- Description -
Way of the Monk adds two new skills, weapons, clothing and armor, perks, enchantments, enemies, and locations to the game to overhaul the unarmed combat system. Playing a monk-style character is now an option with the overhaul. The product of over 200 hours of work, this mod and its subsequent parts hope to add an entirely new style of gameplay. Future parts are hoped to include new factions, quests, animation, follwers, and more.
Unlike most of the previous unarmed mods, Way of the Monk does NOT REPLACE existing skills, but adds two new ones. They do not use the vanilla skill system, but instead run on a system of scripts that operate in the background as you play. Thousands of lines of script have been written to manage your skills and level them in a balanced manner.
I would add links, but for some reason it says that I do not have permission to post links...
- Features -
Current:
- Adds two new skills that run off of scripts and global variables
- An Unarmed skill that works either when you use an invisible "unarmed" weapon or the new fist weapons
- An Unarmored skill that levels when you are hit (needs to have a condition that makes it only level when not wearing armor)
- Adds Pillars and lesser powers that allow you to manage your stats and perks through messageboxes
- Adds 30 new perks to be chosen as you level (will add more in Part 2)
- Adds a set of craftable weapons with enchanted variants
- Adds a set of special pillars like the Standing Stones that give you unique powers
- Adds robes that were in the CK but not in the vanilla world, with enchanted version
- Adds spiked gauntlets
- New enchantments for weapons and clothing
- New enemy faction called the Apostates
- New monk follower (very basic, will be expanded on)
- Adds new mod-related loading screens
Planned:
- Improved follower with voice acting
- Joinable faction for Apostates
- Joinable faction for Cult of the Way
- More ingame books with lore and guides
- Skill books that raise the Monk levels
- Replace the messagebox system with a dialog system (probably using a summoned NPC) to improve stat management and add more options
- Optional scaling to raise the player's level over time while using my new skills (can't for now because there is not code in Papyrus to directly raise the level)
- More Unarmored perks
- More enchantments and special items
- The beginnings of a Chi system that gives you powers after finishing achievement and quests
- Quests and radiant quests (if Bethesda ever fixes the navmesh bug)
Known Issues/bugs:
If you can help me with any of these bugs, please post!
- The player's level is not raised by using my skills. However, there is no code in Papyrus to directly raise skills. I am going to request that SKSE add that capability.
- The Unarmored skill raises even when wearing armor. I need to add a condition to the script so that it only runs when the player is not wearing armor. Can someone help me with this? I've found that checking whether the WornHasKeyword for ArmorHeavy and ArmorLight == 0 works for perks. But I'm not sure how to do the same thing with a script.
- The messagebox system is limited and buggy. I am going to try to fix this by using a dialog system.
- The new weapons mostly use the dagger animations. I think this is cause by the models for the weapons, though. I am no modeler or animator, so I am unfamiliar with how those work. But from what I can tell, the model would have to include two of the weapons a small distance from each other in the same file. Does anyone know how that all works?
- How To Help -
- Create a front-page image that I can use on my blog and on the download pages. A sort of advertisemant, if you will. For now, I am only using a screenshot that I took.
- Create brass knuckles or other unarmed weapons that would work with the default unarmed attack animation
- Help me with my Unarmored script problem detailed above


