Skyrim Special Edition

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Name: WOM_Extended Read Me file
Version: 1.8
Date: 2020-01-04
Recommended: Nexus Mod Manager or MO2
Author(s): pakman

What is this?
=============================================
This mod is an update to the popular (but some what dated) martial arts mod, Way of the Monk.
It adds a mcm interface for accessing many of the features of the Monk mod, other minor enhancements and a few bug fixes.
There are two versions of the mod;
* A standalone mod, which incorporates the MCM and other fixes and features into the core Way of the Monk mod.
* An addon mod, that ONLY adds a MCM to the old mod (this version if no longer supported - it is on optional files)


Background
=============================================
Way of the Monk was popular Martial Arts mod released back in 2012. While it was very feature rich (and cool!) the original author was not able to fully implement his vision, or get a change to fully polish up the mod.
By way of his blog and posts on the nexus pages, he was willing to open-source his mod to qualified authors who would carry on the work.
One of the main goals not implemented, was a MCM interface (it was new back then...) - as the message based interface included in the original mod was a bit cumbersome and hard to code (woverdude put in a LOT of work on it).
It was later ported to SE.
https://www.nexusmods.com/skyrimspecialedition/mods/13809?

As a first step to enhancing and updating the original Way of the Monk mod, a separate mod containing a MCM, and a few updated features was developed.
Once this was developed and tested, it was incorporated into the main Way of the Monk mod.
More recent versions include bug fixes, streamlining and enhanced stability.

What exactly does it do?
=============================================
The way of the monk is a marital arts overhaul - adding in new skills, new perks (but not altering the main perk trees), new items and new villains.

This is an update which adds in a fully functional MCM interface, completes some of the features of the original mod, and some bug fixes.

* Has MCM menus for purchasing perks and managing options.
* Fix some of the perk requirements that were incorrect
* Fixes for many perks which were not operating correctly
* Fixes for how advancement on the Unarmored skill could be affected by load order
* Option for WOM Perks to use standard perk points with normal skills
* Option for Unarmed Skill to level like a normal skill, and give character XP like a normal skill
* Option for Unarmored Skill to level like a normal skill, and give character XP like a normal skill
* Have skill increases and character level increases announced with completion messages and standard game sounds
* Option for Unarmed Damage scale with Unarmed Skill
* Option for an Armor Bonus that scales with the Unarmored Skill
* Support for Legendary Skills (Both Monk skills, and reacting to shared skill perks).
* Adds in Monk themed (mostly) rewards for the hold Thane quests, and some key magic rewards in the game.
* Includes armored bracers which function as shields, allowing the player to block while fighting unarmed.
* Uses scripts to update leveled lists, so as to not require a bashed patch.

Most of the options have mouse over help (thanks to the mcm) and there is an info option on the bottom of each page.
Most of the options have mouse over help (thanks to the mcm) and there is an info option on the bottom of each page.
The change log contains the most recent update, and a document in the Article section contains a detailed overview of all changes.

What are the Requirements?
=============================================
SKSE64 (it does use a few SKSE specific functions, but is fine with previous versions).
SKYUI (for the MCM)

How should it be installed?
=============================================
Use your favorite mod manager, or drop the contents into your skyrim directory The original WayOfTheMonk IS NOT NEEDED, as of the current version, this is an integrated replacer.
How do I upgrade from a previous version?
=============================================
A clean save is not necessary, but is sometimes better with skyrim.
Un-install the old mod and install the new. If issues are encountered, use a clean save, and get back options with the Pillar of Rewalking if necessary.

How can it be removed?
=============================================
The mod can just be removed from the game's load order. The scripts all use RegisterforSingleUpdate, so they should clear out of saves over time once the mod is removed. The mod is very lightweight, and has low overhead.
While there is no such thing as a safe way to un-install a mod in Skyrim - there is an uninstall option in the Advanced section.
It halts all spells, scripts and mod related functions.


FREQUENTLY ASKED QUESTIONS:
=============================================
How do you access this mod in the game?
To start playing with Monk skills and other mechanics in game;
Do this either
* Go to the Pillars of the Way next to the standing stones just outside Helgen (the starting area)
* Use the Way of the Monk Startup option in the Advanced Options tab in the MCM. Note - this is cleaner, as it does not clutter you up with the spells and powers that the MCM now replaces.

Why did you do this?
Because Way of the Monk, is really cool - and woverdue was really cool to make it.
He just did not get a chance to finish everything he wanted to do, and put more polish on some of the rough edges.
This is kind of a homage to the amount of hard work he put int.

Does this include cool martial arts animations?
Sadly, no. But it is compatible with any other animation package.
This one is really good; https://www.nexusmods.com/skyrim/mods/50416
Notes on how to convert it here; https://www.nexusmods.com/skyrimspecialedition/mods/2970/?tab=1

Does this work in VR?
This is unknown, as no VR rig was available for testing. If SKSE64, way of the monk and MCM work in VR, this will work in VR.
(strong guess that this is a NO).

Does this work with Ordinator?
As of version 1.6.7.1 Way of the Monk no longer adjusts core Skyrim perks, and should be compatible with all other perk mods.
If any other issues come up, see the section on reporting issues on how to best proceed.
Side Suggestion; if this is used with Ordinator, do not use the optional Unarmed Damage scaling of this mod, as the two combined may be over powered.

What does BETA Mean?
While this mod is fairly stable, the most recent version did have major changes.
Also, there will be the occasional debug message on the screen, and a couple of active magic effects that won't be in the final version.

So, if I find something broken?
Check the first sticky post in the comments. In the article section, there is a bit more about the beta, and a template you can use to submit info about things that may not seem as if they are working.
Most importantly see if you can duplicate the circumstance, and write EXACTLY what did not work.
However, if you come across something in the Known issues list - there is no need to report it - as it is...well....already known.

Anything Weird to look out for?
Exceptionally long combats may take a while for XP advances to catch up - this was done to limit mod scripting impact.
However, even with the delay, no experience will be lost - during combat it is queued up, and processed once out of combat (again, for performance).
Also, due to limitations with the built in unarmed combat, not all Monk perks or abilities work with bare hands; but all of them work with the Monk unarmed weapon.


Hey, my brawls keep turning into fights? Your mod is broken!
Well, this is common issue - I suggest using Modern Brawl Bug Fix
https://www.nexusmods.com/skyrimspecialedition/mods/1473
While the monk mod should detect brawls and turn off perks that can cause issues, the brawl bug fix mod should be used if you encounter issues.

Your Artwork Is Terrible
Yeah, it was a public domain image I found combined with an official skyrim image.
I am not an artist. If someone has something better, that I can use royalty free in this and future versions, send me a message.

Is there an Oldrim version? Why isn't there an Oldrim version? Are you an SE elitist or something?
I no longer have a working version of oldrim for development - and also do not have time to maintain multiple versions.
However, if anyone wants to back port this to old rim, PLEASE feel free - after all, I intentionally included all the source code.

What about level caps? Is this compatible with uncappers and skill mods?
Right now level caps changes are not supported - legendary support does however.
(note; the basic wom skills do not contribute to character XP, so there would be little value in legendary skills).

However, any mods that affect the skyrim leveling variables WILL work with the advanced skill options in this mod.
(see the Article page for more details on what internal skyrim leveling variables WomX uses).

The Perk point numbers on the first page do not always add up?
This is a known...feature. Their application in the various native WOM scripts is not ....consistent.
This will hopefully be addressed in the next version. Using the advanced perk option where skyrim perks are used, is cleaner.

So how should I play with this?
Use it, have fun, enjoy, eat ice cream, be good to people.
There are also many fixes, stability and performance enhancements.
The advanced features, I suggest using them all;
* Advanced Leveling for Unarmed and Unarmed, Monk perks use Skyrim Perk points, and Damage and Armor Scaling.
This really integrates Way of the Monk into the Skyrim Experience.

What is the difference between the Inactive, Basic, and Advanced skill options?
Inactive - turns off the skill (the same as the core WOM). This also prevents the use of the Damage or Armor scaling.
Basic - the Unarmed or Unarmored skill use the standard WOM leveling, but NOT contribute to Character XP.
Advanced - Skil advances now give character level XP, and use the core mod leveling variables to be compatible with other mods.

How do the Advanced Skills level?
The Unarmed Skill uses the leveling variables associated with the 1-Handed Skill (skill use multiplier, etc. for the curious).
The Unarmored Skill uses the leveling variables associated with the Light Armor Skill (use multipliers, leveling factors, etc.).

Note: While the skill leveling is close, it is not perfect - mods don't have access to the internal engines of how much damage a player takes, or gives with 100% accuracy, this is not perfect. The choice was made to favor performance vs. more complex code and there could be a slight variance in skill gain compared to the native skyrim skills.

Hey, the Unarmored Armor bonus does not work! your mod is broken!
Were you wearing armor at the time? Being the 'Unarmored' bonus, you have to be...um.....un-armored.
(no pieces of armor with the armor light, or armor heavy keyword. Shields are fine.....this is consistent with the rest of the way of the monk features).
Hey, the Unarmed Damage bonus does not work, it took away my normal +4 bonus. Your mod is broken!
This is working as designed - to remove clutter in the active effect page, and for balance reasons. The value at Unarmed rank 10, is 5 points of damage, so you actually gained a point.

What does the "Skyrim" Perk Point thing do?
This basically integrates the perks with all the other skyrim perks - choice wise (no, no graphically....).
Or in plain words - monk perks cost 'real' Skyim perk points - the ones gained from going up character levels.
This is why this option should be combined with the Advanced Skill leveling - as you the monk skills now contribute to character levels (and thus perks).

Woah, the Unarmored Armor Bonus is pretty powerful?
That is why there are two power level options. The numbers are based on analysis of what the core armor skills can give you.
For example, at first level it is not hard to get 50 armor points out of light armor, and 75 out of heavy.
After a lot of analysis these options, including all perks can get you close to the net affect of the armor cap in standard skyrim.
Note: if you also use mage armor spells - you will just hit the cap sooner (but not as soon as light armor or heavy armor...usually).


This seems like a lot for a beta...is it still a beta?
=============================================
Well...changes for this mod are mostly complete, with only a few minor (planned) updates coming;
Fix for issues regarding the WOM perk point math - Earned, Available and Spent.

Update and fixes for custom Monk follower


Permissions
=============================================
If you can learn something from my source code - that is awesome, glad to help.

Gratitude
=============================================
I want to thank Beth for making skyrim (it rocks).
Wover for Way of the Monk - it rocks
SirTurdel for porting it - you rock
volvaga0 - he very generously had given permission for use of his Bandana mesh assets for use in this mod, go check out his mod here and throw him and endorse! https://www.nexusmods.com/skyrimspecialedition/mods/1964/?
The creators of SKSE - they rock
Nexus for hosting it - they rock too!
Anyone who answers questions on any mod forums - you really rock!
Oh....and BIG thanks to anyone who helps test this mod in beta!
Thanks to LHammonds for the Readme Generator this file was based on.


ChangeLog
=============================================
1.8 - Minor fixes, Thane Rewards and Leveled List updates
* Monk related Thane rewards and quest items added.
* Majority of Monk thane items scale with the player.
* Leveled list changes converted to scripting, to be more compatible with other mods.
* Pillar of shadow critical chance perk fixed
* Removed a lot of dirty edits
* Minor typos and script streamlining.


1.7 - Skill Leveling revamped and streamlined.
* Leveling unarmed now works with either the Unarmed weapon, or bare hands.
* The Monk Skills now correctly level using the same variables and game settings as the One-Handed and Light
* Incorporated skyrim skill leveling bonuses in to Unarmed and Unarmored skills (lovers stone, well rested, married rested, etc.).
* Corrected issue with pillar of aptitude - not compatible with other leveling bonuses.
* Unarmed skill damage bonus has been tweaked.
* Unarmored armor bonus has been tweaked, and has two power levels.
* Punching dead bodies, or your follower does not give increases to Unarmed Skill.
* Rapid Fists corrected - however, does not work with bare hands (engine limitation unfortunately).
* Unimpeded Combat - fixed and tested (does not work with bare hands unfortunately).
* Chokehold - rare error fixed.
* Black face bug fixed for monk NPC.
* Un-install feature more complete - removes all perks, spells powers quests etc.
* Many minor errors in the pillars texts and menus corrected. However, using MCM is advised.
* Many other fixes, and script clean up - for performance and stability reasons.


1.6.7.1 - WomX integrated into Core Monk Mod
* Merged WomX Menus and features into core WOM mod.
* Cleaned edits and record issues with core wom esp.
* Fixed Issue with Unarmored leveling being dependent on load order - major change.
* Fixed issue with Unencumbered perks having incorrect values
* Fixed issues created when Unimpeded combat was reduced from three ranks to one.
* Fixed issue with Endurance perk having incorrect values
* Fixed issue with player record directly being modified with perks (this caused load order sensitivities)
* Fixed issue regarding player and npc record edits that could cause conflicts with other mods.
* Fixed Issue how Monk Backstab bonus could cause load order issues with Ordinator
* Updated - Starting Pillar works correctly with new menus and features

6.6.22 - Two minor bug fixes, and new legendary features.
* Fix - The third rank of Vitality is now correctly processed
* Fix - Perk Unimpeded Combat is now correctly processed
* Update - Legendary Support for Sneak related perks
* New - Legendary option for Unarmed added
* New - Legendary option for Unarmored added
* New - Reset all perks option activated in advanced options page.
* New - When changing perk source, resets perks and refunds points
* New - Support for starting monk mod without needing to be at pillars.


6.6.9 - Minor updates and fixes
* Debug options active
* Uninstall Function active
* Fix for rare duplicate level up messages when player did not advance a level with stat increases
* Minor UI fix for aborting out of advanced options, would not always track the previous option correctly
* Issue with requirements checking for high end Stealth perks
* An option to suppress Skill level up messages, to avoid compatibility issues with other mods.
* Checking for legendary Stealth being selected - WIP version.
* Minor tweaks to help text
* removal of obsolete code regarding Unarmed leveling

5.31 - Initial Release


Permissions
=============================================
if someone wants to backport this to Oldrim, please feel free, as I won't have the time or ability.
(As long as you are not making a buck off it).
If you can learn something from my source code - that is awesome, glad to help.


Gratitude
=============================================
I want to thank Beth for making skyrim (it rocks).
Wover for Way of the Monk - it rocks
SirTurdel for porting it - you rock
The creators of SKSE - they rock
Nexus for hosting it - they rock too!
Anyone who answers questions on any mod forums - you really rock!
Thanks to LHammonds for the Readme Generator this file was based on.