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?
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"
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.
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.
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!
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.
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.
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.
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.
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 :(
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?
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
191 comments
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?
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"
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.
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!
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.