No idea, not familiar with that mod. Most of the monk weapons count as daggers - so in theory anything that would work on a dagger should work on them.
My guess is the battlemage mod has some conditions that are not met.
Maybe look at the enchantment effects that mod has to see if it has any special keywords.
Most of them, No, as neither the unarmed-weapon nor your bare hands are 1-H weapons.
However, a couple might - from the wiki; Despite not adding towards the One-Handed skill, unarmed attacks do benefit fro"m Dual Flurry. Perks from other skills that affect one-handed weapons (such as the Backstab perk from the Sneak skill) also seem to affect unarmed attacks."
However (again) checking the logic IN the code for the dual flurry perk - it should NOT work for native unarmed - so take what the wiki says with a grain of salt.
Oh Man, I've been wanting to do this kind of playthrough but the vanilla system just isn't good enough. Would love to see this expanded to include a Skill Tree for Unarmed Combat. And since Monks are usually good with alchemy, survival, etc, I'd love to see skill expansions on this too.
An actual skill tree would be very difficult - usually most of the version that do things like this just add perks to existing trees (the precursor to this mod, by the same orginal author did just that).
I LOVE the idea of this mod, but don't really care for the skill interface (kudos to the author - it was still a ton of work, and it was done prior to mcm). However, in digging in the files - there are a ton of bugs.There is a lot of inconsistency in the perks - some only affect the true unarmed, some affect his "weapon unarmed" and others affect the monk weapons like the steel punch dagger. Where as the documentation suggests this should not be the case. (it comes from some perk conditions looking for keywords, others looking for specific items to be equipped).
Kudos to the original author Woverdude as this thing is very detailed and complex, and big thanks to SirTurdle for his work in converting it.
If its not too horrible a task (I am just a noob modder) I am going to see how difficult it would be to clean up a few things.
I have been doing research on just about all the unarmed combat mods I could find (and then even just reading about them in various games) and trying to decide if I was going to try and update this mod (way of the monk) or just make a new one (much simplier) one.
I have decided to continue testing for WOM, as its pretty cool - and I would love to make a few tweaks. Besides making sure everything works - the secondary goal would be to add a new way to get the perks.
Either via the MCM, in making some updates to the actual perk trees (for consistency, and in using real perk points).
There are drawbacks to both however - both technically, and in user preference. While I personally prefer to have perks in the trees - some people don't - and it means compatibility issues if you use a major perk overhaul mod. So, at this point, I am just in testing - and deciphering the code - which there is a LOT of.
My companion mod which adds MCM controls and other advanced features is up for beta testing; https://www.nexusmods.com/skyrimspecialedition/mods/17684?
If you have any questions or comments, please check out that page.
In regards to perk trees, check out Legend of the Dragonborn and Campfire. They both have skills you can level up, and they integrate the new skill tree in a creative way that leaves the vanilla perks alone. LOTD has both an MCM and perk "books" that open the skill tree in-world. Campfire just has the in-world perk tree via using a placed campfire from the mod. Both work well, with minimal impact on vanilla perks since they're technically "outside" the vanilla perk system. Downside is that they use internal perk points instead of vanilla ones, but in a way that makes sense, because it's unimmersive to level up your archaeology skills with a perk point you earned from beating on wolves with a mace.
The mod works, it just has issues. Big thanks to sirturdle for porting it, but the mod has not aged well (not his fault or the original author's at all!).
Short version - the unarmed is a bit tricky, so you need to use the 'unarmed weapon". Longer version - the mechanic the mod author chose to implement the unarmed is very clever, but relies on some skyrim functions that are a bit inherently buggy (it is a touch spell).Sadly, this is just a core skyrim issue, and sometimes happens and sometimes not. Placing the mod lower in the mod order seems to help (in case you have other touch spells in use).
The extended edition beta - has some stability improvements, and a workaround for the unarmed issue is in development (but not quite there yet). See it here; https://www.nexusmods.com/skyrimspecialedition/mods/17684
For the most part - it does mess with a couple of perks that ordinator would replace, but overall, yes.
I would suggest you look to the version here - as it is one that has a few bug fixes and adds an MCM (it is an ongoing work). https://www.nexusmods.com/skyrimspecialedition/mods/17684
Just a note - if you use the ordinator hand to hand perks, combined with this, it may become OP. Just don't use the incremental damage of the extended edition, and that would help somewhat. (it is under the advanced options of the extended beta edition).
78 comments
So far I only got "robes of the way"
Cool mod btw
Most of the monk weapons count as daggers - so in theory anything that would work on a dagger should work on them.
My guess is the battlemage mod has some conditions that are not met.
Maybe look at the enchantment effects that mod has to see if it has any special keywords.
However, a couple might - from the wiki;
Despite not adding towards the One-Handed skill, unarmed attacks do benefit fro"m Dual Flurry. Perks from other skills that affect one-handed weapons (such as the Backstab perk from the Sneak skill) also seem to affect unarmed attacks."
However (again) checking the logic IN the code for the dual flurry perk - it should NOT work for native unarmed - so take what the wiki says with a grain of salt.
Would love to see this expanded to include a Skill Tree for Unarmed Combat.
And since Monks are usually good with alchemy, survival, etc, I'd love to see skill expansions on this too.
I LOVE the idea of this mod, but don't really care for the skill interface (kudos to the author - it was still a ton of work, and it was done prior to mcm).
However, in digging in the files - there are a ton of bugs.There is a lot of inconsistency in the perks - some only affect the true unarmed, some affect his "weapon unarmed" and others affect the monk weapons like the steel punch dagger. Where as the documentation suggests this should not be the case.
(it comes from some perk conditions looking for keywords, others looking for specific items to be equipped).
Kudos to the original author Woverdude as this thing is very detailed and complex, and big thanks to SirTurdle for his work in converting it.
If its not too horrible a task (I am just a noob modder) I am going to see how difficult it would be to clean up a few things.
I have decided to continue testing for WOM, as its pretty cool - and I would love to make a few tweaks.
Besides making sure everything works - the secondary goal would be to add a new way to get the perks.
Either via the MCM, in making some updates to the actual perk trees (for consistency, and in using real perk points).
There are drawbacks to both however - both technically, and in user preference.
While I personally prefer to have perks in the trees - some people don't - and it means compatibility issues if you use a major perk overhaul mod.
So, at this point, I am just in testing - and deciphering the code - which there is a LOT of.
https://www.nexusmods.com/skyrimspecialedition/mods/17684?
If you have any questions or comments, please check out that page.
Wom does indeed have an independent perk tree - outside of the normal tress, similar to the mods you mention.
Also, the extended edition has the option of these outside trees sharing the core perk points - for a more balanced play option.
Big thanks to sirturdle for porting it, but the mod has not aged well (not his fault or the original author's at all!).
Short version - the unarmed is a bit tricky, so you need to use the 'unarmed weapon".
Longer version - the mechanic the mod author chose to implement the unarmed is very clever, but relies on some skyrim functions that are a bit inherently buggy (it is a touch spell).Sadly, this is just a core skyrim issue, and sometimes happens and sometimes not.
Placing the mod lower in the mod order seems to help (in case you have other touch spells in use).
The extended edition beta - has some stability improvements, and a workaround for the unarmed issue is in development (but not quite there yet).
See it here;
https://www.nexusmods.com/skyrimspecialedition/mods/17684
I would suggest you look to the version here - as it is one that has a few bug fixes and adds an MCM (it is an ongoing work).
https://www.nexusmods.com/skyrimspecialedition/mods/17684
Just a note - if you use the ordinator hand to hand perks, combined with this, it may become OP.
Just don't use the incremental damage of the extended edition, and that would help somewhat.
(it is under the advanced options of the extended beta edition).