Skyrim Special Edition

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  1. davethepak
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    Way of the Monk - Extended Edition.- POST UPDATED 4/24/21

    Current Version: 1.84
    (see change log on description page for a full list of changes).

    Integrated MCM and Other Features
    I am very excited to announce that the fully updated and integrated version of Way of the Monk - extended edition has been released.
    This version takes the formerly stand alone MCM extension, and merges it into the core WayoftheMonk esp.
    Along with a few bug fixes, stability and performance enhancements.
    (woverdude did an amazing job, it was just a huge task he did not get to 100% finish).

    If anyone finds anything broken please report it - while a tremendous amount of work has been done to streamline and address issue, there may always be more.See the Articles section for more on testing, and a sample template to help save you some time in reporting any issues.

    A FEW KEY FEATURES

    * Full MCM menu for managing options, skill progression, combat bonuses and other features.
    * Unarmed combat skill, and Unarmored monk skills - which use all native skyrim skill leveling mechanics for maximum compatibility.
    * Numbers of Monk themed weapons that also level the monk Unarmed Skill.
    * New Monk Perks for Unarmed combat (both unarmed and with monk weapons), Unarmored Perks, and new Monk Stealth Perks.
    * Monk themed rewards for Thane quests and a few other key quest items in the game.
    * The majority of the Monk rewards scale with the player - so there is no worry about "what level to get them at".
    * Light scripting (most scripts pause on combat), and an un-install feature.
    * Optional survival mode integration for some of the monk abilities (no, you don't need to have it).
    * An optional patch for use with the mod Animated Armory - makes certain weapons from that mod count as "monk weapons" for the purposes of Way of the Monk.

    See the description page for full mod details.

    HOW TO START THE MOD
    There are two methods to starting the mod;
    * Near the start of the game, next to the standing stones - is an area with some monk items, and the monk stones - use the Pillar of the Way to start the mod.
    * There is an Activation option in the advanced menu in the mcm to start the mod.

    This should be done if upgraded from the pre-mcm version of the original mod.

    UPGRADING THE MOD
    The mod can be upgraded mid game.
    If going from an older loose files version, to one of the new BSA versions, the old loose files should be deleted.

    KEY NOTES ON RECENT VERSIONS
    The more recent versions include monk versions of various thane weapons and other quests.These will be added after start up (notification messages will appear on the screen). The majority of the new items all level with the player - so it does not matter when you get them.


    KNOWN ISSUES
    Unfortunately, as no mod is perfect and Skyrim has its own idiosyncrasies, there are a few things for players to be aware of;

    * Not all functions and perks work with the native skyrim unarmed - While a tremendous amount of work has gone into making as many functions work with Skyrim's basic unarmed (having nothing in your hands) - sadly, due to some engine limitations a few things don't work well;
    ** The Rapid Fists perk only works with the Unarmed weapon.
    ** Unimpeded Combat perk only works with unarmed weapon.
    ** The Pillar of the Elements power only works with the Unarmed or monk weapons.
    ** The Pillar of dimensions power can be chaotic and *might* teleport you to an undesirable location.
    ** The Monk Reward "Falkreath Boots of the Mist" can have unpredictable results when using another mod that has the same effects.  Try removing and reequipping the boots, or not using conflicting items - this includes followers using similar items as well - since the game movement rate values are universal - and not just for a single character.  

    * The math on the Monk Perk points may not always add up. This scripting will be re-written in the future.The option to use "real" perk points however, does work very well.

    USE WITH OTHER MODS
    Animated Armoury Patch
    New file added to optional files - treats several weapons from the amazing mod Animated Armoury as Monk Weapons; this means that these weapons can be used to level the monk unarmed skill, and count as Monk Weapons for the various WOM perks that affect weapons.
    The weapons affected in AA are: Quarterstaves, Whips and Claws.

    NOTE: There is even a more advanced patch made by KitsuneOuka that even updates animations and more complete integration with Animated Armoury;
    Check it out here, and give them an endorse!
    https://www.nexusmods.com/skyrimspecialedition/mods/31952

    Experience Mod
    This amazing leveling mod allows for players to play in a completely different way.  Unfortunately, due to some limitations of how the game engine tracks different quest types - the level messaging system of WOM can cause the player to gain extra unintended XP!.  After conferring with the author of Experience, an option was added to WOM in the advanced tab to suppress the main skill leveling notices to avoid the issue.


    Possible Issue with All Geared Up Derivative Mod
    All Geared Up Derivative is a cool mod for making your gear appear better on your character.
    Unfortunately some of the monk weapons do not play well with it; so for the time being either do not patch Way of the Monk with dual sheathe patchers, or to at least delete the generated meshes. There may be a workaround on the WOM side, any updates will be posted.

    Other Clothing or Wearable Mods that use "armor" keywords.
    The game uses keywords on item  to determine which armor skill is used and other compatibilities (spells, etc.).
    In some mods, a mod author might have unexpected keywords on an item - which normally might not matter that much - but in way of the monk the same keywords are used - and the Unarmored ability ONLY works with NOT equipping any items with an armorkeyword.
    If this is encountered in another mod, and the player feels that item SHOULD work - just remove the armor type keyword in that mod using xEdit.

    UPCOMING VERSION
    1.85 - Minor Update;  planned release upcoming.

    Issue fixed - The hooded robes will be made compatible with circlets.
    Issue fixed - mcm with fixed typos for two perk descriptions migrated from test version.
    Issue fixed - dirty edit on texture reference for mourner's hat.
    Issue fixed - math error on Unarmored Stance perk - gives too much stamina reduction.

    Mechanics change - slight tweaking of the level scaling and power of the Boots Of Falkreath (monk thane reward).
    Mechanics change - minor speed increase on unarmed weapon.
    After a lot of thought and checking out other unarmed mods, there will be a speed increase on the unarmed weapons to be the same speed as daggers. This research actually included talking to some martial arts experts and looking into real world knife combat training. This is not a huge change, but at least there won't be a penalty for using fists over a dagger. Of course, the penalty is trivial now, but hey, it is the principal of the thing.


    Other Possible Upgrades for future
    * Review of the Perk Tree mod Custom Skill Framework to see if it can be used with Way of the Monk.
    * Review of the quest Pillars of the Way - a some users have reported issues with it starting.
    * Monk Skill books which advance WOM Skills - these are proving to be more difficult than anticipated, but is a long term goal.
    * Exploring the idea of to eventually support followers using unarmed weapons and defense - long term goal.
    * Re-writing the Thane reward mechanics to trigger more cleaning with the thane quests - still trying to do it in a clean way that does NOT edit any existing quests, and will be kind to your save file if you ever remove the mod.

    UPDATE ON THINGS:
    Life has got really busy for me on a personal level - (job, family changes, etc.) AND my development computer died - so the next version has been in limbo for a bit.  Also, NO, I am not asking for money (I have the funds for a new one - just need time etc.) - just a bit more patience.

    (If anyone does have extra money - please make a donation to a local charity of your choice - there are a lot of people in the world less fortunate than the ones who have ample food, safe shelter and can play video games  :)

    I really appreciate the players here - you are an amazing group of people - and really inspire me to work on the mod.   Sadly between job and family I don't get time to play skyrim, much less enough time dedicate the time modding deserves (it needs more than a hour or two here and there).

    1.85 has been ready for a while - I just keep tweaking it to fix the issue where the pillars quest sometimes does not start.
    Sadly, this will just need to wait for 1.86 - and as soon as I get my new pc up and configured (I need to build the archives, check for final errors in SSEdit, etc.) I will post 1.85.

    Important note on Removing the Mod
    If you decide to remove Way of the Monk from an existing game, do the following;
    * Use the Uninstall function in the Advanced menu options as well.
  2. davethepak
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    Hello everyone!
    A couple of requests to the community!

    1 - Try out the new thane weapons.
    These were added a while ago; monk themed rewards for the thane weapons; let me know if something does not seem to work, or if you feel they are overpowered for their levels. Several of these items auto upgrade as you level, so you are not stuck with a lower level version when you get one.
    While I have extensively tested these - I do want to know if anyone feels they are OP.

    2 - Any issues with weapon changing mods or using favorites
    While I have done a lot of tests with a few mods (and my own load order in my active game is 350+ mods) I want to know if anyone else has encountered any issues with the monk unarmed weapons being un-equipped when they are not supposed to be.

    3 - Any issues with using poison and enchanted monk items
    This one is pretty rare maybe, but I had a credible player give a detailed report of some issues around poison and some enchanted monk weapons (some of the claws, etc.). If anyone can reproduce this, let me know, and what mods you might have that could interact.

    Clearly, if there is something broken in the monk mod, I want to know about it, and see what can be done.
    Also, There are literally tens of thousands of mods in the skyrim community - and very often, they may "bump into" one another in an install sometimes.

    While it is not possible for any mod author to make every mod compatible - with more info, I can look into making WOM more compatible with other mods, or at least warn others of incompatibility.
    (after all, the changes I made so that WOM was compatible with Ordinator, came from you, the great modding community!).

    thanks everyone for your interest in the mod!



  3. davethepak
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    Hello folks.

    Just a note:

    if the mod is not working for you - more than likely it is a mod conflict or some other issue - especially if it is something like a skill not leveling, or even something basic like the MCM not appearing.  Also, avoid quick saves in skyrim - they are known to eventually cause issues with scripting.... so avoid them if possible.

    If a person has another mod which modifies unarmed combat - there is a strong chance there could be a conflict.

    A lot of effort HAS gone into wom to make it as compatible as possible - but given the pickyness of the skyrim engine, and the fact there are literally tens of thousands of mods out there - conflicts are likely to occur.

    if someone does identify a conflict - please report it in the comments - as maybe there can be a suggestion on how to resolve it.

    Also, if someone has questions - please make sure to read the description page - MANY questions (and some "bug" reports) are often answered on the description pages for many mods (like does WOM work with Ordinator - short answer: yes).

    I want to personally thank all of the folks who have posted great questions and comments about the mod, or even the conflicts (some have been helped) and even the people who have taken the time to do troubleshooting and found actual honest to goodness bugs.

    There will be updates in the future - but right now, life is complicated and busy.

    thank you all for your interest in the mod.   
  4. javierpwd23
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    How come all of the monk unarmed weapons have WeapTypeSword, WeapTypeWarAxe, and WeapTypeMace keywords? The only unarmed weapons without any of those are Right/Left Glass Perforator of Flying and basic Unarmed Weapon

    Also, how would I go about making other unarmed weapons from another mod level the unarmed skill? I applied the WeapTypeUnarmed keyword to Hand To Hand's different "Enchanted Fist" weapons which are 1h unarmed weapons that simply add fire, frost, shock, poison, and sun enchantments to unarmed attacks, but, adding the keyword doesn't make WoM register them

    I copied as new record at first and didn't copy as override
    1. davethepak
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      Thank you for interest in the mod.

      Because using one of those weapons' is not being Unarmed - as they are closer to traditional melee weapons.
      Some of the perks are for fists (true unarmed) and some are not (I believe they say attack or something similar).

      you can still be unarmored with them however.

      The perforator is more than likely an error - if I get skryim working again in the future - will revisit.

      Make whatever changes you feel are balanced in your game.
      (the unarmed damage scaling is not based on having weapons that can be upgraded by other means).


  5. thenoone
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    Does this work with Static Skill Leveling? The mod where you apply skills at level up. I'm have a collection of mods that I;ve added this too, but the level % stays at 0, even using the Unarmed Combat weapon.
    1. davethepak
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      More  than likely not.
      These are not real skills - skyrim does not allow for the creation of new skills within the structure of the Creation Engine.

      They are just global variables that keep track of experience using the same rules for other skills (that making it compatible with other mods that affect those rules).   Yes - most other mods that add skills, do a similar thing.....

      That would be an interesting change - I don't even have a working skyrim install these days - but I might be able to come up with a way to halt progression on the wom skills, but then you would need a manual way to increase them (if I understand the other mod).

      With console commands you can modify the xp and skill levels - but that would be a workaround at best (all of them begin with WOM if you are good at console commands).

      Thank you for your interest in the mod, and my apologies for not having a more straightforward solution to your question.
  6. AzurEfe18
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    can we PLS get a version without sky ui sky ui sucks :::((((((
    1. davethepak
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      No.
      Please feel free to make your own version without it.   

      Not being a jerk - 100% serious.

      I learned how to make mods by wanting to change or add functionality to existing mods that I wanted something different about.
      Anyone can do it with the willpower to do so.

      ALL the source code for how the menus and perks mgmt  work are in the mod - it is very extensive - and there are comments etc. in the menus etc. to help with any other work.
      100% support the idea of folks taking control of their own game - and running with it! 

      There are a few other tools for building ui elements - from messages in the creation kit, to some other powerful mods out there, and while there may be some other options in the future for managing skills - overall - for managing settings etc.  SKU UI and the MCM will be used for the foreseeable future.  

      But if YOU want to build something - GO FOR IT!!

      Heck - will even put links to your mod from this mod.
  7. oggggo2
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    I've run into a weird conflict, and could use some help. I'm really new to modding, but I made a small patch using SSEedit that replaced the "PerkFistsDaedric" keyword in the Madness gauntlets as well as the Alduinscale Gauntlets from Immersive Armors with custom versions, so that I could set the Fists of Steel perk, as well as the extra ranks from the mod "Fists of Steel Additional Ranks" (https://www.nexusmods.com/skyrimspecialedition/mods/7364) to give the correct amount of damage instead of the 18 from daedric. As far as I can tell, my patch shouldn't be interacting with WOM at all, yet when I turn it on, the damage value for the WOM unarmed plummets. For reference, I have an unarmed skill in the low to mid 60's, without my patch turned on unarmed has a displayed damage of 185, with the patch it drops to 104. It's definitely the patch and not the other mods, because it works fine with those mods active as long as the patch isn't.

    If you need a copy of my patch to examine, I can figure out how to upload it.
    1. davethepak
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      Interesting - well mixing the multiple mods that do similar things it is not a surprise.

      It sounds like one of the mods/perks is messing with some of the base unarmed damage calculations - but not sure how.

      A lot of effort was made to make the stuff in WOM as compatible as possible - but not sure what could be the issue.

      I can say - if those gauntlets are weapons - they also need  the keyword that wom puts on the monk weapons - so check that (look at the unarmed weapon in the monk mod).   

      At this time - I don't have my modding stuff even set up for skyrim (eventually....) so the patch would not help.

      Best of luck in your efforts - and that is really cool you are enjoying WOM with other mods.
    2. oggggo2
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      No, the gauntlets are just armor. They just have higher base armor than daedric gauntlets, so I messed with the Fists of Steel perk from Heavy Armor to add additional conditions to it. The really weird thing is it doesn't matter what I have equipped, only if the patch is active or not. I went back to my house, grabbed a pair of gauntlets that weren't included in the patch and put them on, and nothing changed. It's also not my load order, I tried rearranging it, and the miscalculation still persisted.

      The only things I altered were two pieces of armor and the magic effect tied to some perks from the Heavy Armor skill tree, so I really have no idea why it could be affecting your mod. Regardless, thanks for getting back to me so quickly, I'm going to keep trying to figure this out.

      Edit: It turns out I was completely wrong. It's not an interaction with your mod at all. I screwed up something in my patch and it causes the two gauntlets I altered to calculate my damage as if I'm not wearing any gauntlets.
  8. Nibenon76
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    Thank you for the mod, I enjoy it so far!

    Sorry if they were already asked and answered, but I have a few questions about the mod:

    1) Does vanilla Khajiit claw buff properly work if a Khajiit protagonist equips invisible unarmed/monk weapons from your mod (or those from the updated "Animated Armoury - DAR Version - New Weapons with animations" mod)?

    2) The mod doesn't recognise (can't find/doesn't see) in the MCM the properly installed "WOM 1.8x Animated Armory DAR Version Patch (2.3)". Is it OK to ignore it and continue to play?

    3) I'd like to try "Feral - Claw Unarmed Attacks for Beast Races - Vampires - Werewolves" and "Unarmed Fighter Animations" mods. Should they be OK and play nice with the Way of the Monk (according to your knowledge, if you have any, of course)? The author of the latter tested their mod with WoM as well as with the former mod (according to their mod's description page), so I assume that both mods should be compatible with WoM.

    EDIT: 4) What's about vanilla Brawler's Gloves (both heavy and light)? How does WoM treat them in game? Is it so: they do add their unarmed attack bonus to all unarmed attacks, but are not counted as unarmored gear, so we don't get the unarmored AR bonus even if we don't wear any other armor pieces? So basically they are practically useless for a pure monk build with WoM, aren't they?

    EDIT 2: Also I agree that it would be visually much more better if spending the perk points would be implemented through a custom Perk Skill Tree bound to a custom hotkey.
    1. davethepak
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      Thank you for your interest in the mod - I will try to answer your questions as best as possible.

      1 - Does vanilla Khajiit claw buff 
      Khajiit do extra damage - but not a lot LONG TERM.  In fact the racial differences are not much compared to skill - the unarmed damge goes up over time - to make it more in line with the damage progression a player would have with a crafted weapon, and increasing blacksmithing over time.
      ONLY play a Kahjiit if you like the race - not for the bonus - honestly - the skill is more signifigant.

      2 - Ok to ignore - 1.8 Patch missing.
      Yes - won't break anything - just might not get 100% of the benefit.
      It is not hard to make your own patch for any other mods and xEdit - just need ot add the monk weapon keywords to anything you want to count as a monk weapon.

      3 - Other unmarred mods.
      There will almost certainly be conflicts - as two (or more) mods not designed to work together that do similar things.
      Give them a try - it shouldn't break WOM - but your character may be way overpowered - so might need to turn off Unarmed Skill.

      4 - Brawler Gloves
      Yes - you will get the bonus - wom is compatible with other bonuses to unarmed attacks.
      If something has an armor value - it is armor. 
      There are enchantments and other gloves that can be used to put on non-armor gloves (or bracers - as called in some places in WOM - in cluding a Thane reward for some good monk bracers as I recall) 

      Useless is subjective - WOM was made modular - if you want to wear armor but punch things - you can (just can't use Unarmored) If you want to be unarmored - but use swords - (like a swashbuckler etc.) you can.   But there are unarmored "glove" options in there.

      A custom skill perk tree - would be cool - but MCM is (so far) is fairly universally accessible - whereas other options add more requirements - and of of course (since I don't even have a running copy of skyrim right now) time.  Honestly - I would LOVE to - but with some post-covid life changes etc. there is not even time to play skyrim, much less Mod it...   Hopefully that will change long term, as would love to further enhance and streamline the mod.

      I hope this answered your questions adequately - a lot of work was done to make the mod as compatible and feature rich as possible - but obviously - there is always room for improvement.

      Best of luck in your game!!!
    2. Nibenon76
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      Hi! Thank you for your extensive and very detailed answers! Now everything is clear to me.
      Thanks, good luck in your life and modding to you too! I hope someday you'll have enough free time to return to modding and make the mod even better.
  9. nikos00
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    Hello, apologies in advance for my bad english. I love the mod, used tu use it with an unarmed animation mod but lost it along others with a computer error(had to repair it). I wanted to ask if somebody knows the name of a mod that replaces one of the power attacks with a headbutt.
    1. leyoxd
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      Is this one my dude: Unarmed Fighter Animations
  10. mbaker356
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    well, here is an odd one. love the mod, made tifa like character. which ahs worked awesomely. However, for whatever reason, when I use the one-handed unarmed/two handed unarmed, nothing happens anymore. my character looks like their about to throw a punch, shoulders tense up, and then....nothing. if I unequip those items the animation plays as normal. it isn't a huge issue, I believe all I really lose is the rapid fists and I think the speed increase. that said, no idea why it stopped working. itried re-installing the mod, I tried uninstalling mods I installed after this one, tried a number of things, but none of them worked. and it seems to be tied to just the unarmed unarmed weapons. 
    1. davethepak
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      That is incredibly odd - never seen anything like that - sounds like an odd animation issue or conflict .

      The usual culprit when things stop working - is when qucksaves are being used (quicksaves in skyrim has issues with saving in games with scripting variables, and other things).

      But this sounds very different - I am curious if there is an animation mod of some kind.

      The unarmed weapons - are actually - well - weapons.  They are designed to use the unarmed animations - but their weapon types are very similar to daggers - I think there is a chance where maybe - some other mod is interfering with how the engine is rendering it.

      If I had the time - I would rebuild the mod from the ground up - skipping the unarmed weapons - and re-writing everything to work with no weapons (it would be a lot of changes).  

      Sadly - finding free time (especially large chunks of it) is a challenge for us all.

       
  11. 156endermens
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    I have really enjoyed this mod however I didn't see the warning about quicksaving before I started my save and that seems to have broken my unarmed/unarmored leveling. Is there any way to fix this outside of starting a new save? I have gotten pretty far in so I would like to avoid that if I could. Pretty sure it isn't a mod conflict since when I loaded a new save to check it seemed to all work just fine. Any help would be appreciated even if starting over is the only option. Thanks!
    1. davethepak
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      Qucksaving issue may or may not show up - it is an issue that can affect any mod in skyrim;  mods using scripting potentially more so.

      If you game seems fine - then keep going.   

      But as a general rule, I would say they are to be avoided.

      Google "issues with quicksave in skyrim" for more info.

      best of luck in your game.
  12. sansplayer1579
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    is there any chance this mod may be backpatched to LE?
    1. davethepak
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      No.

      However, all the source code is there and if someone wants to try to do so- they are more than welcome to!
      Best of luck in what ever you decide to do!
  13. Starblast16
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    Is anyone else having an issue where the Pillar of the Elemental doesn't seem to work? Despite choosing an element, it doesn't seem to be applied to my unarmed strikes.
    1. davethepak
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      Unfortunately the way the game applies the elemental bonuses - it can be a bit flaky.
      From the above sticky post;
      ** The Pillar of the Elements power only works with the Unarmed or monk weapons.

      Apologies of for any odd behavior or inconveniences.