xartom Posted July 21 Posted July 21 Deadly Reflex Ryona Reduced v1 View File Deadly Reflex Ryona Reduced v 1 =============================== Really this should be called Deadly Fatality Overkill Ryona or something since this just fatalities triggered by overkills, aka if an npc or you have 5 health and you get hit for 10 the effects trigger. This mod a heavy reduction of a mixture of 2 deadly reflex Ryona versions; combat omega and the 2022 Japanese Fatality with drain health fatality from uv thrown in. No new combat animations, no new buttons to hold, no combat mechanics, no dramatic camera slowdowns, just pure rip and tear death like Doom. For melee deaths its pure rng on what plays rather than complex locational calcs, I may readd something in the future. Creature fatalities/creature-caused fatalities were removed, I couldn't get them to stop ctding, maybe in the future they will be readded. This also has trap fatalities but I was not able to test it much. Likewise with the Ryona menu, pls lmk if it needs fixing. If you encounter anything game breaking lmk, better if you have a log, or at least remember what you were doing in game at the time. Requirements: ============= Xobse latest Deadly reflex 5 (resources extracted only) Deadly reflex friendly skeleton OBSE Keywords EditorIDMapper Installation: ============= This is based on deadly reflex 5, just needs the resources from that, install the resources from this mod on top replace is ok. This uses OBSE Keywords and EditorID Mapper, those are dlls that go in OBSE/Plugins. It won't work without it. No, you don't need deadly reflex selected at all in MO2, Wyre Bash etc. This for now has 2 inis, one in Data/Ini the other in OBSE/Plugins/, the latter controls mod-added weapon fatalies, so you can't decapitate people with spears, former controls settings like what you want your overkill at; the default is x2 globally. Effects: ======= Melee: Blades/axes - chompa (decapitation), bodychompa (disembowl), handscut, slit, impale, thrust, stab blunts - skull crush, body crush, hope to add rib burst in the future h2h - if HandToHand >= 75 skull burst like those old violent karate movies bow - slit dagger/spear - slit, stab, thrust guns (assuming bow-based non staff version with all those animation dlls going on) - slit, burst Magic: Fire - burnt mummy on fire Shock - burnt mummy with shock effect Frost - turn into ice statue, if not manually broken shatter anyway after so long Drain/Absorb Health - burnt mummy and magic smoke comes out Damage - disembowel and decapitation explosion Conflicts: ========== Not sure how this would play out with anti-overkill trigger or pc-resurrect features Credits; ======== Skycaptain Japanese Fatality Authors Fienyx Hex0ff Notes; ===== Pretty much a beta, I expect some bugs but it should be much more lightweight than OG Ryona mods. Submitter xartom Submitted 07/21/26 Category Other Requirements xobse latest OBSE Keywords OBSE EditorID Deadly Reflex 5 A Skeleton Mod
Zaragorov Posted July 21 Posted July 21 Wow neat! I'll have to try this out. I almost thought you were missing for good when I saw your blog disappear. I've been trying to do a similar thing with the resources from Alleria a long time ago. Something like a random chance at a few scenarios where on death it'll yeet the person and they'll either lose an arm or leg or both, or lose their head or everything else but the head or torso. I wasn't sure how to do it with just equippable meshes, especially on the player since they'll have to be knocked out or some weird state and trying to use the pushactor command.
xartom Posted July 22 Author Posted July 22 Trying to get my blog back up at dreamwidth since LJ has been acting up fierce. I can do mods like this (barely), but until I get half electrical in this house anything involving modeling or rigging is on hold, joys of rural life and wild weather disasters. This just followed Deadly reflex 5 (my good ol copy paste delete game is still strong) gib and clone with gib style replacement since that was the most stable. Skycaptain used a plug and just had it take up more slots, ex neck plug really takes the head slot, or the disembowl chompa mesh takes up the shirt head etc, or a simple blank null nif mesh. Then have to update3d or won't notice anything. That weird state issue is what I ran into with creatures and I had to let that go for now. Damage magic/frost deaths on and even from creatures kept glitching out no matter what I tried with setghost or contai. I tried a Nifse style version years ago playing an anim to decap ala UV3 but that's way less stable and bloated than expected and I can't fix the skeleton swap method issues with Nifse, though a lot of the others are vibe-codable. Main reason I cobbled up ORCUS years back too If you have something in mind feel free to use this as a resource, forgot to throw that into the readme.
Zaragorov Posted July 24 Posted July 24 Is it possible to have an inverse option for chonpa or decaps for the player where instead of having the player or camera be focused on the headless body, it'll be instead on the decapped head with the headless body twitching and not having the camera shake with the transform to make it twitch? So instead of the player equipping a headless part to equipping a bodyless body and having the clone equip the headless part if that makes sense...?
xartom Posted July 25 Author Posted July 25 I could look into it, I suspected there was some sort of collision reason behind its current setup, or simply if the player resurrects somehow they'll end up like Morte of Planescape Torment. Switching me and myextra inventory and equips should do some of it. Some of the camera deal is just Oblivion's bad physics since the 'death cam' feature was pulled. A camera or some sort of fov lock could be reintroduced for player deaths alone.
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