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[WIP] Way of the Monk: Unarmed Overhaul


Woverdude

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Not sure if this event is triggered when unequipping spells, but you can try it:

 

Keyword property ArmorShield auto
Weapon property Unarmed auto

Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)

if (akBaseObject as Weapon) || (akBaseObject as Spell) || (akBaseObject.HasKeyword(ArmorShield)	;just unequipped a weapon/spell/shield
	Utility.Wait(1)	;in case it was switching equipment, make sure the equipment is equipped before running
	if (GetEquippedItemType(0) == 0) && (GetEquippedItemType(1) == 0)	;unarmed in both hands
		EquipItem(Unarmed, false, true)
	endif
endif

EndEvent

Edited by fg109
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Thanks, I got it working. And now my leveling script is working as well. :D

 

Right now, ya'll, I am working on getting the Pillars added and working. The Pillars are like the Standing Stones and will give you unique abilities that allow you to specialize your Unarmed combat. If you have ideas for Pillars, please feel free to share them. :-)

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Alrighty, I've got a quick scripting question:

 

How do I make a perk/script/item be added or executed when the game loads. I assume that there is some event for it, but I cannot find it on the CK wiki. I thought that OnLoad might do it, but that has to do with the loading of 3d objects.

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Thanks. :smile:

 

Alrighty, ya'll, an update. I've finished the coding, the leveling system, the perks, and am now finishing up the Pillars. Below are the Pillar ideas that I had:

 

 

Pillar of the Shadow Monk:

Location: the Shadow Stone

Adds perk that multiplies sneakattack damage by 6 for Unarmed Attacks. (Added)

Adds perk that fortifies Sneak by 10 when Unarmored. (Added)

 

 

Pillar of the Elemental Monk:

Location: Hill crest north-east of Sleeping Tree Camp

Adds perk that does 5 Shock, fire, or frost damage upon Unarmed Attacks. Adds spell that lets players switch between magic type. (Added)

Adds perk that adds 20 MagicResist when Unarmored. (Added)

 

Note: Have Global Variable that is equal to 1, 2, or 3. When you choose an element, it sets the Variable to one of those numbers. The perk checks the value of the Variable. Depending on what number it is, it will apply a different combat hit spell.

Note: Add lesser power to player that runs script, lets them choose the type. There are three perks for each one with their own spells.

 

 

Pillar of the Dimensions:

Adds lesser power that teleports player randomly (like the bosses do sometimes).

 

 

Pillar of Aptitude:

Location: Guardian Stones

Adds perk that multiplies Mod (both) by 1.20 so that level increases faster (Added)

 

 

Pillar of the Healer:

Adds perk that heals allies within ten feet by 3 per second.

 

 

Pillar of the Wielder:

Adds perk that multiplies damage with Fist Weapons by 1.25

 

Pillar of the Seer:

Adds lesser power that blinds the player but also casts detect life and detect dead.

 

 

Please, make any suggestions for changes/additions that you can think of.

 

I have had some problems with making some of these, though, and am in need of help. For the Dimensions power, I tried using the Teleportation ability that is used by a mage in a certain quest. For whatever, reason, though, it did not transport the player. All of the effects ran, but the player did not move. Even if it did work, though, I don't really want the teleportation to be based upon how many hits the player has taken, but let the player cast the teleportation spell as a Lesser Power. Does anyone have any ideas, scripts, or suggestions on how to get this working?

 

The Seer power is also not working. I got everything working but the Blind effect. For some reason, it doesn't seem to do anything when it is a Concentration spell. I'm wondering if the Blind spell actually does anything to the Player. Does it actually decrease the amount of light that is seen or does it just modify the sneaking tables?

 

I also ran into a bug when adding a Pillar to the world. For some reason, when I zoom out to the Map that section is greyed out as if the whole cell was deleted or something. But I can fast travel to the Pillar and the place looks completely normal? Does anyone know what could have caused this?

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I don't know what script you're talking about for the teleportation power, but it's easy enough to make one yourself.

 

Scriptname Example extends ActiveMagicEffect
{Self target spell script to move caster a random distance in a random direction.}

Float property DistanceMax auto
Float property DistanceMin auto

Event OnEffectStart(Actor akTarget, Actor akCaster)

Float Distance = Utility.RandomFloat(DistanceMin, DistanceMax)
Float Direction = Utility.RandomFloat(-180.0, 180.0)
Float OffsetX = Distance * Math.Sin(Direction)
Float OffsetY = Distance * Math.Cos(Direction)
akTarget.MoveTo(akTarget, OffsetX, OffsetY, 0)

EndEvent

 

As for the Blind spell, I have no idea if it works on the player or not. If it doesn't, you might want to mess around with some imagespace modifiers.

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Thanks. I'll try out that teleportation script. :-)

 

I'm pretty sure that what the Blind spell actually does is modify the Sneaking variables, rather than actually change the vision. I'm not sure how the graphic display stuff works, though.

 

Aright, so I've written the script that manages the Pillars (like the Standing Stones). It is based on the powerShrineScript in the vanilla game that manages the Standing Stones. The compiler is rejecting a certain part of it, though, and I'm not sure why.

 

Here's the error message:

 

c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(54,5): missing FUNCTION at 'DOONCE'
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(54,11): mismatched input '=' expecting LPAREN
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(0,0): error while attempting to read script WoMpowerPillarScript: Object reference not set to an instance of an object.

 

 

And here's the script (rather long):

 

 

scriptName WoMpowerPillarScript extends ObjectReference

 

import game

import utility

 

String property graphVariable auto

 

; //which pillar are we

BOOL Property bAptitude auto

BOOL Property bDimensions auto

BOOL Property bElemental auto

BOOL Property bHealer auto

BOOL Property bSeer auto

BOOL Property bShadow auto

BOOL Property bWielder auto

 

; //list of the effects

SPELL Property eDimensions auto

SPELL Property eSeer auto

 

; //Elemental choosing spell

SPELL Property eElementalChoose auto

 

; //list of the perks

PERK Property pAptitude auto

PERK Property pElemental auto

PERK Property pHealer auto

PERK Property pShadowDam auto

PERK Property pShadowSneak auto

PERK Property pWielder auto

 

; //list of messages

MESSAGE Property mAptitudeMSG auto

MESSAGE Property mDimensionsMSG auto

MESSAGE Property mElementalMSG auto

MESSAGE Property mHealerMSG auto

MESSAGE Property mSeerMSG auto

MESSAGE Property mShadowMSG auto

MESSAGE Property mWielderMSG auto

 

MESSAGE Property mAptitudeRemovedMSG auto

MESSAGE Property mDimensionsRemovedMSG auto

MESSAGE Property mElementalRemovedMSG auto

MESSAGE Property mHealerRemovedMSG auto

MESSAGE Property mSeerRemovedMSG auto

MESSAGE Property mShadowRemovedMSG auto

MESSAGE Property mWielderRemovedMSG auto

 

; //the already have message

MESSAGE Property mPillarAlreadyHaveMSG

 

;*********************************

 

BOOL DOONCE=TRUE

 

Auto State base

 

EVENT onACTIVATE(OBJECTREFERENCE obj)

 

; //check to see if the player is the activator and we havent already activated

IF(doOnce && obj AS ACTOR == game.getPlayer())

 

doOnce = FALSE

 

; //if we already have the power and this is the pillar then kick the player out

IF(bAptitude && game.getPlayer().hasPerk(pAptitude))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bDimensions && game.getPlayer().hasSpell(pDimensions))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bElemental && game.getPlayer().hasPerk(pElemental))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bHealer && game.getPlayer().hasPerk(pHealer))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bSeer && game.getPlayer().hasSpell(pSeer))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bShadow && game.getPlayer().hasPerk(pShadowDam))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bWielder && game.getPlayer().hasPerk(pWielder))

mPillarAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSE

 

; // present them with the choice

IF(showPath() == 0)

removePath()

addPath()

 

SELF.playAnimation("playanim01")

 

utility.wait(15)

 

doOnce = TRUE

ELSE

utility.wait(2)

doOnce = TRUE

ENDIF

 

ENDIF

 

ENDIF

endEVENT

 

endState

 

int FUNCTION showPath()

 

int pathHolder

 

IF(bAptitude)

signHolder = mAptitudeMSG.show()

ELSEIF(bDimensions)

signHolder = mDimensionsMSG.show()

ELSEIF(bElemental)

signHolder = mElementalMSG.show()

ELSEIF(bHealer)

signHolder = mHealerMSG.show()

ELSeIF(bSeer)

signHolder = mSeerMSG.show()

ELSEIF(bShadow)

signHolder = mShadowMSG.show()

ELSEIF(bWielder)

signHolder = mWielderMSG.show()

ENDIF

 

RETURN signHolder

 

endFUNCTION

 

; //FUNCTION: addPath

; //

; // adds the Path of the Pillar to the player

FUNCTION addPath()

IF(bAptitude)

game.getPlayer().addPerk(pAptitude)

ELSEIF(bDimensions)

game.getPlayer().addSpell(eDimensions)

ELSEIF(bElemental)

game.getPlayer().addPerk(pElemental)

game.getPlayer().addSpell(eElementalChoose)

ELSEIF(bHealer)

game.getPlayer().addPerk(pHealer)

ELSeIF(bSeer)

game.getPlayer().addSpell(pSeer)

ELSEIF(bShadow)

game.getPlayer().addPerk(pShadowDam)

game.getPlayer().addPerk(pShadowSneak)

ELSEIF(bWielder)

game.getPlayer().addPerk(pWielder)

ENDIF

 

endFUNCTION

 

; //FUNCTION: removePath

; //

; // Removes all of the paths currently on the player

FUNCTION removeSign()

 

IF(game.getPlayer().hasPerk(pAptitude))

game.getPlayer().removePerk(pAptitude)

mAptitudeRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(eDimensions))

game.getPlayer().removeSpell(eDimensions)

mDimensionsRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasPerk(pElemental))

game.getPlayer().removeSpell(eElementalChoose)

game.getPlayer().removePerk(pElemental)

mElementalRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasPerk(pHealer))

game.getPlayer().removePerk(pHealer)

mHealerRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(eSeer))

game.getPlayer().removeSpell(eSeer)

mSeerRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasPerk(pShadowDam)

game.getPlayer().removePerk(pShadowDam)

game.getPlayer().removePerk(pShadowSneak)

mShadowRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasPerk(pWielder))

game.getPlayer().removePerk(pWielder)

mWielderRemovedMSG.show()

 

ENDIF

 

endFUNCTION

 

;************************************

 

State waiting

;do nothing

endState

 

;************************************

 

 

Here's the original Standing Stones script:

 

 

scriptName powerShrineScript extends ObjectReference

 

import game

import utility

 

String property graphVariable auto

 

; //which stone are we

BOOL PROPERTY bApprentice AUTO

BOOL PROPERTY bAtronach AUTO

BOOL PROPERTY bLady AUTO

BOOL PROPERTY bLord AUTO

BOOL PROPERTY bLover AUTO

BOOL PROPERTY bMage AUTO

BOOL PROPERTY bRitual AUTO

BOOL PROPERTY bSerpent AUTO

BOOL PROPERTY bShadow AUTO

BOOL PROPERTY bSteed AUTO

BOOL PROPERTY bThief AUTO

BOOL PROPERTY bTower AUTO

BOOL PROPERTY bWarrior AUTO

 

; //list of the effects

SPELL PROPERTY pDoomApprenticeAbility AUTO

SPELL PROPERTY pdoomApprenticeNegativeAbility AUTO

SPELL PROPERTY pDoomAtronachAbility AUTO

SPELL PROPERTY pDoomLadyAbility AUTO

SPELL PROPERTY pDoomLordAbility AUTO

SPELL PROPERTY pDoomLoverAbility AUTO

SPELL PROPERTY pDoomMageAbility AUTO

SPELL PROPERTY pDoomRitualAbility AUTO

SPELL PROPERTY pDoomSerpentAbility AUTO

SPELL PROPERTY pDoomShadowAbility AUTO

SPELL PROPERTY pDoomSteedAbility AUTO

SPELL PROPERTY pDoomThiefAbility AUTO

SPELL PROPERTY pDoomTowerAbility AUTO

SPELL PROPERTY pDoomWarriorAbility AUTO

 

; //list of the messages

MESSAGE PROPERTY pDoomApprenticeMSG AUTO

MESSAGE PROPERTY pDoomAtronachMSG AUTO

MESSAGE PROPERTY pDoomLadyMSG AUTO

MESSAGE PROPERTY pDoomLordMSG AUTO

MESSAGE PROPERTY pDoomLoverMSG AUTO

MESSAGE PROPERTY pDoomMageMSG AUTO

MESSAGE PROPERTY pDoomRitualMSG AUTO

MESSAGE PROPERTY pDoomSerpentMSG AUTO

MESSAGE PROPERTY pDoomShadowMSG AUTO

MESSAGE PROPERTY pDoomSteedMSG AUTO

MESSAGE PROPERTY pDoomThiefMSG AUTO

MESSAGE PROPERTY pDoomTowerMSG AUTO

MESSAGE PROPERTY pDoomWarriorMSG AUTO

 

MESSAGE PROPERTY pDoomApprenticeRemovedMSG AUTO

MESSAGE PROPERTY pDoomAtronachRemovedMSG AUTO

MESSAGE PROPERTY pDoomLadyRemovedMSG AUTO

MESSAGE PROPERTY pDoomLordRemovedMSG AUTO

MESSAGE PROPERTY pDoomLoverRemovedMSG AUTO

MESSAGE PROPERTY pDoomMageRemovedMSG AUTO

MESSAGE PROPERTY pDoomRitualRemovedMSG AUTO

MESSAGE PROPERTY pDoomSerpentRemovedMSG AUTO

MESSAGE PROPERTY pDoomShadowRemovedMSG AUTO

MESSAGE PROPERTY pDoomSteedRemovedMSG AUTO

MESSAGE PROPERTY pDoomThiefRemovedMSG AUTO

MESSAGE PROPERTY pDoomTowerRemovedMSG AUTO

MESSAGE PROPERTY pDoomWarriorRemovedMSG AUTO

 

; //list of Rested spells -- need to remove just for the Lover

Spell Property pRested Auto

Spell Property pWellRested Auto

Spell Property pMarriageRested Auto

 

; //the perk for Ritual

PERK PROPERTY pDoomRitualPerk AUTO

 

; //the already have message

MESSAGE PROPERTY pDoomAlreadyHaveMSG AUTO

 

;************************************

 

BOOL DOONCE=TRUE

 

Auto State base

 

EVENT onACTIVATE(OBJECTREFERENCE obj)

 

; //check to see if the player is the activator and we havent already activated

IF(doOnce && obj AS ACTOR == game.getPlayer())

 

doOnce = FALSE

 

; //if we already have the power and this is the stone then kick the player out

IF(bApprentice && game.getPlayer().hasSpell(pDoomApprenticeAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bAtronach && game.getPlayer().hasSpell(pDoomAtronachAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bLady && game.getPlayer().hasSpell(pDoomLadyAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bLord && game.getPlayer().hasSpell(pDoomLordAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bLover && game.getPlayer().hasSpell(pDoomLoverAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bMage && game.getPlayer().hasSpell(pDoomMageAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bRitual && game.getPlayer().hasSpell(pDoomRitualAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bSerpent && game.getPlayer().hasSpell(pDoomSerpentAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bShadow && game.getPlayer().hasSpell(pDoomShadowAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bSteed && game.getPlayer().hasSpell(pDoomSteedAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bThief && game.getPlayer().hasSpell(pDoomThiefAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bTower && game.getPlayer().hasSpell(pDoomTowerAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSEIF(bWarrior && game.getPlayer().hasSpell(pDoomWarriorAbility))

pDoomAlreadyHaveMSG.show()

utility.wait(2)

doOnce = TRUE

ELSE

 

; // present them with the choice

IF(showSign() == 0)

removeSign()

addSign()

 

SELF.playAnimation("playanim01")

 

utility.wait(15)

 

doOnce = TRUE

ELSE

utility.wait(2)

doOnce = TRUE

ENDIF

 

ENDIF

 

ENDIF

endEVENT

 

endState

 

 

int FUNCTION showSign()

 

int signHolder

 

IF(bApprentice)

signHolder = pDoomApprenticeMSG.show()

ELSEIF(bAtronach)

signHolder = pDoomAtronachMSG.show()

ELSEIF(bLady)

signHolder = pDoomLadyMSG.show()

ELSEIF(bLord)

signHolder = pDoomLordMSG.show()

ELSeIF(bLover)

signHolder = pDoomLoverMSG.show()

ELSEIF(bMage)

signHolder = pDoomMageMSG.show()

ELSEIF(bRitual)

signHolder = pDoomRitualMSG.show()

ELSEIF(bSerpent)

signHolder = pDoomSerpentMSG.show()

ELSEIF(bShadow)

signHolder = pDoomShadowMSG.show()

ELSEIF(bSteed)

signHolder = pDoomSteedMSG.show()

ELSEIF(bThief)

signHolder = pDoomThiefMSG.show()

ELSEIF(bTower)

signHolder = pDoomTowerMSG.show()

ELSEIF(bWarrior)

signHolder = pDoomWarriorMSG.show()

ENDIF

 

RETURN signHolder

 

endFUNCTION

 

; //FUNCTION: addSign

; //

; // adds the sign of the stone to the player

FUNCTION addSign()

game.AddAchievement(29)

IF(bApprentice)

game.getPlayer().addSpell(pDoomApprenticeAbility)

game.getPlayer().addSpell(pdoomApprenticeNegativeAbility)

ELSEIF(bAtronach)

game.getPlayer().addSpell(pDoomAtronachAbility)

ELSEIF(bLady)

game.getPlayer().addSpell(pDoomLadyAbility)

ELSEIF(bLord)

game.getPlayer().addSpell(pDoomLordAbility)

ELSeIF(bLover)

game.getPlayer().removeSpell(pRested)

game.getPlayer().removeSpell(pWellRested)

game.getPlayer().removeSpell(pMarriageRested)

game.getPlayer().addSpell(pDoomLoverAbility)

ELSEIF(bMage)

game.getPlayer().addSpell(pDoomMageAbility)

ELSEIF(bRitual)

game.getPlayer().addSpell(pDoomRitualAbility)

game.getPlayer().addPerk(pdoomRitualPerk)

ELSEIF(bSerpent)

game.getPlayer().addSpell(pDoomSerpentAbility)

ELSEIF(bShadow)

game.getPlayer().addSpell(pDoomShadowAbility)

ELSEIF(bSteed)

game.getPlayer().addSpell(pDoomSteedAbility)

ELSEIF(bThief)

game.getPlayer().addSpell(pDoomThiefAbility)

ELSEIF(bTower)

game.getPlayer().addSpell(pDoomTowerAbility)

ELSEIF(bWarrior)

game.getPlayer().addSpell(pDoomWarriorAbility)

ENDIF

 

endFUNCTION

 

; //FUNCTION: removeSign

; //

; // Removes all of the signs currently on the player

FUNCTION removeSign()

 

IF(game.getPlayer().hasSpell(pDoomApprenticeAbility))

game.getPlayer().removeSpell(pDoomApprenticeAbility)

game.getPlayer().removeSpell(pdoomApprenticeNegativeAbility)

pDoomApprenticeRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomAtronachAbility))

game.getPlayer().removeSpell(pDoomAtronachAbility)

pDoomAtronachRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomLadyAbility))

game.getPlayer().removeSpell(pDoomLadyAbility)

pDoomLadyRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomLordAbility))

game.getPlayer().removeSpell(pDoomLordAbility)

pDoomLordRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomLoverAbility))

game.getPlayer().removeSpell(pDoomLoverAbility)

pDoomLoverRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomMageAbility))

game.getPlayer().removeSpell(pDoomMageAbility)

pDoomMageRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomRitualAbility))

game.getPlayer().removeSpell(pDoomRitualAbility)

pDoomRitualRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomSerpentAbility))

game.getPlayer().removeSpell(pDoomSerpentAbility)

pDoomSerpentRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomShadowAbility))

game.getPlayer().removeSpell(pDoomShadowAbility)

pDoomShadowRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomSteedAbility))

game.getPlayer().removeSpell(pDoomSteedAbility)

pDoomSteedRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomThiefAbility))

game.getPlayer().removeSpell(pDoomThiefAbility)

pDoomThiefRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomTowerAbility))

game.getPlayer().removeSpell(pDoomTowerAbility)

pDoomTowerRemovedMSG.show()

 

ELSEIF(game.getPlayer().hasSpell(pDoomWarriorAbility))

game.getPlayer().removeSpell(pDoomWarriorAbility)

pDoomWarriorRemovedMSG.show()

 

ENDIF

 

endFUNCTION

 

;************************************

 

State waiting

;do nothing

endState

 

;************************************

 

 

 

The error is being found at the BOOL DOONCE=TRUE line below where the properties are defined. While it works for the Standing Stones script, it is generating an error for mine. For some reason it seems to want parentheses where '=' is, but that doesn't make sense and didn't work when I tried it. Any idea what's happening?

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Regarding the proposed unarmoured perks if I may suggest the following

 

Unarmored:

+ Raises DamageResist when Unarmored (three perks, 20, 40, 60) (U+) (Added)

This seems fitting but adding a natural magic resistance to this perk would make it more appealing albeit possibly overpowered

 

+ Speed increase (Unarmored)(Added)

Agreed

 

+ (Suggestion anyone?)

Still thinking...

 

 

+ Power Attacks cost 25% less stamina when not wearing armor

I would suggest that all things that consume stamina are reduced when not wearing armour as a better alternative. Speaking realistically, not being weighed down by heavy armour would make all physical motions less taxing. So logically sprinting, jumping and all types of attacks requiring physical motion would take far less effort.

 

+ Enemy Unarmed attacks do a reduced damage amount (Unarmored)

Although it makes sense in the lore of a monk this seems like a wasted perk considering the times that you will face an opponent using hand to hand combat are fairly slim. I would suggest something more along the lines of chance to evade all damage which I believe has already been suggested. In the perk tree this could be slotted after the speed increase perk which would likely already be high on the tree. Turning this into either an actionable skill or adding an dodge animation upon a successful evasion would make this very interesting.

Edited by FrankFrank
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If I may make a suggestion, I think that there should be some sort of unarmed perk that lets you knock over and ragdoll enemies, like a FUSROHDAH, but less powerful. 100 Unarmed, in order to get this, and it could do around 20 damage, with a chance to paralyze that target for 7 seconds.
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