Allows you to throw your equipped weapons in VR by holding a button, swinging your hand, and releasing it. All six melee weapon types, shields and torches are supported. Supports vanilla and mod added weapons. Includes Auto-Return and Auto-Aim features. Comes with an MCM to configure every setting.
СНАЧАЛА УСТАНОВИТЬ ОРИГИНАЛЬНЫЙ МОД И ТРЕБУЕМЫЕ МОДЫ НА ОСНОВНОЙ СТРАНИЦЕ
Permissions and credits
Author's instructions
I don't believe in mod copyright. You can use anything or everything in this mod without getting my permission first as long as you give credit later(or not). But it would be nice if you contact me after you did some stuff with it so I can see it (I'm curious)
Note that this doesn't mean you can copy my file and call it your own and release it whole, it means you can use the code to make something new to help the community.
File credits
Cangar, prog, frazaman, blazeyboyyy, Wolfman5750, markand1019, Arctal, Rallyeator, Jayombie for testing. prog, frazaman, po3, aers, Expired, Atom, Arctal for any help and brainstorming. Arctal for finding the visual and sound effects. Rallyeator for artwork.
Weapons will spin on throw based on their throw direction and orientation (vertical or horizontal). Optional in MCM.
Added 12 keywords for VR Arsenal integration for different types of throwables: Kunai, Shuriken, Spear, Chakram, Boomerang, Grenade (Fire, Shock, Frost options), Poison Grenade, Heal Grenade, Rock, Glass Bottle, Snowball, Soulgem. They have separate settings in MCM just like other weapon types and different functionalities.
Added haptic effect on controllers on weapon throw and weapon catch. (Configurable in MCM)
Weapon Return Duration is adjustable in MCM now (Default is 30 seconds, max 600 seconds).
Added Allow Wood Axe and Pickaxe throw to MCM.
Added an option to Auto-Return only enchanted weapons to MCM.
Added ricochet option for shield and chakram to make them return back to player after hitting automatically (Like Cap hitting enemies and getting his shield back real fast). Optional in MCM including a max distance setting.
Added a keyword that prevents that weapon to be thrown: WeapTypeNoThrow, so that people can make patches for weapons they don't want to be thrown with this mod.
Added WeaponTypeAutoReturn keyword that makes a weapon auto return without the need for any mcm option turned on for it.
Added AllowUniqueWeapons as option and removed them from weapon type checks to allow throwing unique weapons without allowing a specific type.
Added max distance requirement for auto-return by button press to MCM.
Added FISS support. You can now save/load your presets with FISS.
Added Maximum Carnage support. It applies gore effects on enemies killed by weapon throw. Also includes decapitation of humanoids (which is not in the original mod). Optional in MCM with percentage settings.
Stamina costs of the weapon types are now defined individually in the MCM.(No longer calculated according to impact force)
Added a keyword and a sample weapon (Dagger of Travel) that allows teleporting player to the weapon instead of making the weapon come to you. Effect is adjustable in MCM.
Added optional early recall magicka cost/requirement to MCM. 0 by default.
Added optional stamina refund checkbox in MCM to turn it off if anyone wants to. Enabled by default.
Added equip on auto return option in MCM to make it optional. On by default.
Cats, dogs, chickens, cows are ignored by auto-aim now.
Mod now checks if InstantEquipVR is installed and disables equip timing correction automatically.
Added support for Spellsiphon Daggers.
Fixed the bug that caused auto-aim to be used for weapon types that have it disabled after using it for a weapon type that has auto-aim enabled.
Fixed a lot of other bugs, some very important.
MCM is redesigned with a lot of pages.
Version 1.2.2
Fixed a bug that caused left handed thrown weapons to have wrong enchantment effects.
Fixed a bug with left handed mode having wrong enchantment effects on each hand.
Changed default values of the mod to match Thor's Hammer Medium preset.
Fixed a spelling mistake in MCM.
Version 1.2.1
Removed unnecessary fire enchantment art from thrown torches.
Version 1.2
Added Enchantment effects to thrown enchanted weapons(or bound weapons). Thrown enchanted weapons will have a trail of that cool enchantment art if it has one. On hit with an object, the enchantment shader stays but the enchantment art is removed. I suggest using it with Qwinn's Refined Visual Animated Enchants or any other cool visual enchantment mod. Optional in MCM
Added Glow effect for thrown weapons so they are easier to detect. Optional in MCM. Note that this replaces the enchantment shader, but not enchantment art for enchanted weapons.
Made the Gravity value in MCM a slider, so it's not only two options anymore.
Poisoned weapons apply the poison to target on hit when thrown now. Poison is removed from the weapon after successful hit.
Modified Cangar's preset per his request. Modified some other preset values to make medium playable.
Added additional timing correction for when you throw and receive both hands at the same time.
Added a small cooldown period between equipping early and 200ms after returned weapon reaches hand to prevent throwing it accidentally while getting it back.
Fixed a ctd causing bug when only left hand weapon is thrown sometimes.
Fixed a bug that caused weird stuff to happen including double returns, early equips, weapon going invisible on throw etc.
Version 1.1
Auto Return Thrown weapons option for each weapon type in MCM. When this option is selected for a weapon type, those new thrown weapons are no longer pick-able from the ground. Instead they fly and return to your hand next time you press the button again(optional in MCM) or after 5 seconds. In this mode you don't lose player upgrades/enchantments. Weapon return speed is configurable in MCM too.
Auto-Aim option in MCM. Configurable horizontal, vertical angles and max distance for target selection. Also an option for allowing non-hostile targets to be selected for testing(or evil) purposes.
Added many presets named "Thor's Hammer" in MCM with autoreturn settings on. Also Classic presets with auto-return off.
Added Spellsiphon bound weapons support.
Thrown weapon is now recognized as came from the player. This should fix many issues including perks not being applied, spellsiphon combos not activating, incorrect damage sent to locational damage, no experience gain etc.
In Auto Return mode, the weapon is not removed from inventory, so VRIK slots are not destroyed on weapon throw in Auto Return mode.
Shields and Torches are now throwable. Torches give light when they are in the air, thrown or returning. Also Torches set the target location or target NPC ablaze when they hit them.
Prevent player upgraded option in MCM to allow/prevent player upgraded/enchanted weapon throwing when Auto-Return is disabled.(You'll still lose the upgrade)
Added an MCM option to prevent favourited weapons to be thrown.
Re-Equip similar option in MCM to equip other materials of the same weapon if the other is finished.
Stamina Cost and Requirement added for thrown weapons. It's adjustable from the MCM.
Power attack stamina drain is refunded if the player didn't hit anyone. Can be turned off from MCM.
Weapon upgrades are taken into account when calculating thrown weapon damage now. ((BaseDamage+Upgrade)*DamageMultiplier)
MinVelocity is replaced with Minimum Throw Speed and Minimum Travel Distance. It actually checks your throw speed now. There are individual settings in MCM to adjust them.
Fixed weapon throw visual bugs like weapon not launching from your hand etc.
Changed layout of MCM, added new pages, settings.
Fixed invisible bound weapons bug.
Fixed hitting yourself bug.
Fixed a lot of other bugs.
Version 1.0
Initial release.
DESCRIPTION
This mod is an SKSE plugin that allows you to throw your equipped weapons.
It doesn't come with its own throwable weapons. It makes any vanilla or mod added melee weapon or shield or torches throwable. Even bound weapons!
HOW TO THROW:
Hold the "button", swing your hand to the direction you want weapon to go, let go of the button in one quick motion just like throwing a real life object. The "button" is Trigger by default but can be changed from MCM.
You can throw with your left hand or right hand, or both at the same time!
MODES:
There are two modes for throwing a weapon: Auto-Return and Classic(Auto-Return disabled)
The mod ships with "Thor's Hammer Medium" preset selected, so auto-return mode is enabled for all weapons by default.
AUTO-RETURN MODE:
In Auto-Return mode, which can be selected from MCM for each weapon type, the thrown weapon returns when you press the "button" again after it's gone flying off your hand. You can recall it in the middle of the flight if you want, you can recall it after it hit an npc etc. it's up to you. If you don't recall it for 30-600 seconds(Configurable in MCM), it returns by itself to your hand. The weapon is equipped again on return. The return has a very cool visual and sound effect too.
CLASSIC MODE:
If Auto-Return mode is disabled for a weapon, you can pick up your thrown weapons from the environment and they will be transferred to your inventory. There is an optional Auto-Equip on pickup setting in the MCM if you want to equip it automatically when you pick up a thrown weapon and your hand is empty.
There are Reequip options in the MCM if you want to equip the same weapon or similar automatically after a throw if you have more.
When you hit an NPC with the thrown weapon, you may find it in their inventory when you look at it, they can also use that weapon in combat before they die.
OTHER FEATURES:
Bound weapons are throwable including Spellsiphon bound weapons. You can't pick those up from the ground or have them return to you of course.
Auto-Aim is added in version 1.1. It's completely adjustable from MCM. It selects a target according to how close you got with your throw trajectory. It also follows that target in case it runs away!
Weapons spin on throw based on throw direction and orientation. Configurable in MCM including spin amount.
There is an Impact Force that comes with it. Knocks and throws NPCs away. Configurable in MCM.
There is a Stamina Cost/Requirement to throw weapons now. Stamina cost configurable for each weapon type in MCM.
Your throw speed matters. It changes the speed of the thrown weapon projectile and the impact force on the victim.
Damage is calculated from the base damage of the weapon * damage multiplier in the MCM for each weapon type.
Weapon enchantments are applied to the victim. Supports FEC.
Poison on the weapon is applied to the victim.
Glow shader, Enchantment shader and Enchantment art are shown on thrown weapons. Configurable in MCM.
There is haptic effect on controllers on weapon throw and weapon catch. Configurable in MCM.
There is a special dagger called "Dagger of Travel" which allows you to instantly travel to weapon hit location on button press. This is a sample weapon for this functionality that can be added to other weapons by other authors with a keyword.
Supports VR Arsenal. 12 keywords added for VR Arsenal integration for different types of throwables: Kunai, Shuriken, Spear, Chakram, Boomerang, Grenade (Fire, Shock, Frost options), Poison Grenade, Heal Grenade, Rock, Glass Bottle, Snowball, Soulgem. They have separate settings in MCM just like other weapon types and different functionalities.
There is Shield and Chakram ricochet functionality. They return to your hand on hit immediately. Configurable in MCM.
Supports spellsiphon imbuement.
VRIK is supported, meaning if you pick up something from a holster and throw it, you can pick another one from the holster to throw again. In auto-return mode, the holster is not destroyed even if you throw the last one of that weapon. Also supports the new gestures of course.
Locational Damage VR supports this mod on its latest update (version 0.7 or above). You will be able to headshot npcs by throwing your weapon.
Supports Maximum Carnage. Various gore effects are applied on enemies killed by weapon throw. Optional in MCM with percentage settings.
Supports FISS. You can save/load your preset in MCM presets page.
Left handed mode is detected and supported automatically. You can even change back and forth between left and right handed mode without issues in the same game.
Important: Do not change formids of this mod, don't merge it with other mods, don't change the name of the esp. Assets are loaded from the skse plugin by formids. Any changes to them would result in breaking the mod.
Install with a mod manager or manually. It includes skse plugin dll, mcm script, esp plugin, and three mesh files.
Load order doesn't matter.
CONFIGURATION
This mod comes with an MCM to configure the settings. Let's go over the settings and what they do:
PRESETS:
In the Presets page, you can load your desired mod settings easily with one press of a button. If you want, you can make any changes you want from the appropriate page yourself.
Thor's Hammer presets use the new Auto-Return mode that came with version 1.1. Thor's Hammer Medium preset is also the default preset the mod starts with. In auto-return mode, thrown weapons return to your hand after pressing the button or 5 seconds. Classic presets have the original no Auto-Return mode. In this mode the thrown weapons do not return and can be collected from ground or people's inventories like arrows.
As a tribute to Cangar and Arctal, I added their presets here as special presets. If any of you guys have a tested and proven great idea for a collection of options that can be a added as a new special preset, send me screenshots of mcm and I can add yours here too.
If you have FISS installed, you can save and load your own presets here too.
GENERAL:
In the General page, you can Enable or Disable weapon types from throwing under Allow Throw.
You can Enable or Disable rare material types from throwing under Materials (Ebony, Dragonbone, Daedric, Stalhrim, Glass, Elven).
You can change the Hold Button from Trigger to something else. Hold button is the button you use to throw the weapon. You hold the button, swing your hand, and release the button to throw. Left and Right hand buttons are set individually.
SETTINGS:
In the Settings page, you can change various settings.
Gravity setting changes the gravity applied to thrown weapons. 0.273 value is what skyrim normally uses for arrows. Earth gravity corresponds to 0.981.
Enable Torch Drop is used to determine if a torch will be dropped when you throw a torch when auto-return mod is disabled. If this option is disabled, torch is destroyed but you see an explosion and fire at target location.
Button Release when Untouched changes the throwing action to release when hold button is not touched or when hold button is not pressed.
The settings below are only used when Auto-Return is disabled for that weapon type:
Prevent Player Upgraded option prevents throwing player improved weapons.
Prevent Player Favorited option prevents the weapons favorited in your UI to be thrown.
Reserve Last Weapon option prevents you from throwing the last one of a weapon in your inventory. For example if you have 2 steel daggers, you can throw 1 of them but not the last one.
Re-Equip After Throw option equips your last thrown weapon automatically to your hand again IF you have another one of the same weapon in your inventory. If you want to pick up weapons from VRIK holsters after each throw, disable this.
Re-Equip After Throw Similar option is the same as the above one, except it equips other weapons of the same weapon type you were holding like if you don't have any iron dagger left but you have steel daggers, it equips those.
Auto-Equip Picked Up option equips the thrown weapons immediately after you pick them up from the ground (if your hand is empty).
SPEED:
In the Speed page you can change Minimum Throw Speed required for throwing for every individual weapon type. Default value should work for most. Note that if you change this, you may need to adjust Speed Multipliers in Settings page because speed takes your throwing speed/minVelocity into account.
Minimum Travel Distance values for each weapon type can be set here too. These are not used in any calculation, but used to make it harder for you to throw those weapons.
There are also Second Hand Multiplier parameters in this page to adjust the values for your left hand for those with worse left arms.
SPECIAL:
In the Special page, you can adjust settings for Auto Aim, Auto-Travel, Boomerang, Ricochet, Maximum Carnage.
EFFECTS:
In the Effects page you can change Haptic settings, Auto Return Visual and Sound FX, Thrown Weapon Glow and Enchantment art effect.
Auto Return Visual and Sound FX setting enables the wooshing sound and visual effects that appear when a weapon starts returning to your hand.
Thrown Weapon Glow is a weapon shader that can be used to make thrown weapons easier to detect. Note that this replaces enchantment shader if the weapon is an enchanted weapon (But enchantment art is left intact).
Enchantment Art Effect setting enables enchantment visuals you see when the weapon is on your hand to the thrown weapon. If there is an enchantment art on the weapon, that effect results in a cool trail behind the weapon during flight. I recommend using a cool visual enchantment effect mod.
ADVANCED:
In the Advanced section you can change Thrown Weapon Offsets and Enable log settings.
Thrown Weapon Offset values are used to correctly align thrown weapons so that when they are stuck on an NPC, on a wall or log etc. they appear correctly.
Enable Log setting enables logging. Log file resides in "My Documents\my games\Skyrim VR\SKSE\WeaponThrowVR.log". Note that it's not recommended to keep logging enabled for regular play. It would cause performance drop.
COMPATIBILITY
It's compatible with all mod added weapons.
It's compatible with Spellsiphon, meaning spellsiphon bound weapons can be thrown and spellsiphon imbuement is taken into account in thrown weapons.
It's compatible with Frozen Electrocution Combustion, meaning if the weapon you threw was enchanted, npc is affected by that type of magic damage.
It's compatible with VRIK, meaning you can pick up weapons from the holsters and throw them, and you can pick it up again if you have more of the same weapon in your inventory.
It's compatible with Locational Damage SKSE VR(0.7 or above), meaning you'll have headshot bonus if you manage to throw the weapon to their heads.
It's compatible with VR Arsenal (3.0 or above), meaning the different weapon types have different adjustable settings in MCM and different functionalities.
It's compatible with Maximum Carnage, meaning gore is applied according to weapon types and spin orientations to supported enemies if death by weapon throw occurs.