Skyrim

1054 comments

  1. oldschool97
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    hello, why can't i see mcm for the mod?
  2. DanaApocFox
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    Hate to say it, but a pass for me. Normally, I like Monks in games. Who doesn't like punching monsters to death? For this mod though, this seemed a bit too messy and unbalanced. unarmed damage is too good, and especially the damage for the one-handed punching weapons. The rigging for some of the punching weapons was off (the Left Hand Iron Claw for me), and boosting Unarmed and Unarmored takes too long.

    This is the only time I ever scrubbed a mod from a game. I like the ideas presented and the efforts done, but this one felt too jank for me. I didn't like the damage and defense balances for the punches / weapons / robes, and trying to boost the integrated skills felt much slower than vanilla ones. Again, especially upgrading Unarmored felt un-fun, though Mage Armor may help.
    1. davethepak
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      No worries - not every mod is for every player!

      I can say, I play a very difficult game myself (melee only, no ranged - as I find stealth archers and spells op - but each their own).

      I can say, the mod is modular - you can adjust some of the things in the advanced tab - and don't have to use the parts you don't want to.

      The numbers HAVE been balanced to be close to what can be down with armor weapons and blacksmithing etc.

      One note: Your post says it is too powerful, but then says it advanced to slowly - this feels incongruent.

      If you can give a bit more detail on this apparent contradiction - let me know - as I am always looking for constructive feedback that can (possibly) lead to future adjustments.

      regardless, I do appreciate your comments - they are polite and not condescending - and could lead to future improvements!
      thanks for sharing.
  3. davethepak
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    If anyone is still actively playing the most recent version of this mod, I am looking for confirmed bug reports for it.

    Known issues;
    * UnArmored not leveling - happens with load order conflicts. due to how scripts are attached to player records. can be fixed.
    * Whirlwind Way gives Wielder Way - naming issue, can be updated
    * Monk follower has "follow me" twice in interface.

    Issues that need validation and if possible, the identification of what triggers them;
    * Unarmed not leveling - possible load order conflict - need more info on if this is actually happening.
    * Standing Stones can't always be activated - unknown cause - sounds like load order or install issue. need more info.
    * pillars of the way quest not removed from log once completed - need confirmation.
    * possible issues with pillar of elemental monk - need details and confirmation.
    * Monk follower issues - need additional details, and confirmation.
    1. GemsKnight
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      I do and I can confirm the pillars of the way quest issue when completed. (not removed from current quests, no new quest - if there is one).
    2. davethepak
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      Thanks, I will add that to the possible issue list for my extended edition I am working on.

      https://www.nexusmods.com/skyrimspecialedition/mods/17684/?

      This one may take a while to work on however, but I greatly appreciate the input.
    3. TureStoopidity
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      I'm not sure if you're still looking for bug reports. But the most recent version still has the issue where the silent movement and padded movement are swapped, and I can spec into the padded movement infinitely.
    4. davethepak
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      Thanks, this has been fixed in the latest version of the SE mod.

    5. chromxh
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      unarmored is still not leveling.
  4. DisGuyOvahEere
    DisGuyOvahEere
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    how to delete posts?
  5. SuchFluffMuchWow96430
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    {#O  O  O#} Nevermind I found out that only the Steel Daggers are affected by it. The iron elven and ebony I found were not affected statwise, so it's just the Steel Daggers. I think i can find a fix for it somewhere tho' - want to keep things consistent with my weapons afterall
  6. SuchFluffMuchWow96430
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    {#O  u  O#} I've been using this awesome mod for years playing on occasion, and it's always fun to use the monk weapons - in tandem to the perks yu can get from the unarmed skill lines, the one handed skill trees perks stack on top of them to make them super op in higher levels, even on expert difficulty.

    However, the stack doesn't just affect my players damage output - it effects npcs damage as well.
    I noticed today when fighting some of the radiant Hired Thug npcs that get sent to kill yu at random points in the game (these ones I found out were sent by a named npc named Moira, I forget who she was at the time being), they were all armed with steel daggers - instead of using their two h weapons, one even being an orcish great sword, in their inventories they had been using these puny stabby weapons - and were hitting me just as hard as I was hitting them. After looking at their corpses I could see why they had been doing so much damage back (besides the difficulty). Every steel dagger had a base damage stat of 24, in comparison to the orcish greatswords 18 base damage. I have only level 31 in my one h skill tree and only 20% increased dmg from one perk point put into there, but even then it shouldn't be that high for the daggers. So I believe the monk weapons count as Daggers in game, and the monk skill tree damage modifiers affect not just the monk weapons but every type of dagger.

    I remember in a previous playthrough a bandit chief had a dwarven greatsword and an elven dagger, using the latter with a shield against me. In that playthrough that was the only time i could remember seeing a dagger used by a hostile npc over a two h. I also understand that higher quality weapons will be used at times as well by npcs - an elven one h over an iron two h for example, or I think that'd be an example of it.

    I think I remember noticing the weapons being recognized as dagger by the game before but just glazed it off at the time - in my skyui interface or whatever mod I have that gives each weapon a small icon showing what kind it is (dagger, sword, axe, mace), the monk weapon had the dagger symbol.

    Since the mod isn't being supported anymore, I know nothing would be done to change it - it might just be my game and maybe load order of course too. And I think to change it i can just reset my perks in my monk weapons and exclude putting anything into damage and just go for the unarmed attacks perks - that way the hostile npcs will use more of a variety of weapons besides their op daggers should they spawn with any. Or I could play with it some more - it'd be like fighting a bunch of thieves or berserkers using dualwield daggers with maces or daggers with shields. I'm having fun using a buckler and dagger on my thief orc too.

    {#O  3  O#} This post isn't to complain or anything. It's just to let others know if they do use this mod and choose to use the monk weapons and especially their perks, the damage is fat with vanilla daggers and maybe dagger mods, and they might have similar instances of fast slashing dagger wielding bandit and thug gangs. It could change as I level up in the game too (only level 12 at the moment) , as not every npc spawns with one. I do know that the imperials and stormcloaks have them so - that'd be interesting to watch when they clash in the wilds.
  7. Thatguy106
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    Skyrim is no match for the M O N K E E F I S T
  8. toronagashi
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    anyone know if this is ok to use with ordinator perks?
    1. davethepak
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      It will only interfere with a couple I think - I think but overall it is compatible.

      Just a warning - if you use this plus the ordinator unarmed - it will be a bit OP.
    2. toronagashi
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      ok cool, thank you for letting me know
  9. thejuan88
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    Just a heads up to anyone that decides to go through these comments, the link to the SE version with legendary edition support further down no longer supports it. Hope it saves someone a bit of time.
  10. GemsKnight
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    Is there an other quest after the pillars of the way ? I completed it and I accept him to follow me (well he was following me since the beginning but .. now it's offical!).
    But the quest is not removed from the current quests and I don't have any new quest (and I don't know if there is one).