Quite a fun mod, but you should not falsely advertise. The animations aren't custom. The majority are already existing moves(shield pummel, whirlwind, riposte, dagger finishing blow etc). Auto attack may be new, but that's it. A fun mod nevertheless.
Chantry Monk Specialization-Martial Arts Unarmed Combat
Started by
Site Bot
, Sep 21 2010 10:04 AM
360 replies to this topic
#41
Posted 22 September 2010 - 09:50 AM
#42
Posted 22 September 2010 - 09:54 AM
As noted on the front page, I uploaded a new version of the mod. The only change in this version is the removal of an item ("Test CWep Fist - Dragonbone) which never should have been in the final version. I was using it (obviously) for internal testing. If you've already installed V1.0, no need to download the new version. Just destroy "Test CWep Fist - Dragonbone" from inventory.
Feedback request: I'm interested in getting opinions of monk base damage from users of the mod, particularly those playing on nightmare or any kind of modded version that makes the game more difficult than nightmare. I'd just like to know opinions on the base damage of normal attacks (any changes to this in future versions will also change the damage of almost all the abilities as well).
As I've said many times before, balance is a core issue for me in designing the mod. The intent was for the monk's attack speed barehanded to be slightly faster than dual wielded daggers and the damage output to be roughly the same (a little variance high or low is fine here, since rogues can backstab and monks scale better defensively late game.) I'll be testing myself as much as possible over the next week, but any and all feedback's appreciated.
Feedback request: I'm interested in getting opinions of monk base damage from users of the mod, particularly those playing on nightmare or any kind of modded version that makes the game more difficult than nightmare. I'd just like to know opinions on the base damage of normal attacks (any changes to this in future versions will also change the damage of almost all the abilities as well).
As I've said many times before, balance is a core issue for me in designing the mod. The intent was for the monk's attack speed barehanded to be slightly faster than dual wielded daggers and the damage output to be roughly the same (a little variance high or low is fine here, since rogues can backstab and monks scale better defensively late game.) I'll be testing myself as much as possible over the next week, but any and all feedback's appreciated.
#43
Posted 22 September 2010 - 09:56 AM
Yea but this is two mods now built into one correct? In original mod threads, i believe it was chantry monk spec mod, it said something about awakening in OC not compatible as it uses the same slots in the user interface? Or the spec or talents/spells wouldnt show up or offscreen which is why i avoided the other monk mods.
I use Awakening in the OC, Class and Specialization Pack, and Expanded Shape-Shifting:Learned Forms(full), cant live without them. Thats what i really wanted to know if it was compatible with.
I also have spirit eater, conjuration, and reanimation, but i can temp move those out if theres a conflict.
I use Awakening in the OC, Class and Specialization Pack, and Expanded Shape-Shifting:Learned Forms(full), cant live without them. Thats what i really wanted to know if it was compatible with.
I also have spirit eater, conjuration, and reanimation, but i can temp move those out if theres a conflict.
#44
Posted 22 September 2010 - 10:05 AM
Scio - Thanks for pointing that out. You're absolutely right. It shouldn't have intimated all-new animations. I've changed the text to reflect that they are animations from other fighting styles in the game wrapped into the unarmed attack style.
streetstar - I use Awakening in OC and Expanded shapeshifting myself. I don't use C&S Pack, but I've checked its GDA files and found no instances of duplicated IDs which would lead to a conflict. There should be no conflicts with any of those.
Spirit eater, conjuration, reanimation I haven't checked.
Ranadiel - I think you're right in that the only reason it's working for you is because of the switch to Martial Training. We're compatible with Winter Forge. I'll check into the others as soon as I can.
The Bite Slot is an inventory slot that exists on all characters, including Dog, but even with Dog the slot is not available on the character record GUI. The Bite Slot is where "weapons" are equipped on creatures like, say, Werewolves and other generally non-humanoid creatures, Dog included. It's possible there could be a conflict with a Dog-mod, but I'd be a little surprised if someone modding Dog wanted to change the pointer to Bite Slot into the pointer to Ammo Slot.
I'm pretty sure that in your case it's actually some kind of new item type mod that has ID numbers conflicting with the numbers used for the Hidden Fist weapon type (and the fist weapon type in the old version.)
I'll check out the Upgrade Wand mod too.
streetstar - I use Awakening in OC and Expanded shapeshifting myself. I don't use C&S Pack, but I've checked its GDA files and found no instances of duplicated IDs which would lead to a conflict. There should be no conflicts with any of those.
Spirit eater, conjuration, reanimation I haven't checked.
Ranadiel - I think you're right in that the only reason it's working for you is because of the switch to Martial Training. We're compatible with Winter Forge. I'll check into the others as soon as I can.
The Bite Slot is an inventory slot that exists on all characters, including Dog, but even with Dog the slot is not available on the character record GUI. The Bite Slot is where "weapons" are equipped on creatures like, say, Werewolves and other generally non-humanoid creatures, Dog included. It's possible there could be a conflict with a Dog-mod, but I'd be a little surprised if someone modding Dog wanted to change the pointer to Bite Slot into the pointer to Ammo Slot.
I'm pretty sure that in your case it's actually some kind of new item type mod that has ID numbers conflicting with the numbers used for the Hidden Fist weapon type (and the fist weapon type in the old version.)
I'll check out the Upgrade Wand mod too.
Edited by Sakaslan, 22 September 2010 - 10:05 AM.
#45
Posted 22 September 2010 - 10:35 AM
Ranadiel - Okay, I looked through those mods. Dragon Age Redesigned is packaged using executables so I couldn't look through any GDA files that might be present for conflicts. However, it seems like the mod only alters the appearances of NPCs and doesn't touch items at all, so I'd be surprised if there were any conflicts.
In Random Age, I saw nothing that should conflict. By Improved Environments, did you mean Improved Atmosphere? (I don't know of an Improved Environments mod so if there is one can you provide me a link?) I've previously checked through Improved Atmosphere and found nothing that should conflict. As I mentioned earlier, I know we're compatible with Winter Forge.
As for the Upgrade Wand mod, I looked through the code for the scripts associated with it and I don't even see anything there that would conflict with us, so it's kind of surprising that just disabling Chantry Monk would make the pop-ups in Upgrade Wand start working again. Even when they check equipment in Upgrade Wand, they do it by the type of item (like ITEM_TYPE_ARMOUR or ITEM_TYPE_WEAPON_MELEE and the Hidden Fist item is flagged as TYPE_WEAPON_MELEE.) When I get a chance I'll install Upgrade Wand and see what it does on my end, too.
I tried to find the ammo mod I was talking about earlier, but I got it off social.bioware.com and the site is currently showing down for maintenance, so I couldn't see if it was still floating around. But if I recall correctly it added two types of arrows with various stats (I don't recall the names of the arrows, sadly) and a script to give you a stack every time you zoned. I used it briefly before the old Better Archery mod came out, quite a while ago.
This doesn't help a whole lot, except to narrow the problem a little, but at least the bigger design change mods you use should be compatible.
Out of curiosity, was it disabling this mod only that restored functionality to the Upgrade Wand mod?
In Random Age, I saw nothing that should conflict. By Improved Environments, did you mean Improved Atmosphere? (I don't know of an Improved Environments mod so if there is one can you provide me a link?) I've previously checked through Improved Atmosphere and found nothing that should conflict. As I mentioned earlier, I know we're compatible with Winter Forge.
As for the Upgrade Wand mod, I looked through the code for the scripts associated with it and I don't even see anything there that would conflict with us, so it's kind of surprising that just disabling Chantry Monk would make the pop-ups in Upgrade Wand start working again. Even when they check equipment in Upgrade Wand, they do it by the type of item (like ITEM_TYPE_ARMOUR or ITEM_TYPE_WEAPON_MELEE and the Hidden Fist item is flagged as TYPE_WEAPON_MELEE.) When I get a chance I'll install Upgrade Wand and see what it does on my end, too.
I tried to find the ammo mod I was talking about earlier, but I got it off social.bioware.com and the site is currently showing down for maintenance, so I couldn't see if it was still floating around. But if I recall correctly it added two types of arrows with various stats (I don't recall the names of the arrows, sadly) and a script to give you a stack every time you zoned. I used it briefly before the old Better Archery mod came out, quite a while ago.
This doesn't help a whole lot, except to narrow the problem a little, but at least the bigger design change mods you use should be compatible.
Out of curiosity, was it disabling this mod only that restored functionality to the Upgrade Wand mod?
#46
Posted 22 September 2010 - 10:41 AM
Thanks, i'll download, test and try it out..I'm sure he means Atmosphere, I Google'd Environment myself -_-}
#47
Posted 22 September 2010 - 11:11 AM
Street - I misread your comment about Awakening. Here's what happens: The mod is compatible with Awakening and Awakening in OC. Everything works, nothing breaks, etc. But because of the way the GUIs are built, if you have Chantry Monk turned on, then on the mage levelup screen where it shows specializations, it shows Shapeshifter, Spirit Healer, Arcane Warrior and Blood Mage on the first line. On the second line it shows Chantry Monk, Master Monk, Exemplar, Transcendant.
If you were playing a clean copy of Awakening (or Awakening in OC) with no other spec mods, the second line would show Battle Mage and Keeper.
This typically has no real impact on playing as a monk since as a monk you won't want Battle Mage or Keeper. However, in the Origins Campaign if you wanted to make Wynne or Morrigan a Battle Mage or Keeper, you wouldn't be able to select those specs on the level up screen. The only current workaround I know of would be to grant Wynne or Morrigan the base ability for either spec using the console with the appropriate character selected:
runscript addtalent 401002 (for Keeper)
runscript addtalent 401003 (for Battlemage)
This doesn't change any of the spell GUIs. All of the appropriate spells still show up (and if you console-enable Keeper, for instance, all the Keeper spells will then show up on the spell GUI for that character.)
Eventually I'll set this up so that the higher level monk specs are granted through monk-specific questlines rather than just chosen on the level up screen. What I will probably do in the near term is make a couple of items that you can get in the party camp or somewhere that are just one-shot items that would grant either of those two specs and remove a spec point from whichever character used them, provided the character was a mage. In fact, I'll work on that as soon as I get time. The monk quest hub will take considerably longer.
Anyway, that's the only issue with Awakening. I understand if it's a dealbreaker for you and I'd love a way to just include more than 8 specs in the current GUI, but my hope is that in general it won't be a big issue for the time being to not be able to have mage companions select those two specs.
If you were playing a clean copy of Awakening (or Awakening in OC) with no other spec mods, the second line would show Battle Mage and Keeper.
This typically has no real impact on playing as a monk since as a monk you won't want Battle Mage or Keeper. However, in the Origins Campaign if you wanted to make Wynne or Morrigan a Battle Mage or Keeper, you wouldn't be able to select those specs on the level up screen. The only current workaround I know of would be to grant Wynne or Morrigan the base ability for either spec using the console with the appropriate character selected:
runscript addtalent 401002 (for Keeper)
runscript addtalent 401003 (for Battlemage)
This doesn't change any of the spell GUIs. All of the appropriate spells still show up (and if you console-enable Keeper, for instance, all the Keeper spells will then show up on the spell GUI for that character.)
Eventually I'll set this up so that the higher level monk specs are granted through monk-specific questlines rather than just chosen on the level up screen. What I will probably do in the near term is make a couple of items that you can get in the party camp or somewhere that are just one-shot items that would grant either of those two specs and remove a spec point from whichever character used them, provided the character was a mage. In fact, I'll work on that as soon as I get time. The monk quest hub will take considerably longer.
Anyway, that's the only issue with Awakening. I understand if it's a dealbreaker for you and I'd love a way to just include more than 8 specs in the current GUI, but my hope is that in general it won't be a big issue for the time being to not be able to have mage companions select those two specs.
#48
Posted 22 September 2010 - 11:31 AM
Thanks for catching what i meant, heh.
Alright i'll most likely just use the console, but in my game for mage theres like 4 lines available. like 16 specs i can select(more then
. I use class and spec pack by Offkorn which adds tons of Specs. and refurbishes the others.
I just want yours to show and know what it will replace, if it replaces anything, i'll just test and report back. Of all my playthroughs i've yet to chose keeper and/or battlemage. But it's nice to see the console codes incase i would like to add that to a character at some later time with your mod installed.
I'll get back to you when i test it with the extensive list of mods i'm running, and let you know what is what.
Thanks.
Alright i'll most likely just use the console, but in my game for mage theres like 4 lines available. like 16 specs i can select(more then
I just want yours to show and know what it will replace, if it replaces anything, i'll just test and report back. Of all my playthroughs i've yet to chose keeper and/or battlemage. But it's nice to see the console codes incase i would like to add that to a character at some later time with your mod installed.
I'll get back to you when i test it with the extensive list of mods i'm running, and let you know what is what.
Thanks.
Edited by streetstar5, 22 September 2010 - 11:32 AM.
#49
Posted 22 September 2010 - 12:16 PM
Oh that's interesting. I never installed the class/spec pack. I knew the new specs were there but I thought he granted them via spell combos, etc. I didn't realize Offkorn had modded the GUI in it. Be interested to hear about your tests then.
#50
Posted 22 September 2010 - 02:40 PM
I actually use that Class/Spec mod too. It's pretty neat how Offkorn has set up the specs, though I personally would call them "Achievements" since there is a difference in how they are gained versus the standard specs. There are pros and cons to this method:
Pros:
* The new specs don't require spec points to spend. Once your Warrior, for example, has learned Perfect Striking, Greater Sword Specialization,(a new line of weapon talents included in the mod) and Shield Mastery, he'll automatically gain the spec "Sword Master," and it's talents will become available to learn.
Cons:
* The specs don't unlock for all characters once the requirement is met and they don't persist through saves. They are tied into that one character and that one game and have to be achieved every single time.
Edit: In regards to the Upgrade Wand issue I mentioned, it seems to be working just fine now. Guess it wasn't related after all.
Pros:
* The new specs don't require spec points to spend. Once your Warrior, for example, has learned Perfect Striking, Greater Sword Specialization,(a new line of weapon talents included in the mod) and Shield Mastery, he'll automatically gain the spec "Sword Master," and it's talents will become available to learn.
Cons:
* The specs don't unlock for all characters once the requirement is met and they don't persist through saves. They are tied into that one character and that one game and have to be achieved every single time.
Edit: In regards to the Upgrade Wand issue I mentioned, it seems to be working just fine now. Guess it wasn't related after all.
Edited by Ranadiel, 22 September 2010 - 03:00 PM.



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