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AzraelTheSorrowful

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AzraelTheSorrowful

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191 comments

  1. Sticky
    New Patch 7 compliant version just tested and uploaded to the Nexus. Shouldn't have any issues unless they muck things up again.
  2. BravoXray
    BravoXray
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    Appears to be fully working with Patch 8!
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      Yeah, patch 8 shouldn't have changed anything that would mess with this mod. Thanks for letting me know, though!
  3. Drelua
    Drelua
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    This has made playing a Monk much better, I was considering dropping Corellon's Grace because the attack isn't great, but the bonuses are so good. Thank you for this!

    Edit: Nevermind the following, I'm dumb. Just had to widen the left portion of my hotbar, it was hidden there.

    The only issue I'm having is that I don't seem to be able to use it with my extra attack. I'm Monk 8/Rogue 1 right now, and when I make 1 unarmed attack it doesn't let me make another, but I can still attack with the staff or my bow. Is that on my end, or is that how it normally works?
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      That item is actually what made me want to make the mod in the first place.
  4. leefx
    leefx
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    The sound of the hand crossbow hitting seems to have evaporated. Can I fix it again using the method above?
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      That shouldn't have anything to do with this mod.
  5. Acired
    Acired
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    Just curious, is this the same mod that is on mod.io by tdakh?
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      It is not.
  6. dilsency
    dilsency
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    Would love to see this on console / PS5.
  7. leron9999
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    I figured out how to add sound effects to the unarmed strike. I imported the one from the monk's martial arts sounds. The stats entry looks like this:

    new entry "Target_UnarmedAttack"
    type "SpellData"
    data "SpellType" "Target"
    data "SpellProperties" "IF(not Player(context.Source)):ApplyStatus(SELF,AI_HELPER_EXTRAATTACK,100,1);"
    data "TargetCeiling" "0"
    data "TargetFloor" ".25"
    data "TargetRadius" "1.5"
    data "SpellRoll" "Attack(AttackType.MeleeUnarmedAttack)"
    data "SpellSuccess" "DealDamage(UnarmedDamage , Bludgeoning)"
    data "TargetConditions" "not Self() and not Dead()"
    data "Icon" "Action_UnarmedAttack"
    data "DisplayName" "hca5ca0e1g2bd1g4977g8766g3cd014581c7f;1"
    data "Description" "h5b6f4e2aga544g4bbag96feg8b26b8d634f2;2"
    data "TooltipDamageList" "DealDamage(UnarmedDamage , Bludgeoning)"
    data "TooltipAttackSave" "MeleeUnarmedAttack"
    data "CastSound" "Spell_Cast_Monk_UnarmedStrike_L1to3" // this was taken from the monk's unarmed strike sound
    data "TargetSound" "Spell_Impact_Monk_UnarmedStrike_L1to3" // same as this
    data "PreviewCursor" "Melee"
    data "CastTextEvent" "Cast"
    data "CycleConditions" "Character() and Enemy() and not Dead()"
    data "UseCosts" "ActionPoint:1"
    data "SpellAnimation" "8b8bb757-21ce-4e02-a2f3-97d55cf2f90b,,;6606c30b-be1c-4f17-ae6b-1a591c80b18c,366693ee-d97f-4294-a4dd-a2145ddc4e6a,9f2d32b9-529a-4b75-b3df-6e1ae1395280;f4ac302b-1569-404f-bd52-1fe443e265df,479ee5da-2967-41e1-b7d1-a94e864a5f25,79323098-edb3-4993-ba50-9b5f705e9878;e8a5c57f-855b-4227-acaa-11e8ce8d7d64,b5cb923d-0c08-4c20-89a9-44b9bf98c6cb,6282d127-0c06-4365-9d53-6f32ef350127;7bb52cd4-0b1c-4926-9165-fa92b75876a3,,;2b81c18b-9698-4262-a623-932c2bb1296d,ecbf9949-3b33-432c-b735-e47aaed0924a,e71a7c08-fdc1-4a0b-9a90-1c793c58553c;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,,"
    data "VerbalIntent" "Damage"
    data "SpellFlags" "IsAttack;IsMelee;IsHarmful;DisableBlood"
    data "HitAnimationType" "PhysicalDamage"
    data "SpellAnimationIntentType" "Aggressive"
    data "DamageType" "Bludgeoning"
    data "SpellSoundMagnitude" "Normal" // not sure if this actually does anything
    data "Sheathing" "Sheathed"
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      This is an incredible discovery. I have to thank you because I really racked my brain on this and thought it was impossible. Just updated now. Credited you on the mod page.
    2. leron9999
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      Happy to contribute!
  8. kmcsjr
    kmcsjr
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    Even though it looks like there is a pak in this download, bg3mm says there is not. I downloaded the one that doesn't do compatibility (the top one). Other mods are dropping into mm properly.
    1. GrubbinStubs
      GrubbinStubs
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      Both files are not working with bg3mm
    2. SwiftClassic
      SwiftClassic
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      Same. Both don't work
    3. AzraelTheSorrowful
      AzraelTheSorrowful
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      Odd, I must have made a mistake in uploads earlier. I'll try and get a fix out soon.

      Edit: Pretty sure I know what I did wrong. I don't time to test at the moment, but I was able to push an update out that should, hopefully, fix it.
    4. kmcsjr
      kmcsjr
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      Thank you
  9. DoctorSenpai
    DoctorSenpai
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    This duplicates the dodge spell from lostsoulman's combat Actions mod and makes it appear as a container spell in the hotbar. No matter what I tried I couldn't fix it. Eventually ended up removing the add spell "Shout_Dodge" line from the SpellSet.txt file of this mod. 

    I don't know if you can figure out another compatibility solution, but that's as far as I got! I still want to use this in the nexus collection I'm making for friends, if you don't mind I'll upload my version and credit you, unless you want to add an optional file to your page with that change, or have some other fix!  
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      That's just because Combat Actions uses the same "spell" name for its dodge action as the 5e Dodge Action mod does. I can make a version that doesn't add compatibility with anything specifically that would avoid potential issues like this.
    2. AzraelTheSorrowful
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      Non-compatibility and compatibility versions are now split up and uploaded. I've not looked at the Combat Actions mod, but based on what you said, this should fix the issue. 
  10. wzy2779292380
    wzy2779292380
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     Thank you for this mod.Now I can play Monk with weapons like Corellon's Grace, that's great!
     But there is still something bothering me, when I simply click an enemy in the battle to attack,  the character still use their weapons, I must click the button first to use unarmed strike every time. I wonder is that possible to set unarmed strike as the default action for character attacks. It will make the battle even more smooth. 
     Again, thank you for this great mod.
    1. AzraelTheSorrowful
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      Unfortunately, there's know way, at least that I know of, to make it so the normal click to use the unarmed attack over the weapon. And even if it there was, it would likely be that that would become the default, and would then mess with anyone actually using weapons.
  11. sagerz71
    sagerz71
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    Its not an issue with this mod but has anyone noticed unarmed strike doesn't have its sound when hitting an enemy anymore as of Patch 7? Can't seem to fix the bug :(
    1. AzraelTheSorrowful
      AzraelTheSorrowful
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      Sound issues have always been a thing with this mod. As far as I can tell, the sound made when attacking is tied to what weapon is in your hand (or lack there of). However, no sound at all is a new one. Have you tried testing with just this mod installed to make sure it's not some other issue?
    2. sagerz71
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      I have tried attacking with and without this mod, the issue is still there which is why I said I didn't think it was this mod haha. Also tried with other unarmed strike mods and still get the same issue. Whatever I do there is no sound on hit, just sound during the animation of the punch itself. So there is no impact sound. Not having the punching impact thwack makes me sad lol
    3. AzraelTheSorrowful
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      Hmm, that's strange. Does it still happen with no mods installed?
    4. sagerz71
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      Yes unfortunately lol
    5. leefx
      leefx
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      I had the same problem, so I deleted all the mods and ran them, but the result was the same. There seems to be an issue with patch 7.