow hits cause elemental spell effects instead (read on for details). Works normally with creatures.
Whether you are attacking with a enchanted weapon or casting a spell or shooting your staff, you have a chance at causing a critical elemental magic hit. This applies to effects with fire, frost or shock damage.
The more you cause damage compared to remaining enemy health, the higher your chance is. The base chance is determined by your intelligent and willpower stats compared to your target, also the regular physical condition and level differencies play a role - I�m sure you are getting the idea behind all success chances. :)
Causing 30% of damage, or killing the target is required to even have a chance at causing a critical magic hit.
Fire roasts the victim alive. Shock has a similar effect, NPCs have their equipment melt partly in to their skin. Frost freezes your target to a statue! Strike the statue to cause it shatter in pieces! :)
-Melee elemental effects apply to creatures only, which have no decapitations and such criticals.
-only instant effect spells apply at the moment, as the damage is detected for one frame on hit only. Even 1s duration spells will not work.
-only primary spell target is affected
-frost effect is not technically possible if the spell kills the target
This a special spell you can use once a day to EXPLODE YOUR ENEMY in pieces, if the average of your health, willpower and destruction skill overcomes the enemy health and willpower.
To obtain the spell, the average of your willpower and destruction must exceed 50. After *successfull* use, the spell is removed from you, having exhausted this "greater power" (it�s not a greater power, it just behaves like one). You will gain the spell the next day again, provided you still meet the requirements.
4. INDIVIDUAL FEATURES (NPCs):
The NPCs have the ability to use the bashing, dodging and acrobatics, kick the you down and try and impale you. DR creates individual "style" for each NPC you encounter, which basicly decides how much they for example prefer dodging over bashing. This preference has nothing to do with how succesful they are using those moves, however, their success rates are guided by similar calculations as the player�s.
The NPCs know how to duck projectiles at the right time, or adapt to different attack speeds, or to followup stagger with a kick, a knockdown with an impale attempt. These behaviour are not hardcode, if you change your weapon it may take a few attacks for the NPC to adapt to different speed of your attaks to time his ducks, they may simply fail to time a duck perfenctly just like you, or restrain from trying to impale if they don�t believe in their chance at succeeding.
It�s all best seen in action, this info is just to set your mind on a right path so you can better appreciate the features. :)
5. HORSE COMBAT:
Horse combat is DISABLED in Deadly Reflex 5.0, as it�s still being imported to the rewritten base system, and the animations are being changed to 1st person.
You can download and use the Mounted Combat by FlyFightFlea as a temporary solution if you like: http://www.tesnexus.com/downloads/file.php?id=8962
6. OPTIONAL FEATURES:
The optional Timed Block esps are designed to make blocking an active, rather than passive part of the combat. In normal Oblivion system, you are pratically encouraged to hold down the block key, while waiting for the enemy to recoil, which makes the combat dragging and boring.
Timed block esps make your block effectiveness to rely on how well the block is timed. When you press the "block", your block skill starts draining down, so the longer you have been holding the block, the less effetive it is when the stike hits.
This simulates the fact that no enemy would hit straight into your block, should you be just holding it stationary before and waiting him to strike. No, he would try and go around it. To simulate ACTIVE blocking, full effectiveness is given only to blocks that pratically start only after the enemy attack has started.
Perfect timings are rewarded with a small but nice boost compared to normal Oblivion�s block effectiveness. Beyond that, the block effectiveness drains to 25% in about three seconds. You always get that 25% effectiveness, however, no matter how long you have been holding the block.
If you release the block, the effectiveness is INSTANTLY restored. You are only required to THINK about blocking, instead of automatically sitting on the block control. Try it out, it�s amazing what a difference it actually makes. ;)
-Higher damage and durability-
Timed block comes in three flavours. While the Timed block feature in exactly the same in all three esps, you are given an option to have higher weapon damage across ALL oblivion and mod addded weapons. This makes combat quicker and more deadly, more exciting.
The two different higher damage esps come with settings that make any armor take more time to break, to compensate for the higher damage.
Recommended: 250% damage version (beware though, it actually makes the game feel harder).
THIS MOD REQUIRES OBLIVION SCRIPT EXTENDER v15 or higher!!!
1. If you were using previous versions of Deadly Reflex, the old version MUST BE REMOVED. Follow the instructions in the old version readme.
2. Install Oblivion script extender and make sure you know how to use it.
3. Extract Deadly Reflex files into your Oblivion\Data folder.
4. Use Oblivion Mod Manager (http://timeslip.chorrol.com/obmm_download.html) or Wrye bash (http://wrye.ufrealms.net/#WryeBash) to adjust your load order to look like following:
[all other ESM files]
[Horse Combat Master.esm]
[all other esps]
ONE Deadly Reflex 5 - Timed Block esp, if you want to use Timed Block
Deadly Reflex 5 - Combat Moves.esp
5. Start Oblivion either with Oblivion Mod Manager, or by double clicking obse_loader.exe. If Obse is not used to launch the game EVERY TIME, the mod WILL NOT WORK.
6. When the game starts, follow the messages to choose your settings. If other mods interupt Deadly Reflex messages, you may need to disable Combat Moves esp, wait for the other mod to finish the messages, save and only then enable Combat Moves esp.
Note: If you need to reset your keyconfiguration, OR if you change any Oblivion controls, use the Reset Hourglass added to your inventory to reset the mod.
You can simply disable the esps and all Deadly Reflex features are disabled.
However, the animation replacers will continue to show in your game, namely the thrust attack and acrobatics replacers.
To acrobatics, delete the following files:
To delete thrust attack, delete the following files:
To remove all Deadly Reflex files with ease, download Oblivion Mod Remover (http://www.tesnexus.com/downloads/file.php?id=7557) and use to automatically erase all Deadly Reflex files. I use this tool myself and it works perfectly.
Disabling the Horse Combat Master.esm may cause problems with save game not loading; in this case look into Wrye bash documentation on disabling master files (http://wrye.ufrealms.net/Wrye%20Bash.html).
Requires clean install, any previous version should be removed.
Loading Combat Moves esp last should make sure this mod works with virtually anything.
However, using other combat mods MAY cause unwanted behaviour or even bugs, break the balance or disable Deadly Reflex features. Try the mod first without other combat mods, or you will not be able to tell whether everything works or not.
Combat animation replacers, or mods that fundamentally change the Oblivion animation system will most likely cause problems. Idle animations and pose mods are a different thing and cause no problems.
Again, please try the mod first as it�s intended, before trying if something extra works with it or not.
10. Known Issues or Bugs:
After rewriting the mod for a year, this is the base release. Therefore they may be bugs left, and many features will be tweaked and enchanced in the future.
I haven�t played the game myself during all this time, so before I can even tell how to continue enchancing the features I will need to play it myself. ;)
-DR 5.0 ups the activation distance from 150 units to 200. This is not a bug, but someone may find this worth complaining.
If you do, tell me why it bothers you, and I can considering taking out this edit.
-If you run into a situation where your mouse and/or keyboard appear to be stuck, hit Esc to enter the menu, and then hit esc again to return.
Visiting the menu clears any slow motion, enables playercontrols etc.
-If it appears that something in the mod breaks, please disable the Combat Moves.esp, make a new save, and then enable the Combat Moves esp back.
This clears the mod and allows it to start fresh.
-DON`T USE GOD MODE FOR PLAYING, IT WILL BREAK THE MOD!
Report any bugs you find in the thread in the Official forums (http://www.bethsoft.com/bgsforums/index.php?showforum=25).
v5.0 base release, total rewrite, all earlier versions and features are obsolete.
You can find me under the name Skycaptain on the Bethesda official Oblivion mod forums: http://www.bethsoft.com/bgsforums/index.php?showforum=25
v5 Special Credits:
Skycaptain would like give his personal handshake and hug to the following amazing people who directly worked in making the v5 update.
These people contributed their time and art directly for Deadly Reflex, and deserve a place in this readme as authors of their actual work, as I cannot think of a way to thank them enough:
The obse crew. The work they have put into Obse is what makes all work on this mod even possible or meaningfull!
Animations for kick, new swordbash, duck, twohanded impale finisher, impale, critical thrust dying animation, the new thrust attack, and sleepstab by Frantic. (1st person versions by Skycaptain)
Impale dodging and blocking animations by wolve.
Acrobatic cartwheels, flip, spinning backwards dodge, get-up gesture and spinning jump decapitation move by Keter Sephiroth. (flip edited, spinning dodge 1st person by Skycaptain)
New neckstab animation by -mike (later edited into throat slit by Skycaptain)
New blood emitter by wolve, nick_op, XMarksTheSpot and ThrottleKitty. Special thanks for wolve for inventing the emitter and his months of hard work with it, XMarksTheSpot and ThrottleKitty for their unvaluable help with solving the critical problems, and nick_op for making the final, complete version.
Blood stains system idea and mesh taken from Thieves Arsenal, made by scruggsywuggsy the ferret, and adjusted by nick_op.
All new blood textures by wolve.
Creature impale sound, blunt smash sound by Solinarius.
Other new sounds based on the Work by Walther, mixed and matched in some cases by Skycaptain to create more sounds.
Finally, I would like to mention Vini, who has been my trusted tester, quality manager, sound of common sense and a good friend during the whole process of making this update. Thanks for all the support man!
Credits from v4:
1. To the MAKERS OF OBSE!!!!!! There are no words, those guys are unbelievable, they are the *SOLE* reason this mod exists.
2. To WOLVE, who worked as my modeler and texturer for the 4.0 update!!!
Almost every new model and texture in v4.0 was created by him, and he was always ready to try new things and help me solve related problem - THANKS MAN!!!
3. To Keter Sephiroth, who created the Neck Stabbing animation for me even though he had his own projects under way!!!
4. To SMOOTHY, who gave us the THREE wonderful alternative cut wounds, PLUS THE SKULL PIECES AND BRAINS!!!
5. To dDefinder, GREAT THANKS FOR LETTING ME USE YOUR BLOOD TEXTURES!!!!!! :)
6. HUGE thanks for FlyFightFlea for making the Mounted Spellcasting plugin - and letting me use it!!!!
7. 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 address is correct - in any case outstanding work, and thank you so much for letting me use them!
8. To Demoncleaner, whose Zombie meshes from MMM I think I used with Martigen�s old permission - let me know if I�ve understood him wrong!
9. To Martigen, who allowed me to use those textures made originally for his mod!
10. To yarharhar, who I was told originally rigged differently the vanilla Oblivion skeleton mesh I�m using here - I was told he hasn�t been around in a while,
so I made my choice. I hope he gets a chance to see his tweak in good use and enjoy it, or lets me know if he disapproves me taking advantage of it.
11. To Walther, who made an alternative sound set for my mod. Unable to contact you privately, 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. :)
12. To Bethesda, for a great game, the tools to mod it, and the animations I tweaked to create those different ones seen in this mod.
13. To ALL THE NICE PEOPLE WHO KEPT ME MOTIVATED! This mod is for you. :)
To ALL THE NICE PEOPLE WHO KEPT ME MOTIVATED! This mod is for you. :)
14. Tools Used:
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
NIFSkope - http://www.niftools.org/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
You must contact me and obtain my permission before re-packaging any part of
Also note that my permission is not enough to use work provided to me by those that helped me, you will need to contact them explicitly as well.