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AndrealphusVIII

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step210

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About this mod

This mod adds several throwable items to Skyrim, ranging from shields, boomerangs to torches.

Requirements
Permissions and credits
SE



This is a backport of the mod's version 1.6, this means that no feature in 2.0 and up will be available. The original mod author will NOT provide support for this Legacy Edition (LE) version, nor will I. It's simply a version for people to enjoy, but it will not receive updates.

I will also have the 1.4 version and patch up as an optional file to work with mjolnir from the HEART of thunder mod 

Features unavailable in the 1.6 version:

  • Added silver boomerang.
  • - Added better lore reason as of why the objects return to their owner. (Tip: visit Calcelmo in Markarth.)
  • - Changed recipes to reflect upon the lore change.
  • - Changed steel chakram into silver chakram.
  • - Added patch for shields added by the Creation Club content.
  • - Added patch to throw the items through a power, rather than on weapon swing/block bash.
  • - Added support for NPCs. (now requires SPID) They should be able to use throwable items, but it may look a bit janky/buggy.
  • - Distributed throwable items through the leveled lists, so NPCs might have them on them



Original Description:

Introduction

This mod adds several throwable items to Skyrim, ranging from shields, boomerangs to torches.

Being inspired by several franchises like Zelda (boomerangs), Marvel's Avengers (shields) and Lord of the Rings (torches), I decided to make some more unusual items throwable.





How it works

Upon equipping an item that has the "Throwable" affix or suffix, you'll receive a lesser power called: Change <Item Type> Throwing Grip. This item type can be either a shield or weapon. For torches, you'll only need to have a throwable torch in your inventory, in order to get the power.

You can use these 3 lesser powers to toggle (turn on or off) the throwing mode for the relevant item.

The throwable weapons can be poisoned and enchanted. This mod also comes with pre-enchanted explosive throwable weapons.

NPCs are able to use throwable items, albeit a bit janky/buggy. (SPID is required to make it work for NPCs.)

Shields

Upon reaching a certain level in Block (40 by default, see Customization below to change this), you'll be able to craft regular unenchanted shields into throwable ones at the forge.

When you block-bash with a throwable shield, it will be thrown. Throwing a shield costs stamina.

If you use the Creation Club patch under optional downloads, you'll be able to craft Throwable versions of all shields including within the Creation Club. You will need all of the Creations listed in the following spoiler to be active in your load order:

Spoiler:  Show


Saints and Seducers (ccBGSSSE025-AdvDSGS)
  • Amber Shield
  • Dark Seducer Shield
  • Golden Saint Shield
  • Madness Shield


Ghosts of Tribunal (ccasvsse001-almsivi)
  • Ordinator Shield


Netch Leather Armor (ccbgssse041-netchleather)
  • Netch Leather Shield
  • Netch Leather Tower Shield
  • Shadowed Netch Leather Shield
  • Shadowed Netch Leather Tower Shield


Knights of the Nine (ccmtysse001-knightsofthenine)
  • Shield of the Crusader


Civil War Champions (ccffbsse001-imperialdragon)
  • Imperial Dragon Shield
  • Storm-Bear Shield


Redguard Elite Armaments (ccedhsse003-redguard)
  • Remnant Shield


Alternate Armors - Steel Soldier (ccbgssse058-ba_steel)
  • Steel Blades Shield


Alternate Armors - Ebony Plate (ccbgssse063-ba_ebony)
  • Ebony Blades Shield



Weapons

This mod adds several types of boomerangs, covering all the Vanilla materials. It also adds a Deadric Crescent and a Silver and Gold Chakram.

These weapons are craftable or purchaseable at certain blacksmith and misc vendors at random. (added to the leveled lists) The highest tier ones: Stalhrim, Daedric and Dragonbone are only craftable though.

All weapons have their own pre-enchanted explosive variants. These include: Fire, Frost, Shock and Sun.
If you use the patch for Elemental Destruction Magic, there are also explosive Water, Earth, Wind and Poison throwable weapons.
The pre-enchanted throwable weapons required a Plain throwable weapon + a filled soul gem + a spellbook containing a corresponding spell. (For instance, a Explosive Boomerang of Fire requires a Spelltome of Fireball). The player also needs the relevant smithing perk. (Glass smithing for any Glass pre-enchanted boomerang for instance.)

Throwing a throwable weapon will cause the following:
  • They deal an amount of damage to the target, scaling with your archery skill. (or sneak, if your doing a sneak attack)
  • Near the point of impact, they deal additional Area of Effect damage in a small radius.
  • Affected targets have a 50% change to be staggered.
  • They deal elemental damage to any targets, within the radius, if they're pre-enchanted.
  • Perks affecting elemental damage will also be applied. (for instance, the Deep Freeze Paralyse effect on Frost Boomerangs, when the player has the Deep Freeze perk.)

You can also enchant throwable weapons normally at an arcane enchanter and poison them like any weapon.

Thanks to my SKSE DLL, the enchantment and/or poison will now be applied when thrown.

Torches

You can craft throwable version of torches at the forge.

When you block-bash with the torch, it will be thrown. Throwing it costs stamina.

Crafting Throwable Items

In order to craft Throwable Items, you'll first need to uncover their secrets.

Spoiler:  Show

Calcelmo in Understone Keep of Markarth has a book on it, which you buy or stea-... "borrow" from him.


Requirements


Optional downloads


  • CC Patch: adds throwable shields for the ones in the Creation Club. (refer to the shields' spoiler as to which ones were added.)
  • Elemental Destruction patch: adds explosive throwable weapons with the additional elements of Elemental Destruction Magic, namely Water, Earth, Wind and Poison.
  • Throw Through Powers: Changes the way throwable items are thrown. Instead of weapon swinging/block bashing, you now need to use relevant powers: "Throw Right Weapon", "Throw Left Weapon", "Throw Shield", "Throw Torch". This may be a bit delayed unforunately.


If you're having issues with Throw Through Power, try the following console commands:
Spoiler:  Show


set ShieldThrowingGripStatus to 1337
set WeaponThrowingGripStatus to 1337
set TorchThrowingGripStatus to 1337


This won't sped it up, but may fix global values baked into your save, if you installed Throw Through Power midsave.

Customization

You can use the following console commands to customize certain globals:

Spoiler:  Show


set ThrowableShield_BlockLevelReq to X
This changes the block level requirement to turn normal shields into throwable ones at the forge. Default value is 40.

set ThrowableObject_StaminaTreshold to X
This changes the minimum stamina requirement in order to perform the throw. If your current stamina amount is below this value, you'll get the notification "You don't have enough stamina to throw this object.". Default value is 20. Set to 0 to disable.

set ThrowableObject_SneakMod to X
This changes sneak damage multiplier for sneak attacks when throwing the object. Default value is 1.5.

set ThrowableObject_SneakModPlusPerk to X
This changes sneak damage multiplier for sneak attacks when throwing the object, when you have the Deadly Aim Sneak perk. Default value is 2.

set ThrowableObject_ReEquipWeaponGlobal to X
If set to 1, it will automatically re-equip a weapon after being thrown and returned to you. If set to 0, it will no longer be automatically re-equipped. Default value is 0.

set ThrowableObject_ReEquipShieldGlobal to X
If set to 1, it will automatically re-equip a weapon after being thrown and returned to you. If set to 0, it will no longer be automatically re-equipped. Default value is 0.

set ThrowableObject_ReEquipTorchGlobal to X
If set to 1, it will automatically re-equip a weapon after being thrown and returned to you. If set to 0, it will no longer be automatically re-equipped. Default value is 0.

set ThrowableObject_XPMult to X

X is the multiplier for the XP gains. The amount of damage is multiplied by this value. For instance, if you deal 10 points of damage and the multiplier is set at 1.5, you'll gain 10*1.5= 15 XP in Sneak or Archery. Default value is 0.2.

set ThrowableObject_EnchMagickaCostEnabled to X

If set to 1, the cost for the enchantment charge is enabled. Contrary to including the word "Magicka", this instead affects the enchantment charge cost. Default value is 1.

set ThrowableObject_EnchMagickaCostMult to X

X is the multiplier for the enchantment charge cost. Default is 1.

set ThrowableObject_WeaponDamageMult to X
X is the multiplier for all (non-enchantment) damage dealt when throwing a weapon. Default value is 1.

set ThrowableObject_ShieldDamageMult to X
X is the multiplier for all (non-enchantment) damage dealt when throwing a shield. Default value is 1.

set ThrowableObject_TorchDamageMult to X
X is the multiplier for all (non-enchantment) damage dealt when throwing a torch. Default value is 1.


Known bugs

Spoiler:  Show

  • When you have thrown the object, and turn around when it's returning to you, the animation will be played from the wrong side.
  • When throwing a torch, the character throwing it may appear invisible briefly.
  • When you use any power to throw an object, it may be delayed to be thrown. Script lag can make it even worse.
  • Mjolnir is no longer supported and will be removed in a later version.



Other mods

If you like this mod, I'd recommend you to check out this extension by MikeCanion: Throwable Items - Daggers 'n Axes (DnA) (Will need an update for 2.0)

Possible Incompatibilities

Any mods which prevent you from removing favorited items from your inventory, might be incompatible if you favorite the throwable items.

FAQ

Q: ESPFE?
A: Yes. (Main mod and all optional patches.)

Q: Do poisons or player made enchantments work on these items?
A: As of version 2.0, they do.

Q: Do these work for NPCs?
A: As of version 2.0, they do. SPID is required for this reason. But it may be a bit janky/buggy.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make this apply to items from another mod? / Will you make a patch for <insert mod>?
A: Maybe if I use said mod myself and I like the idea of it.

Q: Will you make a patch for the Redux version of Elemental Destruction Magic?
A: As I don't use that version, I won't be making a patch.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.