[WIP] Way of the Monk

Post » Tue May 22, 2012 2:52 am

Original Bat file concept scrappped! Legit awesome mod is DONE!!! Packaging and releasing TOMMAROW!


So here is what I have done, all of this is 1st PERSON ONLY!=
1. Made an invisible mace (replaced previous skin, can be enchanted, poisoned, smithed, perked!)
2. Made the shield Spellbreaker invisible (you will see why I chose this shield for now, its a placeholder, also smith upgradeable, and uses perks!)
3. Changed 1 handed animations in 1st person to use punch animations! (1st person only, NPCs are not effected)
4. Right trigger now uses LEFT and RIGHT punch animations! (80% of punches are rights, cant seem to change this)
5. Left trigger uses the dual cast animation, with the spellbreaker ward spell spewing forth (to simulate monk ki for protection)
6. Shield Bash replaced with the left handed Bow "Punch" bash!
7. 1hand standing power attack changed to bow punch bash
8. 1hand right power attack changed to right hook
9. 1hand left power attack changed to left hook
10. Backwards power attack changed to hand to hand dual wield power attack! (more chances for this power attack to land!)
11. Forwards power attack remains same, a one handed chop animation


With this mod, punching will level 1 handed skill! Block will level block skill! Once the CK is released I will fix the default invisible shield and 1 hander, but until then they stay! No .esp required, just a bunch of meshes!
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rheanna bruining
 
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Post » Mon May 21, 2012 3:35 pm

Gear for monks would be great. Especially handwraps.
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Tamara Dost
 
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Post » Tue May 22, 2012 12:45 am

I feel like the +2 unarmed damage is either going to end up being too little or too much. Too much at lower levels and too little at higher levels. I'm not 100% on this though. Otherwise I look forward to seeing what you're going to do with this mod as it looks AWESOME!
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Charles Weber
 
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Post » Mon May 21, 2012 11:02 pm

remove the jump height portion
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Alexander Horton
 
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Post » Tue May 22, 2012 5:13 am

Mstermagooey:I love your sig. xD

I agree, the jump height is kinda unnecessary. Also staff and perhaps sai or some sort of martial arts weapons would be awesome.
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Jack Moves
 
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Post » Mon May 21, 2012 10:51 pm

As for the weapons bit, I was hoping this to be done by another modder. Pre-release there was a modder (forget the name, drat!) who was working on spears and bo staves of each material type. I was hoping to utilize his staves on my first play through, but i havent seen any WIP from that modder. But playing with weapons is really rather different than a straight unarmed concept, and it will be simple enough to utilize weapons from other mods.


If the jump height is an issue I can easily remove/reduce it. I personally tested it at max and honestly its not all that noticeable. You wont be able to jump unto roofs or even jump clear over someone, its really not all that high.


As for the handwraps (which I am guessing you mean enchantable gloves that add damage) that IS something I would like to see, but frankly am not personally capable of. Adding enchants and posion to fists took YEARS in Oblivion, so I dont expect to see fast results here in Skyrim. That being said I will see what can be done as I would love for this feature to exist. In the meantime I would like to link magic into unarmed damage if I could through, as it could serve as the fighters "ki". I want the mana bar to have some benefit to the monk concept, I just personally havent decided on which direction to take it.


Your comments/criticisms are always appreciated!
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Suzy Santana
 
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Post » Tue May 22, 2012 3:25 am

Nice! Especially like the idea that we may be able to tie magic into unarmed through ki, I'll be eagerly awaiting this one!
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Misty lt
 
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Post » Mon May 21, 2012 6:01 pm

Keep the jump height. I miss acrobatics :(
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Anna Kyselova
 
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Post » Tue May 22, 2012 4:41 am

To go along with the monk "class" I think someone should make a monestary full of said folk! Thinking of that awesome monestary in Icewind Dale 2, that was waaaaaaaaaaay up in the mountains.
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matt white
 
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Post » Mon May 21, 2012 8:58 pm

Awesome idea. I would love to see those benefits tied exclusively to a perk tree, without the incremental increases on level up. Otherwise even if I'm ignoring hand to hand and playing as a mage I'd still be getting faster and jumping higher with each level up. Maybe that was your intention and I read the post incorrectly. If so, I apologize :P Here's my 2 cents on the abilities:

1) Stamina Regen - Great idea for a monk class, but I'm not sure about the ratio. If 100% is double normal speed then that might be fine, but I play as a Redguard and their racial for stamina regen is absolutely insane.

2) Unarmed Damage - As others have said, you'd need to make sure this is balanced. I'd suggest making it the first perk in the tree, with 5 ranks at +20% each, just like the Blade and Blunt trees.

3) Movement Speed - Awesome idea, and something that would definitely appeal to me as a player. 50% faster would be a great perk in the top half of the tree.

4) Health Regen - Same as stamina regen. So long as it's balanced I'm all for it. Certainly makes sense for a monk to have this.

5) + Armour - Only if you can ensure this effect only applies while unarmoured. I think there's a perk in the Alteration tree with this requisite, so it should be possible.

6) Jump Height - Nice idea, but double is a little too high I think. Jump height is believable for the first time in this series, so any more than 50% higher jump height would detract from that realism I feel. Still, would be a useful perk for those few dungeons requiring acrobatics, so it could be nice as a lower tier perk. I don't think it would be useful enough to warrant taking up a higher tier perk slot though.

Extra Suggestions to Consider:

Other members have already suggested hand wraps as weapons, but I'd love to see that extend to leather knuckle dusters and claw weapons like the http://www.freewebs.com/norstar1/1Medieval_Katar_M.jpg, for example.. That gives the monk class a reason to invest some time in Smithing, and avoids some of the issues fists as a weapon had in previous TES games (no improvements in quality such as iron/steel/elven for damage boosts, and cannot be enchanted). Would also allow for some extra visual flair in their design.

Meditation - Something akin to Geralt in the Witcher, but without potions. Before entering a cave the monk could choose to sit down and meditate for a moment or two, focusing his inner spirit or chakra. This would lead to a buff being applied (depending on the meditation) for the next 10 minutes or so. You could have various meditations for different situations, allowing the player to choose between a boost to damage, to magic resistance, to armour rating, to stealth skill, to attack speed, and anything else you can think of that would add variety and options to play style. It adds something unique to the class, to differentiate it from the others. Perhaps meditation should be unlocked in the perk tree to prevent everyone having access to it regardless of whether they play as a monk or not, or perhaps it should be as a quest reward for a monk-focused storyline. I'm not sure.
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jason worrell
 
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Post » Mon May 21, 2012 9:20 pm

How will the Khajiit's claws, or the martial arts forms they use (Goutfang, Whispering Claw and Rawlith Khaj- http://www.uesp.net/wiki/Lore:Khajiit, last paragraph of 'Society') work into this?
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Matt Terry
 
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Post » Mon May 21, 2012 1:34 pm

Keep the jump height. I miss acrobatics :(

so im not the only one?
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Lloyd Muldowney
 
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Post » Tue May 22, 2012 2:42 am

How will the Khajiit's claws, or the martial arts forms they use (Goutfang, Whispering Claw and Rawlith Khaj- http://www.uesp.net/wiki/Lore:Khajiit, last paragraph of 'Society') work into this?

Thats way to in depth for me at this point, simply making unarmed a viable playstyle is my 1st priority. I honestly wouldnt want to focus on a khajiit specific martial art vs broader martial arts affecting all races, but others are welcome too! =)
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Kim Kay
 
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Post » Tue May 22, 2012 12:32 am

Here's a sample perk tree you can use. Maybe it will provide some ideas. I would much prefer to build a monk via a perk tree than just give them random bonuses.

http://home.comcast.net/~danbuter/Monk%20Perk%20Tree.pdf
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James Rhead
 
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Post » Mon May 21, 2012 7:42 pm

Here's a sample perk tree you can use. Maybe it will provide some ideas. I would much prefer to build a monk via a perk tree than just give them random bonuses.

http://home.comcast.net/~danbuter/Monk%20Perk%20Tree.pdf


I like allot of those, and have been working on similar concepts. I fully intend to add the armor piercing perk you listed, as well as several of the others. I am iffy about the magic resistance perk, as I dont want it tempting monks to grab the same perk from the alteration tree, besides I have a different way for monks to non-passively combat magic listed below. Disease and posion resist may be stacked together as well. I still havent come up with a real amazing top tree perk, but give me time. As for unarmored, I hope to make this its own tree. part of being able to do that, is to GREATLY increase the number of cloth enchanted items, so every monk is not simply an enchanter as well making their own gear. I think this can easily be done with the CK, as I will simply add allot of cloth items to have the random leveled effects that armor and weapons seem to have. As for unarmed weapons, I dont even know where to start in their implementation, its not as easy as people think.



One thing I am thinking about changing with unarmed is the "dual wield" nature of unarmed. Unarmed is the only style in skyrim that actually lacks a dual attack, making it essentially not a dual wield skill. Furthermore, the right hand punches twice as fast as the left due to an animation delay in the left hand. Doing extensive testing with block, I find it to be one of the few interesting and exciting perk lines, and would love to incorporate it into hand to hand. My eventual plan (upon release of the CK) is to make hand to hand essentially a two-handed skill, where pressing the right trigger alternates between left and right punches. The left trigger then will block, and the "bash" animation will be replaced with a kick. As blocking a sword with barehands lacks realism, I was thinking of incorporating the effects of the restoration ward spells when the block button is depressed (also allowing skillups in restoration, a tedious skill to level), which would represent the monks use of "ki" to contribute to his defense. This will also make monks strong against magic wielding characters, as they will have the ability to block spells (and incentives to utilize the very "monk like" perks of the restoration tree).



Currently I am in desperate need for a modder to make both an invisible dagger and shield, as that will allow players to experience a "semi-monk" playstyle prior to CK release! As always, love the comments and ideas!
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Chad Holloway
 
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Post » Mon May 21, 2012 7:05 pm

Major Major Update!!!! =) Release coming tommarow!!!
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Alister Scott
 
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Post » Tue May 22, 2012 2:01 am

Edited original post to include changes.
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Michelle Smith
 
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Post » Mon May 21, 2012 6:52 pm

no kick animation ? :mellow:
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Chenae Butler
 
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Post » Mon May 21, 2012 2:55 pm

I think what would be cool is to add combat spells that eat stamina the way magic spells eat up magic

like every level learning a few new combat spells.. example:

Level 1: you start with reverse punch and right hook/ Palm strike

Level 2: low leg kick/leg sweep and Crushing elbow/ spinning backhand

Level 30: Throat chop and Spinning dragon kick

Level 40: 16 punch combo and Force of mountain "Knee"

These are small samples of how badass it could be, especially if we could have the animations+magic effects with them... of course higher the level, the higher stamina cost would be for that tier combat spell! holding alt + left mouse could be the left kick and alt+right mouse could be right kick... etc...

we could also do, sneaking moves... like in snicking from behind while in sneak mode... "svcker punch" etc... so many ideas... so little time :/

I know its probably difficult to make, but one can dream! :)
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rae.x
 
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Post » Tue May 22, 2012 1:35 am

I fully intend to do allot of additions after the CK is released, but basically this is all I can do atm. Was about to upload but discovered a bug where dual wielding a spell makes you unable to switch back to unarmed (simply hit esc, save, and load, and problem solved). Still trying to determine the cause before release, or I can just release if people dont care.


I am also using Dawnstar as the weapon for unarmed (removed mesh) because using other 1 handers would cause you to run into enemies with an invisible weapon. Besides, you are downloading this to play as unarmed anyway!
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Bryanna Vacchiano
 
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Post » Mon May 21, 2012 7:23 pm

any news? :ermm:
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Aman Bhattal
 
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Post » Mon May 21, 2012 1:32 pm

Well how about adding disarming and stagger MagicEffects to strikes?
as special moves thats can trigger on certain power attacks.
no kick animation ? [img]http://www.gamesas.com/images/smilie/mellow.gif[/img]
Actually Skyrim have such animation for wolf finisher, perhaps such animation can be reused.
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Ells
 
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