Big fan of the mod! I was wondering if you'd be willing to convert your stat entries to self inheritance, just to improve compatibility with other mods some.
Before: new entry "MAG_THE_THORNS_WEAPON_BOND" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "hcf8ca805g526fg4d57gbe2bg4a765087483c;2" data "Description" "hbb94f893g8fd0g414fg97dfg28ffbda5c54c;3" data "Icon" "Action_WeaponBond" data "StackId" "WEAPON_BOND" data "StatusEffectOverride" "" data "StackPriority" "10" data "StackType" "Ignore" data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator;IgnoreResting" data "StatusGroups" "" data "Boosts" "CannotBeDisarmed()" data "IsUnique" "1"
After: new entry "MAG_THE_THORNS_WEAPON_BOND" type "StatusData" data "StatusType" "BOOST" // using "WEAPON_BOND" using "MAG_THE_THORNS_WEAPON_BOND" // data "Boosts" "CannotBeDisarmed();ItemReturnToOwner()" data "Boosts" "CannotBeDisarmed()" (Can skip the commented reference fields, I'm just anal about them lol)
It says it needs a script extender. Where can you download that? The link takes you to the modder's download for the tool to use when building a mod. This is the first mod I have used, not on the games mod pages, so I'm not sure where to find it.
I found this link, I think it is, but I want to be sure. https://github.com/Norbyte/bg3se
Whoops, I did put the wrong link for that. I meant to put the link for the bg3 mod manager which does have instructions for installation. https://github.com/LaughingLeader/BG3ModManager
Once you have the mod manager installed you can go to tools > download script extender
This one has saved me from so much headaches when using thrown weapons that it's not even funny. I consider this mandatory for anyone using throw builds.
Shining Staver and Skybreaker got returning weapon traits from either Vanilla Equipment Overhaul or Arsenal, but did not carry over the fixes this mod provides.
Ty for all ur QOL mods dude i think i'm using them all :P I have a little request about throwing and returning weapon: is possible find a way to not messed up position of the icons in the hotbar after the weapon returns to ur hands after throwing it? it really annoying have to manualy re-positioning attack icon action and weapon actions every time i throw my equipped weapon....
I haven't really messed with hotbar stuff yet, but I might be able to figure it out. Are you talking about the custom hotbar? Or the default one? Specific details would be helpful
usually i use better hotbar mod and i organize the icon putting all weapon action (attack, bleed ,cleave ecc) in the first space from left, in the second offense magic skills, then the defence and heling, and in the last the item and passive. Then usually there are a lastest space for temporary skills/passive. Well cuz i am a bit psyco for the icon organize :) i put them in a custom position it helps me to find them fast and following my mental organisation so i dont let them in the standard position the game use....and for that reason when i throw a returning weapon the icons reluts changed in position then my custom, following the standard game one, i hope i explained better now. Anyway i will add a pic for better understand :)
not using this mod yet, ccuz didn't think it fix that. i mean the custom position of weapon and action of the returning weapon after throw. But if it fix it i will start use!
Not really a bug for either mod, but there is a slightly awkward interaction with the Simple sorting bags mod and returning pike when it is thrown unequipped.
This is what happens:
1. Throw Returning Pike (while it is in your inventory, not equipped) 2. It returns to inventory, as this mod does. 3. It goes into the autosort weapon bag as the linked mod does. 4. When you try to throw a second time, it will not show the returning pike as an option because it doesn't show weapons in bags.
Realistically the actual issue here is #4, not either mod, but that's probably for performance reasons as if it showed every item in bags, the throw list would be filled with stuff like camp supplies and ingredients too.
Workaround is just don't have the weapon autosort bag in the thrower's inventory.
Thank you so much for providing this much needed QOL mod.
As some people have mentioned, it seems the weapon returns fairly quickly back to the inventory, which causes that most times, the crushing damage from height is not applied in time before the weapon returns.
I have a hunch that delaying the weapon being returned to the inventory by 500ms, or perhaps a whole second, would give enough leeway for the crushing damage to resolve.
I know nothing about lua, so my clumsy attempts at adding a delay have been unsuccessful.
I reckon this is not something everyone would want, as in general having to wait that moment to be able to throw the weapon again can be annoying. Still, it would bring the behavior to match the vanilla, while giving the much desired no auto equip in return.
Once again, thank you so much for developing, sharing and maintaining this mod.
I was thinking similar. Personally I'm okay with thrown weapons being nerfed in this way, so I think I'll leave it as is unless a lot of people are really upset about it and I feel like fiddling with the script. Currently I'm working on scripts for my scratch/shovel/owlbear mod and I have several other things I rather work on first.
Hi. I was wondering if anyone else had issues with falling/crushing damage with this mod installed? Removing it seems to have fixed the issue, but I can't be sure it's not my game being broken or a mod conflict. Regardless, I absolutely love this mod!
Let me know if you figure this out. It's definitely not intentional if it's removing crushing damage, but I've never really looked into how that mechanic works so it's possible putting the weapon back in your inventory with a script prevents it from applying. I kinda think the bonus crushing damage is unfair anyways, so I'm not really mad if I accidentally removed it TBH.
I don't mind the loss of crushing damage myself - it was just a surprise when I went to bully Grym, business as usual, and was humbled. Barely noticeable unless you specifically use crushing damage as a playstyle.
I believe this might be due to the slight delay one may often experience in the weapon returning on vanilla.
I reckon crushing damage has to "resolve" before the weapon is re-equipped. Directly adding the weapon back to the inventory with little to no delay (love this by the way), might not give enough time for the crushing damage to resolve.
86 comments
Before:
new entry "MAG_THE_THORNS_WEAPON_BOND"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hcf8ca805g526fg4d57gbe2bg4a765087483c;2"
data "Description" "hbb94f893g8fd0g414fg97dfg28ffbda5c54c;3"
data "Icon" "Action_WeaponBond"
data "StackId" "WEAPON_BOND"
data "StatusEffectOverride" ""
data "StackPriority" "10"
data "StackType" "Ignore"
data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator;IgnoreResting"
data "StatusGroups" ""
data "Boosts" "CannotBeDisarmed()"
data "IsUnique" "1"
After:
new entry "MAG_THE_THORNS_WEAPON_BOND"
(Can skip the commented reference fields, I'm just anal about them lol)type "StatusData"
data "StatusType" "BOOST"
// using "WEAPON_BOND"
using "MAG_THE_THORNS_WEAPON_BOND"
// data "Boosts" "CannotBeDisarmed();ItemReturnToOwner()"
data "Boosts" "CannotBeDisarmed()"
I found this link, I think it is, but I want to be sure.
https://github.com/Norbyte/bg3se
Once you have the mod manager installed you can go to tools > download script extender
weapon returns?
I haven't really messed with hotbar stuff yet, but I might be able to figure it out. Are you talking about the custom hotbar? Or the default one? Specific details would be helpful
Anyway i will add a pic for better understand :)
This is what happens:
1. Throw Returning Pike (while it is in your inventory, not equipped)
2. It returns to inventory, as this mod does.
3. It goes into the autosort weapon bag as the linked mod does.
4. When you try to throw a second time, it will not show the returning pike as an option because it doesn't show weapons in bags.
Realistically the actual issue here is #4, not either mod, but that's probably for performance reasons as if it showed every item in bags, the throw list would be filled with stuff like camp supplies and ingredients too.
Workaround is just don't have the weapon autosort bag in the thrower's inventory.
As some people have mentioned, it seems the weapon returns fairly quickly back to the inventory, which causes that most times, the crushing damage from height is not applied in time before the weapon returns.
I have a hunch that delaying the weapon being returned to the inventory by 500ms, or perhaps a whole second, would give enough leeway for the crushing damage to resolve.
I know nothing about lua, so my clumsy attempts at adding a delay have been unsuccessful.
I reckon this is not something everyone would want, as in general having to wait that moment to be able to throw the weapon again can be annoying. Still, it would bring the behavior to match the vanilla, while giving the much desired no auto equip in return.
Once again, thank you so much for developing, sharing and maintaining this mod.
I don't mind the loss of crushing damage myself - it was just a surprise when I went to bully Grym, business as usual, and was humbled. Barely noticeable unless you specifically use crushing damage as a playstyle.
I reckon crushing damage has to "resolve" before the weapon is re-equipped. Directly adding the weapon back to the inventory with little to no delay (love this by the way), might not give enough time for the crushing damage to resolve.