Way of the Monk - Extended Edition.- POST UPDATED 4/24/21
Current Version: 1.84 (see change log on description page for a full list of changes).
Integrated MCM and Other Features I am very excited to announce that the fully updated and integrated version of Way of the Monk - extended edition has been released. This version takes the formerly stand alone MCM extension, and merges it into the core WayoftheMonk esp. Along with a few bug fixes, stability and performance enhancements. (woverdude did an amazing job, it was just a huge task he did not get to 100% finish).
If anyone finds anything broken please report it - while a tremendous amount of work has been done to streamline and address issue, there may always be more.See the Articles section for more on testing, and a sample template to help save you some time in reporting any issues.
A FEW KEY FEATURES
* Full MCM menu for managing options, skill progression, combat bonuses and other features. * Unarmed combat skill, and Unarmored monk skills - which use all native skyrim skill leveling mechanics for maximum compatibility. * Numbers of Monk themed weapons that also level the monk Unarmed Skill. * New Monk Perks for Unarmed combat (both unarmed and with monk weapons), Unarmored Perks, and new Monk Stealth Perks. * Monk themed rewards for Thane quests and a few other key quest items in the game. * The majority of the Monk rewards scale with the player - so there is no worry about "what level to get them at". * Light scripting (most scripts pause on combat), and an un-install feature. * Optional survival mode integration for some of the monk abilities (no, you don't need to have it). * An optional patch for use with the mod Animated Armory - makes certain weapons from that mod count as "monk weapons" for the purposes of Way of the Monk.
See the description page for full mod details.
HOW TO START THE MOD There are two methods to starting the mod; * Near the start of the game, next to the standing stones - is an area with some monk items, and the monk stones - use the Pillar of the Way to start the mod. * There is an Activation option in the advanced menu in the mcm to start the mod.
This should be done if upgraded from the pre-mcm version of the original mod.
UPGRADING THE MOD The mod can be upgraded mid game. If going from an older loose files version, to one of the new BSA versions, the old loose files should be deleted.
KEY NOTES ON RECENT VERSIONS The more recent versions include monk versions of various thane weapons and other quests.These will be added after start up (notification messages will appear on the screen). The majority of the new items all level with the player - so it does not matter when you get them.
KNOWN ISSUES Unfortunately, as no mod is perfect and Skyrim has its own idiosyncrasies, there are a few things for players to be aware of;
* Not all functions and perks work with the native skyrim unarmed - While a tremendous amount of work has gone into making as many functions work with Skyrim's basic unarmed (having nothing in your hands) - sadly, due to some engine limitations a few things don't work well; ** The Rapid Fists perk only works with the Unarmed weapon. ** Unimpeded Combat perk only works with unarmed weapon. ** The Pillar of the Elements power only works with the Unarmed or monk weapons. ** The Pillar of dimensions power can be chaotic and *might* teleport you to an undesirable location. ** The Monk Reward "Falkreath Boots of the Mist" can have unpredictable results when using another mod that has the same effects. Try removing and reequipping the boots, or not using conflicting items - this includes followers using similar items as well - since the game movement rate values are universal - and not just for a single character.
* The math on the Monk Perk points may not always add up. This scripting will be re-written in the future.The option to use "real" perk points however, does work very well.
USE WITH OTHER MODS Animated Armoury Patch New file added to optional files - treats several weapons from the amazing mod Animated Armoury as Monk Weapons; this means that these weapons can be used to level the monk unarmed skill, and count as Monk Weapons for the various WOM perks that affect weapons. The weapons affected in AA are: Quarterstaves, Whips and Claws.
NOTE: There is even a more advanced patch made by KitsuneOuka that even updates animations and more complete integration with Animated Armoury; Check it out here, and give them an endorse! https://www.nexusmods.com/skyrimspecialedition/mods/31952
Experience Mod This amazing leveling mod allows for players to play in a completely different way. Unfortunately, due to some limitations of how the game engine tracks different quest types - the level messaging system of WOM can cause the player to gain extra unintended XP!. After conferring with the author of Experience, an option was added to WOM in the advanced tab to suppress the main skill leveling notices to avoid the issue.
Possible Issue with All Geared Up Derivative Mod All Geared Up Derivative is a cool mod for making your gear appear better on your character. Unfortunately some of the monk weapons do not play well with it; so for the time being either do not patch Way of the Monk with dual sheathe patchers, or to at least delete the generated meshes. There may be a workaround on the WOM side, any updates will be posted.
Other Clothing or Wearable Mods that use "armor" keywords. The game uses keywords on item to determine which armor skill is used and other compatibilities (spells, etc.). In some mods, a mod author might have unexpected keywords on an item - which normally might not matter that much - but in way of the monk the same keywords are used - and the Unarmored ability ONLY works with NOT equipping any items with an armorkeyword. If this is encountered in another mod, and the player feels that item SHOULD work - just remove the armor type keyword in that mod using xEdit.
UPCOMING VERSION 1.85 - Minor Update; planned release upcoming.
Issue fixed - The hooded robes will be made compatible with circlets. Issue fixed - mcm with fixed typos for two perk descriptions migrated from test version. Issue fixed - dirty edit on texture reference for mourner's hat. Issue fixed - math error on Unarmored Stance perk - gives too much stamina reduction.
Mechanics change - slight tweaking of the level scaling and power of the Boots Of Falkreath (monk thane reward). Mechanics change - minor speed increase on unarmed weapon. After a lot of thought and checking out other unarmed mods, there will be a speed increase on the unarmed weapons to be the same speed as daggers. This research actually included talking to some martial arts experts and looking into real world knife combat training. This is not a huge change, but at least there won't be a penalty for using fists over a dagger. Of course, the penalty is trivial now, but hey, it is the principal of the thing.
Other Possible Upgrades for future * Review of the Perk Tree mod Custom Skill Framework to see if it can be used with Way of the Monk. * Review of the quest Pillars of the Way - a some users have reported issues with it starting. * Monk Skill books which advance WOM Skills - these are proving to be more difficult than anticipated, but is a long term goal. * Exploring the idea of to eventually support followers using unarmed weapons and defense - long term goal. * Re-writing the Thane reward mechanics to trigger more cleaning with the thane quests - still trying to do it in a clean way that does NOT edit any existing quests, and will be kind to your save file if you ever remove the mod.
UPDATE ON THINGS: Life has got really busy for me on a personal level - (job, family changes, etc.) AND my development computer died - so the next version has been in limbo for a bit. Also, NO, I am not asking for money (I have the funds for a new one - just need time etc.) - just a bit more patience.
(If anyone does have extra money - please make a donation to a local charity of your choice - there are a lot of people in the world less fortunate than the ones who have ample food, safe shelter and can play video games :)
I really appreciate the players here - you are an amazing group of people - and really inspire me to work on the mod. Sadly between job and family I don't get time to play skyrim, much less enough time dedicate the time modding deserves (it needs more than a hour or two here and there).
1.85 has been ready for a while - I just keep tweaking it to fix the issue where the pillars quest sometimes does not start. Sadly, this will just need to wait for 1.86 - and as soon as I get my new pc up and configured (I need to build the archives, check for final errors in SSEdit, etc.) I will post 1.85.
Important note on Removing the Mod If you decide to remove Way of the Monk from an existing game, do the following; * Use the Uninstall function in the Advanced menu options as well.
Hello everyone! A couple of requests to the community!
1 - Try out the new thane weapons. These were added a while ago; monk themed rewards for the thane weapons; let me know if something does not seem to work, or if you feel they are overpowered for their levels. Several of these items auto upgrade as you level, so you are not stuck with a lower level version when you get one. While I have extensively tested these - I do want to know if anyone feels they are OP.
2 - Any issues with weapon changing mods or using favorites While I have done a lot of tests with a few mods (and my own load order in my active game is 350+ mods) I want to know if anyone else has encountered any issues with the monk unarmed weapons being un-equipped when they are not supposed to be.
3 - Any issues with using poison and enchanted monk items This one is pretty rare maybe, but I had a credible player give a detailed report of some issues around poison and some enchanted monk weapons (some of the claws, etc.). If anyone can reproduce this, let me know, and what mods you might have that could interact.
Clearly, if there is something broken in the monk mod, I want to know about it, and see what can be done. Also, There are literally tens of thousands of mods in the skyrim community - and very often, they may "bump into" one another in an install sometimes.
While it is not possible for any mod author to make every mod compatible - with more info, I can look into making WOM more compatible with other mods, or at least warn others of incompatibility. (after all, the changes I made so that WOM was compatible with Ordinator, came from you, the great modding community!).
if the mod is not working for you - more than likely it is a mod conflict or some other issue - especially if it is something like a skill not leveling, or even something basic like the MCM not appearing. Also, avoid quick saves in skyrim - they are known to eventually cause issues with scripting.... so avoid them if possible.
If a person has another mod which modifies unarmed combat - there is a strong chance there could be a conflict.
A lot of effort HAS gone into wom to make it as compatible as possible - but given the pickyness of the skyrim engine, and the fact there are literally tens of thousands of mods out there - conflicts are likely to occur.
if someone does identify a conflict - please report it in the comments - as maybe there can be a suggestion on how to resolve it.
Also, if someone has questions - please make sure to read the description page - MANY questions (and some "bug" reports) are often answered on the description pages for many mods (like does WOM work with Ordinator - short answer: yes).
I want to personally thank all of the folks who have posted great questions and comments about the mod, or even the conflicts (some have been helped) and even the people who have taken the time to do troubleshooting and found actual honest to goodness bugs.
There will be updates in the future - but right now, life is complicated and busy.
I'm not seeming to gain any experience. I'm exclusively using the unarmed weapon, and punching and kicking my way all over the place, but it still shows as 0 XP. I have activated the mod in-game. I do have Ordinator and Experience also as active mods, which I don't think is an issue, based on this forum.
I have the debug messages on, and it confirms I am "hitting with a monk weapon", and I've set to advanced rather than basic. I've tried with both armored fists (gloves of the pugilist) and bare fists, but still reading as 0% next level progress. I don't have any other unarmed mods except for MCO animations.
I don't know if this is still being updated or worked on at all, but I noticed a bug where once you pick up the books at the first shrine thing, I got a quest message that said "quest complete: quest completion message" and it happens about every few seconds and it's a bit annoying. Wondering if this could be fixed if possible. Thanks!
Absolutely fascinating. Sorry that you encountered this - also - this never came up in testing, nor has anyone else reported it.
Makes we wonder if it is some kind of odd mod interaction. I am hoping to get skyrim up and running in a few months - and can see if the issue can be duplicated - and maybe some kind of fix.
ANY additional information would help!
Thank you for the info, and best of luck in your game.
idk what's going on but my unarmed damage randomly resets and i don't feel like my character is getting stronger lol from 54 damage back to 29 when i reloaded a save that in which i already leveled up my skills
This has been mentioned in a few comments - the most likely issue is possibly using quick saves. (there is a known - well to mod makers anyways - issue with quick saves and that they don't always save variables correctly).
Also, check and make sure unarmed is turned on in the advanced skills, and maybe turn them off.
There is no design situation that would stop the damage - they are simple perks and global variables.
Other users have reported that the problem does seem to go away when they stop using quick saves.
Hey I love your mod, thank you for all of the effort you put into it. I also use the mod "Experience", and unfortunately I am granted level up experience every time I level up my WOM skills. Are you aware of any way that I can disable that unwanted experience gain? That's again for all you do!
First off - thank you for the interest in your mod.
I actually worked with the "Experience" mod author on how to mitigate this issue - and unfortunately between the combo of WOM's design, Experience design and limitations of the Skyrim quest attribute system - we could not eliminate all of unintended xp gains.
So - under the advanced options in the WOM MCM - there is a toggle to turn off skill messaging - and it specifically mentions for better compatibility with Experience and other mods. (I love the Experience mod - and the mod author was a pleasure to consult with).
That is the best solution at the time (it does not change the functionality of either mod).
Hey there, just wondering if there was ever a solution found for the weird interaction with survival mode hunger and unarmed attack speed. I had no problems with this mod until I put a point in the unarmed attack speed perk. Noticed a bit later that my attack speed, rather than being 10% faster, was at least 200% speed, maybe more. This is with a khajiit, and in this case specifically the one-handed unarmed weapon. I checked here and saw someone else say that it happened when they got hungry, and sure enough, after I ate some food the speed went back to normal.
Very fascinating issue - sounds like an unintended consquence at the engine level and something with survival mode.
There may not be a way around it - there are not a lot of options on the attack speed portion unfortunately. That and if I had to do it all over again - attack speed options are a pain to implement and work with - I would have come up with something else.
(think of it as desperation for food makes you want to acquire prey faster?).
I will put it on the list of things to research if I ever get time to get back into the mod.
thank you for your interest in the mod - and may your prey never escape....
I want to thank the mod author sincerely. This changed skyrim for me. It won't leave my load order. It's so well done.
For me the entry point is that I like squishy characters, but typically that was a mage. I found the flesh armor spells boring. You get hit hard just like armor users but you don't get any tougher the way armor users do? This corrects that huge problem.
The monk weapons in this mod are cool. I also recently tried the patch for animated armory. It was delightful to see that the elemental Pillar effects work on those. Quite fun to play a monk whacking undead with a flaming quaterstaff.
I'm looking forward to experiencing the different monk items. The favorite one I've had so far is the boots.
I am glad many enjoy the mod. It was a labor of love for a VERY LONG TIME. While far from perfect (some of the pillars have messy implementation, never could get the thane rewards to integrate into the courier system reliably, other minor tweaks etc.) - the mod is a ton of fun to play (well, for me it was ...when I had time to play).
I hope one day to have time to return to working on WOM (working too much and single dad these days) - but now - I don't even have time to play skyrim ....
thanks again for your wonderful post - comments such as these mean a lot to mod authors.
Can monk weapons be crafted? No. Not at this time. however, any mod can be made "monk weapon compatible" by adding the unarmed keyword to it. (see other posts on this topic).
More monk outfits Any mod which adds outfits that do not have the armor light or armor heavy keyword would be good. There are thousands of mods with compatible clothing.
Perks menu via spell. No plans for that at this time - it is part of MCM - many other features and refinements would take precedence if there was time for development work.
Side note - please feel free to develop extension or other compatible mods! Wanting to expand mod functionality is how I got into making mods in the first place.
I am having an issue. When I sprint with the unarmed weapon we are given when we activate the mod, my character runs like they are holding a 2h weapon. Tried to equip multiple weapons and my character runs fine. It only happens when I equip the unarmed wep from this mod. Any fix for this?
Edit: Ignore this post. I thought the issue was with this mod, but it seems to be an issue with MCO that a lot of people are having. Still trying to figure out what the problem is.
890 comments
Current Version: 1.84
(see change log on description page for a full list of changes).
Integrated MCM and Other Features
I am very excited to announce that the fully updated and integrated version of Way of the Monk - extended edition has been released.
This version takes the formerly stand alone MCM extension, and merges it into the core WayoftheMonk esp.
Along with a few bug fixes, stability and performance enhancements.
(woverdude did an amazing job, it was just a huge task he did not get to 100% finish).
If anyone finds anything broken please report it - while a tremendous amount of work has been done to streamline and address issue, there may always be more.See the Articles section for more on testing, and a sample template to help save you some time in reporting any issues.
A FEW KEY FEATURES
* Full MCM menu for managing options, skill progression, combat bonuses and other features.
* Unarmed combat skill, and Unarmored monk skills - which use all native skyrim skill leveling mechanics for maximum compatibility.
* Numbers of Monk themed weapons that also level the monk Unarmed Skill.
* New Monk Perks for Unarmed combat (both unarmed and with monk weapons), Unarmored Perks, and new Monk Stealth Perks.
* Monk themed rewards for Thane quests and a few other key quest items in the game.
* The majority of the Monk rewards scale with the player - so there is no worry about "what level to get them at".
* Light scripting (most scripts pause on combat), and an un-install feature.
* Optional survival mode integration for some of the monk abilities (no, you don't need to have it).
* An optional patch for use with the mod Animated Armory - makes certain weapons from that mod count as "monk weapons" for the purposes of Way of the Monk.
See the description page for full mod details.
HOW TO START THE MOD
There are two methods to starting the mod;
* Near the start of the game, next to the standing stones - is an area with some monk items, and the monk stones - use the Pillar of the Way to start the mod.
* There is an Activation option in the advanced menu in the mcm to start the mod.
This should be done if upgraded from the pre-mcm version of the original mod.
UPGRADING THE MOD
The mod can be upgraded mid game.
If going from an older loose files version, to one of the new BSA versions, the old loose files should be deleted.
KEY NOTES ON RECENT VERSIONS
The more recent versions include monk versions of various thane weapons and other quests.These will be added after start up (notification messages will appear on the screen). The majority of the new items all level with the player - so it does not matter when you get them.
KNOWN ISSUES
Unfortunately, as no mod is perfect and Skyrim has its own idiosyncrasies, there are a few things for players to be aware of;
* Not all functions and perks work with the native skyrim unarmed - While a tremendous amount of work has gone into making as many functions work with Skyrim's basic unarmed (having nothing in your hands) - sadly, due to some engine limitations a few things don't work well;
** The Rapid Fists perk only works with the Unarmed weapon.
** Unimpeded Combat perk only works with unarmed weapon.
** The Pillar of the Elements power only works with the Unarmed or monk weapons.
** The Pillar of dimensions power can be chaotic and *might* teleport you to an undesirable location.
** The Monk Reward "Falkreath Boots of the Mist" can have unpredictable results when using another mod that has the same effects. Try removing and reequipping the boots, or not using conflicting items - this includes followers using similar items as well - since the game movement rate values are universal - and not just for a single character.
* The math on the Monk Perk points may not always add up. This scripting will be re-written in the future.The option to use "real" perk points however, does work very well.
USE WITH OTHER MODS
Animated Armoury Patch
New file added to optional files - treats several weapons from the amazing mod Animated Armoury as Monk Weapons; this means that these weapons can be used to level the monk unarmed skill, and count as Monk Weapons for the various WOM perks that affect weapons.
The weapons affected in AA are: Quarterstaves, Whips and Claws.
NOTE: There is even a more advanced patch made by KitsuneOuka that even updates animations and more complete integration with Animated Armoury;
Check it out here, and give them an endorse!
https://www.nexusmods.com/skyrimspecialedition/mods/31952
Experience Mod
This amazing leveling mod allows for players to play in a completely different way. Unfortunately, due to some limitations of how the game engine tracks different quest types - the level messaging system of WOM can cause the player to gain extra unintended XP!. After conferring with the author of Experience, an option was added to WOM in the advanced tab to suppress the main skill leveling notices to avoid the issue.
Possible Issue with All Geared Up Derivative Mod
All Geared Up Derivative is a cool mod for making your gear appear better on your character.
Unfortunately some of the monk weapons do not play well with it; so for the time being either do not patch Way of the Monk with dual sheathe patchers, or to at least delete the generated meshes. There may be a workaround on the WOM side, any updates will be posted.
Other Clothing or Wearable Mods that use "armor" keywords.
The game uses keywords on item to determine which armor skill is used and other compatibilities (spells, etc.).
In some mods, a mod author might have unexpected keywords on an item - which normally might not matter that much - but in way of the monk the same keywords are used - and the Unarmored ability ONLY works with NOT equipping any items with an armorkeyword.
If this is encountered in another mod, and the player feels that item SHOULD work - just remove the armor type keyword in that mod using xEdit.
UPCOMING VERSION
1.85 - Minor Update; planned release upcoming.
Issue fixed - The hooded robes will be made compatible with circlets.
Issue fixed - mcm with fixed typos for two perk descriptions migrated from test version.
Issue fixed - dirty edit on texture reference for mourner's hat.
Issue fixed - math error on Unarmored Stance perk - gives too much stamina reduction.
Mechanics change - slight tweaking of the level scaling and power of the Boots Of Falkreath (monk thane reward).
Mechanics change - minor speed increase on unarmed weapon.
After a lot of thought and checking out other unarmed mods, there will be a speed increase on the unarmed weapons to be the same speed as daggers. This research actually included talking to some martial arts experts and looking into real world knife combat training. This is not a huge change, but at least there won't be a penalty for using fists over a dagger. Of course, the penalty is trivial now, but hey, it is the principal of the thing.
Other Possible Upgrades for future
* Review of the Perk Tree mod Custom Skill Framework to see if it can be used with Way of the Monk.
* Review of the quest Pillars of the Way - a some users have reported issues with it starting.
* Monk Skill books which advance WOM Skills - these are proving to be more difficult than anticipated, but is a long term goal.
* Exploring the idea of to eventually support followers using unarmed weapons and defense - long term goal.
* Re-writing the Thane reward mechanics to trigger more cleaning with the thane quests - still trying to do it in a clean way that does NOT edit any existing quests, and will be kind to your save file if you ever remove the mod.
UPDATE ON THINGS:
Life has got really busy for me on a personal level - (job, family changes, etc.) AND my development computer died - so the next version has been in limbo for a bit. Also, NO, I am not asking for money (I have the funds for a new one - just need time etc.) - just a bit more patience.
(If anyone does have extra money - please make a donation to a local charity of your choice - there are a lot of people in the world less fortunate than the ones who have ample food, safe shelter and can play video games :)
I really appreciate the players here - you are an amazing group of people - and really inspire me to work on the mod. Sadly between job and family I don't get time to play skyrim, much less enough time dedicate the time modding deserves (it needs more than a hour or two here and there).
1.85 has been ready for a while - I just keep tweaking it to fix the issue where the pillars quest sometimes does not start.
Sadly, this will just need to wait for 1.86 - and as soon as I get my new pc up and configured (I need to build the archives, check for final errors in SSEdit, etc.) I will post 1.85.
Important note on Removing the Mod
If you decide to remove Way of the Monk from an existing game, do the following;
* Use the Uninstall function in the Advanced menu options as well.
A couple of requests to the community!
1 - Try out the new thane weapons.
These were added a while ago; monk themed rewards for the thane weapons; let me know if something does not seem to work, or if you feel they are overpowered for their levels. Several of these items auto upgrade as you level, so you are not stuck with a lower level version when you get one.
While I have extensively tested these - I do want to know if anyone feels they are OP.
2 - Any issues with weapon changing mods or using favorites
While I have done a lot of tests with a few mods (and my own load order in my active game is 350+ mods) I want to know if anyone else has encountered any issues with the monk unarmed weapons being un-equipped when they are not supposed to be.
3 - Any issues with using poison and enchanted monk items
This one is pretty rare maybe, but I had a credible player give a detailed report of some issues around poison and some enchanted monk weapons (some of the claws, etc.). If anyone can reproduce this, let me know, and what mods you might have that could interact.
Clearly, if there is something broken in the monk mod, I want to know about it, and see what can be done.
Also, There are literally tens of thousands of mods in the skyrim community - and very often, they may "bump into" one another in an install sometimes.
While it is not possible for any mod author to make every mod compatible - with more info, I can look into making WOM more compatible with other mods, or at least warn others of incompatibility.
(after all, the changes I made so that WOM was compatible with Ordinator, came from you, the great modding community!).
thanks everyone for your interest in the mod!
Just a note:
if the mod is not working for you - more than likely it is a mod conflict or some other issue - especially if it is something like a skill not leveling, or even something basic like the MCM not appearing. Also, avoid quick saves in skyrim - they are known to eventually cause issues with scripting.... so avoid them if possible.
If a person has another mod which modifies unarmed combat - there is a strong chance there could be a conflict.
A lot of effort HAS gone into wom to make it as compatible as possible - but given the pickyness of the skyrim engine, and the fact there are literally tens of thousands of mods out there - conflicts are likely to occur.
if someone does identify a conflict - please report it in the comments - as maybe there can be a suggestion on how to resolve it.
Also, if someone has questions - please make sure to read the description page - MANY questions (and some "bug" reports) are often answered on the description pages for many mods (like does WOM work with Ordinator - short answer: yes).
I want to personally thank all of the folks who have posted great questions and comments about the mod, or even the conflicts (some have been helped) and even the people who have taken the time to do troubleshooting and found actual honest to goodness bugs.
There will be updates in the future - but right now, life is complicated and busy.
thank you all for your interest in the mod.
I have activated the mod in-game. I do have Ordinator and Experience also as active mods, which I don't think is an issue, based on this forum.
I have the debug messages on, and it confirms I am "hitting with a monk weapon", and I've set to advanced rather than basic. I've tried with both armored fists (gloves of the pugilist) and bare fists, but still reading as 0% next level progress. I don't have any other unarmed mods except for MCO animations.
Any idea why I'm not gaining at all?
Sorry that you encountered this - also - this never came up in testing, nor has anyone else reported it.
Makes we wonder if it is some kind of odd mod interaction. I am hoping to get skyrim up and running in a few months - and can see if the issue can be duplicated - and maybe some kind of fix.
ANY additional information would help!
Thank you for the info, and best of luck in your game.
(there is a known - well to mod makers anyways - issue with quick saves and that they don't always save variables correctly).
Also, check and make sure unarmed is turned on in the advanced skills, and maybe turn them off.
There is no design situation that would stop the damage - they are simple perks and global variables.
Other users have reported that the problem does seem to go away when they stop using quick saves.
Best of luck in your game.
I also use the mod "Experience", and unfortunately I am granted level up experience every time I level up my WOM skills. Are you aware of any way that I can disable that unwanted experience gain? That's again for all you do!
I actually worked with the "Experience" mod author on how to mitigate this issue - and unfortunately between the combo of WOM's design, Experience design and limitations of the Skyrim quest attribute system - we could not eliminate all of unintended xp gains.
So - under the advanced options in the WOM MCM - there is a toggle to turn off skill messaging - and it specifically mentions for better compatibility with Experience and other mods. (I love the Experience mod - and the mod author was a pleasure to consult with).
That is the best solution at the time (it does not change the functionality of either mod).
Thanks again for the interest in the mod!
Many of them are their own cell, and can be found via the console if you don't want to just come across them organically.
If someone does make a map - feel free to upload it as an image.
Sorry don't have better info at this time - perhaps someone who has played recently has better guidance.
There may not be a way around it - there are not a lot of options on the attack speed portion unfortunately.
That and if I had to do it all over again - attack speed options are a pain to implement and work with - I would have come up with something else.
(think of it as desperation for food makes you want to acquire prey faster?).
I will put it on the list of things to research if I ever get time to get back into the mod.
thank you for your interest in the mod - and may your prey never escape....
For me the entry point is that I like squishy characters, but typically that was a mage. I found the flesh armor spells boring. You get hit hard just like armor users but you don't get any tougher the way armor users do? This corrects that huge problem.
The monk weapons in this mod are cool. I also recently tried the patch for animated armory. It was delightful to see that the elemental Pillar effects work on those. Quite fun to play a monk whacking undead with a flaming quaterstaff.
I'm looking forward to experiencing the different monk items. The favorite one I've had so far is the boots.
Thanks again!
I am glad many enjoy the mod. It was a labor of love for a VERY LONG TIME.
While far from perfect (some of the pillars have messy implementation, never could get the thane rewards to integrate into the courier system reliably, other minor tweaks etc.) - the mod is a ton of fun to play (well, for me it was ...when I had time to play).
I hope one day to have time to return to working on WOM (working too much and single dad these days) - but now - I don't even have time to play skyrim ....
thanks again for your wonderful post - comments such as these mean a lot to mod authors.
Best of luck in your adventures.
Can monk weapons be crafted?
No. Not at this time. however, any mod can be made "monk weapon compatible" by adding the unarmed keyword to it.
(see other posts on this topic).
More monk outfits
Any mod which adds outfits that do not have the armor light or armor heavy keyword would be good.
There are thousands of mods with compatible clothing.
Perks menu via spell.
No plans for that at this time - it is part of MCM - many other features and refinements would take precedence if there was time for development work.
Side note - please feel free to develop extension or other compatible mods!
Wanting to expand mod functionality is how I got into making mods in the first place.
thanks again for your interest in the mod.
Edit: Ignore this post. I thought the issue was with this mod, but it seems to be an issue with MCO that a lot of people are having. Still trying to figure out what the problem is.