It works, at least, with Monk Unleashed mod. Another thing is to move the mods UNDER Compability Framework and Community LIbrary. You'll notice it when it say Discipline Points instead of Ki Points and the description of deflect arrows and, in case of Open Hand, the descriptions of Flurry of Blows. It works with games in progess, don't have to redo character.
Ahh. Yes, at present the game does not support level map values above level 12. I do not want to take on the task of figuring out a workaround to this at this stage as I am currently spending my time testing the Modding Toolkit.
how does the opition of using dex for unarmed work in your mod? is automatic ( pick the highest between dex and str), togabble, or not really an opition and will always use dex?
idk if it is base game or some mod i'm using currently ( not using your's yet), but it currently always use dex, and it sucks, cause with tavern brawler str has good scalling
also, could you also add unarmed strike as action attack ( to work even if have an weapon equiped) and the option to slipt flurry of blows? there is already a mod for that by someone else, but having all in one avoid possible compability problems, and i hope is not to hard to implement
how does the opition of using dex for unarmed work in your mod? is automatic ( pick the highest between dex and str), togabble, or not really an opition and will always use dex?
idk if it is base game or some mod i'm using currently ( not using your's yet), but it currently always use dex, and it sucks, cause with tavern brawler str has good scalling
It uses the same logic that's already in the game. If it's not working with your current set up, my mod won't fix it. Code:
Spoiler:
Show
Base Game: new entry "MartialArts_DextrousUnarmedAttacks" type "PassiveData" data "DisplayName" "hd8a574dage906g4af9g92f1g1c532d7e9d70;2" data "Description" "h36aee87bgef1eg4ac9g882ag30aa1b4c2205;4" data "Icon" "PassiveFeature_MartialArts_DextrousUnarmedAttacks" data "Properties" "Highlighted" data "BoostContext" "OnStatusApply;OnStatusRemove;OnEquip;OnShortRest;OnCreate;OnLongRest;OnInventoryChanged" data "BoostConditions" "IsDexterityGreaterThanStrength()" data "Boosts" "MonkWeaponAttackOverride()"
Altered Version which is exactly the same, just different so it isn't randomly impacted by other mods altering it. new entry "CL_Passive_OneDnD_MartialArts_DextrousAttacks" type "PassiveData" data "DisplayName" "h7b5cd44149e84c59b9647aa521207f2bc2ff;1" data "Description" "h125c54ac83574a7a9e9c9602de353dda6a19;1" data "Icon" "PassiveFeature_MartialArts_DextrousUnarmedAttacks" data "Properties" "IsHidden" data "BoostContext" "OnStatusApply;OnStatusRemove;OnEquip;OnShortRest;OnCreate;OnLongRest;OnInventoryChanged" data "BoostConditions" "IsDexterityGreaterThanStrength()" data "Boosts" "MonkWeaponAttackOverride()"
Function: function IsDexterityGreaterThanStrength() return ConditionResult(context.Source.Dexterity >= context.Source.Strength) end
also, could you also add unarmed strike as action attack ( to work even if have an weapon equiped) and the option to slipt flurry of blows? there is already a mod for that by someone else, but having all in one avoid possible compability problems, and i hope is not to hard to implement
Already does allow doing unarmed equipping a weapon. I'm not sure what you mean about Flurry of Blows though.
Sorry, i didn't had installed your mod yet when i posted, there was another similar mod that add OneDnD changes to monk, i was looking for what one i was going to use, so i didn't had tested it yet.
1. I guess some mod i had installed in my previous playthrough was messing it, cause combat logs were like "+5 dex + 7 str ( tavern brawler)", i tought it was the base game, cause i didn't had any mod especific for monks, the closest was the Expansion (a mod adding lv 12 - 20 stuff)
2. Nice that it already has the action unarmed strike while having an weapon, it was not mentioned in the description
3. About flurry of blows, it allows you to make 2 unarmed strike as bonus action, but it does both in the same target, and you can't split them in to separated unarmed strike, like you can in DnD, even if the first one kill the target, it would be nice to have all in one mod, if possible. I tested with this mod that allows that, and it seems to work, even if i got 2 diferent action unarmed strikes now haha
I put this mod in my bgmm in the order mentioned in the comments, with monk discipline and redirect attacks, but instead it actually takes away my abilities. As in, I wasn't seeing step of the wind, or redirect attacks, as well as basically every other monk identifying ability. Any ideas? Very stoked on this mod though. Also, i do not have, nor want to have monk unleashed (no shade on the mod in particular, just not what i'm going for)
Any idea if this will work with Alternate Monk? I'm thinking about downloading this, Monk's Discipline and Deflect Attacks, but I'm not really sure if it'll work.
Good question. It should be fine for an existing save, and best practice is to respec prior to enabling a class mod that will impact levels you have already gained.
18 comments
It works, at least, with Monk Unleashed mod. Another thing is to move the mods UNDER Compability Framework and Community LIbrary. You'll notice it when it say Discipline Points instead of Ki Points and the description of deflect arrows and, in case of Open Hand, the descriptions of Flurry of Blows. It works with games in progess, don't have to redo character.
- Compability Library
- One DnD Monk - Martial Arts
- One DnD Monk - Deflect Attacks
- One DnD Monk - Discipline
- Compability Framework.
Thank youDid you plan to make a mod for the complete OneDnD monk?
idk if it is base game or some mod i'm using currently ( not using your's yet), but it currently always use dex, and it sucks, cause with tavern brawler str has good scalling
also, could you also add unarmed strike as action attack ( to work even if have an weapon equiped) and the option to slipt flurry of blows? there is already a mod for that by someone else, but having all in one avoid possible compability problems, and i hope is not to hard to implement
It uses the same logic that's already in the game. If it's not working with your current set up, my mod won't fix it.
Code:
Base Game:
new entry "MartialArts_DextrousUnarmedAttacks"
type "PassiveData"
data "DisplayName" "hd8a574dage906g4af9g92f1g1c532d7e9d70;2"
data "Description" "h36aee87bgef1eg4ac9g882ag30aa1b4c2205;4"
data "Icon" "PassiveFeature_MartialArts_DextrousUnarmedAttacks"
data "Properties" "Highlighted"
data "BoostContext" "OnStatusApply;OnStatusRemove;OnEquip;OnShortRest;OnCreate;OnLongRest;OnInventoryChanged"
data "BoostConditions" "IsDexterityGreaterThanStrength()"
data "Boosts" "MonkWeaponAttackOverride()"
Altered Version which is exactly the same, just different so it isn't randomly impacted by other mods altering it.
new entry "CL_Passive_OneDnD_MartialArts_DextrousAttacks"
type "PassiveData"
data "DisplayName" "h7b5cd44149e84c59b9647aa521207f2bc2ff;1"
data "Description" "h125c54ac83574a7a9e9c9602de353dda6a19;1"
data "Icon" "PassiveFeature_MartialArts_DextrousUnarmedAttacks"
data "Properties" "IsHidden"
data "BoostContext" "OnStatusApply;OnStatusRemove;OnEquip;OnShortRest;OnCreate;OnLongRest;OnInventoryChanged"
data "BoostConditions" "IsDexterityGreaterThanStrength()"
data "Boosts" "MonkWeaponAttackOverride()"
Function:
function IsDexterityGreaterThanStrength()
return ConditionResult(context.Source.Dexterity >= context.Source.Strength)
end
Already does allow doing unarmed equipping a weapon. I'm not sure what you mean about Flurry of Blows though.
1. I guess some mod i had installed in my previous playthrough was messing it, cause combat logs were like "+5 dex + 7 str ( tavern brawler)", i tought it was the base game, cause i didn't had any mod especific for monks, the closest was the Expansion (a mod adding lv 12 - 20 stuff)
2. Nice that it already has the action unarmed strike while having an weapon, it was not mentioned in the description
3. About flurry of blows, it allows you to make 2 unarmed strike as bonus action, but it does both in the same target, and you can't split them in to separated unarmed strike, like you can in DnD, even if the first one kill the target, it would be nice to have all in one mod, if possible.
I tested with this mod that allows that, and it seems to work, even if i got 2 diferent action unarmed strikes now haha