jonniezombietronic Posted March 17, 2012 Author Share Posted March 17, 2012 (edited) Enchantable and Upgradeable Unarmed Strikes or Unarmed Combat by Eldiran The weapons are invisible/imaginary but they are a very good stopgap. Edited March 17, 2012 by jonniezombietronic Link to comment Share on other sites More sharing options...
Woverdude Posted March 17, 2012 Share Posted March 17, 2012 (edited) Enchantable and Upgradeable Unarmed Strikes or Unarmed Combat by Eldiran The weapons are invisible/imaginary but they are a very good stopgap. Howdy, I am currently working on a new Unarmed mod. My Unarmed Warfare mod was mostly a workaround and was pretty buggy, as you probably found out. The one I'm creating will add a skill. It won't be visible in the levelup screen, but will scale your unarmed damage and add many new perks that you can get. It will run in the background, but will notify you when you level up. As you level up you can gain perks by visiting various 'pillars' (kind of like the Standing Stones), reading books, or gaining items. I will also add a number of new gloves that add unique effects for your unarmed. In addition to Unarmed-related perks, I am also going to add a series of Unarmored (not wearing armor) perks. As it relates to differences with my Unarmed Warfare mod, there will be no 'Unarmed Weapon' that you have to use to raise your OneHanded; you will merely use your fists. If you want an 'enchantemt', there will be a number of new unarmed-related affects that you can add to your gloves or other armor. The mod will be called Way of the Monk (in reference to the classic Monk-class in standard rpg's), and will be built entirely from scratch to avoid bugs. Unlike in my Unarmed Warfare mod, I am also going to take care to make sure that it has as little conflicts as possible, by not changing a great deal of content, only adding new content. If you can think of any enchantments or perks related to Unarmed or Unarmored, please share them. I can only think of so many by myself, but the more input I get, the more that I can add to the mod. :-) If you'd like to get news updates as I work on the mod, check out the dev blog for my modding projects: www.tesmods.blogspot.com Edited March 17, 2012 by Woverdude Link to comment Share on other sites More sharing options...
jonniezombietronic Posted March 17, 2012 Author Share Posted March 17, 2012 Will you be able to use the gloves while wearing armor? I have a few thoughts on the unarmed skill tree, I'll think them though and post them tomorrow. I'll keep an eye on your blog. One thing though 'The way of monk' could be hard for people to find when doing a search. How about 'The way of monk - Unarmed and unarmored combat/weapons' something like that would be easier to find IMO. Thanks for the update, hope to see your mod soon. Link to comment Share on other sites More sharing options...
Woverdude Posted March 17, 2012 Share Posted March 17, 2012 They will be armor. They'll act the same way as the Gloves of the Pugilist. You'll wear them as armor, but their enchantment will effect your unarmed attacks. In fact, there will no longer be the workaround of those invisible "Unarmed Weapons" or "Fists". You'll just use your plain, empty hands. The enchantments will go to armor, clothing, rings, and other wearable items. Thanks. I'd love all the input I can on possible perks. The more that people suggest, the more I can add. Within reason, of course... You're right. I was unsure of what to name it. I'll change it to 'Way of the Monk: Unarmed Overhaul". That way, people know the name of the mod, and know that it redoes the Unarmed combat. Link to comment Share on other sites More sharing options...
MoonSweets Posted March 18, 2012 Share Posted March 18, 2012 The gloves of the pugilist are probably the most valuable item to my Khajiit character and I haven't found any similar item in the game so far but I have this little statement to do. We can wear a full armor and have a weapon or spells, but if the gloves are the weapons, and if what makes them weapons is their enchantement, then we loose one [enchanted item] slot. In some situations it can be annoying. If for some reason you have gloves or gauntlets with an enchantment you need in combat to protect yourself from magical damages or increase your stats, it can be a hard choice. I wonder if the skill shouldn't add a damage bonus to different gloves and gauntlets with a value that increases as you level up the skill (because you become better so you hit stronger). Of course it's a proposition I do though I'm damn tired after a week of hardwork and I can hardly make proper connections in my poor brains. But just to say... In fact I'd be interested to see a doc detailing the mechanics of the overhaul, it would be much easier to make constructive criticism that can be really helpful.Now I stop there because I'm so tired and I can sound like I'm drunk when I'm like that. Very sorry for anything silly I may have said without noticing. Love you guys! Link to comment Share on other sites More sharing options...
jonniezombietronic Posted March 19, 2012 Author Share Posted March 19, 2012 If gauntlets were changed so you can double enchant them then you would only lose 1 slot. The way I read it, by gloves he means enchantments eg gloves of the x,y and z. Then you put the power on whatever gauntlets you want. I am not sure if I've got that right or not though. Link to comment Share on other sites More sharing options...
jonniezombietronic Posted March 19, 2012 Author Share Posted March 19, 2012 (edited) Punches do 20% more damage (+20% per additional rank) Punches damage enemy's stamina each rank does more damage. Not sure how much, or if this should be here even, but it was kinda in the last 2 TES games. Power attacks with punches cost 25% less stamina Attacks with punches have a 10% chance of doing critical damage (+5% per additional rank) Attacks are 20% faster (35% for second rank) Can do a power attack while sprinting that does double critical damage(or just more damage) Backwards power attack has a 25% chance to paralyze the target(is there a backwards power attack animation for punching?) Attacks with Spiked Knuckles cause extra bleeding damage (Additional ranks raise the bleeding damage) Not too sure about this one. Could use a mod like this as well as your mod.Hand weaponsI really like the idea of this mod apart from the weapons being imaginary, but I think it's a good work around to be honest. It help get rid of the losing an enchanting slot issue. I have no ideas about unarmored since I have never played as that class.Also I think Moonsweets was looking for this type of mod. Bound Armor Edited March 19, 2012 by jonniezombietronic Link to comment Share on other sites More sharing options...
Woverdude Posted March 20, 2012 Share Posted March 20, 2012 I posted a Modding Diary that gave more detail on many of my plans: My link The way I am going to get around the Equip Slot issue is by creating a new Equip Slot for items called Focus Crystals. These crystals will not physically appear on your body, but will have a world appearance like that of Soul Gems. Players will be able to enchant the Focus Crystals with Unarmed attack enchantments. The concept is that they are magic crystals that allow you to focus your abilities to perform special or magical Unarmed attacks. Thanks for the ideas, zombietronic. A few of those were already on my list, but you did give me a number of good new ideas. I'll add them to my list of perk ideas. Some of these perks may not actually end up being Perks that you get upon leveling, but will be added as enchantments for Focus Crystals, Spiked Gauntlets, and various armors. I made a perk for my Unarmed Warfare mod, for instance, that added a chance to disarm upon attack. That is one that I will probably turn into an echantment. Link to comment Share on other sites More sharing options...
jonniezombietronic Posted March 20, 2012 Author Share Posted March 20, 2012 The way I am going to get around the Equip Slot issue is by creating a new Equip Slot for items called Focus Crystals. These crystals will not physically appear on your body, but will have a world appearance like that of Soul Gems. Players will be able to enchant the Focus Crystals with Unarmed attack enchantments. The concept is that they are magic crystals that allow you to focus your abilities to perform special or magical Unarmed attacks. That sounds like a great system. If you could/find someone to change the look of the focus crystals(just change the colour of them maybe) that'd awesome. But definitely not needed on first release. Reading that post and your progress diary gave me an idea. Quest outline(Moonsweets,I believe you volunteered for writing the quests dialog/books, hope you are still up for that). The game begins and a quest gets added. It's something like 'you hid some items before you got arrested, go find them' You go to a cave and are pointed to a container. There's a book in there called 'The Way of The Monk' . This can give a history of the focus crystals,unarmed fighting, unarmored fighting or just stories about the crystals.Reading the book sets up quests to get focus crystals,books that give you new skills and the new unarmed enchanted items.It's just a basic outline but it could help make the focus crystals lore friendly. Let me know what you think. Link to comment Share on other sites More sharing options...
MoonSweets Posted March 20, 2012 Share Posted March 20, 2012 Yeah, the first thing I thought was "where do these crystals come from? Who thought of such a use?" For now I mostly think of Ayleids and Dwemer. However I'd rather try to find a way to adapt the gameplay to something already existing rather than adapt the lore to a new gameplay element that isn't canon. What about a moth? Or some sort of bug. We get closer from the Ancestral Moth monks who are fighters as well. It could be some sort of amateur adaptation of their techniques. And it would give the player a sort of familiar with the possibility of developping some sort of relation. It wouldn't fight but assist you by providing enchantment. It could even be possible to switch the effects just as you'd equip different spells or so (with a limitation). Regarding the quest start, I'd rather be for receiving a letter (that may be adressed to you or even someone else) and you can go to the indicated location to start the quest. This way people don't have to activate or unactivate the mod if they have several games and don't want to play this quests with all their characters (and don't want quests they won't complete to appear in their list).We can still figure this out later of course. (and sorry for my tired post the other day) Link to comment Share on other sites More sharing options...
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