Thanks, Seraph.
Chantry Monk Specialization-Martial Arts Unarmed Combat
Started by
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, Sep 21 2010 10:04 AM
360 replies to this topic
#31
Posted 22 September 2010 - 06:33 AM
#32
Posted 22 September 2010 - 08:09 AM
I started a Monk just to test it out and see if it'd work - indeed, I can use this version and am very excited to go full steam with it, once I get a nice look going. Decided to name him Zan Fi, named for the founder of the Whisting Fists Clan.
However, I've ran into a situation - my Monk does almost no damage, even to the Wisps. I hit them for about 1-2 damage, playing on Normal. This...doesn't seem right.
I pumped all my starting stats into Dex, just fyi.
Also, what's with that test fist item? I put that on and then took it off, and each time I switched the Test Fist with the Hidden Fist item, my damage would go up and down, but to different numbers each time.
However, I've ran into a situation - my Monk does almost no damage, even to the Wisps. I hit them for about 1-2 damage, playing on Normal. This...doesn't seem right.
I pumped all my starting stats into Dex, just fyi.
Also, what's with that test fist item? I put that on and then took it off, and each time I switched the Test Fist with the Hidden Fist item, my damage would go up and down, but to different numbers each time.
#33
Posted 22 September 2010 - 08:23 AM
You shouldn't ever see the "Hidden Fist"... Did you start a completely new game?
Regarding damage:
The damage should scale by 0.5 for every dex.
There could be an Itemstat.gda conflict in your override. Did you have any of our previous mods installed? You need to delete both of our previous mods.
But if there isn't a conflict like that, then you probably have not equipped the actual creature weapon. the Hidden Fist should disappear from the GUI when equipped, and you should deal the correct damage. Although all the scripts are supposed to handle all that internally, mod conflicts can do that. You should be dealing at least 5 damage or so... if I recall correctly.
Regarding damage:
The damage should scale by 0.5 for every dex.
There could be an Itemstat.gda conflict in your override. Did you have any of our previous mods installed? You need to delete both of our previous mods.
But if there isn't a conflict like that, then you probably have not equipped the actual creature weapon. the Hidden Fist should disappear from the GUI when equipped, and you should deal the correct damage. Although all the scripts are supposed to handle all that internally, mod conflicts can do that. You should be dealing at least 5 damage or so... if I recall correctly.
#34
Posted 22 September 2010 - 08:36 AM
I started a completely new game. I also completely uninstalled the old version.
I'm able to see "Hidden Fist" in my ammo screen, and I also start with another item, 'Test CWep Fist - Dragonbone - in my inventory. I should note however that my damage did drop noticeably only after I swapped these items, then re-equipped them. I'm not sure if there is a itemstat.gda conflict, but if all I have to do is not touch the Hidden Fist ammo slot item, I can live with that.
Also you guys are awesome for the Robe of the Whistling Fists' description. I never realized how much of a badass I was! ;p
I'm able to see "Hidden Fist" in my ammo screen, and I also start with another item, 'Test CWep Fist - Dragonbone - in my inventory. I should note however that my damage did drop noticeably only after I swapped these items, then re-equipped them. I'm not sure if there is a itemstat.gda conflict, but if all I have to do is not touch the Hidden Fist ammo slot item, I can live with that.
Also you guys are awesome for the Robe of the Whistling Fists' description. I never realized how much of a badass I was! ;p
#35
Posted 22 September 2010 - 09:11 AM
What do you mean Ammo screen?
I just tested from a blank slate, and yes, I can see that the test cWep Fist-Dragonbone is created. That is definitely a bug (a big one) and will be fixed asap.
The Hidden Fist should only be seen if you hover on the test cWep. If the Hidden Fist is suddenly visible on the ammo slot, that's not a problem coming from our mod.
How were you able to swap the items anyway, as the test cWep should have a dex requirement of over 30... and it's impossible to get over 30 dex upon character creation after a new game.
Just, don't touch the Hidden Fist items. I'll check with Sakaslan to fix the Test CWep being added to the inventory.
I just tested from a blank slate, and yes, I can see that the test cWep Fist-Dragonbone is created. That is definitely a bug (a big one) and will be fixed asap.
The Hidden Fist should only be seen if you hover on the test cWep. If the Hidden Fist is suddenly visible on the ammo slot, that's not a problem coming from our mod.
How were you able to swap the items anyway, as the test cWep should have a dex requirement of over 30... and it's impossible to get over 30 dex upon character creation after a new game.
Just, don't touch the Hidden Fist items. I'll check with Sakaslan to fix the Test CWep being added to the inventory.
#36
Posted 22 September 2010 - 09:18 AM
Didn't you have an issue with the fist weapons from my previous version going into the ammo slot as well, Ranadiel? If so that has to be some kind of mod or override file conflict trying to deal with the new item types.
The slot that's actually used for the CWeps in the mod is the "Bite Slot', which doesn't appear on any character record gui. If you're seeing damage number changes by swapping the two items in the ammo slot, then I have no explanation for that behavior.
Unarmed damage (meaning no weapon equipped in the main or offhand slots in this case) has some kind of weird display issue in that it will vary slightly each time you open the character record. That may explain you seeing different numbers when switching the weapons out. The Test weapon is, sadly, an oversight on my part that should have been removed.
I really don't understand how this particular conflict is occurring, though. If you were getting the old Fist Weapons equipped into the Ammo slot, that seemed to point to an issue with some other Item Type conflicting...actually, do you have any mods that give you new ammo types? I know there were a couple of those around when I was originally playing through the game that would give you new arrows with better stats in an effort to make vanilla archery more useful. That might explain it.
The slot that's actually used for the CWeps in the mod is the "Bite Slot', which doesn't appear on any character record gui. If you're seeing damage number changes by swapping the two items in the ammo slot, then I have no explanation for that behavior.
Unarmed damage (meaning no weapon equipped in the main or offhand slots in this case) has some kind of weird display issue in that it will vary slightly each time you open the character record. That may explain you seeing different numbers when switching the weapons out. The Test weapon is, sadly, an oversight on my part that should have been removed.
I really don't understand how this particular conflict is occurring, though. If you were getting the old Fist Weapons equipped into the Ammo slot, that seemed to point to an issue with some other Item Type conflicting...actually, do you have any mods that give you new ammo types? I know there were a couple of those around when I was originally playing through the game that would give you new arrows with better stats in an effort to make vanilla archery more useful. That might explain it.
#37
Posted 22 September 2010 - 09:33 AM
What Mod(s) is this incompatible with?
I'm running IA, AT, CSpack, Random Age, ALL DLC, 1.04 patch, ELS, Winter Forge, Rules Fixpack, etc etc..Heh.
Would like to know ahead of time before i spend a day trying to figure out what's breaking what, before i download and install to try your mod. Otherwise my game is stable right now, but i would like to try your mod.
I'm running IA, AT, CSpack, Random Age, ALL DLC, 1.04 patch, ELS, Winter Forge, Rules Fixpack, etc etc..Heh.
Would like to know ahead of time before i spend a day trying to figure out what's breaking what, before i download and install to try your mod. Otherwise my game is stable right now, but i would like to try your mod.
#38
Posted 22 September 2010 - 09:42 AM
ALL DLC, 1.04 patch, Winter Forge are all compatible.
As we mentioned in the main description, all important files are standalone and should be compatible with any other mods as well as both Origins and Awakening.
I highly doubt any other mod alters the animations the way we do here.
The only possible conflict (and I suspect the problem with Ranadiel) may be that an outside mod might fiddle with the "bite" slot. But that's an outsider's chance, and barring any unforeseen circumstances, our mod should be compatible with most any other mod out here.
As we mentioned in the main description, all important files are standalone and should be compatible with any other mods as well as both Origins and Awakening.
I highly doubt any other mod alters the animations the way we do here.
The only possible conflict (and I suspect the problem with Ranadiel) may be that an outside mod might fiddle with the "bite" slot. But that's an outsider's chance, and barring any unforeseen circumstances, our mod should be compatible with most any other mod out here.
#39
Posted 22 September 2010 - 09:45 AM
As far as I know - no, I don't have any mods that have introduced new or different ammo types, though I do have quite a few mods running and I'm actually considering doing a complete reinstall due to the fact that it's getting tough to keep track of them all and which ones can potentially conflict with others. What can I say? I'm new to the PC version.
As far as the Hidden Fist and Test CWep - Dragonbone items go, neither one of them has stat requirements or item descriptions other than "Chance to Stun" - it's actually very reminiscent of the previous version. In fact I'm beginning to think that the only reason I'm able to use this version is due to the fact that you guys got rid of the Handwraps(no stats, kept wanting to equip in the ammo slot) item as a requirement for activating The Martial Way.
I do have a lot of mods here and there for face morphs and item sets and such, but some of the bigger "design change" mods I'm running would be Dragon Age Redesigned, Random Age, Improved Environments and The Winter Forge.
More recently I ran into a situation that actually forced me to temporarily disable this mod. The first is a clear mod conflict:
With Morrigan in my party, I zoned into Lothering and equipped the The Ivory Tower armor on her, then removed the requirements from it with the "Requirement Removal" Wand(Upgrade Wand mod). After doing so, I went to use my Upgrade Focus(Upgrade Wand mod) which normally opens up a dialogue box that you use to select which tier of material you want to use for your Upgrade Wand, but the box never opened despite several tries. Not sure if that's somehow related to my other issues, but I felt I should mention it.
Edit: When you say "Bite Slot" - are you referring to something that has to do with Dog? I have a couple of Dog specific mods running, you don't think that one of them could be causing this issue, do you?
As far as the Hidden Fist and Test CWep - Dragonbone items go, neither one of them has stat requirements or item descriptions other than "Chance to Stun" - it's actually very reminiscent of the previous version. In fact I'm beginning to think that the only reason I'm able to use this version is due to the fact that you guys got rid of the Handwraps(no stats, kept wanting to equip in the ammo slot) item as a requirement for activating The Martial Way.
I do have a lot of mods here and there for face morphs and item sets and such, but some of the bigger "design change" mods I'm running would be Dragon Age Redesigned, Random Age, Improved Environments and The Winter Forge.
More recently I ran into a situation that actually forced me to temporarily disable this mod. The first is a clear mod conflict:
With Morrigan in my party, I zoned into Lothering and equipped the The Ivory Tower armor on her, then removed the requirements from it with the "Requirement Removal" Wand(Upgrade Wand mod). After doing so, I went to use my Upgrade Focus(Upgrade Wand mod) which normally opens up a dialogue box that you use to select which tier of material you want to use for your Upgrade Wand, but the box never opened despite several tries. Not sure if that's somehow related to my other issues, but I felt I should mention it.
Edit: When you say "Bite Slot" - are you referring to something that has to do with Dog? I have a couple of Dog specific mods running, you don't think that one of them could be causing this issue, do you?
Edited by Ranadiel, 22 September 2010 - 09:48 AM.
#40
Posted 22 September 2010 - 09:49 AM
Hm, the problem is definitely a mod conflict there. The Hidden Fist is actually the "enabler" for the monk style martial arts combat, and should exist behind the scenes, out of the main GUI. All damaging abilities check for items in the slot for the Hidden Fist - without it you'll probably deal no damage with most of the abilities.



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