Even if it seems so, this mod is not really abandoned. I keep trying to make a difference like recoverable knifes or all NPCs to use them. Unfortunately no breakthrough and it won't get updated unless that.
I tried it, but I was having some issues with the merged Thievery skill mod as well. In any case, when I tried this, the weapons included with this mod weren't doing any damage.
Sorry but this mod is unlikely to get more development. Mostly because the Throwing Knives WIP is outdated too and I really have no time to improve other parts not related to the skill tree itself. I was trying to get permissions from other authors of similar, better, throwing mods but with no luck.
Oh, a pity. I really love your merged Thievery skill mod, but I haven't found any substitute to the old lockpicking tree that I liked. SSR "Unarmed" seems nice but I can't find too much use for it, yesterday I tried the "Inventing" from Combat Remastered, which sounds good but I don't really like the way the "inenting kit" was created.
This was the only option left from the ones you mention in the MTS page. I know that SkyRe has another one, but I would need a serious mod revision to try that one since I run with over 350 mods and most likely half of them are incompatible.
So, I'm curious now, are you planning/willing to work on any other option, if you had good ideas, or did you lose interest on it? I would love to see more options, although I guess that eventually (when I'm done with finals and have enough time) I'll probably rebuild my mod list around SkyRe to try it out.
I have very little time for modding lately and when I have my other of my projects have higher priority. My ideas would be riding, athletics+acrobatics, unarmed+unarmored, disguise (yet I'd like that merged with speak in my own game), throwing...some of them already tried by others others with or without MTS. Any suggestions would be welcomed and if I found something interesting and not looking like I'll hit a wall I might give it a higher priority. You could still use MTS while waiting for something you like (which may not appear during your playtrough) with any of the options available as it's goal is to allow replacement of the other skill in the running game...still depends on how removable the other mod is, which is not officially supported by beth.
Sorry but I have no time to do such a thing. But if someone wishes to do a patch he/she is welcome to do so and can publish it as long as this mod and the merging one will be still required. You should keep a previous save game if you want to test with SPERG and revert to it if doesn't work. Also regarding CTDs check my previous answer to JackWoods
I don't know what to say about this. Remember, while in some cases with mods without scripts it works, every modder will tell you that Skyrim doesn't support mod uninstall...is beth's fault, not ours. One thing you could try if you can't revert to an early save is to unpack the scripts in the bsa and leave them in the game's data\scripts folder...if it doesn't work, you should revert to an early save or keep the mod. If works then try the recent skse console command that clears dead calls then remove those scripts...if this don't work but it worked before then just keep them. If you do that, just remember to delete them in case you want to start using the mod again.
for some reason... i cand damage anyone... i tired killing a chicken... and it ran off knife stuck to its head... then i tried it on guards... they didnt recieve any damage whatsoever either... lol... i find it a bit funny... a chicken running around with a knife stuck to its head.... loool
anyways.... how do i fix it
i would love to make a character with throwing weapons...
also, is it compatile with skyrim.nexusmods.com/downloads/file.php?id=8986 (archery sneak attack perks (3 levels to deadly aim))... I hope it works with it... and also with the dark brotherhood gloves... (hey logically it is more of an assasin skill, throwin knives... isnt it???)
hoping for a quick reply... currently leaving this mod activated (even tho broken) and will endorse when i get it working...
Endorsed! This is a great idea and I've been trying your mod out. I am having trouble with damage output, but that's only because the character I am using it with did not get to start out leveling with it, so I don't think it is an issue with the mod. I will try a character who starts throwing knives and leveling it early on.
Hey, I know you're busy and such, but be sure to keep working on this! It is great to have this, and there are only a handful of kinks for you to work out. You had the right idea adding its own skill tree
Regarding the damage; Perhaps a peek at Throwing Weapons - Death From Afar (http://skyrim.nexusmods.com/mods/14176) might help on how to handle it? The throwing knives in that mod works well mechanically, but they're nowhere near as cool as these. And they don't feature the skill support, which honestly is the deal breaker for me. It's the skill I want to go along with the throwing knives, and your mod is the business when it comes to that, so to speak. I'll admit that I don't know how much work this would result in. It may be too much to ask?
On the sneak attack damage, I will just have to do some more research on that. I tried a few times on different occasions and NPCs but could not see any indication of it. But I'll try again!
1. I believe the 0 damage shown I actually missed a late fix for a perk when I published this but that's just what's showing there, the actual damage is not related to that. That's because a spell is used for the actual damage and in close range I had to do something otherwise the weapon damage and spell damage were added. I have done some changes to this mod but I'm not yet happy with the result yet. 2. That's unfortunately true, and one of the things I'll try to change...don't know when 3. That should be happening and Deadly Aim also should influence the knives.
@nydaewyr I missed your edit as I'm usually looking at number of posts, I hope the answer to #1 is also for you and otherwise this works for you
36 comments
I tried it, but I was having some issues with the merged Thievery skill mod as well. In any case, when I tried this, the weapons included with this mod weren't doing any damage.
I was trying to get permissions from other authors of similar, better, throwing mods but with no luck.
This was the only option left from the ones you mention in the MTS page. I know that SkyRe has another one, but I would need a serious mod revision to try that one since I run with over 350 mods and most likely half of them are incompatible.
So, I'm curious now, are you planning/willing to work on any other option, if you had good ideas, or did you lose interest on it? I would love to see more options, although I guess that eventually (when I'm done with finals and have enough time) I'll probably rebuild my mod list around SkyRe to try it out.
My ideas would be riding, athletics+acrobatics, unarmed+unarmored, disguise (yet I'd like that merged with speak in my own game), throwing...some of them already tried by others others with or without MTS. Any suggestions would be welcomed and if I found something interesting and not looking like I'll hit a wall I might give it a higher priority.
You could still use MTS while waiting for something you like (which may not appear during your playtrough) with any of the options available as it's goal is to allow replacement of the other skill in the running game...still depends on how removable the other mod is, which is not officially supported by beth.
You should keep a previous save game if you want to test with SPERG and revert to it if doesn't work. Also regarding CTDs check my previous answer to JackWoods
One thing you could try if you can't revert to an early save is to unpack the scripts in the bsa and leave them in the game's data\scripts folder...if it doesn't work, you should revert to an early save or keep the mod. If works then try the recent skse console command that clears dead calls then remove those scripts...if this don't work but it worked before then just keep them.
If you do that, just remember to delete them in case you want to start using the mod again.
lol... i find it a bit funny... a chicken running around with a knife stuck to its head.... loool
anyways.... how do i fix it
i would love to make a character with throwing weapons...
also, is it compatile with skyrim.nexusmods.com/downloads/file.php?id=8986 (archery sneak attack perks (3 levels to deadly aim))... I hope it works with it... and also with the dark brotherhood gloves... (hey logically it is more of an assasin skill, throwin knives... isnt it???)
hoping for a quick reply... currently leaving this mod activated (even tho broken) and will endorse when i get it working...
Like install this mod on skyrim
Note I dont use steam for skyrim and
does this mod work for non-steam users?
Banned
-DrGrimm
Regarding the damage; Perhaps a peek at Throwing Weapons - Death From Afar (http://skyrim.nexusmods.com/mods/14176) might help on how to handle it? The throwing knives in that mod works well mechanically, but they're nowhere near as cool as these. And they don't feature the skill support, which honestly is the deal breaker for me. It's the skill I want to go along with the throwing knives, and your mod is the business when it comes to that, so to speak.
I'll admit that I don't know how much work this would result in. It may be too much to ask?
On the sneak attack damage, I will just have to do some more research on that. I tried a few times on different occasions and NPCs but could not see any indication of it. But I'll try again!
Cheers!
2. That's unfortunately true, and one of the things I'll try to change...don't know when
3. That should be happening and Deadly Aim also should influence the knives.
@nydaewyr
I missed your edit as I'm usually looking at number of posts, I hope the answer to #1 is also for you and otherwise this works for you