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  1. BaldursGoonsack
    BaldursGoonsack
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    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.
  2. mmacola1
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    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"
    1. mmacola1
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      Nvm, seems to have fixed itself somehow? Idk whats up with that lmao
    2. BaldursGoonsack
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  3. Myubel
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    Thanks for the mod!

    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.
    1. BaldursGoonsack
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      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.
    2. BaldursGoonsack
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      Uploaded 1.1.4.2, should be all good now.
    3. Myubel
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      Yup, thank you!
  4. AlyciaXY
    AlyciaXY
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    Hi, can you make it compatible with this mod Throw Trajectory (Path is interrupted fix) 
    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
    1. BaldursGoonsack
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      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.
    2. AlyciaXY
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      Thank!
      I didn't know about limit entry references.  now I need to remove some other throw mod.
  5. mangguonaisu
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    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.
    1. BaldursGoonsack
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      Yeah don't need to say all that, just what doesn't work, I'll look at the functionality for Charge-Bound Warhammer.
    2. mangguonaisu
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      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.
    3. BaldursGoonsack
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      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.
    4. mangguonaisu
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      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.
    5. BaldursGoonsack
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      The implementations would vary too much to make it worth much.
  6. laidback99
    laidback99
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    Hey is this safe to uninstall during a play?
    1. BaldursGoonsack
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      Should be, if you want to be sure use the mod Mod Uninstaller on it.
  7. philipnguyen90
    philipnguyen90
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    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
    1. BaldursGoonsack
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      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.
    2. BaldursGoonsack
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      Gonna grab some KFC, but I'm half way done checking and updating entries for this mod.
    3. philipnguyen90
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      Thank's for checking it out, I'm doing an HM run with this mod rn, I'm gonna disable this mod and test real quick

      EDIT: yea just disabled the throwing mod and Elemental Cleaver is working
  8. KConstantineK
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    Sussur Dagger seems to disappear when thrown and hitting a target unlike Thrown Weapon Effects.
    1. BaldursGoonsack
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      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. 
    2. KConstantineK
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      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.
    3. BaldursGoonsack
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      I'm personally more interested in addressing the root cause if that can be identified, I'll have a look later.
    4. BaldursGoonsack
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      Fixed dawg.
    5. KConstantineK
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      Yoooo! Testing now.
    6. KConstantineK
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      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)
    7. BaldursGoonsack
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      I didn't set up any returning, it just doesn't disappear, let me test this s#*! again
    8. KConstantineK
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      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.
    9. BaldursGoonsack
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      Should be good now, check changelog. Prayge.
    10. KConstantineK
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      checkin 🫡
    11. KConstantineK
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      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 🥳
    12. BaldursGoonsack
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      Oh goddamnit, almost perfect. I added "Properties" as if it was a passive and not "StatusPropertyFlags". I'll blame the beers, I'll touch that up now.
  9. theTinyRogue
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    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
    1. BaldursGoonsack
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      Let me know if you find items that need including, glad you're enjoying it!
  10. mangguonaisu
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    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?
    1. BaldursGoonsack
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      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.
  11. sp0112358
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    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!
    1. BaldursGoonsack
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      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.