As I said before, this mod would be an A+ if only other classes had access to the skills. Personally, in my opinion, I believe these skills should be available to all of the classes (warrior/rogue and mage). If you remember, there was a "Brawler" class added into Neverwinter Nights, to allow pure fighters to use their barehands.
This is the only downfall to the mod, honestly. Is the forced mage specialization. That's it.
Chantry Monk Specialization-Martial Arts Unarmed Combat
Started by
Site Bot
, Sep 21 2010 10:04 AM
360 replies to this topic
#331
Posted 07 August 2011 - 12:32 AM
#332
Posted 07 August 2011 - 10:01 PM
Hi,
I'm excited about the possibility of using the mod, but have a quick question/thought/request.
The lore for your mod says the Ashen Order is secret (which is awesome btw, the lore's what caught my interest the most). But if the order is secret, why would they be walking around looking like Chantry Members, except w/ black robes? Wouldn't that call direct attention to them? Make people wonder who and what they are? And you mentioned Itinerant Monks - wouldn't they'd get noticed looking but not looking like Chantry?
Anyway, TMP has recreated Apostate Clothing from DA2 for DAO. I see mention of use of The Winter Forge to create clothing, but TWF gives me a slight headache. I'll try if I really have to, but is there any possibility of you including the Apostate Clothing as possible Ashen Order Clothing?
If not (which is more than understandable, you've done so much work already - and again, Thank You for that) - what would I need to do/add to make some other clothing appropriate for a Chantry Monk?
(PS: Thank you for making your video example a woman btw, it was a nice unexpected gender balance when the Order was created by a man, and the 1st Vicar was also male).
I'm excited about the possibility of using the mod, but have a quick question/thought/request.
The lore for your mod says the Ashen Order is secret (which is awesome btw, the lore's what caught my interest the most). But if the order is secret, why would they be walking around looking like Chantry Members, except w/ black robes? Wouldn't that call direct attention to them? Make people wonder who and what they are? And you mentioned Itinerant Monks - wouldn't they'd get noticed looking but not looking like Chantry?
Anyway, TMP has recreated Apostate Clothing from DA2 for DAO. I see mention of use of The Winter Forge to create clothing, but TWF gives me a slight headache. I'll try if I really have to, but is there any possibility of you including the Apostate Clothing as possible Ashen Order Clothing?
If not (which is more than understandable, you've done so much work already - and again, Thank You for that) - what would I need to do/add to make some other clothing appropriate for a Chantry Monk?
(PS: Thank you for making your video example a woman btw, it was a nice unexpected gender balance when the Order was created by a man, and the 1st Vicar was also male).
Edited by Wyllow, 07 August 2011 - 10:04 PM.
#333
Posted 05 September 2011 - 07:22 PM
This is a fantastic Mod. The only real problem I've found is that the character decides to go into what looks like a death blow animation and just keeps going. I've not done an official clock, but this last time it's lasted for at least 10 minutes and I saved and turned off the game when I ate lunch, came back and it's still going. Actually I enabled the desktop to make this comment and when I go back in, it will still be going.
Is there anyway to fix this?
Thanks
Is there anyway to fix this?
Thanks
#334
Posted 26 September 2011 - 07:15 AM
This mod sounds awesome!! However I've heard of problems with conflicts, I have Jojjo's weapons installed, also Class and Specialization pack by Offkorn, will it conflict with these mods? Thanks!
#335
Posted 28 September 2011 - 05:40 AM
I'm having a pretty serious problem... when hit by a basic staff attack, my Chantry Monk seems to have a very high chance of suffering the side effect of being Stunned for 5+ seconds (with no timer, in the HUD, to show how long I'll be out of commission). In the meantime, the Monk gets tagged with an additional Stunning staff attack again, and again, and ag- oh, wait, now it's Curse of Mortality and I'm caught in a stun-lock.
Given that I like to play solo, this is making things rather... challenging. The only conflict I can think of, at the moment, might be with Quests & Legends. There also seems to be no upper limit to bonuses from Martial Training (though buffs, like Stoneskin, do); I'm not really complaining about getting 50+ Armor, but it's certainly a balance issue.
Thanks for your time (and such an amazing mod).
Given that I like to play solo, this is making things rather... challenging. The only conflict I can think of, at the moment, might be with Quests & Legends. There also seems to be no upper limit to bonuses from Martial Training (though buffs, like Stoneskin, do); I'm not really complaining about getting 50+ Armor, but it's certainly a balance issue.
Thanks for your time (and such an amazing mod).
#336
Posted 16 October 2011 - 06:59 PM
Trying to get this mod working but keep running into same problem. I start a new game as a mage and enter fade for Harrowing. There i see the monk and talk to him. He then says his greeting but I cannot see or pick any responces. I cannot do anything else and am forced to close out of the game. Any tips on what I am doing wrong? I downloaded version 1-2, but in DAModder it says version 1.0. I also have dragon age version 1.04.
Edited by jshenck, 16 October 2011 - 08:10 PM.
#337
Posted 21 October 2011 - 09:09 AM
Awesome mod had no issues other than the fact some of the skills are a little overpowered but then most of the oficial classes are overpowered imo. Always loved playing monk in baldurs gate/neverwinter best class by far and you have done a great job. Breathed new life into a game i never thought i would play again thank you.
#338
Posted 31 October 2011 - 01:50 PM
Nice Mod, I'm a long time fan of Monk/Ninja-like classes (NWN 1 Monk rulez).
I've got a bit of a problem though, don't know if this is how it's supposed to be but when I check attack info in a char screen it says "Critical Chance 0.00%, Armor Penetration 0.
Tried to turn off supposedly conflicting mods (like Combat Tweaks), cleaning up Override folder, even trying Vanilla DA - stats are still the same. The only way I can increase APenetration is through pumping up Cunning or investing in +APrenetration items. Critical Chance stays the same it was (0.00%) no matter what (except +Crit items but these are the only ones that work). Dexterity does increase damage count but that's all it does...
Any suggestions? Or is that how it was intended (I'm referring here to the update notes saying that Base Armor Penetration got increased to 10... Only Burning Man got it)
DA version 1.04 + a few mods and fixes and DA vanilla 1.04
Sorry for a wall of text, I'd really like to know what's wrong here (attack talents also don't seem to work, there is an animation but the attack itself doesn't seem to do anything)...
EDIT: DA version correction.
I've got a bit of a problem though, don't know if this is how it's supposed to be but when I check attack info in a char screen it says "Critical Chance 0.00%, Armor Penetration 0.
Tried to turn off supposedly conflicting mods (like Combat Tweaks), cleaning up Override folder, even trying Vanilla DA - stats are still the same. The only way I can increase APenetration is through pumping up Cunning or investing in +APrenetration items. Critical Chance stays the same it was (0.00%) no matter what (except +Crit items but these are the only ones that work). Dexterity does increase damage count but that's all it does...
Any suggestions? Or is that how it was intended (I'm referring here to the update notes saying that Base Armor Penetration got increased to 10... Only Burning Man got it)
DA version 1.04 + a few mods and fixes and DA vanilla 1.04
Sorry for a wall of text, I'd really like to know what's wrong here (attack talents also don't seem to work, there is an animation but the attack itself doesn't seem to do anything)...
EDIT: DA version correction.
Edited by MiszA2, 31 October 2011 - 06:33 PM.
#339
Posted 06 January 2012 - 09:38 PM
Thanks! After playtest I add: Great but demanding! In my opinion you should have contemplated the passive and sustained abilities of warrior, templar, rogue and duelist better, as they solve the same effect less clumsy. Oh and yes, I solved NWN1 with both add-ons playing a cheat-free Monk, too.
Edited by Pietroschek, 08 January 2012 - 07:59 PM.
#340
Posted 03 March 2012 - 06:01 PM
I'm absolutely inlove with this mod. It works great with shapeshifting build. Really gives it a more rough n tumble feel.



Sign In
Create Account
Back to top







