Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Wobbataco

Uploaded by

wobbataco

Virus scan

Safe to use

About this mod

This mod overhauls melee throwing weapon mechanics, allowing thrown melee weapons to get stuck in NPCs or the player, which requires that they be dislodged.

Requirements
Permissions and credits
Changelogs
Throw and Retrieve v1.0.0, by Wobbataco

Overview
This mod overhauls melee throwing weapon mechanics, allowing thrown melee weapons to get stuck in NPCs or the player, which requires that they be dislodged.

Features
  • Player thrown melee weapons will now become “lodged” in NPCs.
  • These weapons can be yanked from the corpse of the NPC in question, allowing them to be re-used.
  • NPC-thrown melee weapons will become lodged in the player as well.
  • This will require the player to dislodge the weapons from their own body, with appropriate nasty sound effects.
  • DLC and non-DLC options available.

Rationale
In the vanilla game, let's be honest, thrown melee weapons suck pretty bad. You can only use them once, they do crappy damage unless you poison them, and to top it off they are annoyingly rare.

This mod doesn't address the second two issues (although for the damage, I'd suggest RWD), but it does handle the first. With this mod, melee weapons you throw which hit NPCs (or creatures/robots/etc.) will become “lodged” in those NPCs. Once you've bumped off said NPCs, you can dislodge said weapons from their cold, dead bodies and re-use them, adding a little more longevity to them.

However, weapons that miss the target and hit anything that isn't an NPC will be rendered un-recoverable; they are considered too damaged by the impact to be re-used. So don't miss!

Furthermore, if an NPC hits you with a throwing weapon, it'll get lodged in you just like it would in other NPCs. Fortunately, you don't have to die for them to become recoverable: instead, you can yank them out manually in the Aid tab of your Pip-Boy. However, beware that you cannot perform this action in combat; you'll have to finish off/get away from whatever was pelting you with throwing spears before you can yank that poisoned shaft out of your gut.

For returning users, note that there was a long-standing bug preventing Throwing Spears (as well as Throwing Knife Spears and Tomahawks in the DLC version) from working as explained. I'm happy to report that I finally found and squished this bug! They should be working fine now - please let me know if you run into any problems. Throwing Knives and Throwing Hatchets (as well as Shuriken in the ShurikenNV Compatibility patch) were never affected, so their functionality is the same as it has always been.

On Improved Throwing
The melee-weapon savvy may have noticed that this mod is rather similar to the Improved Throwing series of mods. That's not a coincidence; I played with those mods for a long time before I made this one, and they were definitely inspiration for this one. However, that series had a few features that I took issue with, which this mod either omits or handles differently.

Firstly, in Improved Throwing, if you hit an NPC with a thrown weapon, they can turn around and throw that very weapon right back at you. In Throw and Retrieve, that's a no-no; weapons you throw will get stuck in NPCs, and will stay there until you yank them out again. The reverse also applies; in IT, if you're hit with a throwing knife, that knife gets instantly added to your inventory; in TAR, you have to pull it out, and you can't be in combat when you do so.

Secondly, no recipes. This mod will not let you collect skulls at a campfire (?!), and nor will it let you turn knives into throwing knives at a workbench: frankly. You don't just pull kitchen knives out of your drawer and have them magically turn into balanced combat weapons.

Thirdly, no OWB “support”! If you take a look when you're playing the game, you'll see that when you throw the EMP throwing axes in OWB, they explode on impact. This is what makes them so damaging, and it's also what makes them irretrievable in my eyes; they don't get “lodged”, they're just balanced-for-throwing impact explosives.

In any case, I'd say the choice between IT and TAR is a choice rather than an “upgrade”; both this plugin and the Improved Throwing series do the same thing, just in different ways, so take your pick. IT is still a great mod series in my opinion.

Requirements

There are a couple files available for download. The DLC version requires (and supports) Honest Hearts and Dead Money, while the non-DLC version requires nothing but Fallout New Vegas.

Installation, Load Order & Conflicts
Standard mod manager installation is fine; no special prep required. Load order isn't important either; just stick it anywhere after FalloutNV.esm and the DLCs.

If you want to run both Improved Throwing and TAR at the same time (presumably to take advantage of TAR's lodging mechanics and IT's OWB support and weapon recipes), then you should load TAR after IT's vanilla, HH and DM plugins (OWB doesn't matter).

This will result in vanilla, HH and DM weapons acting TAR-style with lodging mechanics, while still allowing you to craft said weapons and collect dem skullz IT style. Note that OWB weapons will not use the lodging mechanics however; they'll operate the IT way, allowing NPCs to throw that Protonic Inversal Throwing Axe straight back at you.

Aside from that, I don't know of any other conflicts. Incidentally, if you know of another mod that contains throwing weapons, and you'd like me to create a TAR compatibility patch for that mod (allowing said throwing weapons to use TAR-style lodging mechanics) let me know and I'll see what I can do. Adding new weapons isn't difficult, it's just kinda tedious, so it shouldn't take too long.

At the requests of users, I've created compatibility patches (which you can find in the Files tab) for this mod and the following mod(s) so far:
  • Shuriken NV by gniebnamuh, which uses resources made by Butt3rbr0t.

Permissions & Legal
Permissions are open season; go nuts. No credit/permission required. Use at your own risk.

Compatibility patches are special -- permissions mostly aren't for me to say, and I can only speak for my compatibilising portion of the work (in which case the same permissions apply as with the main file -- go nuts). The mods by other authors that the patches are working with (and the portions of the patch that consist of that original mod) fall squarely under their respective authors' permissions.