Long answer: Ordinator makes a few core changes and renaming of vanilla Skyrim perks, but does not seem to have removed perks.
A surface level look hints that this mod should be stable enough to be complimented with Ordinator, but I will need some time to document down and cross-reference with all the perks this mod is reliant on versus what it has been changed to in Ordinator. I also believe that based on how the perk tree has been changed, it might affect the scaling of this mod.
I'll try to prioritise getting the documentation up for this mod stating all the perks, and from there work on expanding it to show based on feedback which mods may or may not have compatibility, starting with Ordinator since you have raised it as a question here.
Alright the check took faster than I expected. From what I'm seeing, this mod is compatible with Ordinator - meaning the effects should still turn on and become active based on learning the correct perks. It does change up a bit of the progression path, but I guess that's the fun of it. Documentation has been updated with details down the mapped changes that Ordinator did.
welp, i just saw this, i have the whole week looking for monk mods.
i have Way of the monk but i just now i beat alduin with 3 hits.
I mean, i lvl up way of the monk faster than my level because it doent's give me "exp" to my character, it instead just give me exp in the way of the monk mcm.
Also there are no gloves.
i mean, i like bare handed but i really like some good looking gloves while punching sh*Ts
soo, i am using ordinator, way of the monk, apocalypse, and some other ton of meele mods.
Anything i should be wary if i want to remove Way of the monk and put this one? or it is compatible with way of the monk? does it comes with animations?
Sorry if its too much to ask, but i have too many mods i installed in the last months and i am feary that if i install a single whatever mod, it will just broke my whole mod list.
(it just happened me yesterday with loot and had the whole night fixing mods order)
I just confirmed compatibility purely through xEdit investigations. This mod will work and function as intended even with Ordinator installed.
However, regarding Way of the Monk. Per my understanding (and what I remembered of it since many moons ago. This mod is really old), Way of the Monk relies on equipping weapons that scale off its mod-specific perks and skills. From what I'm seeing of the latest changelogs in the version maintained by davethepak, Way of the Monk should no longer change any of the original perks in the game. Give me some time to confirm this via xEdit. I'll update this thread once I'm sure. [20210813 - Compatible] Took a quick look and I've confirmed via xEdit that this mod should run fine alongside Way of the Monk by pakman.
Now as for is it safe to uninstall Way of the Monk entirely? I really can't comment on that because a) I havent used that mod in years and b) I really can't be sure as I'm not familiar with the development and maintenance of that mod.
[20210813 - Compatible] Took a quick look and I've confirmed via xEdit that this mod should run fine alongside Way of the Monk by pakman.
Also, missed out your question: no, it does not pack in any custom animations, so if you are running a custom animation replacer it will work fine with it as well.
Unfortunately I have designed my mod to not show any gloves as well. In future when I'm more ready I may release a standalone mod that will replace the gloves, body piece, and footwear with other armor models. No promises on the timeline.
that explain the things i really dislike of way of the monk. ( i understand using chest armored broke the "unarmed stat" but not being even able to use light gloves or boots it just... annoying. there is literally only 3 govles and boots in the entire games you can use, and i am a survival mode player wich i have to consider warmith of the armors. (that's why i add cloacks and scarfs to add some warmith points) way of the monk in general its pretty cool, too op, and quite annoying because the unarmed/unarmored system. i mean, using a melee weapon (claws that the mod gives) give the exp for the unarmed skill but doent's give full stats. but also gives one hand lvl wich its kinda useless becuase weapons arent's "one handed"
and about uninstalling, i belive it is ok just unequip things from the mod (wich would be the falkreath boots) and that's it.
altho havne't tried,way of the monk add some pillars that give buffs, soo those are in the worldmap, dunno if its save to remove those. and all the skills/perks this mod gives are organized by the SkyUI menu soo i think it can just be deactivaded and then save and uninstall, but haven't tried. i just want to know how much diference would be from killing alduin with two punches than this mod (?)
And i am sorry, i am demanding quite the much, and speaking bad, my english is pretty bad tho.
But i just like monks, when i playing vanilla and found the "unarmed gloves" i said "boy, this had some monk sh*ts going in here.
but then i realize that's was all and since then, i've been looking for some sweet melee/monk mods cuz i literally have monks in every single game i can have. i literally try hard to have this (image) i even tried to learn how to mod just to make this but i just too lame for that.
and thanks for the mod, imma going to try on some "new save" later to see how it goes. thanks
i am sorry, my english bad soo i think i forgot to ask the real thing i really wanted to.
Can the gloves be "clothes" without heavy/light keywords? way of the monk deactivate the whole "unarmored" stat if you use a single piece of armor no matter light or heavy. its quite the hastle tho. and thanks, i din't read the second coment when you confirmed the compatibility with way of the monk
Hmmm... as part of the design for progression the non-ascended gear are heavy armored as I expect that players will need some way to train up Heavy Armor, which is well, to wear Heavy Armor and get hit with it. The core design of this mod is to ride on levelling Smithing and Heavy Armor.
The ascended gear however is all considered clothing and should not trigger any conditions that look for the ArmorHeavy and ArmorLight keywords. Additionally, I have already included SurvivalWarm keywords for all four ascended armor pieces. You made me realise I forgot to mention that in the description. I have updated that in the main page.
So to summarise: Base gear --> Heavy Armor gloves. Intentional design as I expect players will need a way to level up Heavy Armor. Ascended gear --> Full set of clothing. Not considered armor. All four pieces are considered warm for Survival.
As for damage concerns, no, I don't expect you are going to be able to two-shot dragons. The damage output is roughly below or around a fully enchanted ebony one hand sword. Fighting a legendary dragon with ascended gear on Adept difficulty, one punch with full ascended gear only dealt around 7% of this HP. Picture for example:
that's nice, the only thing i find it in conflict with the WotM is that heavy gloves but as you say, it seems better than way of the monk.
i like it even better cuz love wearing heavy armor (i have never used light armor in the whole game and look for mods that give some looking heavy armor, because it looks strong)
thanks, i think imma going to deactivate the WotM and try this to see and, sorry for taking too much time.
dunno if this afect something but i have some mods that change the calculation of damage from heavy armor.
its more "realisting"soo a steel dagger doent's beat the sh*t out of your EBONY HEAVY ARMOR with skill level of 70
(it happened to me a lot before installing true armor mod)
Could you possibly make it so that the enchantment can be learned? Or maybe add a special amulet with the enchantment instead? That way, people can use the enchantment while having the glove appearances they want.
let me explore how to implement possibly an amulet interpretation. Not really keen on having this as an enchantment, unless i possibly restrict it to purely gloves? Will need some time to play test and see the numbers. I'm parking this together with the request for a slightly weaker variant to pair with Elemental Fist mod; don't personally use that mod so I'll need some time to figure out a more dynamic way to have the scaling match up with that if possible at all; otherwise yes possibly just a numbers change as an "alt" mod.
Ran some rudimentary tests, and I think Skyrim engine will properly support the restrictions I want to build in place to allow this as a player acquirable enchantment to place into your own armors. No horizon yet on completion. Updated in author's notes this as well.
looks like there is compatibility issues with ordinator, the required perks aren't working for the mod, sadly. I believe it's the stand in for juggernaut, because I was doing some testing with a character that has the perk tree fully unlocked.
Got interested with unarmed combat, and I saw this. Nice, coold mod! By the way, I know that you ran the figures and think that they're balanced -- and they likely are -- but do you think you can make a toned down version with less damage dealt? It's just that while I would like a damage that scales with the level progression of sorts, I prefer it to be somewhat weaker than the other weapons. So I could combine it with other mods like Elemental Fists, without feeling overpowered. Thank you!
Edit: Currently playing this now. And it seems more balanced than I thought. Still, that is without using Elemental Fists. By itself, I think this mod is balanced. My request remains though...author, if you're not busy, please add an optional reduced damage version. Thanks
19 comments
Long answer: Ordinator makes a few core changes and renaming of vanilla Skyrim perks, but does not seem to have removed perks.
A surface level look hints that this mod should be stable enough to be complimented with Ordinator, but I will need some time to document down and cross-reference with all the perks this mod is reliant on versus what it has been changed to in Ordinator. I also believe that based on how the perk tree has been changed, it might affect the scaling of this mod.
I'll try to prioritise getting the documentation up for this mod stating all the perks, and from there work on expanding it to show based on feedback which mods may or may not have compatibility, starting with Ordinator since you have raised it as a question here.
I'll update on this thread as it comes along.
i have Way of the monk but i just now i beat alduin with 3 hits.
I mean, i lvl up way of the monk faster than my level because it doent's give me "exp" to my character, it instead just give me exp in the way of the monk mcm.
Also there are no gloves.
i mean, i like bare handed but i really like some good looking gloves while punching sh*Ts
soo, i am using ordinator, way of the monk, apocalypse, and some other ton of meele mods.
Anything i should be wary if i want to remove Way of the monk and put this one?
or it is compatible with way of the monk?
does it comes with animations?
Sorry if its too much to ask, but i have too many mods i installed in the last months and i am feary that if i install a single whatever mod, it will just broke my whole mod list.
(it just happened me yesterday with loot and had the whole night fixing mods order)
However, regarding Way of the Monk.
Per my understanding (and what I remembered of it since many moons ago. This mod is really old), Way of the Monk relies on equipping weapons that scale off its mod-specific perks and skills. From what I'm seeing of the latest changelogs in the version maintained by davethepak, Way of the Monk should no longer change any of the original perks in the game.
Give me some time to confirm this via xEdit. I'll update this thread once I'm sure.[20210813 - Compatible] Took a quick look and I've confirmed via xEdit that this mod should run fine alongside Way of the Monk by pakman.
Now as for is it safe to uninstall Way of the Monk entirely? I really can't comment on that because a) I havent used that mod in years and b) I really can't be sure as I'm not familiar with the development and maintenance of that mod.
Also, missed out your question: no, it does not pack in any custom animations, so if you are running a custom animation replacer it will work fine with it as well.
Unfortunately I have designed my mod to not show any gloves as well. In future when I'm more ready I may release a standalone mod that will replace the gloves, body piece, and footwear with other armor models. No promises on the timeline.
( i understand using chest armored broke the "unarmed stat" but not being even able to use light gloves or boots it just... annoying.
there is literally only 3 govles and boots in the entire games you can use, and i am a survival mode player wich i have to consider warmith of the armors.
(that's why i add cloacks and scarfs to add some warmith points)
way of the monk in general its pretty cool, too op, and quite annoying because the unarmed/unarmored system.
i mean, using a melee weapon (claws that the mod gives) give the exp for the unarmed skill but doent's give full stats.
but also gives one hand lvl wich its kinda useless becuase weapons arent's "one handed"
and about uninstalling, i belive it is ok just unequip things from the mod (wich would be the falkreath boots) and that's it.
altho havne't tried,way of the monk add some pillars that give buffs, soo those are in the worldmap, dunno if its save to remove those.
and all the skills/perks this mod gives are organized by the SkyUI menu soo i think it can just be deactivaded and then save and uninstall, but haven't tried.
i just want to know how much diference would be from killing alduin with two punches than this mod (?)
And i am sorry, i am demanding quite the much, and speaking bad, my english is pretty bad tho.
But i just like monks, when i playing vanilla and found the "unarmed gloves" i said "boy, this had some monk sh*ts going in here.
but then i realize that's was all and since then, i've been looking for some sweet melee/monk mods cuz i literally have monks in every single game i can have.
i literally try hard to have this (image) i even tried to learn how to mod just to make this but i just too lame for that.
and thanks for the mod, imma going to try on some "new save" later to see how it goes.
thanks
Can the gloves be "clothes" without heavy/light keywords?
way of the monk deactivate the whole "unarmored" stat if you use a single piece of armor no matter light or heavy.
its quite the hastle tho.
and thanks, i din't read the second coment when you confirmed the compatibility with way of the monk
The ascended gear however is all considered clothing and should not trigger any conditions that look for the ArmorHeavy and ArmorLight keywords. Additionally, I have already included SurvivalWarm keywords for all four ascended armor pieces. You made me realise I forgot to mention that in the description. I have updated that in the main page.
So to summarise:
Base gear --> Heavy Armor gloves. Intentional design as I expect players will need a way to level up Heavy Armor.
Ascended gear --> Full set of clothing. Not considered armor. All four pieces are considered warm for Survival.
As for damage concerns, no, I don't expect you are going to be able to two-shot dragons. The damage output is roughly below or around a fully
enchanted ebony one hand sword. Fighting a legendary dragon with ascended gear on Adept difficulty, one punch with full ascended gear only dealt around 7% of this HP.
Picture for example:
i like it even better cuz love wearing heavy armor (i have never used light armor in the whole game and look for mods that give some looking heavy armor, because it looks strong)
thanks, i think imma going to deactivate the WotM and try this to see and, sorry for taking too much time.
dunno if this afect something but i have some mods that change the calculation of damage from heavy armor.
its more "realisting"soo a steel dagger doent's beat the sh*t out of your EBONY HEAVY ARMOR with skill level of 70
(it happened to me a lot before installing true armor mod)
Edit: Currently playing this now. And it seems more balanced than I thought. Still, that is without using Elemental Fists. By itself, I think this mod is balanced. My request remains though...author, if you're not busy, please add an optional reduced damage version. Thanks
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