Some of you might be wondering how much I have progressed. Truth be told, I haven't managed to get much modding in the past while because of a cold and job-hunting for summer work. I have made progress, however, and will write another post with more news soon.
As far as tutorials go, I am planning on releasing a tutorial on how to create a new skill within the next few days. The method that I use for skills can be used for many other types of mods, including quests. However you decide to use it, I hope that it will help you with your modding.
If you want to get regular updates when I post news or tutorials, feel free to subscribe to this blog or to add The Skyrim Modding Blog on circles on Google+.
Thursday, May 31, 2012
Dawnguard - Official Trailer!
Bethesda posted the trailer for the Skyrim DLC on Youtube a couple hours ago! Now I'm too excited!!! :-D
Saturday, May 26, 2012
Plans for the Chi System - Help Decide!
Due to popular demand, I am planning on adding a Chi system to Way of the Monk. Below are the possible plans for the system that I am seeking input on. If you have any ideas or suggestions, please feel free to post them.
There are three types of systems that I am considering as becoming the one implemented for the the Chi powers. The Chi powers are (for the most part) going to be temporary buffs or powers, rather than magical super-attacks. I may add a few cool effects such as a Falcon Punch sort of power that throws the enemy back, but those will be high-level.
The current idea for the gaining of the powers is through achievements and quests. For Part 2 I will only include Radiant Quests, but for Part 3 I hope to add a questline. That will give me many more chances for unique rewards of items and powers. Completing these quests will open up training options from your mentor that will give you access to new Focus powers as well as perks, items, etc. Players will also receive achievements for accomplishing certain feats. Achievements will vary in nature, but will include such deeds such as finding all of the Pillars, defeating 100 Apostates, reaching level 100 in one or both of the skills, etc. When the player completes a quest or an achievement they will be able to choose new Focus powers. In your opinion, would it be better to have a specific power given for a specific quest, or let the accomplishments act like leveling and let the player choose their new reward? Also, do you think that they should be given the power immediately, or have to train/speak with their mentor, read a book, use a special crystal, or do something else special.
Now for the Focus Points: Focus Points (FP) will be required to use the Focus Powers. I plan on doing this so that the player is not overpowered and so that the powers themselves become much more valuable to the player. There would also be a cap for the FP so that they cannot have too many points. They would be able to increase that cap through various methods. I have ideas for three possible systems. Let me know which one sounds best to you. Feel free to suggest any changes to my ideas, as well as suggesting a system of your own.
System 1: The player gains FP through defeating enemies. This would be the hardest system to implement scripting-wise, but it seems like the most interesting to me. I might even be able to set it up so that the player gets more points if the enemy's level is higher. This would require a higher FP cap than the others, and Focus powers would consume a relatively high amount of FP in the expectation that they will be using that power to gain more FP soon.
System 2: The player gains FP through consuming Focus Crystals. Focus Crystals would be a retextured versions of the Soul Gems. They could also gain FP through casting certain Restoration Spells. In other words, and entirely consumable-item based system. This system may or may not use a FP cap at all, but each power would use a lot of FP.
System 3: The player only gains FP through quests and achievements. I honestly don't like this one very much, but I thought I'd give it to ya'll in case you have some ideas about it. There would be no FP cap and powers would use a relatively moderate amount of FP.
System 4-ish: The powers don't use FP at all, but use Magicka. I don't really like this one at all. For one, it would require the player to specialize in Magicka when leveling up. Also, the powers would not seem nearly as valuable, and I would have to greatly limit their effects to not overpower the player.
There would also be another dimensions: Focus Crystals. Focus Crystals (as stated above) would be retextured Soul Gems to give them some color and a sort of magical glow to differentiate them from the originals. There would be two types of Focus Crystals. There would be those that simply restore or temporarily buff the cap of your FP. These would be included in all three systems, but would be dramatically enhanced in the second one. There could also be unique equipped Focus Crystals that give you constant effect bonuses against certain types of enemies or situations. They would have their own lore and quests. Do you think that the unique Focus Crystals are a good idea?
These, overall are my ideas for the way the system will work. I haven't gotten too much into what the specific powers will be yet, since I haven't even decided the basics yet. Feel free to suggest actual effects, though.
So, comments? Suggestions? Ideas? Criticism? I value outside input, so feel free to give me your thoughts.
There are three types of systems that I am considering as becoming the one implemented for the the Chi powers. The Chi powers are (for the most part) going to be temporary buffs or powers, rather than magical super-attacks. I may add a few cool effects such as a Falcon Punch sort of power that throws the enemy back, but those will be high-level.
The current idea for the gaining of the powers is through achievements and quests. For Part 2 I will only include Radiant Quests, but for Part 3 I hope to add a questline. That will give me many more chances for unique rewards of items and powers. Completing these quests will open up training options from your mentor that will give you access to new Focus powers as well as perks, items, etc. Players will also receive achievements for accomplishing certain feats. Achievements will vary in nature, but will include such deeds such as finding all of the Pillars, defeating 100 Apostates, reaching level 100 in one or both of the skills, etc. When the player completes a quest or an achievement they will be able to choose new Focus powers. In your opinion, would it be better to have a specific power given for a specific quest, or let the accomplishments act like leveling and let the player choose their new reward? Also, do you think that they should be given the power immediately, or have to train/speak with their mentor, read a book, use a special crystal, or do something else special.
Now for the Focus Points: Focus Points (FP) will be required to use the Focus Powers. I plan on doing this so that the player is not overpowered and so that the powers themselves become much more valuable to the player. There would also be a cap for the FP so that they cannot have too many points. They would be able to increase that cap through various methods. I have ideas for three possible systems. Let me know which one sounds best to you. Feel free to suggest any changes to my ideas, as well as suggesting a system of your own.
System 1: The player gains FP through defeating enemies. This would be the hardest system to implement scripting-wise, but it seems like the most interesting to me. I might even be able to set it up so that the player gets more points if the enemy's level is higher. This would require a higher FP cap than the others, and Focus powers would consume a relatively high amount of FP in the expectation that they will be using that power to gain more FP soon.
System 2: The player gains FP through consuming Focus Crystals. Focus Crystals would be a retextured versions of the Soul Gems. They could also gain FP through casting certain Restoration Spells. In other words, and entirely consumable-item based system. This system may or may not use a FP cap at all, but each power would use a lot of FP.
System 3: The player only gains FP through quests and achievements. I honestly don't like this one very much, but I thought I'd give it to ya'll in case you have some ideas about it. There would be no FP cap and powers would use a relatively moderate amount of FP.
System 4-ish: The powers don't use FP at all, but use Magicka. I don't really like this one at all. For one, it would require the player to specialize in Magicka when leveling up. Also, the powers would not seem nearly as valuable, and I would have to greatly limit their effects to not overpower the player.
There would also be another dimensions: Focus Crystals. Focus Crystals (as stated above) would be retextured Soul Gems to give them some color and a sort of magical glow to differentiate them from the originals. There would be two types of Focus Crystals. There would be those that simply restore or temporarily buff the cap of your FP. These would be included in all three systems, but would be dramatically enhanced in the second one. There could also be unique equipped Focus Crystals that give you constant effect bonuses against certain types of enemies or situations. They would have their own lore and quests. Do you think that the unique Focus Crystals are a good idea?
These, overall are my ideas for the way the system will work. I haven't gotten too much into what the specific powers will be yet, since I haven't even decided the basics yet. Feel free to suggest actual effects, though.
So, comments? Suggestions? Ideas? Criticism? I value outside input, so feel free to give me your thoughts.
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Tuesday, May 22, 2012
Assets needed!
In order to improve my mod and its presentation, there are a number of assets which I want to add. I am not an artist, however, and have no skills in image-creation, modeling, or animation. So, if you would like to help, below is a list of assets that I am looking for. If you want to help out, then please contact me (Woverdude). I will credit you for your work. If you would like to create multiple assets, then we can discuss small payment options. I can't pay you much, but if I really like your work and you are dependable, then I will try to reward you with something for your skill and hard effort.
Art:
Art:
- A poster image for my mod. Something that captures the idea behind the mod and would be used as a front picture or advertisement for everywhere that I post about my mod
- A retexture of soul gems to include different colors, including magical glows.
- A new banner to be used ingame. It should have a red background with the image of a white moth in the foreground.
Models:
- New Monk-themed armor for those who want bash their enemies' teeth in, but want to be protected while doing it. I would like to have both a heavy and light version, but I am not picky. It should not be skimpy, and should fit well with the customary fantasy-genre monk class.
- New weapons. This could include brass knuckles, spiked gauntlets, katars, etc. They should fit in with the standard Monk class, and should be lore-friendly. Also, they need to function properly in the CK and have quality textures. Feel free to design it as a piece of armor that would have a weapon at the end. I can set it up so that it is a glove that adds to the amount of unarmed damage dealt.
- New robes. Any kind as long as they are lore-friendly, fit the Monk theme, and are not skimpy.
- Elemental robes. Unique robes that have the appearance of a certain element. One should look fiery, one should appear icy, and the other should seem electric.
Voice Acting:
Contact me for details. For now I only want one voice actor. You need to be male, have an adult (preferably older and deep) voice, and be easy to understand in English.
Friday, May 18, 2012
Writers & Modders Needed - Want to post on our blog?
One of the primary goals for this blog was that it become a central website for Skyrim modding news. To further that goal, I am allowing modders to request to use my blog for their mods. If I give you permission, then you will be given posting permission. With this permission you will be able to post news about your mods, important guides or readmes, announcements of new features or mods, and requests for help or team members. In addition, you will be given your own Page on the sidebar for all of your mods, news, and relevant information.
Because I don't want to be swamped with e-mails, and since I want the modders on this blog to be committed, skilled modders, I do have some restrictions.
Restrictions:
Because I don't want to be swamped with e-mails, and since I want the modders on this blog to be committed, skilled modders, I do have some restrictions.
Restrictions:
- Commitment. I need to know that you aren't going to either disappear from this blog or give up halfway through a mod. I understand if you find out that a mod idea is impossible or too difficult, or if real life stuff gets in the way of modding. However, I need to know that you are at least going to try to finish your work, and that you will post at least once a month.
- Skill. You must have completed at least one mod, and it must have been downloaded at least 1000 times. I am not trying to be mean to small-time modders, but I want merely want to make sure if you join my blog you will bring readers and that you make great mods.
- Be easy to work with. Be nice to readers, write good posts, respond to comments, etc.
Besides those restrictions, all you need to do is send me (Woverdude) an e-mail with some information about you and what you will post. Include links to a mod(s) that you have made. If you are interested in this, please contact me. I will take a look at your mod(s), maybe download them and try them out. If I like your mods, and think that you'd be a great addition to this blog, then I will e-mail you back and give you posting permission.
Skyrim News and Tutorials:
In addition, I would like the Skyrim Modding Blog to become a hub for Skyrim tips and news. If you keep up with the current Elder Scrolls news and write well, I would love to have you as a news writer. Send me an e-mail with some information about yourself, how closely you watch Elder Scrolls news, and (preferably) an example of some article or post that you have written.
Also, if you are a Skyrim modder who isn't looking for a place to post news, but would like to write tutorials, then contact me. I have already written a number of tutorials, plan on writing more, and have a page for them. If you've never written a tutorial, take a look at those to see how they work. If you want to write tutorials, shoot me an e-mail with some info about yourself and with an example of a tutorial that you have written. If you have not written any tutorials yet, then please write one for me to look at.
A note about posting frequency: I will not have the same restrictions for tutorial and news writers. In terms of frequency, I ask only that you post at least once a month. Also, if you are not going to be available for contacting or writing for more than a couple of weeks, please let me know.
Thursday, May 17, 2012
Way of the Monk - Part 1.2: Update Changes
If you've been reading my comments on the Steam and Nexus pages, then you know that I've been redoing a lot of my code. Much of my code was slow, over-complicated, and bloated the savefile. Because of that, I have been spending my time studying Papyrus and rewriting my code, rather than add new features. These changes will be compiled in the next update that will be uploaded later today or tomorrow if I find more changes that need to be made. The list of changes may be edited if I make more modifications between now and the time I upload the update.
List:
List:
- Levels and perk points are now displayed as whole numbers without a ton of 0's trailing after the first digit
- Fixed and improved the leveling system and the way that it calculated perks
- The Pillar of the Way now includes some information about the managing powers that are given to you
- Adding an "update" function to the Pillar of Rewalking that updates your perk points to the new, improved system
- Added the update function to the Choice power
- Increased Burning Fists basedamage from 12 to 14
- Burning Fists can now be smithed
- Fire Atronach claws can now be smithed
- Modified the Pillar of the Choice to warn the player that they should update their stats
- Added 'Return' option to many of the menus for improved navigation
- Fixed Burning, Freezing, and Electric robes so that they now work properly
- Cheating with the Pillar of Rewalking now changes the speed at which you level as if you had leveled normally
- A warning message is shown when trying to reset your perks so that you do not reset them accidentally
- Added warnings about the 'no perk bug' to the Pillar of the Choice
- If no perks appear when choosing a new one, but you click 'Ok' and the description for a perk appears, you will not be able to add the perk if you already have it. This is to avoid accidentally using up your perk points. The 'no perk bug' will be fixed in Part 2
- Savefile bloat has been reduced
- Menus should load faster
- Simplified the scripts for the Pillars without changing the way they work
EDIT: Update has been uploaded to the Nexus! I am working on getting it uploaded to the Workshop.
Way of the Monk: Chi system
If you've been following my updates and plans, you might have seen some talk of a Chi system. No longer talk, it is now on my list of planned features.
Name: The system and powers will not be called "Chi" because Skyrim is not Chinese. Instead, they will be called "Focus".
How you will get them: You will be able to acquire them through a number of achievements and quests. If, for example, you completed a quest to find all of the Pillars, you would receive a power. Or, if you, got an achievement for acquiring all of the Monk perks possible, you would be given a new Focus ability.
How they will work: Now, for the most part I do not plan to create a system like the Grandmaster mod that casts spells when you attack with unarmed. I may add a few of that sort, but they will mostly be lesser powers that either give you a temporary effect. One power might, for example, temporarily make all of your Monk attacks paralyze your enemy. Another might slow time so that you can avoid or block a blow. Some of these powers will cast spell when you attack, though. A Focus ability could, for instance, cast a lightening bolt when you power attack. Whatever the effect, though, they will vary and will hopefully be unique to my mod.
How you can help: Suggest powers in the comments. Please don't overload me with a hundred suggestions, but I do want you input. After all, I can only think of a limited amount. And those that I think of will be related to how I usually play the game. So feel free to suggest new magical powers that will effect unarmed, unarmored, and fist-weapons.
Name: The system and powers will not be called "Chi" because Skyrim is not Chinese. Instead, they will be called "Focus".
How you will get them: You will be able to acquire them through a number of achievements and quests. If, for example, you completed a quest to find all of the Pillars, you would receive a power. Or, if you, got an achievement for acquiring all of the Monk perks possible, you would be given a new Focus ability.
How they will work: Now, for the most part I do not plan to create a system like the Grandmaster mod that casts spells when you attack with unarmed. I may add a few of that sort, but they will mostly be lesser powers that either give you a temporary effect. One power might, for example, temporarily make all of your Monk attacks paralyze your enemy. Another might slow time so that you can avoid or block a blow. Some of these powers will cast spell when you attack, though. A Focus ability could, for instance, cast a lightening bolt when you power attack. Whatever the effect, though, they will vary and will hopefully be unique to my mod.
How you can help: Suggest powers in the comments. Please don't overload me with a hundred suggestions, but I do want you input. After all, I can only think of a limited amount. And those that I think of will be related to how I usually play the game. So feel free to suggest new magical powers that will effect unarmed, unarmored, and fist-weapons.
Tuesday, May 15, 2012
New video for Way of the Monk!
Ecceau has created a video for me that features the Way of the Monk. It is a truly impressive video and shows his skill. If you enjoy it, please take the time to like the video and subscribe to his channel. I definitely think that he deserves it.
Btw, I will post a news update soon including my current progress and work, as well as information about the upcoming Chi system.
Btw, I will post a news update soon including my current progress and work, as well as information about the upcoming Chi system.
Monday, May 14, 2012
Way of the Monk featured in Spanish!
Way of the Monk has been featured in Spanish by a Skyrim reviewer: JohnnySQS. If you know the language, check it out!
Saturday, May 12, 2012
Updated Plans for Part 2 of Way of the Monk
A while back I wrote a post that detailed my plans for future parts. While I still plan on splitting the mod into three parts with specific plans for each one, I have changed my mind on what features I will add. Here are the features that will be added or improved in Part 2:
- Monk follower(s)
- Joinable Apostate and Cult of the Way factions
- Radiant quests for both factions
- A summonable mentor that lets you manage your stats (as a way to improve on the current stat management system)
- Scaling options to balance my leveling system with Bethesda's (only if the SKSE team adds a certain function)
- More Unarmored perks
- Due to popular request, the beginnings of a Chi combat system. More will be revealed later.
The release date for Part 2 is totally unknown, since I haven't even begun it. Since I will be working on it over Summer Break, though, I should finish it in a timelier manner than I did Part 1.
Thursday, May 10, 2012
Way of the Monk on Steam!
Previously, I could not upload Way of the Monk to the Workshop because of the file size limit. Today, however, when I manually created the .BSA archive that stores all of the new files, I told the program to compress the archive. In normal people speak: The mod takes up less space on your computer. Thus, the Workshop is now willing to be friendly. Hurrah!
Download link: http://steamcommunity.com/sharedfiles/filedetails/?id=70846921
Download link: http://steamcommunity.com/sharedfiles/filedetails/?id=70846921
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.
Wednesday, May 9, 2012
Player Guide: Specialization
Even though the Way of the Monk's primary purpose is to provide a new playstyle, I have incorporated several ways to specialize your character.
1. Classic Monk
There is, of course, the classic fantasy-genre monk that wields no weapons, wears no armor, and heals his fellow warriors. Either the Pillar of the Healer or the Pillar of Aptitude are for you. The Pillar of the Healer's power automatically heals nearby allies by 3 points per second. Used with a follower-enhancement mod such as UFO, this will be especially useful. The Pillar of Aptitude does not give you any special powers, but instead increases the speed at which your Monk skills level. This classic character-type would use both of my new skills, as well as take advantage of the new weapons. To raise your player level and to survive for the first few levels, I would also suggest taking the time to improve your Restoration and Aleration skills.
2. Strangle 'em!
Want to sneak through the shadows and surprise your enemies with a stranglehold? With the latest patch from Bethesda, a ton of new Unarmed killcams have been added, including a number of which are specific to stealthily killing someone from behind. Just adds another level to your awesomeness. Finding the Pillar of the Shadow Monk would be my first deed. Read "the Pillars" at the Pillars of the Way for a riddle to find its location. The Pillar gives you a Backstab-like effect that multiplies your sneak-attack damage by 6 with Monk weapons. For you Unarmored assassins, it also fortifies your Sneak by 10 when you are not wearing armor. If you are going to play the part of a blade-less shadow killer, you might want to consider playing a Khajiit to get their Unarmed Damage and Sneak bonuses.
3. Magical Monk
One of the uniquenesses of this mod is its Unarmored features. In the vanilla game you must rely on your spells or talent in avoiding attacks to survive blows from your opponents. But with Way of the Monk, you can use the Unarmored perks to raise your chances of survival, and the Unarmed perks to fight in close combat. The Pillar of the Elemental Monk would be the most beneficial for such a character, since it gives you a resistance to magic when unarmored and lets you deal elemental damage to enemies with your attacks. Use whatever magic skills you desire in combination with my own new skills.
4. Tough Pugilist
Perhaps you just want to be a metal-encased warrior that beats his enemies into submission with his fists rather than a warhammer? Go for it! There is no specific pillar for a heavy-armor or light-armor monk, but I might suggest using the Pillar of the Wielder that multiplies the speed of your Monk attacks by 3 once a day. Use either of the vanilla armor skills that you want. I would suggest getting the Fists of Steel perk if you are a heavily armored Dovahkin.
1. Classic Monk
There is, of course, the classic fantasy-genre monk that wields no weapons, wears no armor, and heals his fellow warriors. Either the Pillar of the Healer or the Pillar of Aptitude are for you. The Pillar of the Healer's power automatically heals nearby allies by 3 points per second. Used with a follower-enhancement mod such as UFO, this will be especially useful. The Pillar of Aptitude does not give you any special powers, but instead increases the speed at which your Monk skills level. This classic character-type would use both of my new skills, as well as take advantage of the new weapons. To raise your player level and to survive for the first few levels, I would also suggest taking the time to improve your Restoration and Aleration skills.
2. Strangle 'em!
Want to sneak through the shadows and surprise your enemies with a stranglehold? With the latest patch from Bethesda, a ton of new Unarmed killcams have been added, including a number of which are specific to stealthily killing someone from behind. Just adds another level to your awesomeness. Finding the Pillar of the Shadow Monk would be my first deed. Read "the Pillars" at the Pillars of the Way for a riddle to find its location. The Pillar gives you a Backstab-like effect that multiplies your sneak-attack damage by 6 with Monk weapons. For you Unarmored assassins, it also fortifies your Sneak by 10 when you are not wearing armor. If you are going to play the part of a blade-less shadow killer, you might want to consider playing a Khajiit to get their Unarmed Damage and Sneak bonuses.
3. Magical Monk
One of the uniquenesses of this mod is its Unarmored features. In the vanilla game you must rely on your spells or talent in avoiding attacks to survive blows from your opponents. But with Way of the Monk, you can use the Unarmored perks to raise your chances of survival, and the Unarmed perks to fight in close combat. The Pillar of the Elemental Monk would be the most beneficial for such a character, since it gives you a resistance to magic when unarmored and lets you deal elemental damage to enemies with your attacks. Use whatever magic skills you desire in combination with my own new skills.
4. Tough Pugilist
Perhaps you just want to be a metal-encased warrior that beats his enemies into submission with his fists rather than a warhammer? Go for it! There is no specific pillar for a heavy-armor or light-armor monk, but I might suggest using the Pillar of the Wielder that multiplies the speed of your Monk attacks by 3 once a day. Use either of the vanilla armor skills that you want. I would suggest getting the Fists of Steel perk if you are a heavily armored Dovahkin.
Thursday, May 3, 2012
Way of the Monk patch coming next week
As players of Way of the Monk might have noticed there are a number of bugs within the first release. Despite beta-testing, these bugs still found their way in. I did not expect it to be bug-free, however, and have started work on the first patch. I finished quite a fair amount of the work a couple of weeks ago, but because I moved and had finals, I was delayed. But I took my last final that requires studying and so work has begun again!
Expect the patch to come out some time next week. I'm not entirely sure what part of next week it will come out in, but it should be uploaded soon. I have to do some rethinking of my scripts, as well as some minor tweaking and rebalancing of the skills. Once I have completed the tweaks and modifications, I will test it and upload the final version to the Nexus along with a list of changes.
Expect the patch to come out some time next week. I'm not entirely sure what part of next week it will come out in, but it should be uploaded soon. I have to do some rethinking of my scripts, as well as some minor tweaking and rebalancing of the skills. Once I have completed the tweaks and modifications, I will test it and upload the final version to the Nexus along with a list of changes.
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)
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