Skyrim Special Edition

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Shizof

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Shizof

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About this mod

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.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
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 5 seconds, 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!
  • 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 is calculated by Stamina Cost setting in MCM and Impact Force of that weapon type. Note that stamina cost is not applied if you are not in combat.
  • 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.
  • 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.
  • 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.

REQUIREMENTS




INSTALLATION

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.



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.



MULTIPLIERS:


In the Multipliers page, you can change Damage Multipliers and Speed Multipliers for individual weapon types.

Damage Multipliers are used to calculate how much damage the thrown weapon is going to make. The multiplier is multiplied with the base damage of the weapon. For player upgraded weapons, the upgrade is taken into account. Note that Shield and Torch Damage are not multipliers. Those are used as given.

Speed Multipliers are used to calculate the flight speed of the thrown weapon. Your throwing speed is taken into account. Formula: (Throw Speed/Minimum Throw Speed)*Speed Multiplier.



SETTINGS:


In the Settings page, you can change Impact Force, Stamina Cost, Prevent Player Upgraded/Favorited, Reserve Last Weapon, Re-Equip After Throw, Auto-Equip Picked Up settings.

Impact Force values are used for the knock-back effect on NPCs when you hit them with a thrown weapon. Your throwing speed affects impact force too. Formula is: (Your throwing speed / (MinVelocity * 2)) * Impact Force.
Note that if Impact Force is set to 0.5, the npc is only staggered. If Impact Force is set to 0, no stagger or impact force is applied to npc.

Stamina Cost and Requirement value is used to calculate the stamina cost of your throw along with Impact Force. (Stamina Cost*Impact Force) gives you the calculated stamina cost. Note that out of combat, stamina cost is set to 0.

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.

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 enable/disable Auto-Return for each weapon type, additional settings for Auto-Return, Auto Aim options.

If a weapon type is set to Auto Return, those weapons return to your hand after 5 seconds or if you press the hold button again.

Hold Button to Summon enables/disables recalling by pressing hold button.  

Weapon Recall Speed
is the returning speed of the weapon to your hand.  

Timing Correction
is applied to make the reequip on return smoother. If in the future an animation mod gets rid of the delay of equipping a weapon, you can disable this option to fix the early equip.

Auto-Aim settings are used to select a target from a Max Distance and a Vertical Angle and Horizontal Angle of your throwing trajectory. You can change those settings here.

Allow Non Hostile setting makes Auto-Aim select npcs that aren't hostile to you.

Allow Non Hostile Animal option makes non hostile animals in the wild (or in towns) to be selected by the Auto-Aim.





EFFECTS:


In the Effects page you can change Auto Return Visual and Sound FXThrown 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, Impact Forces 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.

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.

Power Attack Stamina Refund option is used to determine if the stamina drain of your power attacks should be refunded to you if your attack didn't hit anyone. Since weapon throwing requires stamina, you wouldn't want to waste it like that.







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.

CREDITS

  • Cangar, prog, frazaman, blazeyboyyy, Wolfman5750, markand1019, Arctal, Rallyeator 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.




FUTURE

  • Spin thrown weapons (Probably very hard to achieve)
  • SSE version.
  • Let me know if you have any other ideas for the future.




CHECK OTHER VR MODS BY ME: