Hey, I really like the effect in most circumstances, however I feel it makes chucking corpses off ledges way more difficult, notably if there's railings. Around Moonrise Towers, most of the floors have a railing that will block this modded trajectory 😠
For some circumstances, a high-arch throw (i.e. vanilla-like) suits better than the more straight throw (e.g. javelin-like) your mod implements. I know this likely is a re-write, but would you be interested in restructuring the effect as a toggle-able passive (like Cull the Weak, or Non-lethal damage)? If you're not, I'll probably give it a go.
Hey! Yeah I've been wanting to make it togglable or add multiple actions with different arcs each. However I don't currently have time for this with holidays, poe2, work and family. Feel free to give it a go! There's also another throw mod I've linked in another comment that supposedly uses magic missile trajectory, which is never interrupted and always works even when it shouldn't. I guess people can use that and rely on their own ethics to throw or not to throw haha
So I dug into the details; this mod replaces the stock behavior with the arrow-throw trajectory, used by arrows and also some thrown weapons (e.g. Nyrulna)
The vanilla behavior has 3 modes, and it chooses one depending on the height difference between origin and destination (where you are, and where you're throwing to). In a nutshell, it chooses a trajectory for "below", another one for "level", and a third one for "above" (level is just +\- 1m) ; besides animation speeds and accelerations, the main difference is the height of the arch's maximum / zenith. Moreover, the stock behavior allows some adjustment in the "depth" dimension (essentially how far away is the arch's maximum), allowing the game to interpolate between two curves (min & max distance) to find one that satisfies the projectile conditions for hitting; these 2 ways of adjusting curves gives the game some flexibility in trying to satisfy what the player wants. In contrast, this mod has one shape, and a relatively "flat" arch, which is far more predictable, but also more constrained.
I'm playtesting a mod where I add an option that allows the player to choose a "throw style", including the vanilla one, but also a "barrel toss" for heavy things (good for yeeting corpses of ledges), a "javelin throw" (like what this mod does), and also a "bowling curve ball" (light objects and lateral curve, for hitting stuff behind pillars).
I can't tell a difference. Still feels like I'm being cock blocked by the "path interrupted" message despite having a very obvious clear trajectory to my target. It seems to mostly occur indoors when a target is on the other side of a door or in a different "cell" of the building.
Yeah... this doesn't help at all... Karlach still getting this awful "path interrupted" garbage' just because a chair or table is in the way, as if she couldn't arc the throw over them.
It does not. Maybe you tried it while not being much higher than your target. I use it and I always go as high as I can to get the most fall damage, and I confirm it works looking at the combat log
Maybe the change in trajectory is making it so you have to be much higher to get the physics damage. On the ravaged beach when you encounter the two intellect devourers there is an arch with some ledges beside it that you can stand on and throw at the devourers. I made a save on one of those ledges and tested with with and without this mod installed. Without this mod installed the log showed the weapon damage and then a separate line with the crushing damage from the physics. I installed this mod and then loaded the save. I did not move the character and threw the weapons from the exact same spot. No crushing damage. Uninstalled reloaded the save and all of the weapons did crushing damage again. I installed this mod and moved up to actually stand on the arch itself, which is even higher up, and again none of the weapons did the crushing damage.
That is interesting. Maybe the game considers the maximum height the object went to before falling down? I don't know, but thanks for the info. The game also considers the object's weight so maybe that is also a variable affecting your test. The mod really only changes the trajectory so I guess it must be the maximum height of the arc, if you could try testing throwing the same stuff you were but from a height equal or higher than what you see from the default arc...
It would be nice if I added a second default throw action for the modified trajectory, keeping the original intact and making a new "throw straight" action. Can't promise I will do it though because I do these mods mostly on spare time when I would be playing but am getting frustrated on something. And I don't really have much time to play at all. I would also need to make a second enraged throw and look for what else extends the default throw so it is not just a simple single new action. It might be possible to make it togglable but I haven't seen conditions on trajectories anywhere else on the game's data so it might not support if statements. Anyhow, cool thing to explore and try to make so I will get to it when my modding itch comes up.
I do think that thrown weapons did originally require less of a height advantage then a ranged weapon to get high ground rules and equally low ground rules so really it should off-set both to be fair. (I was recently playing with the Vanguard class mod that is quite throw-heavy).
This was definitely needed. Like I get the theory behind the arc of a thrown weapon but the original implementation of it was lacking to be polite. Attempting to throw something through a doorway was basically impossible even if you were at a lower height then the door.
Nice! Thanks! Ideally, I'd agree and say these kinds of 'core' game mechanic fixes belong up top... but, I may need to scour my load order 'tho and adjust from there, as I may have all sorts stuff that modifies Throw (1,200 mods, I forget what everything does & where it resides). Endorsement coming...
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For some circumstances, a high-arch throw (i.e. vanilla-like) suits better than the more straight throw (e.g. javelin-like) your mod implements. I know this likely is a re-write, but would you be interested in restructuring the effect as a toggle-able passive (like Cull the Weak, or Non-lethal damage)? If you're not, I'll probably give it a go.
The vanilla behavior has 3 modes, and it chooses one depending on the height difference between origin and destination (where you are, and where you're throwing to). In a nutshell, it chooses a trajectory for "below", another one for "level", and a third one for "above" (level is just +\- 1m) ; besides animation speeds and accelerations, the main difference is the height of the arch's maximum / zenith. Moreover, the stock behavior allows some adjustment in the "depth" dimension (essentially how far away is the arch's maximum), allowing the game to interpolate between two curves (min & max distance) to find one that satisfies the projectile conditions for hitting; these 2 ways of adjusting curves gives the game some flexibility in trying to satisfy what the player wants. In contrast, this mod has one shape, and a relatively "flat" arch, which is far more predictable, but also more constrained.
I'm playtesting a mod where I add an option that allows the player to choose a "throw style", including the vanilla one, but also a "barrel toss" for heavy things (good for yeeting corpses of ledges), a "javelin throw" (like what this mod does), and also a "bowling curve ball" (light objects and lateral curve, for hitting stuff behind pillars).
It would be nice if I added a second default throw action for the modified trajectory, keeping the original intact and making a new "throw straight" action. Can't promise I will do it though because I do these mods mostly on spare time when I would be playing but am getting frustrated on something. And I don't really have much time to play at all. I would also need to make a second enraged throw and look for what else extends the default throw so it is not just a simple single new action. It might be possible to make it togglable but I haven't seen conditions on trajectories anywhere else on the game's data so it might not support if statements. Anyhow, cool thing to explore and try to make so I will get to it when my modding itch comes up.
Thanks!
Ideally, I'd agree and say these kinds of 'core' game mechanic fixes belong up top... but, I may need to scour my load order 'tho and adjust from there, as I may have all sorts stuff that modifies Throw (1,200 mods, I forget what everything does & where it resides).
Endorsement coming...