[Mod-announce] Deadly Reflex 4.0 for Oblivion has been listed on
elricm.com
Elric Melnibone and the Elder Scrolls Web Portal
Elric_Melnibone at elricm.com
Fri Nov 16 16:40:33 PST 2007
The download: 'Deadly Reflex 4.0'
in category Oblivion
by Skycaptain has been listed on elricm.com.
The page link for this individual mod/file is:
http://www.elricm.com/mods.php?mod=4131
Mod Descripton:
Your Oblivion Combat Mod´s new version with bugs
fixed and new features!
New in this version (for all features see the
readme):
* Elemental Effects. A new critical hit system for
Frost, Shock and Fire Damage. Yes, works with any
spell/staff, AND FOR CREATURES, from other mods as
well.
-> Fire may set the victim on fire, burning him to
a smoking corpse
-> Shock may shoot the victim out of his boots,
melting parts of his equipment against his skin
and charring parts of his body
-> Frost may actually freeze the victim to an icy
statue, which shatters like glass on strike
* Neck Stab. A new, alternative insta-kill sneak
attack, with a success rate tied to your sneak and
blade skills.
* A piercing shot. A direct bow shot may cause a
critical hit that makes your enemy collapse on his
knees, gasping his breath for the last time.
* Enemies Explode effect on creatures overhauled -
the creatures actually explode to chunks of
homogenous meat now. Also has A NEW NAME DUE TO A
REQUEST:
-> Combustive Convulsion
* NEW GORE: intestines fall from the middle
section, blood shower is smoother, and "plugs" are
included for every cut wound.
* A new shield bash animation and sound system.
The default sound is "swoosh" now, and the "clang"
occurs only on connected bashes.
* A new power attack animation for melee weapons,
replacing the basic swing power attack with a
quick THRUST - you´ll love it like me and the
NPC´s do!
* Substantially upped Horse Combat Damage and
smoothed out the speed control system.
-> the damage now takes into account if you use
any upped weapon damage mods (like a plugin from
this mod)
-> the stationary damage should be about your
normal hit damage, and riding at full speed with a
fast horse more effective than your power attack.
-> the horse accelerating should not have any
weird "jerking"
FIXES:
-----
First of all serious stability issues were found,
taken care of and lots of things rewritten. I
believe I nailed them all.
I fixed or at least I think I fixed every single
thing I have been reported of.
It´s pointless to list them, if you had any
problems, it was VERY VERY likely being taken care
of.
A few tweaks, that may not have been considered
problems, and ones I can actually remember right
now:
-Decapitation or cutting in half take place more
reliably, as the requirement for aiming towards
the NPC while power attacking is now less strict
-BULLET TIME COMPATIBILITY enhanced - punching or
decapitating no longer take you out of your
original bullet time after the move
-enemies with no weapon or fists out dodge with a
jump animation now (they could not play the dodge
animation with no weapon or fists out)
-enemies with no weapon or fists out always react
to bashing or punching by falling down, unless
they dodge (they cannot play stagger animation)
-casting a spell on self does not trigger enemies
to dodge
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