This is a complete changelog for the 1.4 beta update to Way of the Monk. If more changes are made in the release edition of 1.4, then they will be added to this list.
You can download the beta version of 1.4 here.
Changelog:
+ Evasion and Escape enchantments can now be put onto other robes
+ Fixed requirements of the Rapid Fists 2 perk and the Rending Strikes 2 perk
+ Added a Perk Requirements book that tells you the requirements for every perk. It has been added to the table at the Pillars of the Way.
+ Changed Soft Resistance to apply to all weapons
+ Created two more levels of the Unarmored Stance perk and changed its requirements
+ The Whirlwind effect now only works on the Unarmed weapon
+ Created the Unimpeded Combat perk, with three levels, that increases your attack speed when you are unarmored
+ Created the Endurance perk that increases your health regen in combat
+ Created the Vitality perks, which lets you choose the Stamina or Magicka attribute. Which ever one you choose will have its regen fortified in combat.
+ Created the Silent Movement perk that reduces your movement noise by 50% when you are unarmored
+ Created the Padded Movement perks that make you harder to detect when sneaking and unarmored
+ Created the Chokehold perks that increases your sneak-attack damage with the Unarmed weapon and with the Monk weapons
+ Created the Knockout Punch perk that allow you to knock out your enemies when sneaking, undetected, and using the Unarmed weapon
+ Created the Martial Master perk that reflects 10% of damage when you are unarmored
+ Split the Unarmored perk category into two subcategories: Defense and Combat. The perks have also been re-organized.
+ Changed the menus and functions of the Progress, Choice, and Rewalking Pillars to reflect changes
Final 1.4 update (after beta):
+ Created a chest to contain the books and items at the Pillars of the Way
+ Added a Hooded Robes of the Way at the Pillars of the Way for those who are playing at high difficulties
+ Update the Choice power with the menu changes
+ Update the Progress power with the menu changes
+ Corrected Unarmored Stance description
+ Fixed the misdirecting buttons in the Progress menu
+ Slightly increased base damage of Orcish claws for balancing
+ Slightly increased base damage of Daedric claws for balancing
+ Slightly decreased base damage of Elven Glaive for balancing
Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts
Tuesday, July 24, 2012
1.4 Changelog
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Friday, June 22, 2012
Tutorial: Creating A Skill
Object: To create a new skill using Papyrus scritps
Difficulty: Very complicated and difficult
Time Needed: A great deal. If you are an unexperienced modder, it will take you even longer. For experienced modders, while actually writing the scripts might not take much time, designing the system, implementing it, and perfecting it until it plays well can still take a long time.
An extended version of this tutorial, along with a fully-functional example woodcutting skill mod are available on the Skyrim Nexus for free.
Things you will need:
Difficulty: Very complicated and difficult
Time Needed: A great deal. If you are an unexperienced modder, it will take you even longer. For experienced modders, while actually writing the scripts might not take much time, designing the system, implementing it, and perfecting it until it plays well can still take a long time.
An extended version of this tutorial, along with a fully-functional example woodcutting skill mod are available on the Skyrim Nexus for free.
Things you will need:
- Creation Kit.
- A plan for how the skill will work mathematically
- Scripting and general Skyrim modding experience
Note: You cannot create a new skill that uses the vanilla interface without editing most of the base code of the game. This tutorial explains a workaround tactic for create a system of scripts that let you track the how much the player does a certain item so that you can add perks, quests, or other features that depend on the player reaching a certain level in that skill. This tutorial is not going to follow the normal format (a list of buttons that you need to click and actions that you need to do). Rather, it is going to explain the concept of the skill workaround, and how to design/implement it. The actual implementation and the specific equations will be left to you to develop. In this tutorial, we will be using a Woodcutting skill as an example.
Setting up the XP: You first need to plan out the math of your skill. How you gain XP, how much XP you need to level, whether each level requires more XP, what higher levels give you, etc. These decisions will decide how the skill actually works mathematically and are extremely subject to change. I can't tell you how many times I have tweaked and changed my Unarmed leveling system in Way of the Monk. Once you being testing the skill you will inevitably find ways in which it can be improved or tweaked. What sounds good in theory may not play well in the real game.
The first thing that you need to determine is the XP system. Even though Skyrim tries to take away the numbers as much as possible so that the game feels more immersive, it does actually use XP. Every time you use one of the skills (by casting a spell, hitting an enemy with a weapon, creating a potion, etc.) your XP is raised by a certain amount. Once it hits a cap, the skill level is then increased and the amount of XP needed to reach the next level is raised. You can study the XP system in Skyrim on the UESP wiki. I would highly recomend that you study the vanilla skills to gain a grasp of how they work. In the Woodcutting skill that I will be using as an example I used the following Papyrus Code:
If you want to have the amount of XP required to level increased every time, then you can do one of two things. 1) Instead of increasing the XP by a set amount every time the Woodcutting Block is activated, you should use a variable that can be decreased every time you level. So, say the variable starts out at a value of 10 and you must use the Woodcutting block 10 times to reach level 2. You should add to the above code a line that decreases that variable from 10 to (for instance) 8. Next time, it will take 12.5 (rounded to 13) uses of the Woodcutting Block to raise your level to 3. You can continue that process as long as you want to make it harder to level each time. Keep in mind, though, that if you simply subtract from the variable each time then the variable will eventually hit 0 and the level will never increase. So I would advise you to either write an IF statement to make sure that it never hits 0, or make sure that it hits 0 at just the right time if you want to have a level cap.
2) The other possibility is to have the amount of XP required to level set as a variable and increase it each time you gain a level. So, say at level 1 you gain 10 XP each time you use the Woodcutting Block and must acquire 100 XP to reach level 2. You can write the code so that when you hit level 2, the amount required to level is raised to (for example) 130. That way, it will take 13 uses of the Woodcutting Block to reach Level 3.
So, which of those methods should you use? It's really up to you. The second method is much more natural and runs much smoother than the first. But the first one makes it easier to modify the speed at which you raise your level with perks/abilities, and can be set up so that it stops level progression after a while.
Rewards: A skill is useless without rewards. You can give the player as fancy of an XP system as you want, but if it doesn't change the gameplay for them, then there is no point in downloading your mod. The vanilla game uses a perk system and a scaling system to reward the player for using a skill. The manner of your rewards depends entirely upon the skill that you are creating. For a Woodcutting Skill, the player might expect to be able to get a perk that increases the amount of firewood that they get each time they use the Woodcutting Block. Another good reward might be the ability to create items with your wood (arrows, bows, Forsworn items, etc.). Decide what type of reward you would like to give to the player.
Perks are the standard method of rewarding the player for raising their level. They are also an incredibly versatile way of giving bonuses to the player. I won't discuss perks in detail, since that's another discussion for another time. I will add, though, that one of the conditions that you can add to perks and their effects is the GetGlobalValue condition. This condition is extremely useful when using a skill system based upon Global Variables. If (for example), you want to specify that a Perk Entry only works when your Woodcutting Level is over 10, you can choose the S GetGlobalValue(WoodcuttingLevel) >= 10 condition information. This condition can also be used on Magic Effects in Spells.
Perk points are a good way of giving the player a choice in how they level. There is a reason why the game developers of Skyrim gave the player the choice of choosing their perks, rather than making the perk rewards mandatory like in Oblivion. It adds replay value and makes the player feel more invested in their character. If you're going to give the player that option, you will most likely end up having to create more perks so that they have some to choose from. While that means more work, it also means a more enjoyable playing experience.
The other type of reward that I mentioned was scaling. Scaling is when your ability to use the skill is improved as your level is increased. In the case of weapons, it means that your damage is increases when your level in that type of weapon is raised. The best way to set this up is to use an equation or perk that includes the skill level divided by a certain amount (e.g. effectiveness = 1 + Level*.01). You can also increase the effectiveness by a finite amount each time you level.
Example, using the equation:
OR by increasing it by a finite amount:
Another standard way of rewarding the player for raising their level is with new abilities or spells. New powers can be hard to make if you are trying to create a new type of effect that suits your skill, but they are a great way of making the player feel like they have accomplished something.
The other standard way of rewarding the player is with items. If you are a 3d artist, know someone who is, or have the permission of a mod author to use their models, you can add new items to reward the player with. Otherwise, you can add new enchantments or allow the crafting of vanilla items that you previously could not craft. Now, to fit the rest of the game, you probably don't want to simply add the item to their inventory once they reach a certain skill level. That breaks immersion and seems totally unnatural or special. It is best to either have a quest or a leveled list to give the item to the player. You can either make a quest for them to find it that you can only start once your skill reaches a certain level, or you can create a leveled list that has a chance to give you the item determined by a global variable. You can learn more about using globals in leveled lists by reading the "Chance None" entry on the wiki page, or by studying the Golden Touch perk in the Creation Kit.
The Coding Process: Now that you have finished the planning process, you need to actually write the code.
First, you need to find an Event that will run the code. This can actually be more challenging than it sounds. In my Way of the Monk mod, the Unarmed leveling script actually used the OnEffectStart Event because it was implemented as a script on a Magic Effect. Why? Because it was the only way to make sure that the script ran when the player successfully hit the enemy. Finding the right event can be tricky, and will likely take some testing. The Event that you use is totally dependent upon the nature of your skill, and it will probably take a lot of testing and inventive designing to find the right one.
For the Woodcutting example skill, finding the event was a bit difficult. I tried creating a unique script that ran on the OnActivate Event, but that ended up only running it whenever the player pressed 'e', rather than each time that they chopped wood. It would also run whenever NPCs used the Chop Block. So, instead, I edited the woodchoppingscript (not the vanilla script for the process) and added in my calculations as a function that ran when the played chopped a piece of wood.
After this, I created some perks, created a power to let you choose your perks and check your stats, and some notifications to let the player know that they are leveling as they use the Chop Block.
After you have found the Event to use, and have implemented the code, you need to test your mod. Creating the code is the easy part. Refining it takes time. I would highly suggest finding a group of modders to beta-test your skill once you have finished it. A system that seems to work well in the code and in your own testing might not work as pleasantly when others are using it.
Testing: After you have finished your planning, your coding, and your implementation, you must test your mod. I would highly suggest gathering a group of beta testers. You can do this by uploading your mod as a BETA version online. Let players know that what they are downloading is still in beta-mode, and give them an invitation to report any bugs or areas which could be improved.
Example: If you want to see an example of this tutorial in action, then feel free to download the Woodcutting Skill mod. You can also download an extended tutorial for creating a skill in PDF format.
The first thing that you need to determine is the XP system. Even though Skyrim tries to take away the numbers as much as possible so that the game feels more immersive, it does actually use XP. Every time you use one of the skills (by casting a spell, hitting an enemy with a weapon, creating a potion, etc.) your XP is raised by a certain amount. Once it hits a cap, the skill level is then increased and the amount of XP needed to reach the next level is raised. You can study the XP system in Skyrim on the UESP wiki. I would highly recomend that you study the vanilla skills to gain a grasp of how they work. In the Woodcutting skill that I will be using as an example I used the following Papyrus Code:
Each time you activate the Woodcutting block, your XP will be raised. In the above code, the IF statement determines that when your XP reaches 100, your skill level is raised by one and your XP is reset.if WoodcuttingXP.GetValue() >= 100 WoodcuttingLevel.SetValue()WoodcuttingLevel.GetValue() + 1) WoodcuttingXP.SetValue(WoodcuttingXP - 100) endif
If you want to have the amount of XP required to level increased every time, then you can do one of two things. 1) Instead of increasing the XP by a set amount every time the Woodcutting Block is activated, you should use a variable that can be decreased every time you level. So, say the variable starts out at a value of 10 and you must use the Woodcutting block 10 times to reach level 2. You should add to the above code a line that decreases that variable from 10 to (for instance) 8. Next time, it will take 12.5 (rounded to 13) uses of the Woodcutting Block to raise your level to 3. You can continue that process as long as you want to make it harder to level each time. Keep in mind, though, that if you simply subtract from the variable each time then the variable will eventually hit 0 and the level will never increase. So I would advise you to either write an IF statement to make sure that it never hits 0, or make sure that it hits 0 at just the right time if you want to have a level cap.
2) The other possibility is to have the amount of XP required to level set as a variable and increase it each time you gain a level. So, say at level 1 you gain 10 XP each time you use the Woodcutting Block and must acquire 100 XP to reach level 2. You can write the code so that when you hit level 2, the amount required to level is raised to (for example) 130. That way, it will take 13 uses of the Woodcutting Block to reach Level 3.
So, which of those methods should you use? It's really up to you. The second method is much more natural and runs much smoother than the first. But the first one makes it easier to modify the speed at which you raise your level with perks/abilities, and can be set up so that it stops level progression after a while.
Rewards: A skill is useless without rewards. You can give the player as fancy of an XP system as you want, but if it doesn't change the gameplay for them, then there is no point in downloading your mod. The vanilla game uses a perk system and a scaling system to reward the player for using a skill. The manner of your rewards depends entirely upon the skill that you are creating. For a Woodcutting Skill, the player might expect to be able to get a perk that increases the amount of firewood that they get each time they use the Woodcutting Block. Another good reward might be the ability to create items with your wood (arrows, bows, Forsworn items, etc.). Decide what type of reward you would like to give to the player.
Perks are the standard method of rewarding the player for raising their level. They are also an incredibly versatile way of giving bonuses to the player. I won't discuss perks in detail, since that's another discussion for another time. I will add, though, that one of the conditions that you can add to perks and their effects is the GetGlobalValue condition. This condition is extremely useful when using a skill system based upon Global Variables. If (for example), you want to specify that a Perk Entry only works when your Woodcutting Level is over 10, you can choose the S GetGlobalValue(WoodcuttingLevel) >= 10 condition information. This condition can also be used on Magic Effects in Spells.
Perk points are a good way of giving the player a choice in how they level. There is a reason why the game developers of Skyrim gave the player the choice of choosing their perks, rather than making the perk rewards mandatory like in Oblivion. It adds replay value and makes the player feel more invested in their character. If you're going to give the player that option, you will most likely end up having to create more perks so that they have some to choose from. While that means more work, it also means a more enjoyable playing experience.
The other type of reward that I mentioned was scaling. Scaling is when your ability to use the skill is improved as your level is increased. In the case of weapons, it means that your damage is increases when your level in that type of weapon is raised. The best way to set this up is to use an equation or perk that includes the skill level divided by a certain amount (e.g. effectiveness = 1 + Level*.01). You can also increase the effectiveness by a finite amount each time you level.
Example, using the equation:
WoodcuttingEffectiveness.SetValue(1 + (WoodcuttingLevel.GetValue()*0.01))
OR by increasing it by a finite amount:
WoodcuttingEffectiveness.SetValueInt(WoodCuttingEffectiveness.GetVaueInt() + 1)This can be done with perks or by code in the leveling script. In the case of the example Woodcutting skill, the player can gain perks that increase the amount of wood that you gain each time you chop at the Chopping Block.
Another standard way of rewarding the player for raising their level is with new abilities or spells. New powers can be hard to make if you are trying to create a new type of effect that suits your skill, but they are a great way of making the player feel like they have accomplished something.
The other standard way of rewarding the player is with items. If you are a 3d artist, know someone who is, or have the permission of a mod author to use their models, you can add new items to reward the player with. Otherwise, you can add new enchantments or allow the crafting of vanilla items that you previously could not craft. Now, to fit the rest of the game, you probably don't want to simply add the item to their inventory once they reach a certain skill level. That breaks immersion and seems totally unnatural or special. It is best to either have a quest or a leveled list to give the item to the player. You can either make a quest for them to find it that you can only start once your skill reaches a certain level, or you can create a leveled list that has a chance to give you the item determined by a global variable. You can learn more about using globals in leveled lists by reading the "Chance None" entry on the wiki page, or by studying the Golden Touch perk in the Creation Kit.
The Coding Process: Now that you have finished the planning process, you need to actually write the code.
First, you need to find an Event that will run the code. This can actually be more challenging than it sounds. In my Way of the Monk mod, the Unarmed leveling script actually used the OnEffectStart Event because it was implemented as a script on a Magic Effect. Why? Because it was the only way to make sure that the script ran when the player successfully hit the enemy. Finding the right event can be tricky, and will likely take some testing. The Event that you use is totally dependent upon the nature of your skill, and it will probably take a lot of testing and inventive designing to find the right one.
For the Woodcutting example skill, finding the event was a bit difficult. I tried creating a unique script that ran on the OnActivate Event, but that ended up only running it whenever the player pressed 'e', rather than each time that they chopped wood. It would also run whenever NPCs used the Chop Block. So, instead, I edited the woodchoppingscript (not the vanilla script for the process) and added in my calculations as a function that ran when the played chopped a piece of wood.
if WoodCuttingLevel.GetValueInt() <= 3 WoodcuttingXP.SetValueInt(WoodcuttingXP.GetValueInt() + 1) if WoodcuttingXP.GetValueInt() >= 10 WoodcuttingLevel.SetValueInt(WoodcuttingLevel.GetValueInt() + 1) WoodcuttingXP.SetValueInt(WoodcuttingXP.GetValueInt() - 10) Debug.Notification("Your Woodcutting level has been raised to " + WoodcuttingLevel.GetValueInt()) PerkPointsAvailable.SetValueInt(PerkPointsAvailable.GetValueInt() + 1) PerkPointsEarned.SetValueInt(PerkPointsSpent.GetValueInt() + PerkPointsAvailable.GetValueInt()) endif endif
After this, I created some perks, created a power to let you choose your perks and check your stats, and some notifications to let the player know that they are leveling as they use the Chop Block.
After you have found the Event to use, and have implemented the code, you need to test your mod. Creating the code is the easy part. Refining it takes time. I would highly suggest finding a group of modders to beta-test your skill once you have finished it. A system that seems to work well in the code and in your own testing might not work as pleasantly when others are using it.
Testing: After you have finished your planning, your coding, and your implementation, you must test your mod. I would highly suggest gathering a group of beta testers. You can do this by uploading your mod as a BETA version online. Let players know that what they are downloading is still in beta-mode, and give them an invitation to report any bugs or areas which could be improved.
Example: If you want to see an example of this tutorial in action, then feel free to download the Woodcutting Skill mod. You can also download an extended tutorial for creating a skill in PDF format.
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Monday, June 4, 2012
Version 1.3 Changelog
I have completed most of the work on the next update and will post the final version as soon as I can on the Nexus and the Workshop. I am also going to release a temporary beta version tonight for those aching to play it. That way, some of ya'll get to go ahead and play it, and the others get to play a more polished version when it is released tomorrow or the day after.
As for the changes, there are quite a lot. Most of these changes required numerous other changes to code and systems that I do not even mention. If I make any more for found bugs by beta-testers, or if I add something new, then I will add that work to the list below. The most important changes are listed in the Highlights section.
Highlights:
Efficiency/Coding-improvements:
Gameplay:
As for the changes, there are quite a lot. Most of these changes required numerous other changes to code and systems that I do not even mention. If I make any more for found bugs by beta-testers, or if I add something new, then I will add that work to the list below. The most important changes are listed in the Highlights section.
Highlights:
- Savegame bloat issue has been eliminated. It might still bloat a little more than without any mods, but no more than is expected. I have not done extensive testing on this, but it appears that you might even be able to use a character from a bloated save. Load the save with the new version and create a new save when you are done playing. Basic testing seemed to indicate that the fix eliminated or at least reduced existing bloat.
- A level cap of 100 on both skills has been added
- A large set of ingame help and troubleshooting files has been added to the Pillar of the Way
- You can now disable either of the skills at the Pillar of Rewalking
- Many of the menus have been either improved or mostly recreated to be easier to use and less buggy
- The perks have been rebalanced so that you can specialize in using the "Unarmed" weapon or using the monk weapons (more details to come in a blog post)
Efficiency/Coding-improvements:
- Removed some calculations from leveling scripts to improve speed
- Changed a number of debug notifications to use message notifications with flags to insert variables
- Perk Points Earned is only calculated when neccesary to reduce the amount of math on each Event, changed the Pillars' scripts to account for that
- Changed some variables to integers rather than floats
- Changed the way that the Level progress is calculated to use integers and be more efficient
- Eliminated some redundant Objects that are not used by the mod, but were added during creation
- Eliminated Unarmored scaling script (got rid of the savegame bloating)
- Eliminated the non-functioning Unarmed scaling scripts
- Elemental perks are now removed when you choose a new Path
- Corrected the conditions for a number of perks and messages that were not working
Gameplay:
- A level cap of 100 has been added to both skills
- Both skills take more time to level
- The teleportation ability and a number of spell have been removed from Apostate Elders
- Savegame bloat issue has been eliminated
- Removed Unarmed and Unarmored scaling scripts. They weren't working properly and were causing the bloat
Menus:
- Help menus added to the Pillar of the Way for the Pillars, Monk weapons, Leveling system, equipment, and Player Guides
- Troubleshooting menus added to the Pillar of the Way
- A 'Give Unarmed' Button has been added to the Pillar of the Way so that you can get another "Unarmed" weapon if you need one
- A Settings menu has been added to the Pillar of Rewalking that lets you disable either of the skills
- The 'Update' option has been removed from the menus
- The Stats menu has been improved and the Level Progress is now displayed as a whole number
- Changed the perk system so that the categories are broken down into branches
- Eradicated the bug where clicking 'Ok' when there were not perks available would take you to a message for a perk
- Added some 'Return' and 'Close' buttons to various menus for navigation ease
- Cleaned up the text for some menus to improve their appearance and readability
- Changed the content of a number of menus to be updated to the current system and be more informative
Perks:
- Damage bonus for The Shadow Pillar now properly works and adds an extra 20% chance to crit when sneaking and using either the "Unarmed" weapon or the
- Perk names now follow a format. Those with "Fists" in the name work for the "Unarmed" weapon. Those with "Strikes" in the name work for the Monk weapon. And those with "Blows" in the name work for both.
- Bleeding Hands renamed to Rending Strikes
- Renamed Quick Blows to Rapid Fists
- Renamed Tiring Blows to Draining Fists
- Renamed Critical Blows to Iron Fists
- Renamed Weak Points to Penetrating Blows
- Renamed Vitals Shot to Critical Blows
- Renamed Fist Stabber to Puncturing Strikes
- Changed weapon requirement of Rapid Fists to only work with the "Unarmed" weapon
- Rending Strikes now only works on Monk weapons and the effect does not stack
- Fixed the conditions of Critical Blows so that it now works properly
- Draining Fists now only works with "Unarmed" weapon
- Unencumbered perks do not stack
- Puncturing Strikes no only works on Monk weapons
- Changes Unarmored Stance so that you need at least the second level of one of the previous perks, rather than the final level
Thanks to Kibaken on the Nexus for helping me rebalance the perks!
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Thursday, May 10, 2012
Way of the Monk - Part 1 Updated!
My Way of the Monk Skyrim mod has been updated to version 1b. The 'b' does not mean that it is a beta, but that it is the updated, second version. I'm sorry for the long wait, guys. I've been pretty busy and haven't had as much time as I'd like to mod.
The full list of changes is below:
The full list of changes is below:
- Fix Unarmed leveling so that the skill is only raised when you are using Monk Weapons
- Seer Pillar now gives you the Seer power rather than the Dimensions one
- Fixed spelling and grammatical errors in "The Pillars" book
- Add a riddle for the Elemental Pillar
- Changed the Magic Resistance buff for the Elemental Pillar to 10 for balancing
- Added Progress on the Way lesser power that lets you check your stats while adventuring
- Added Choice Upon the Way lesser power that lets you choose new perks while adventuring
- Shadow Pillar now gives you the Shadow bonuses like it should
- Activating the Pillar of the Way now gives you the Progress and Choice lesser powers
- Changed Soft Resistance perks so that the Armor Rating bonus is visible in your inventory
- Changed Evasion robes to use normal brown and yellow monk robes to add color variety
- Changed IDs for areas with Pillars so that they can be coc'd to with the console
- Added a one second delay to the Unarmored leveling script so that you do not level at an insane speed when hit by a concentration spell
- Raised default attack speed for Unarmed weapon to 1.1.
- Leveled the Burning, Freezing, and Electrical robes so that they do not all deal the same amount of damage
- Fixed the Choice Pillar so that it now shows you the Unarmored perks when you meet the proper requirements.
So far, I have not found a way to restrict Unarmored leveling to when you are not wearing armor. I am going to contact some people on various forums for help. Hopefully that issue should be fixed in an upcoming update or version.
Tuesday, May 1, 2012
Way of the Monk: Part 1 - List of additions
This list is for the use of those who want to test my Way of the Monk mod, cheat ( :-P ), or just want to read about all of the additions. Each addition is categorized by type and listed with its name and description.
When I say "Monk weapons" I mean both the "Unarmed" weapon the new fist weapons.
For any item, perk, or spell simply type help "item name" 4 into the console but replace "item name" with the name while keeping the quotes. This should give you the code for the it.
Pillars:
Managing Pillars:
Pillar of the Way: Adds perks that run the leveling scripts in case the player does not have them for some reason. Also gives the player the "Unarmed" weapon.
Pillar of Progress: Lets you see a list of your stats that includes levels, leveling progress, and amount of perk points. Also lets you see what perks you already have and read descriptions of them.
Pillar of Choice: Lets you choose new perks if you meet the requirements. Also lets you check how many perk points you have.
Pillar of Rewalking: Allows you to reset your perks. It takes all of your perks away and gives you back all of the perk points that you have gained. Warning: You can only do this once.
Power Pillars:
Pillar of Aptitude: Increases the speed at which your Monk skills level by 20%.
Pillar of the Elements: You gain a spell that lets you choose whether to deal shock, fire, or cold damage. Whichever one you pick will be applied to enemies when you attack them with the Unarmed weapon or with any of the new fist weapons. You also gain a 20 bonus to Magic Resistance when Unarmored. (May decrease this amount for Update 1 for balancing)
Pillar of Dimensions: Adds a lesser power that lets you teleport randomly around the battle to avoid damage. Warning: it's a bit buggy. Every now and then you end up inside a wall. I will fix this for Part 2.
Pillar of the Healer: You automatically heal allies within ten feet by 3 points per second.
Pillar of the Seer: Gives you a lesser power that partially blinds you, but allows you to see both living and undead in the vicinity.
Pillar of the Shadows: Adds perk that multiplies sneak-attack damage by 6 for Monk weapons.
Pillar of the Whirlwind: Adds daily power that temporarily multiplies attack speed of Monk weapons by 3.
Locations:
So far I have only added locations for the Pillars. All of these locations have map markers. Not all of them can be traveled to with the console, though. I will fix that for Update 1 and post the codes.
Pillars of the Way: Can be found slightly up the hill from the Guardian Stones. Includes the Way, Progress, Choice, and Rewalking Pillars.
Guardian Stones (modified): Added the Pillar of Aptitude to the circle of Guardian Stones.
Pillar of the Elements: Atop the hill on the island in Lake Geir.
Pillar of Dimensions: Island in south-east branch of Karth River. Follow the river and you should find it.
Pillar of the Healer: Hill-crest north-east of Sleeping Tree Camp.
Pillar of the Seer: Lake Yorgrim.
Pillar of the Shadows: Near the Shadow Stone. I may find a more inventive place for it later.
Pillar of the Whirlwind: Reachwind Eyrie
Perks:
Some of these perks have multiple levels. In such cases I will give the amount of levels. I will also provide the ID. In the IDs, x stands for the level of the perk.
Attack perks: (uses Unarmed skill)
Quick Blows: 3 levels. Your Monk weapon damage increases by 10%, 20%, 30%. ID: WoMPerkAx
Bleeding Hands: 3 levels. Your Monk weapons cause bleeding damage. ID: WoMPerkGx
Vitals Shot: 3 levels. Your Monk weapons have a 10%, 20%, 30% chance of dealing critical damage. ID: WoMPerkCx
Weak Points: 1 level. Your unarmed attacks ignore 10% of armor. ID: WoMPerkAA
Unarmored perks: (uses Unarmored skill, will add more perks in future for balancing)
Soft Resistance: 3 levels. Your Armor Rating increases by 20, 40, 60 when unarmored. (Bonus does not appear in your inventory, but it does exist. Will try to fix this.) ID: WoMPerkUx
Unencumbered: 3 levels. Your speed increases by 10%, 20%, 30% when unarmored. ID: WoMPerkUSx
Softened Blows: 3 levels. Damage from enemies using Monk Weapons is reduced by 10%, 20%, 30% when unarmored. (May replace in future version to add more interesting/helpful effects). ID: WoMPerkUEx
Unarmored Stance: 1 level. Power attacks use 10% less stamina when you are unarmored. ID: WoMPerkPA
Damage perks: (uses Unarmed skill)
Deadly Blows: 3 levels. Your Monk weapon damage increases by 25, 50, 75%. ID: WoMPerkDx
Tiring Blows: 3 levels. Your Monk attacks drain your enemy's stamina by 10, 20, 30 points. ID: WoMPerkDSx
Critical Blows: 3 levels. When power-attacking your Monk weapons deal double, triple, four-times critical damage. ID: WoMPerkDFx
Fist Stabber: 1 level. Fist weapons (not normal unarmed attacks) do 20% more damage. ID: WoMPerkDH
Items:
All of the weapons can be found in the QAS testing room. Type coc QASmoke to get there. You will see a table in front of you with wooden ladles. On the other side are the containers that hold the Way of the Monk items.
Weapons:
See tom 349's mod. All of them are added. See BloodySunday's mod to see how the weapons will look with his retexture.
Clothing:
I've added a number of monk robes that were in the CK but not in the actual game. They were created by Bethesda but never added them to the world. You can see the colors in the screenshot tab of the mod's Nexus page.
Enchantments:
Some of these are adjustments or new variants of normal enchantments. The Robe enchantments will be scaled in the future for balancing.
Effects:
Bleed: Weapons with this enchantment deal bleeding damage.
Burning Robes: Flame cloak for 5 damage with 10% weakness to fire.
Electric Robes: Shock cloak for 5 damage with 10% weakness to shock.
Freezing Robes: Cold cloak for 5 damage with 10% weakness to cold.
Disarm: Weapons with this enchantment have a 20% chance to disarm. (will balance)
Escape: All incoming damage is reduced by 20%. (for robes)
Evade: All incoming damage is reduced by 10% (for robes)
Robes of the Way: Fortify Armor Rating by 20, fortifies unarmed damage by 10.
Stagger (Weapon): Weapons with this enchantment have a 20% chance to stagger.
Stagger (Clothing): 15% chance that weapons will stagger.
Item variants:
Bleeding Weapons: Deadric claws, Dwarven Ulak, Ebony Ulak, Elven Glaive, Elven talons, Iron Claws, Katar, Orcish Claws, Steel Punch Dagger
Stagger (weapon): Dwarven Ulak, Ebony Ulak, Glass perferators, Nord Ulak
Disarm: Dwarven Ulak, Ebony Ulak, Glass Perferator, Nordic Ulak
Absorb Health: Elven Glaive, Steel Punch Dagger
Absorb Stamina: Elven Glaive, Steel Punch Dagger
Soul Trap: Elven Glaive, Katar
Paralysis: Elven Talons, Iron Claws, Orcish Claws, Steel Punch Dagger
Burning Robes: Hood brown robes, brown robes
Electric Robes: Hooded red robes, red robes
Freezing Robes: Hooded grey robes, grey robes
Escape: Hooded green robes, green robes
Evasion: Hooded grey robes, grey robes (will change to default monk robes to add color variety)
Fortify Unarmed: Ring of Punching, Spiked Gauntlets (uses stormcloak officer model and stats)
Stagger (clothing): Ring of Staggering
NPCs:
Apostate: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Apprentice: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Master: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Elder: Fire version: Nord and Imperial. (Will add shock and cold versions)
When I say "Monk weapons" I mean both the "Unarmed" weapon the new fist weapons.
For any item, perk, or spell simply type help "item name" 4 into the console but replace "item name" with the name while keeping the quotes. This should give you the code for the it.
Pillars:
Managing Pillars:
Pillar of the Way: Adds perks that run the leveling scripts in case the player does not have them for some reason. Also gives the player the "Unarmed" weapon.
Pillar of Progress: Lets you see a list of your stats that includes levels, leveling progress, and amount of perk points. Also lets you see what perks you already have and read descriptions of them.
Pillar of Choice: Lets you choose new perks if you meet the requirements. Also lets you check how many perk points you have.
Pillar of Rewalking: Allows you to reset your perks. It takes all of your perks away and gives you back all of the perk points that you have gained. Warning: You can only do this once.
Power Pillars:
Pillar of Aptitude: Increases the speed at which your Monk skills level by 20%.
Pillar of the Elements: You gain a spell that lets you choose whether to deal shock, fire, or cold damage. Whichever one you pick will be applied to enemies when you attack them with the Unarmed weapon or with any of the new fist weapons. You also gain a 20 bonus to Magic Resistance when Unarmored. (May decrease this amount for Update 1 for balancing)
Pillar of Dimensions: Adds a lesser power that lets you teleport randomly around the battle to avoid damage. Warning: it's a bit buggy. Every now and then you end up inside a wall. I will fix this for Part 2.
Pillar of the Healer: You automatically heal allies within ten feet by 3 points per second.
Pillar of the Seer: Gives you a lesser power that partially blinds you, but allows you to see both living and undead in the vicinity.
Pillar of the Shadows: Adds perk that multiplies sneak-attack damage by 6 for Monk weapons.
Pillar of the Whirlwind: Adds daily power that temporarily multiplies attack speed of Monk weapons by 3.
Locations:
So far I have only added locations for the Pillars. All of these locations have map markers. Not all of them can be traveled to with the console, though. I will fix that for Update 1 and post the codes.
Pillars of the Way: Can be found slightly up the hill from the Guardian Stones. Includes the Way, Progress, Choice, and Rewalking Pillars.
Guardian Stones (modified): Added the Pillar of Aptitude to the circle of Guardian Stones.
Pillar of the Elements: Atop the hill on the island in Lake Geir.
Pillar of Dimensions: Island in south-east branch of Karth River. Follow the river and you should find it.
Pillar of the Healer: Hill-crest north-east of Sleeping Tree Camp.
Pillar of the Seer: Lake Yorgrim.
Pillar of the Shadows: Near the Shadow Stone. I may find a more inventive place for it later.
Pillar of the Whirlwind: Reachwind Eyrie
Perks:
Some of these perks have multiple levels. In such cases I will give the amount of levels. I will also provide the ID. In the IDs, x stands for the level of the perk.
Attack perks: (uses Unarmed skill)
Quick Blows: 3 levels. Your Monk weapon damage increases by 10%, 20%, 30%. ID: WoMPerkAx
Bleeding Hands: 3 levels. Your Monk weapons cause bleeding damage. ID: WoMPerkGx
Vitals Shot: 3 levels. Your Monk weapons have a 10%, 20%, 30% chance of dealing critical damage. ID: WoMPerkCx
Weak Points: 1 level. Your unarmed attacks ignore 10% of armor. ID: WoMPerkAA
Unarmored perks: (uses Unarmored skill, will add more perks in future for balancing)
Soft Resistance: 3 levels. Your Armor Rating increases by 20, 40, 60 when unarmored. (Bonus does not appear in your inventory, but it does exist. Will try to fix this.) ID: WoMPerkUx
Unencumbered: 3 levels. Your speed increases by 10%, 20%, 30% when unarmored. ID: WoMPerkUSx
Softened Blows: 3 levels. Damage from enemies using Monk Weapons is reduced by 10%, 20%, 30% when unarmored. (May replace in future version to add more interesting/helpful effects). ID: WoMPerkUEx
Unarmored Stance: 1 level. Power attacks use 10% less stamina when you are unarmored. ID: WoMPerkPA
Damage perks: (uses Unarmed skill)
Deadly Blows: 3 levels. Your Monk weapon damage increases by 25, 50, 75%. ID: WoMPerkDx
Tiring Blows: 3 levels. Your Monk attacks drain your enemy's stamina by 10, 20, 30 points. ID: WoMPerkDSx
Critical Blows: 3 levels. When power-attacking your Monk weapons deal double, triple, four-times critical damage. ID: WoMPerkDFx
Fist Stabber: 1 level. Fist weapons (not normal unarmed attacks) do 20% more damage. ID: WoMPerkDH
Items:
All of the weapons can be found in the QAS testing room. Type coc QASmoke to get there. You will see a table in front of you with wooden ladles. On the other side are the containers that hold the Way of the Monk items.
Weapons:
See tom 349's mod. All of them are added. See BloodySunday's mod to see how the weapons will look with his retexture.
Clothing:
I've added a number of monk robes that were in the CK but not in the actual game. They were created by Bethesda but never added them to the world. You can see the colors in the screenshot tab of the mod's Nexus page.
Enchantments:
Some of these are adjustments or new variants of normal enchantments. The Robe enchantments will be scaled in the future for balancing.
Effects:
Bleed: Weapons with this enchantment deal bleeding damage.
Burning Robes: Flame cloak for 5 damage with 10% weakness to fire.
Electric Robes: Shock cloak for 5 damage with 10% weakness to shock.
Freezing Robes: Cold cloak for 5 damage with 10% weakness to cold.
Disarm: Weapons with this enchantment have a 20% chance to disarm. (will balance)
Escape: All incoming damage is reduced by 20%. (for robes)
Evade: All incoming damage is reduced by 10% (for robes)
Robes of the Way: Fortify Armor Rating by 20, fortifies unarmed damage by 10.
Stagger (Weapon): Weapons with this enchantment have a 20% chance to stagger.
Stagger (Clothing): 15% chance that weapons will stagger.
Item variants:
Bleeding Weapons: Deadric claws, Dwarven Ulak, Ebony Ulak, Elven Glaive, Elven talons, Iron Claws, Katar, Orcish Claws, Steel Punch Dagger
Stagger (weapon): Dwarven Ulak, Ebony Ulak, Glass perferators, Nord Ulak
Disarm: Dwarven Ulak, Ebony Ulak, Glass Perferator, Nordic Ulak
Absorb Health: Elven Glaive, Steel Punch Dagger
Absorb Stamina: Elven Glaive, Steel Punch Dagger
Soul Trap: Elven Glaive, Katar
Paralysis: Elven Talons, Iron Claws, Orcish Claws, Steel Punch Dagger
Burning Robes: Hood brown robes, brown robes
Electric Robes: Hooded red robes, red robes
Freezing Robes: Hooded grey robes, grey robes
Escape: Hooded green robes, green robes
Evasion: Hooded grey robes, grey robes (will change to default monk robes to add color variety)
Fortify Unarmed: Ring of Punching, Spiked Gauntlets (uses stormcloak officer model and stats)
Stagger (clothing): Ring of Staggering
NPCs:
Apostate: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Apprentice: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Master: Melee version: Nord and Imperial; Magic version: Nord and Imperial
Apostate Elder: Fire version: Nord and Imperial. (Will add shock and cold versions)
Sunday, April 22, 2012
Way Of The Monk - Part 1 Released!
Part 1 of the Way Of The Monk Skyrim mod has been released on the Nexus! You can visit this page to download. If you enjoy it, please feel free to endorse or spread the word if you enjoy it. :-)
Unfortunately I was not able to upload the mod to the Workshop. The Workshop has a file size that my mod exceeded and would not allow me to upload it.
Way of the Monk Lore: The Pillars
In an effort to fit my mod into the game lore, I have written three books that will explain the history and organization of the Cult of the Way, a group of people that specialize in unarmed combat. This book explains the history, uses, and locations of the Pillars. The Pillars are like the Standing Stones and let you gain unique powers to aid you in combat. This book can also be used as a player guide in finding the Pillars. The locations are hidden in riddles. They are not too hard to figure out, and give you a hint as to their location.
The Pillars
A Pilgrims guide to the holy Pillars of our Way
By Gurnjad Shormirisson
Wanderer of the Way
Praise be to our Master, and to the Teachings of the Way.
Hail, Pilgrim! It is to your honor that you seek to learn of the Pillars. They are the guides along the Way, and their sites are holy to our Cult.
Let us speak first of those called the Pillars of the Way:
They are called thus because of their importance. They were the first established by our Master, and they guide us in all that we do.
By seeking the counsel of the Pillar of the Way, you begin your journey.
By seeking the counsel of the Pillar of the Progress, you may learn of your progression upon the Way. By consulting it you can understand your distance, and reflect upon all the choices you have made
By seeking the counsel of the Pillar of the Choice, you may choose how you will progress upon the Way. The powers that we gain upon our Path must be determined and decided upon by us and us alone.
By seeking the counsel of the Pillar of Rewalking, we may choose to Rewalk the Way. We are relieved of our previous choices, and may make our decisions anew. Be wise, though, because Talos gives us only one chance to Rewalk our Path.
Let us now turn our attention to the holy sites of the Pillars of Power. These Pillars are unique places of importance, where great judgement of justice was once made. The significance and power of these sites influenced the Master and the Cult to erect Pillars in honor of them. These Pillars bestow upon the Pilgrims and Wanderers a unique power to aid them in their pursuit of justice.
Pillar of the Shadows
The Pillar of Shadows is the site of a great battle between a Wanderer and a Bandit camp that took place after nightfall. The Wanderer Hod's heart was weighed upon in compassion for the locals who had suffered under the tyranny of the bandit chief. The Orc chief forced a tax upon the village that he had taken by force. He controlled the movements of everyone in the area, keeping them from alerting nearby villages. Their village was small, as well, and could not resist his warband. The blood of many of their sons already soaked the ground from the initial battle. Hod, however, encountered one of their men as he ran from the clutches of three bandits. Hod assaulted the criminals and dashed their brains upon the rocks. Filled with gratitude, the young man told the whole tale to Hod with his dying breath. Hod traveled to the surrounding villages and raised a band of his own to match the chief's force. At nightfall he and his men crept through the shadows and attacked the invaders. All of villagers were brutally slain by the heroes. The Orc chief himself was slain in his bed as he forced himself upon a local maiden. Justice was served.
Find ye the stone of Shadows
There you will find the Pillar of night
Pillar of the Elements
Avoid the Apostates! For once there was another cult; a cult of Apostates. They were vile and conniving in their deeds, and they turned every thought towards personal gain. Because of their evil, they tempered their powers and became masters of both magic and the Moth combat form. Eventually their masters learned to even combine the styles to form a new mode of fighting. But despite their power, their greed destroyed the new cult. When the temple heard of their apostasy, Master Shormir led a force of Wanderers and Elders to their tower and destroyed every one of their hideous followers. In memory of their downfall, and to warn future generations from following the Apostate Path, the Master established a Pillar that bestows the cult's elemental skill upon Wanderers and followers of the True Way. Justice was served.
Pillar of Dimensions
Vanquish the Dark Brotherhood! As with all men of valor, our Master has encountered assassins from that vile association. Once, upon traveling to Dragon Bridge from Riverwood, he stayed the night in a camp on the shore of the shorter branch of the River Karth. He awoke in the night with blade at his throat. But the wretched assassin was not prepared for our Master's skill. Instead of Shormir's blood upon the ground, he was surprised to find his own when our master stole the blade from his hand. But the evildoer was crafty. Through some arcane sorcery he vanished from the tent. Our Master ran into the night and discovered the man upon a rock, laughing at his own power. "You can not catch a man who is not there," he mocked. But justice is not to be derided. Our master struck the evil man down and learned his power. Now he grants the ability to all who follow him. But beware, for such power is not to be abused. The power is not reliable, and could take you to your grave within the ground. Justice was vindicated.
Pillar of Aptitude
The Pillar of Aptitude was the first Pillar to be established by our Master, and is visited by Pilgrims more than any other. When our Master first built the Pillars of the Way, he also built the Pillar of Aptitude to guide them upon their way and to speed their progress upon the Path. Justice can be learned.
To reach the Pillar of Aptitude, you need only to find the Guardian Stones.
Pillar of the Healer
The Pillar of the Healer is the most recently established Pillar. During the beginning of the conflict between the Empire and the Stormcloaks, a caravan of Pilgrims was caught between two opposing forces. In desperation, the Wanderer in charge of the caravan called upon his knowledge of the arcane to protect his men and heal them while the battle raged around him. Though arrows flew through the air, and lightening bolts seared ground, not one of the Pilgrims fell dead upon the ground. Finally, as the battle drew to a close, the Wanderer collapsed in fatigue. The noble man sacrificed his life's force to protect the Pilgrims, and in his great honor to the Master build this Pillar. Justice was protected.
Venture ye to the valley of the Sleeping Tree
Look ye then to the rise of the sun,
And to lights of the frozen lands.
Follow the path of their merging,
And the Healer's Pillar will be discovered.
Pillar of the Whirlwind
Honor our Master! For there is no equal of his in the art of the Way form. When he strikes an enemy, the vile wretch is vanquished. When he casts an Apostate down, they are crushed beneath his blows. No rival has he in Cultist combat. Whether with the bare fist, or with the Implements designed by his skill, all who come before his might are destroyed. Fear him in battle, and respect him in debate. For not a Dragonborn could defeat him in war. In mercy and in honor did he establish the Whirlwind Pillar. For he wisely saw that his power must be shared if his followers were to bring the light of justice into this dark world. To meet that end did he build this Pillar. Once a day, Pilgrims of this Pillar are granted his skill and power to pummel their enemies beneath many blows. Justice enlightens the world.
Behold the tower of the Dwemer!
Like a sentinel it reaches to the sky from the Reach,
And now it has another ward to guard
The Pillar which our Master bestowed.
Pillar of the Seer
Not long after the formation of the Cult of the Way, an elderly man came from Cyrodil to visit our Master at the new Temple. He was a Cultist of the Ancestor Moths, our father Cult. Though our Master had once been banished from their brethren, they saw that he had now become a great man, despite their initial dispute. Thus, he offered our Master a chance to return to the Ancestor Moths, and forsake the Way. Gently, and wisely, our Master declined. With grace, the elder accepted his decision, and left our Master with a gift. The gift was the knowledge of Seeing. For centuries the Ancestor Moth cultists have read the Elder Scrolls to decipher their meaning. But to do so leaves them blind and nearly mad. To aid in the service of Justice, the elder granted our Master and his followers the ability of prescience vision. Though the user is partially blinded for a short while, they are allowed to see the presence of all creatures in the region, whether dead or alive. Justice was honored.
The Pillar of Shadows was not established nearby,
But seek ye out the city of Wind,
Follow the waters west to the frozen lake,
and there will you gain the power of the Seer.
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Monday, April 16, 2012
Way of the Monk beta-testing begins now!
Beta-testing has begun!
The beta version of Way of the Monk has been completed and is ready for testing. Please read the rules and advice below to learn how you may become a beta-tester, how to report bugs, and what is new in the mod. Please read the whole post before applying to become a beta-tester. It is fairly long, I know, but you need to know this information before testing the game for me.
Since this is a beta version, there will most likely be bugs. Please be patient with me as I work to fix them.
Since this is a beta version, there will most likely be bugs. Please be patient with me as I work to fix them.
Applying:
To apply to become a beta-tester, simply contact Woverdude and request beta-testing privileges. I will e-mail you the .zip folder that contains the .esp plugin file and the .bsa archive. Export those into your Data folder and you should be able to load the mod. I had some trouble getting the .bsa created, so if you have trouble with the models and scripts, then e-mail me and I will recreate the .bsa.
How to report bugs/make suggestions:
I have created the two forms for reporting bugs or making suggestions. I will send them to you in my e-mail. Fill them out when you find a bug or want to make a suggestion and your input will be added to a database.
Please keep your suggestions related to the content that I have already added, rather than suggestion a new kind of content. For instance, instead of suggestion several new perks, you can suggest a way to improve current perks. If you want to suggest new ideas, please post on the WIP thread.
What to test for:
Primarily what I need to know is whether the new items, enchantments, leveling system, and perks work.
You can either choose to test each item and perk individually, or you can run a playthrough as a Monk and see how it all fits together. Either way works and helps me out. :-)
What is in the Mod:
First, there are a ton of new items, all of which are craftable. These new items can be found in stores, crafted, looted from enemies, or found in dungeons.
There are around 10-15 new fist-weapons, and many enchanted variations of each of those. A few of the new weapons are not found in the game as loot, but will be used in later versions to create unique items for quests or bosses. The weapons can be crafted and improved normally. The animations are a bit wonky, but that is not my fault. Bethesda designed their handtohand animation strangely, so when weapons use it they do become invisible on the right hand. Their issue, not mine...
There are also new enchantments with new effects. These enchantments can be found on the new weapons and clothing.
There are also a new set of robes. These are monk robes that I found in the Creation Kit, but were not used in the vanilla game. Which was quite lucky for me. You can find them or craft them. They use 1 linen wrap to craft and are in the Misc. category.
New enemies. There is a new enemy faction called "The Apostates". They are a breakoff of the Cult of the Way that will be expanded on in later versions. They can be found in encounters and use the new fist weapons. They have a unique combat style, as well, that mixes magic and unarmed combat. They are very lightly armored (if at all), but are very quick. There are different types and levels of these new enemies.
New Unarmed and Unarmored skills. The Unarmed skill is raised by using any of the new weapons or by fighting without a weapon equipped. The Unarmored skill is raised by taking hits while not wearing armor. These skills do NOT replace existing skills, but are instead entirely new and operate through a series of scripts that run in the background. They also include new perks.
Perks. The perks can be gained as you level your Monk skills. You choose and manage your perks at the new Pillars.
Pillars. The Pillars are like the Standing Stones, in the way that they give you new abilities. There are two types of Pillars. There are the Pillars of the Way that allow you to manage your stats, and there are the Pillars found around Skyrim that give you unique powers. The Pillars of the Way are where you manage your stats and are probably the first place that you want to go. Here is a screenshot of their location:
They are just up the hill from the Guardian Stones, marked by a stone archway. Between the Pillars will be three books that explain some of the lore and provide you beta testers with the locations of all of the Pillars.
All of the new items can all be found in the QASmoke testing room. To get there type coc QASmoke into the console and press enter. When the game is finished loading, you will see a table in front of you. The containers with them are on the other side of the table and all have the prefix "WoM".
Legality/Use-restrictions:
Skyrim and all of its component are owned by Bethesda. All of the Way of the Monk work is reserved be used by me and those that I give permission to. Do not send the beta version to anyone without my permission. Do not upload the files to any website. Do not claim the files to be your own. Doing any such things will result in the loss of your beta-testing privileges and you will be reported for piracy to any website that you have illegally uploaded the files to.
Have fun!
Though my post seems pretty serious, I want you to have as much fun as you can with my mod. Go thou therefore, and have fun! :-) Though you may not pirate the files, feel free to make videos, or write posts/reviews about my mod as long as you mention that the mod is still in beta and give a link to this blog. Have fun!
Feel free to e-mail me with any questions!
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Friday, April 13, 2012
Way of the Monk: Mod Diary #3
Work has been a bit slow recently because of end-of-semester school, but I have been able to put in a fair amount of modding hours on the weekends. Last weekend I added a whole ton of new craftable weapons, as well as some enchantments.
You can take a look at the Screenshots page for pics of my progress.
Weapons:
The new weapons are from tom349's mod Fist Weapons. I was given permission from him to use his models, as well as from BloodySunday's to use his retexture of tom249's mod.
They are all lore-friendly, craftable, and enchantable. The animations and killcams on them are a bit weird, but that is not my fault. For some reason, any weapon that uses the default Hand-To-Hand attack animation neither appears on the right hand when it is equipped, or is on the body when sheathed. This is not my fault, but the Creation Kit's. The way they designed the animation, it's not built to have models that use it. I am going to try my best to find a way to get the weapons to use the default animation, but I may not be successful. If you think you can help, feel free to contact me.
Robes:
As you can probably tell from the screenshot, there will also be some new robes. There was actually an entire set of hooded and non-hooded monk robes in the Creation Kit that were never used in the game. Fortunately for me, this means that they wont conflict with current items and will be new to players. Since they were all monk robes, they will also fit well with my mod.
Perks:
There were two perks which were not working properly. One of them suddenly decided to start working, though. I could not find any reason why it was not working in the first place, and since it is working now, I won't complain. The other one is still not working, but it should be fixable with some more coding.
Nearly done!
I'm mostly done! I just need to finish adding enchantments, fix that one perk, add some new characters, and write some backstory before sending the first version off to beta testers. Compared to the total amount of work that I have done, what is left is not very much. I have yet to decide whether I will add a follower for the first version. I'm not entirely sure how to do that, so I don't want to begin working on something that will extend the release too far. It may still be a few weeks because of beta testing and my own busy life, but it the first version should be complete soon.
By the way, if you want to beta test Way of the Monk for me, contact Woverdude and you will be added to the list. I ask only that you not distribute the files before I release the mod, and that you promote the release when you get the chance.
I will post more information on the release soon, including a detailed brief of all the new features and a plan for the release and second version.
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Saturday, April 7, 2012
WIP Screenshots!
A new Screenshots page has been added to the navbar at the top. Pre-Alpha Way of the Monk content screenshots and teasers are on it, and new pictures will be added as I complete the mod. Check out the page regularly for new screenshots of the WIP mods of our modders!
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Wednesday, April 4, 2012
Way of the Monk Update: 4-4-12
First off, let me state that I've been taking a bit of a break from modding. I have two tests that I must take tomorrow and have been preparing for them. I have, however, managed to accomplish quite a bit since me last update.
Pillars:
The script that manages all of the power-giving Pillars has been completed, the Pillars are planned and organized, and several of them have been added to the game. You can find the script for them here. It's based off of the powerShrineScript from the vanilla game that manages the Standing Stones.
I've written a list of all of the Pillars that I plan on adding to the first edition. Some of them are proving to be troublesome to code and figure out, but I am confident that I can complete them with enough work. The Pillar that I've added and am currently working on is the Pillar of the Elements.
Here's a screenshot:
I'm having some trouble getting the effect to be applied. I've found that for some strange reason, all weapons that use the HandToHand attack animation have trouble with perk effects and are not considered Weapons of the normal sort. I'm not sure what's going on, but it has somewhat crippled my perk and item designing. I hope to find a workaround or fix soon, though.
Items:
I've gained permission from tom348 at the Nexus Forums to use his mod Fist Weapons, as well as Bloodsunday's permission to use his retextures of tom349's weapons. I'm not sure that I'll use all of the models in my mod, but a good number of them will be going into the game. I'm having some trouble with the weapons being mysteriously invisible when equipped in the right hand, but other than that it's all going well.
Unarmored Skill:
I have also added in a separate Unarmored skill in addition to the Unarmed skill. Along with this skill are a number of Unarmored perks and enchantments that will be added. The perks will be chosen independently from each other and will level with use.
Plans:
The next few weeks are going to be pretty hectic and busy for me. I have two tests tomorrow, am moving in a week, and have finals later this month. So, I wont be able to do nearly as much modding. :-( I will, however, be writing tutorials. Also, keep watch, because I'm soon going to announce a great new opportunity/project for all of you modders and players. I will post the news soon. :-)
I've written a list of all of the Pillars that I plan on adding to the first edition. Some of them are proving to be troublesome to code and figure out, but I am confident that I can complete them with enough work. The Pillar that I've added and am currently working on is the Pillar of the Elements.
Here's a screenshot:
I'm having some trouble getting the effect to be applied. I've found that for some strange reason, all weapons that use the HandToHand attack animation have trouble with perk effects and are not considered Weapons of the normal sort. I'm not sure what's going on, but it has somewhat crippled my perk and item designing. I hope to find a workaround or fix soon, though.
Items:
I've gained permission from tom348 at the Nexus Forums to use his mod Fist Weapons, as well as Bloodsunday's permission to use his retextures of tom349's weapons. I'm not sure that I'll use all of the models in my mod, but a good number of them will be going into the game. I'm having some trouble with the weapons being mysteriously invisible when equipped in the right hand, but other than that it's all going well.
Unarmored Skill:
I have also added in a separate Unarmored skill in addition to the Unarmed skill. Along with this skill are a number of Unarmored perks and enchantments that will be added. The perks will be chosen independently from each other and will level with use.
Plans:
The next few weeks are going to be pretty hectic and busy for me. I have two tests tomorrow, am moving in a week, and have finals later this month. So, I wont be able to do nearly as much modding. :-( I will, however, be writing tutorials. Also, keep watch, because I'm soon going to announce a great new opportunity/project for all of you modders and players. I will post the news soon. :-)
Sunday, March 25, 2012
Way of the Monk: Unarmed Overhaul, Mod Diary #2
Mod Diary #2
Pillars:
So, after tens of hours of studying Papyrus, posting questions on forums, and writing nearly one thousand lines of codes with around one hundred properties, I have finally completed the scripts for all of the Pillars that manage your stats in the mod. Not only that, but they all work! One of them is a tiny bit glitchy, but I aim to fix that soon. These Pillars of the Way will be used to manage and check your perks, stats, and skill inside the mod. For ease, you will also be able to use Balls of the Way (misc. items with the model of an Attunement Sphere) that have the same functions. These Pillars were vital for the work on the other mod to allow for proper testing and smooth use. They have also been added to the world and given a map marker for fast-traveling. Along with the completion of the Pillars, I have also completed every perk that the player can gain from leveling.
There are some other Pillars that the player can find around the map (similar to the Standing Stones) that have not been completed, but they are next on my list.
Enchantments and Focus Crystals:
They have not all been added yet, but I have decided upon them all and know for the most part how I am going to add them to the game. There is still some uncertainty on how to make Gauntlets that are both a piece of Armor and a Weapon, but I think I may have found a way to create them by mimicing the way shields work in the game.
Tutorials:
Along with all of this tedious scripting, I have learned a great deal about Papyrus and the CK. In the next few days I will post tutorials on making message box sequences, new skills, and (once I figure it out) weapons that are also categorized as armor.
Screenshots:
Pillar of Rewalking (allows you to reset your perks):
Archway to lead the player to the Pillars of the Way:
Pillars of the Way:
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Monday, March 19, 2012
Way of the Monk: Unarmed Overhaul, Mod Diary #1
Mod Diary #1
If you haven't heard about my new mod project Way of the Monk: Unarmed Overhaul, check it out, because that's what I'm going to be talking about. :-)
So, one thing I decided about making this mod was that I was going to use the opportunity to help other modders improve their mod. As I make the mod I am going to be writing a Mod Diary of what, how, and why I add or take away features from my mod. I hope that you enjoy my diary and learn from it as much as I had to learn to write it. :-D
Please keep in mind that this all takes a lot more time than it seems from reading it. For those of you trying to decide whether to get into modding, realize that it will take up a huge amount of your time. While it only takes a few minutes to write a paragraph about a step in the process, that step could have taken hours or even days to complete. Consider this both a warning to new modders, and a request to please understand why I take days to do what may it may appear should take minutes or hours. :-)
Note: This is going to be a pretty long and detailed post. Just giving you fair warning...
First steps:
The first step in any process is always the inception of the project, and the planning. I started having an idea that I wanted to make a new Unarmed mod over several weeks. During those weeks I saw that, while my Unarmed Warfare mod did improve the Unarmed gameplay, it was extremely buggy and felt too much like a workaround. So, I decided to build a new mod from scratch, following a different concept and process from the first one.
Scripts:
One of the main desires I had was to have a scaling system for Unarmed damage, as well as having a "skill" and perks for Unarmed combat. Now, the CK does not allow the creation of new Actor Values, which is the class of object that skills are. So, that meant I was going to write a script that ran in the background as the user plays the game. Here is the basic concept of the script:
There are three main variables that the leveling-system/skill runs off of:
1. Use
2. Mod
3. Level
Use is the progress towards the next skill. Mod is the amount of XP that is gained each time the player makes a successful Unarmed attack. Level is the level of the skill. These three variables are stored as global variables.
(The entire script can be found here. The font might not be acceptable to the CK, though.) The equation :
when the player makes a hit
then Use = Use + Mod
if Use >= 100
then Use = Use -100
Level = Level + 1
Mod = Mod - .01
endif
So, every time you hit an enemy, your Use (level progress) increases by Mod. When this has occured enough times so that Use equal to or greater than 100, then your level increases by one. When your level increases, Mod goes down by .01 so that the speed of leveling decreases over time.
Practical application:
At Unarmed level one: It will take 100 hits to advance to level 2
At Unarmed level ten: it will take approximately 110 hits to advance to level 11
At Unarmed level 50: It will take approximately 200 hits to advance to level 51
And so on...
Now, the number of hits would get unmanageably high at higher levels, but only if you did not have any perks or items that sped up the process. If you are playing an Unarmed character, though, I expect that you would, since they are available.
The Unarmed Damage scaling is rather simple. It is multiplied by (1 + Level/20). Thus: At level 20, you would do twice Unarmed Damage, at level 40 you would do 3 times, etc. To get the script, click here.
Now this all might sound relatively simple. But it took me a lot of time to plan, balance, and translate into Papyrus syntax. I started out knowing very little about Papyrus. I still do not know a lot, but I have certainly improved my knowledge.
Perks:
Overall, I want to have 20+ new perks/enchantments. That may sound kind of bold, and maybe a bit imbalanced, but the whole goal is to build an entirely new combat style within the game. To do that, I'm going to have to add a lot of new options. As far as perks go, you will be able to choose a new perk every 5 levels. There will be both an "Unarmed" and an "Unarmored" branch that crossover on occasion.
There will also be a number of more significant perks that you get from special Pillars. Across the landscape of Skyrim there will be a number of Pillars that are similar to the Standing Stones. You will only be able to have one active at a time, but each one can significantly change your gameplay. So far, I have ideas for several pillars, which you can read about here. Each pillar will have a perk that modifies Unarmed gameplay and a perk that modifies Unarmored gameplay.
So far I've only copied the perks from my Unarmed Warfare mod, but I will work on adding new ones as soon as I have them planned out.
Managing your stats:
Now, you might be wondering how you will be able to manage your stats. Across the road from the Guardian Stones will be a set of Pillars that perform that function. One pillar will add the perks start the scaling scripts, and will allow you to view your level, level progress, and amount of perk points.
Another Pillar will allow you to choose new Perks, and a third will let you reset your perks. If you're worried about managing your stats on the go, don't fret! You'll also get several Balls that let you do the same thing as the Pillars. Between the Pillars will be a table with a book on it that shows a tree of perks and explains the mod and its concept.
Making this and the perks functional is what I am currently working on.
So far I've only copied the perks from my Unarmed Warfare mod, but I will work on adding new ones as soon as I have them planned out.
Managing your stats:
Now, you might be wondering how you will be able to manage your stats. Across the road from the Guardian Stones will be a set of Pillars that perform that function. One pillar will add the perks start the scaling scripts, and will allow you to view your level, level progress, and amount of perk points.
Another Pillar will allow you to choose new Perks, and a third will let you reset your perks. If you're worried about managing your stats on the go, don't fret! You'll also get several Balls that let you do the same thing as the Pillars. Between the Pillars will be a table with a book on it that shows a tree of perks and explains the mod and its concept.
Making this and the perks functional is what I am currently working on.
Enchantments:
I will create a series of new enchantments that can be used for Unarmed combat. They can be added to any piece of armor, jewelry, or clothing. Now, I know the objection that the player will be losing an Equip Slot by doing that. Since you won't be using any weapons, you won't be able to enchant them. I am going to work around that by making new items called Focus Crystals. They will be equipable and enchantable. In the world they will look like crystals, but when you equip them they will not appear on your body.
The work on Enchantments will begin once I have finished all of the perks, scripts, and managing work.
Items:
Along with the new perks and enchantments will come Items to implement them. There will be a number of new gloves, clothing, and Focus crystals that you can find or purchase. They will not use new textures or models, but will have unique enchantments.
Items will be added once I have created the Enchantments for them.
Enemies:
Don't be surprised if you encounter enemies with the same abilities as you! I am going to create a new Combat Style for enemies that focuses entirely on Unarmed combat. I will also create varieties of the standard enemies that are Unarmored and fight with their hands. These enemies will provide a way of finding new items, as well as providing an interesting challenge and aspect to the game. Around the
The enemies will be added once all other work is completed.
Feedback is appreciated!
What I need the most is feedback. I can only come up with so many ideas for perks and enchantments. Please share with me your ideas!
Keep in mind that I won't be adding new animations (at least for the first version). So, please don't ask me to create an entirely new, awesome ninja attack. :-)
If you have any questions about the technicalities of how I am adding certain features, feel free to ask. I will answer them to the best of my abilities.
For the next Diary I am only going to share what is new since the last update. This one is only really long because I wanted to let people know my plans for the mod.
The work on Enchantments will begin once I have finished all of the perks, scripts, and managing work.
Items:
Along with the new perks and enchantments will come Items to implement them. There will be a number of new gloves, clothing, and Focus crystals that you can find or purchase. They will not use new textures or models, but will have unique enchantments.
Items will be added once I have created the Enchantments for them.
Enemies:
Don't be surprised if you encounter enemies with the same abilities as you! I am going to create a new Combat Style for enemies that focuses entirely on Unarmed combat. I will also create varieties of the standard enemies that are Unarmored and fight with their hands. These enemies will provide a way of finding new items, as well as providing an interesting challenge and aspect to the game. Around the
The enemies will be added once all other work is completed.
Feedback is appreciated!
What I need the most is feedback. I can only come up with so many ideas for perks and enchantments. Please share with me your ideas!
Keep in mind that I won't be adding new animations (at least for the first version). So, please don't ask me to create an entirely new, awesome ninja attack. :-)
If you have any questions about the technicalities of how I am adding certain features, feel free to ask. I will answer them to the best of my abilities.
For the next Diary I am only going to share what is new since the last update. This one is only really long because I wanted to let people know my plans for the mod.
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Saturday, March 17, 2012
Way of the Monk: Unarmed Overhaul
Way of the Monk: Unarmed Overhaul
As it relates to differences with my Unarmed Warfare mod, there will be no 'Unarmed Weapon' that you have to use to raise your OneHanded; you will merely use your fists. If you want an 'enchantemt', there will be a number of new unarmed-related affects that you can add to your gloves or other armor.
The mod will be called Way of the Monk (in reference to the classic Monk-class in standard rpg's), and will be built entirely from scratch to avoid bugs. Unlike in my Unarmed Warfare mod, I am also going to take care to make sure that it has as little conflicts as possible, by not changing a great deal of content, only adding new content.
If you can think of any enchantments or perks related to Unarmed or Unarmored, please share them. I can only think of so many by myself, but the more input I get, the more that I can add to the mod. :-)
Details:
The Skill: The skill will consist of a series of scripts that scale the damage and keep track of a "level". The scaling and leveling will work approximately the same way that the normal skills do, but will work in the background. You will be notified whenever you levelup, and you will be able to choose a new perk immediately, or delay choosing a new perk until later.
Perks: You will be given a spell that lets you choose new perks (it will use the same perk points that the other skill use), check your level and leveling progress, and reset your perks if want to (I will limit the amount of times that you can reset them). These perks will be basic perks that give you bonuses and neat features as you level up. To get the best perks, however, you are going to have to travel around Skyrim and find a series of Pillars. Each pillar will have a unique, powerful perk, and will work like Standing Stones in the way that you can only have one active at a time. There will be perks related both to Unarmed and Unarmored that you can choose from.
Enchantments: I will add a number of new enchantments to the game. These enchantments will have effects that change the way your Unarmed combat works, the amount of damage you do, add magical damage when you hit an enemy, etc. You won't be able to enchant your fists, but you can enchant gloves, other armor, rings, circlets, and other wearable items. And that brings me to items:
Items: Along with these enchantments will come items that have have them. Because I don't want to add conflicts with other mods, I will simply add these items to leveled lists to be found as loot. I may leave one or two of them around particularly hard-to-get-to Pillars, as well. For the most part, these items will use vanilla models and textures, but will have new enchantments. I am not a 3d artwork guy, so I don't have the ability to make new models. If someone wants to volunteer some, I'd be happy to add them to the mod.
Enemies: Just as you are going to start using Unarmed attacks, so might your enemies. So don't be surprised if you run into a character with some of the same abilities and items as you!
Animations? I am not an animator, so I won't be able to add new animations. I may try to find some way to make the right and left hand attacks somewhat different (to let you have your own playing style), but other than that I cannot add new anims. If anyone wants to make some for me, I would GREATLY appreciate it! :-D
Schedule:
Since the work on Skyrim Books is not totally complete, it may be a while before the first version of Way of the Monk is complete. I've got Spring Break this week, though, so I'm going to be doing a lot of work on my mods. Hopefully I can get a fair amount of work done on WoM (Way of the Monk).
Tutorials:
As I work on WoM, I will write tutorials on various aspects of what I do in the mod. I may even write a sort of Modding Diary that details the whole process that I took to make the mod. If I do, then I hope you will enjoy them and learn from them. :-)
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