MartialArtist
Provide some simple mechanics, locked behind basic skills, to add some depth to combat
About this mod Author’s original text
Mods by ehaugw | Support me on Patreon
This mods was confirmed to work with the (at that time) current base game (Outward Definitive Edition) at October 04, 2024.
Summary
What's the purpose of "Martial Artist"?
- Provide some simple mechanics, locked behind basic skills, to add some depth to combat
Features
"Martial Artist" implements a set of 4 clear and easy to understand passive skills that elevates Outward melee combat to a new level. Bastard and Finesse only works with weapons tagged with Bastard and Finesse respectingly. No such tags are added by this mod. To apply these tags to a hand picked selection of weapons, please check out Custom Moveset Pack, which can be installed without this mod to enable the features without requiring a learnt skills.
Bastard (Passive)
- Enables you to swing some one handed weapons in two hands.
Finesse (Passive)
- Enables you to outpace your opponents with agile weapons.
Reflexes (Passive)
- You can block with swords and spears, and use skills sooner after attacking.
Parry (Passive)
- With proper equipment, you can cause opponents to stagger when you parry them.
Patch notes
- Version 3.1.2
- update makefile with recursive dependencies
- Version 3.1.1
- Include BaseDamageModifiers
- Version 3.1.0
- Create Brawler to toggle greatmace shove moveset across brawler weapons
- Version 3.0.4
- Tell BepInEx that CustomWeaponBehaviour is a hard dependency
- Version 3.0.3
- Fix bug in Custom Weapon Behaviour
- Include Holy Damage Manager to make this mod work as a standalone mod
- Version 3.0.2
- Remove unused icons
- Version 3.0.1
- Update mod icon
- Version 3.0.0
- Post breakthrough skills has been removed (and added to another skill tree in another mod)
- Version 2.1.3
- Contains a new version of CustomWeaponBehaviour that doesn't break sprint attacks
- Implemented a quest related to the trainer and moving him to Emercar.
- Version 2.1.2
- Contains an updated version of Custom Weapon Behaviour that doesn't break bows and daggers
- Version 2.1.1
- Added stamina cost to Throw Sand and increased its impact damage from 30 to 50.
- Version 2.1.0
- The trainer can be told to move to Emercar for convenience
- Turned into a fully fleshed skill tree
- Works with the new Custom Weapon Behaviour refactoring as of 2023-11-28
- Version 2.0.3
- Fix Parry description.
- Change Parry impact mechanics
- Make Finesse and Bastard mutually exclusive.
- Version 2.0.2
- Use dynamic root folder rather than hard coded.
- Version 2.0.1
- Updated to work.
- Version 2.0.0
- Updated to work with, and only with, Outward Definitive Edition.
- Version 1.0.0
- Implemented the skill restrictions.
Other mods by ehaugw (this list may be outdated)
- Anti Alchemy Abuse
- Remove alchemy loopholes that obliterates the game economy.
- Crusader's Equipment
- Provide interesting gear options for people who with to play with knight-ish builds
- Provide more gear options for players who wish to increase their Holy Damage bonus.
- Ensuring that the highest possible Holy Damage bonus is not affected by this mod.
- Provide more options for players who wish to look like someone doing Elatt's bidding
- Custom Moveset Pack
- Provide interesting moveset combinations to the user.
- Introduce significant variations between weapons of the same type.
- Make rarely used weapons more viable by giving them better movesets rather than better stats.
- The Juggernaut
- Enable the user to play as a heavily armored warrior that is in control of the battlefield.
- Provide other defensive options than Rune Sage, Monk Warrior and Cabal Hermit.
- Radiant Damage Gear
- Provide more gear options for players who wish to increase their lightning damage bonus.
- Ensuring that the highest possible lightning damage bonus is not affected by this mod.
- Runic Scrolls
- Provide Runic Scrolls, which are consumed alternatives to lexicons that goes into your quiver slot.
- Said alter
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: