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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. theblade180
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    So I've encountered a major issue, I'm using a custom bodyslide preset and have found the Robes of the Way... but it makes my body invisible.

    Is there any way I could get the nif files for this mod's unarmored robes? Or the bodyslide files, or whatever you wanna call them? Pretty please? :D
    1. davethepak
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      No new nif's were made for the robes - so you are in luck!

      Check in SSEDIT - under armor - Robes of  the Way - they are using standard skyrim models.

      MonkRobesColorRed etc.

      So you can just use normal skyrim nifs to do anything you want with, or any mod that replaces or modifies them etc.

      Hope this is useful - thanks for your interest in the mod.

  5. glennkahlil
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    CTD next to embershard mine where the pillar is located...

    Usually occurs during fights with bandits or hostile activity...



    Name: "Apostate"
    FormID: 0xFF002B27
    FormType: ActorCharacter (62)
    Object Reference: 
    Flags: 0x00000008 kInitialized
    Name: "Apostate"
    FormID: 0xFF002B28
    FormType: NPC (43)
    ParentCell: ---
    File: "WayOfTheMonk.esp"
    Modified by: Skyrim.esm -> Update.esm -> Unofficial Skyrim Special Edition Patch.esp -> Lanterns Of Skyrim II.esm -> Occ_Skyrim_Tamriel.esp -> Laundry.esp -> SRC - All In One.esp -> Convenient Bridges.esp -> WayOfTheMonk.esp
    Flags: 0x0004000B 
    EditorID: "PillarsOfTheWay"
    FormID: 0x00009792
    FormType: Cell (60)
    Flags: 0x0004050A kAltered | kInitialized | kMustUpdate



    I see this littered/repeated through out my CTD logs...



    Any patches or mods that this isn't compatible with, listed above in the log?
    1. davethepak
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      How fascinating - never encountered any ctd issues related to the mod before - but interesting (I mean - I think I have fought in embarshard countless times in mod testing).

      I did do a lot of testing fighting apostates (summoning hundreds and fighting in various locations) as one other player once had an issue - I think it was related to some mod affecting/equipping NPCs.

      Hmmm....  the laundry mod sounds like it is related to clothing?  No idea - sorry, never heard of it.

      Apologies for not having a better answer for you at this time.

      Best of luck in your game.
  6. travists
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    Long time user of this and the original. I may not hit endorse much, but your work is appreciated! 
    Should you ever have time/intrest in getting back into this I have a couple thoughts:
    1. follower support. Don't know if it is even possible, but would be fun.
    2. use them hay hooks that are laying around!
    1. davethepak
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      Thanks for the kind words, and your interest in the mod!

      I had actually looked into follower support - and it is messy - it would have to be some weapon that would force when to use and adapt monk like actions - that how npc values work etc.    I think something simple might be ....possible ...  but it would be much lower down on the list as far as mod improvements.

      The biggest challenge is just time and life priorities - I mean - I don't even have time to play skyrim much less mod it - however, I do hope to return in the future - to not just fix some minor things - but rework some of the core with some newer tools etc.

      Oh, and yeah - an addon with hay hooks ...  lol..  that would be fun.

      thank you again for your interest in the mod.

  7. theblade180
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    Hmmm... I'm loving evverything about this mod... but it raises some questions for me about compatibility with Vokriinator Black and it's Light Armor perk tree overhaul to basically create an unarmed perk system.

    The issue is, the perks say you have to have empty hands in order to benefit from them, however, this mod requires a "blank" weapon in order to level unarmed, and I'm concerned that this "blank" weapon that isn't really a weapon, overrides the perks from VOkriinator Black.

    Is there any way to make these two mods work together?
    1. davethepak
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      Short answer:
      Unfortunately, no.

      Longer answer:
      You don't HAVE to use the unarmed weapon to level unarmed - but some of the perks if I recall don't work as well - this is limitation of the skyrim engine and the default unarmed mechanics (ie.. hitting someone without a weapon in hand).  A staggering amount of work went into making most of the features work without needing the unarmed weapon.

      Also...
      While modular in nature (you can turn off many things) this is not neccasiarlly designed to work with another mod with similar features.

      I mean -  this has an unarmed perk system - and so if using another mod that basically creates an unarmed perk system.... there will more than likely be some issues.   Maybe turn off the unarmed skill in this mod, using the other mod for its unarmed system, then just use the Unarmored system in way of the monk.   (the modularity was kind of designed to support this...).

      Best of luck and I hope you can get a happy balance for your game!
  8. A11ister
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    Is there a better place to get info on this mod? I am getting graphic bugs with some of the gear, the bracers of Solitude look like regular imperial steel gauntlets and the dragon slayer weapon is translucent and has a sword enchantment graphic sticking out of it. I'm also trying to find all the pillars and other than the ones by the thief/mage/warrior stones I'm not finding any others. 
    It just seems to be very little here on Nexus about it.
    1. davethepak
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      Thank you for your interest in the mod.

      The bracers were tricky if I recall as they are not actually bracers but modeled as a shield I believe -  this was a design limitation at the time.  

      Some of the weapon meshes are indeed odd - they were provided by another mod author and beyond my capabilities to easily edit the meshes.  The dragon slayer weapon would sometimes appear correctly, and sometimes not - this is purely a visual issue however.

      Some compromises were made in building a martial arts mod in a game that does not support martial arts (such as the unarmed weapon, etc.).   Stability, performance and features were chosen over aesthetics in a few cases.

      Regarding the stones - they are huge - like 40ft tall and scattered around.   Don't look for a short stone - they look almost like towers.


    2. A11ister
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      Thanks for the quick reply. Yeah it's not game breaking for me, the bracers just look really cool in the menu, I've adjusted my character's appearance to compensate. I think I found another pillar out in the wild in a stream, just knowing how many are out there would help so I'm not wracking my brain as I run around looking for more. Again thanks for the follow up. 
    3. davethepak
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      I wish I had the bandwidth to rewrite the entire mod from scratch, especially using some of the more modern utilities - it would make it more streamlined and require less patches etc.  Then again I wish I had more free time to be a dad too...

      You may be able to find them with the console, of I recall they all begin with "WoMPillarOf..." 
      The pillars are;
      Pillar of the elements
      Pillar of Aptitude
      Pillar of the Whirlwind (maybe?)
      Pillar of the Healer (this one is flaky as heck)
      Pillar of the Seer
      Pilar of Dimensions
      Pillar of Shadows

      I think that is all of them.   The Healer one - I tried re-writing - but still flaky.  

      Thank you again for your interest in the mod.  If I win the lottery - I would spend all day working on mods and playing with the kids.
  9. Astorius
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    Have the animated armory DAR patch enabled, but it states that it can't detect it. I am confused.
    1. davethepak
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      More than likely the patch is out of date, or it is not installed correctly.

      It was made by another user.

      I would suggested looking in xEdit to determine if there are any needed changes from previous versions.

      thank you for your interest in the mod.
  10. DeltaRayQ
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    Absolutely love the mod. Been always wanting a proper way to play a fistycufs playstyle and this has satisfied it very much!
    My only issue I seem to have is Iron Fists don't seem to do anything. Unless I'm misreading how it works.
    My power attacks just do normal damage. Does Iron Fist just increase Crit Damage and not make power attacks garunteed crits?
    1. davethepak
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      Hello there!!!

      Iron fists adds a perk that increases critical damage (using standard skyrim perk mechanics) when powerattacking and using a monk weapon (unarmed or any other weapon with the unarmed keyword).

      Does Iron Fist just increase Crit Damage and not make power attacks garunteed crits?

      This is correct.

      If this feels a bit lack luster, one suggestion may be in xEdit to remove the condition for powerattacking - then all your crits would improve.
      The iron fists perks are WomPerkDF, WomPerkDF2,WomPerkDF3

      I hope one day to have the free time to invest in a full rewrite on the mod - but sadly, life seems to throw more responsibilities at us over time...

      thank you for your interest in the mod 
  11. OwlTalons
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    I'm not seeming to gain any experience. I'm exclusively using the unarmed weapon, and punching and kicking my way all over the place, but it still shows as 0 XP. 
    I have activated the mod in-game. I do have Ordinator and Experience also as active mods, which I don't think is an issue, based on this forum.

    I have the debug messages on, and it confirms I am "hitting with a monk weapon", and I've set to advanced rather than basic. I've tried with both armored fists (gloves of the pugilist) and bare fists, but still reading as 0% next level progress.  I don't have any other unarmed mods except for MCO animations. 

    Any idea why I'm not gaining at all? 
    1. davethepak
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      This has been asked before - and the most likely culprit is using quick saves - as they don't always save variables in scripts correctly (a known inconsistent issue in skyrim modding).  

      You are correct that the other mods listed should not be an issue.

      Try turning off the unarmed, then turning it back on - and using a hard save.

      Avoid using quick saves if possible - this has helped others who have had this issue.
  12. TwoBlueUntapped
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    I don't know if this is still being updated or worked on at all, but I noticed a bug where once you pick up the books at the first shrine thing, I got a quest message that said "quest complete: quest completion message" and it happens about every few seconds and it's a bit annoying. Wondering if this could be fixed if possible. Thanks!
    1. davethepak
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      Absolutely fascinating.
      Sorry that you encountered this - also - this never came up in testing, nor has anyone else reported it.

      Makes we wonder if it is some kind of odd mod interaction.   I am hoping to get skyrim up and running in a few months - and can see if the issue can be duplicated - and maybe some kind of fix.

      ANY additional information would help!   

      Thank you for the info, and best of luck in your game.
  13. ryuszm
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    idk what's going on but my unarmed damage randomly resets and i don't feel like my character is getting stronger lol from 54 damage back to 29 when i reloaded a save that in which i already leveled up my skills
    1. davethepak
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      This has been mentioned in a few comments - the most likely issue is possibly using quick saves.
      (there is a known - well to mod makers anyways - issue with quick saves and that they don't always save variables correctly).

      Also, check and make sure unarmed is turned on in the advanced skills, and maybe turn them off.

      There is no design situation that would stop the damage - they are simple perks and global variables.  

      Other users have reported that the problem does seem to go away when they stop using quick saves.

      Best of luck in your game.