Working on an update that should fix any issues with the mod randomly not working any more, testing more thoroughly right now, but wanted to give y'all a heads up that the update will likely require a clean save as I had to completely overhaul the scripts.
Apologies in advance, I'll try to sneak some fun stuff into the update as well. Update is live - clean save required, apologies, this should fix a few issues as well as making future updates simpler and much less likely to require a clean save (I hope)
When I throw an item affected by this mod, I get a message in the upper left corner of the screen: "state changed". Is there a way to get rid of this message? Other than that, the mod works perfectly!
It's possible that I left some debug code active, if so my bad, I don't have Skyrim installed currently so I can't fix it at the moment, but I'll look into it eventually
Thank you. For now, I've found this text via ESP-ESM Translator and will just "translate" it into blank space. It's just a debug notification, so it shouldn't break anything... I hope
Gonna try a silly run of a character just hurling stuff at enemies as much as possible.
Does this mod effect the damage of the grab and throw mod? I figure the explosions do, but what about the other items or weapons? (Also, what kind of damage does explosions or a thrown lit torch do?) Do Sneak Attacks increase damage?
Some objects deal additional damage (such as thrown torches, I believe, which deal fire damage, and silver objects deal extra damage to vampires and werewolves and such)
There is no sneak attack damage modifier for thrown objects or the explosions, however it's possible that mods that add sneak attack damage to spells MIGHT affect the damage from the explosions, I never tested that.
For the most part bugs are fairly minor, should be good to go now. Nothing game breaking, just a few quirks due to vanilla limitations and workarounds I had to do.
Is there a particular issue that's causing the hesitation?
don't worry, it literally ONLY happens on the LAST item you grabbed, and only if that item would normally explode when thrown. So for example, if you pick up fire salts, set them down, then punch something, the fire salts explode. After that, nothing will happen unless you pick up another object. (and to be clear, by "pick up" I mean grab, not add to your inventory)
if you throw the object before punching something it will already have exploded, so obviously nothing will happen. Additionally, if you pick up any item that doesn't explode (bread, cabbage, pot, fork, weapon, armor, etc), it resets your last picked up item, which also avoids the issue.
realistically I don't expect many people to specifically grab something, set it down, and then be punching stuff all that often, but the few fixes I was able to come up with caused more issues than they fixed and broke other parts of the mod, so ultimately I decided to leave it in for how little it will actually occur and how little impact it has on the overall mod.
So ive been playing around with this! No random explosions and everythings working well! One thing tho:
Do you know where I can modify the "weight" of picked up things? I was trying to throw stuff and it drops quite short, and I noticed dead bodies were "heavier" than usual and I couldnt drag them around like vanilla as easily.
I dont think this is an issue with your mod, but I figured youd know where to look into this.
So the WEIGHT of things isn't something my mod touches, there's a number of mods out there that change that though,
Grab and Throw mod itself has an INI file that allows you to tweak the force of the throw to make it further or shorter. This mod was tested using the default values, but changing them won't affect my mod in anyway, outside of balance (the easier it is to throw things further, the more OP some of my explosions might feel lol)
The weight of items themselves is in the nif file, I'm pretty sure the mods that change the behavior of grabbing change a different value on the player side, but I haven't looked into it myself.
I don't know it off the top of my head, but I know the answer to that is on the Grab and Throw mod page (either description page or in Comments). Hope that helps.
Both of your issue sound like most likely outdated or missing requirements, possibly mod incompatibilities (especially if the mod changes item names or texture paths, since for the mod to spawn the splash correctly I had to dynamically attach it to the mesh in game, and explosions are spawned based on item names)
If explosions are not triggering due to a name change, you can fix this by editing the KID ini to use your renamed items instead. I tried to check for names that were generic enough to accommodate most potential names a mod could rename them to, but it would be impossible to account for all of them,
If the mod changes the mesh path, which a mesh replacer really shouldn't be doing, then there's no fix besides removing the mesh replacer.
As for the crash, double check your requirements are up to date, I tested extensively and had zero crashes on the most recent release.
Edit: also, I don't change the textures for anything, I delete the thrown item and replace it with a custom item based on the thrown object. Absolutely no vanilla files were touched, everything is tracked, triggered and replaced dynamically, in-game.
EDIT 2: Actually, are telekinesis potions even a vanilla potion? If so, I didn't test them, and if not, crash could be caused by however the mod implements them.
It seems I can't throw potions or wine, since the textures are replaced, they just fall straight down. They do shatter and splash. Might be an issue with grab and throw. I have the TMD Winery and Awesome Potions Simplified.
Hi, I had a vr version for this uploaded but I hid the page back in mid-october as I was updating it and didn't want anyone to use the old version in the meantime. It's out now, and you can pick it up here
only potential issue with toxic toss is that it might present a bug that is already present in my mod. If you pick up an item, set it down (ie, without throwing it) then punch something (specifically, deal unarmed damage) the object you last picked up will explode as if you threw it. If you are using toxic toss, throwing a potion via that mod will also count as unarmed damage (I think)
Of course I may be confusing that interaction with Phial Fling (also a Shadzeh mod) as it's been a while since I looked at them lol. Either way, my mod should have no issues playing with either one.
Not a bad idea, I'm taking an indefinite hiatus from modding while I (slowly) learn c++ between work and healing from my broken arm, lol. The goal is game development, but once I get a handle on c++ I plan to come back for some SKSE development and plan to remake this mod in a much bigger way if I can, ideally every item will have some sort of immersive sim style interaction.
No promises but if I find the time for it this is on the list. :)
93 comments
Working on an update that should fix any issues with the mod randomly not working any more, testing more thoroughly right now, but wanted to give y'all a heads up that the update will likely require a clean save as I had to completely overhaul the scripts.
Update is live - clean save required, apologies, this should fix a few issues as well as making future updates simpler and much less likely to require a clean save (I hope)Apologies in advance, I'll try to sneak some fun stuff into the update as well.
Does this mod effect the damage of the grab and throw mod? I figure the explosions do, but what about the other items or weapons?
(Also, what kind of damage does explosions or a thrown lit torch do?) Do Sneak Attacks increase damage?
Thanks for this brilliant mod.
Some objects deal additional damage (such as thrown torches, I believe, which deal fire damage, and silver objects deal extra damage to vampires and werewolves and such)
There is no sneak attack damage modifier for thrown objects or the explosions, however it's possible that mods that add sneak attack damage to spells MIGHT affect the damage from the explosions, I never tested that.
TORCHES? I WANNA THROW TORCHES LIKE DARK AND DARKER SO BAD! JUST CHUCK ONE AT THOSE DAMN APIARIES!!
Is there a particular issue that's causing the hesitation?
But I am gonna try it out!
if you throw the object before punching something it will already have exploded, so obviously nothing will happen. Additionally, if you pick up any item that doesn't explode (bread, cabbage, pot, fork, weapon, armor, etc), it resets your last picked up item, which also avoids the issue.
realistically I don't expect many people to specifically grab something, set it down, and then be punching stuff all that often, but the few fixes I was able to come up with caused more issues than they fixed and broke other parts of the mod, so ultimately I decided to leave it in for how little it will actually occur and how little impact it has on the overall mod.
Do you know where I can modify the "weight" of picked up things? I was trying to throw stuff and it drops quite short, and I noticed dead bodies were "heavier" than usual and I couldnt drag them around like vanilla as easily.
I dont think this is an issue with your mod, but I figured youd know where to look into this.
Grab and Throw mod itself has an INI file that allows you to tweak the force of the throw to make it further or shorter. This mod was tested using the default values, but changing them won't affect my mod in anyway, outside of balance (the easier it is to throw things further, the more OP some of my explosions might feel lol)
If not no worries!
Hope that helps.
If explosions are not triggering due to a name change, you can fix this by editing the KID ini to use your renamed items instead. I tried to check for names that were generic enough to accommodate most potential names a mod could rename them to, but it would be impossible to account for all of them,
If the mod changes the mesh path, which a mesh replacer really shouldn't be doing, then there's no fix besides removing the mesh replacer.
As for the crash, double check your requirements are up to date, I tested extensively and had zero crashes on the most recent release.
Edit: also, I don't change the textures for anything, I delete the thrown item and replace it with a custom item based on the thrown object. Absolutely no vanilla files were touched, everything is tracked, triggered and replaced dynamically, in-game.
EDIT 2: Actually, are telekinesis potions even a vanilla potion? If so, I didn't test them, and if not, crash could be caused by however the mod implements them.
EDIT: To be clear, you can safely ignore this, but you should probably update your stuff anyway.
If I want to throw poison, I have to drop it on the ground, right ? It cannot be thrown from inventory?
Also, I can use this mod with Toxic Toss together but the toxic will be a little bit different, right ?
only potential issue with toxic toss is that it might present a bug that is already present in my mod. If you pick up an item, set it down (ie, without throwing it) then punch something (specifically, deal unarmed damage) the object you last picked up will explode as if you threw it. If you are using toxic toss, throwing a potion via that mod will also count as unarmed damage (I think)
Of course I may be confusing that interaction with Phial Fling (also a Shadzeh mod) as it's been a while since I looked at them lol. Either way, my mod should have no issues playing with either one.
No promises but if I find the time for it this is on the list. :)