Feel free to post other things you'd like to see compatible with throwing But keep in mind the limitations of my current implementation. Not everything will fit into the throwing entries themselves, even when heavily condensed into khonsu. If a sophisticated implementation using scripting is not done by me or someone else, you can expect to see much more widespread support alongside the release of my WIP gear overhaul. I will split the changes for throwing to this mod as well, likely as an optional file, keeping the main file as just the khonsu and throwing spell entries for maximum compatibility and modularity.
Even when using the compatibility patch, Reckless Attack 5e stops working properly (toggle doing nothing when clicking on it). Any idea what might be amiss? I see the patch only touches "Interrupt_RecklessAttack"
Is it possible to apply the poison normally as a condition, ie. have it roll a saving throw and deal its damage at the end of the target's turn, rather than applying the damage directly upfront? I've only tried this mod with the purple worm toxin so not sure if other poisons behave differently.
Ah yeah I see what I've done, just need to create some more technical statuses to apply instead, implementation is a bit of a mixed bag but I can sort it out.
or if possible, make a toggleable feature that switch between curve throw like vanilla or straight to enemy face somethings similar like this Telekinesis Plus
If the game crashes it's likely just because you've reached the limit for entry references, which is 6 (excluding the base vanilla entry). This total includes how many times Larian references it, it has nothing to do with either mod specifically. I do plan on doing what you suggest though, and a toggle would be better than a spell container. Unfortunately that would require scripting and not be able to be done via stats AFAIK, so it may just be a spell container with the different trajectories, regardless it's not high prio for me just this minute.
Hello, could you please let some effects be able to deal additional damage as it says in description? For example, Charge-Bound Warhammer says "This weapon deals an additional 1d6 Lightning damage". However, this effect wont be triggered if I use elemental cleaver and throw it. Of course I know this code is written to only trigger when melee attack, but I think it should be more logical to let it works. I sincerely request to make this more perfect, thank you very much.
Sorry for unnecessary words. I also tried to edit the "throwing.txt" to let one weapon from another mod cause extra damage when being thrown. I tried to use the code you use for "MAG_LC_Wave_Trident_Passive", here is mine code: TARGET:IF(HasPassive('SHV_Trident_LightningAddition',context.HitDescription.ThrownObject)):DealDamage(1d8,Lightning) I found that this just does not work at all. Can you tell me whats the problem and how can I correct it? Thank you very much.
That's specifically for checking if the passive exists on the wielder of the weapon, not the weapon itself. I don't have enough information to assist, and not much time currently either. I have an interest in patching in all of GraphicFade's excellent item mods, but no others are on the agenda.
Thank you a lot. This is surely the point. By the way, since there are too many mods, I think its impossible to add comaptibility with them. Perhaps its better if you can add an article to give some example of how to edit this mod, and players can do it themselves.
This might not be compatible with new Giant Barbarian elemental cleaver. No elemental damage when throwing weapons, not sure if it's this mod or something else
It probably isn't, I'm yet to download Patch #8 myself and do file comparisons for the unpacked data. Got something to finish for the final DIQ Patch #7 revision before I move on to that.
Disappear? I don't make it a returning weapon like Thrown Weapon Effects. If it's disappearing I don't see how it could be my mod, I know that the game can just be s#*! sometimes and cause that, or even cause returning weapons to not return.
It's a bug from Vanilla, it simply ceases to exist when it hits a target. Thrown Weapon Effects was the only way to throw it and still keep it. I guess I have to look into patching sussur weapons to be both returnable and compatible with the QOL mod so they go in your inventory.
Well, with both your mod and Returning Weapon QOL, it wasn't returning, but it wasn't disappearing either. Without Returning Weapon QOL (with just your mod), it returns and doesn't disappear, but it also isn't rolling for the silence. (if you do keep poking at it, do make it ManeuverSaveDC instead of flat 12 so it can scale)
Could be a leftover from when I had Thrown Weapon Effects installed, I'll cheat myself a new one, maybe it's all my fault. EDIT: No, that's just the returning. Cheating a new one, it doesn't have the Bound Weapon property, but it doesn't silence anything or roll for it. Kudos for fixing the disappearing, though, that's been annoying me forever.
Works a treat. I see the GOON_SUSSUR_WEAPON_THROW property on the weapon, but it's a small cosmetic thing that doesn't matter when this finally and actually works. Thanks! The rigmarole you have to go through to get these weapons, just for them to be useless, I swear... I'll add the bound property to it for personal use, but this finally works 🥳
This is it, this is the mod I've been looking for these past few days!
I'm playing a Path of the Giants Barbarian and it's extremely fun to play, but slightly disappointing that elemental damage inherent to certain weapons isn't being properly applied to thrown weapon attacks... Therefore, THANK YOU SO MUCH!!! for fixing it for all of us <3
Great thanks for your effort.By the way, is it possible to make nyrulna only deal damage to enemies?I found it difficult to edit its passive,do you have any idea how to make it?
It's a status on the weapon that triggers it, so I'm not sure. Adding a check to see if it's an enemy might just not work, the weapon doesn't have a faction lol. My solution to this is the toggle anyway, the player can make the decision to have it explode or not.
Will this mod be available on mod.io? It's truly fantastic, and having it accessible on the official platform would allow even more people to enjoy and benefit from it!
I'm under the impression that you have to make a mod in the toolkit to put it on mod.io, so it won't be done by me. All of my work is open source/MIT licensed though, so if somebody wants to reference and adapt this mod for mod.io and potentially console (if it ever got approved) they're welcome to.
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But keep in mind the limitations of my current implementation. Not everything will fit into the throwing entries themselves, even when heavily condensed into khonsu. If a sophisticated implementation using scripting is not done by me or someone else, you can expect to see much more widespread support alongside the release of my WIP gear overhaul. I will split the changes for throwing to this mod as well, likely as an optional file, keeping the main file as just the khonsu and throwing spell entries for maximum compatibility and modularity.
Is it possible to apply the poison normally as a condition, ie. have it roll a saving throw and deal its damage at the end of the target's turn, rather than applying the damage directly upfront? I've only tried this mod with the purple worm toxin so not sure if other poisons behave differently.
game crash if use both mod at same time.
or if possible, make a toggleable feature that switch between curve throw like vanilla or straight to enemy face
somethings similar like this Telekinesis Plus
I didn't know about limit entry references. now I need to remove some other throw mod.
I tried to use the code you use for "MAG_LC_Wave_Trident_Passive", here is mine code:
TARGET:IF(HasPassive('SHV_Trident_LightningAddition',context.HitDescription.ThrownObject)):DealDamage(1d8,Lightning)
I found that this just does not work at all. Can you tell me whats the problem and how can I correct it? Thank you very much.
EDIT: yea just disabled the throwing mod and Elemental Cleaver is working
Without Returning Weapon QOL (with just your mod), it returns and doesn't disappear, but it also isn't rolling for the silence.
(if you do keep poking at it, do make it ManeuverSaveDC instead of flat 12 so it can scale)
EDIT: No, that's just the returning. Cheating a new one, it doesn't have the Bound Weapon property, but it doesn't silence anything or roll for it.
Kudos for fixing the disappearing, though, that's been annoying me forever.
I see the GOON_SUSSUR_WEAPON_THROW property on the weapon, but it's a small cosmetic thing that doesn't matter when this finally and actually works. Thanks! The rigmarole you have to go through to get these weapons, just for them to be useless, I swear...
I'll add the bound property to it for personal use, but this finally works 🥳
I'm playing a Path of the Giants Barbarian and it's extremely fun to play, but slightly disappointing that elemental damage inherent to certain weapons isn't being properly applied to thrown weapon attacks... Therefore, THANK YOU SO MUCH!!! for fixing it for all of us <3