This is regarding Maximum carnage and Maximum destruction. The mod doesn't have a place where we can ask questions but is that mod .esl? I would use it if it wasn't taking up so many .esp slots.
Getting a missing masters error with vortex on the latest version (1.3.17). Says it depends on SpellWheelVR.esp. I'm not using that mod, so I rolled back to 1.3.15. Is SpellWheelVR a hard requirement now?
No. Papyrus logs print everything inconsequential. You don't need to worry about anything there. You shouldn't have papyrus logs enabled btw. I never enable them, and I don't recommend it for actual play.
Is using the Quest 2 grip button as the "hold" button when using opencomposite still impossible? Did anyone ever find a workaround?
After testing, it makes no damn sense. Weapon Throw knows what grip button is, because it works with openvr. Open composite works with HIGGS, so it knows what grip button is, because HIGGS and VRIK work using the grip button. I can set it to use literally any other button, and it will work, even the buttons that make no sense like menu and shout. Something is conflicting with the grip button only when using opencomposite with weapon throw and it makes no sense at all.
Hi. I was wondering if you will consider at some point adding an option to toggle off specific creatures from Maximum Carnage component of this mod? Maybe as ini file, to avoid cluttering MCM.
Weapon Throw implementation of MC is superior, with accurate body part hit detection and better performance. But I think some gore included in MC look quite bad. Wolves, rats, and spiders in particular. Humanoid gore, on the other hand, looks fairly believable. But, in my understanding, the only way to disable some creatures, but keep humanoids is by turning off Weapon Throw MC implementation in favor of inaccurate scripted method from MC mod itself.
Already added in version 1.3.14 with a new ini. According to your download history, you downloaded 1.3.10 last. You should definitely update to the latest version.
Oh, you right! Now that I think about it, I even remember reading changelog mentioning adding this feature. But, I guess, I got distracted checking if MC had any updates, and forgot to actually download a new version. Sorry. In my defense, MO do show that I have the newest version of this mod, but I did notice that MO can be unreliable in that regard.
In Mod Organizer 2, you need to right click on the left side and select "All Mods"->"Check for Updates" to make it update the latest version information.
Wait, MO2 do not check mods for updates automatically? I kind of assumed that it do it on startup or something. But I guess it will result in a lot of unnecessary server requests. How the hell I did not learn this after using MO for years?
Hey! Was wondering what are the recommended versions for Maximum Carnage and Maximum Skeletons? I am trying to get it to work with V8.0 and with no success so far, I have the latest version of everything, made sure that carnage is set to 100 and removed the SPID file. Cheers and thanks!
Latest. You have thrown weapon, decapitation and melee carnage enabled in weapon throw mcm? What are you testing? Can you give detailed information about what you are doing in game and what's not working?
Yes I have melee carnage enabled with %100, decapitation is off since I am using the newly released "Simple Beheading". I am just fighting NPC's and hitting them in the gut hoping for it to work but no luck. Is there anyway to check if Weapon Throw VR is integrating with Maximum Carnage by any chance?
I am using V8.0 of Maximum Carnage and V1.5 of Maximum Skeletons - D Win edition, V6.06 of XP32 Maximum Skeletons, V1.0 of XP32 Fixed Scripts.
Have you tried without Simple Beheading? That mod does a fraction of what this mod includes implemented already and optimized for VR. I don't see any reason to use it if you are using this mod's MC implementation. It's possible the hook they use overwrites hit data from PLANCK which this mod checks. Which would also make it incompatible with PLANCK itself and any other mods that relies on it.
Understood, will try and report back. Though does MC does decapitations the same way in VR? Beheading is just insanely smooth to the point I did not think it was possible in VR but alas .. maybe MC is better .. I just need to get the damn thing to work .. Cheers!
Why wouldn't it be smooth in VR? It just uses the same decapitation function the game has. It is used in all mods that do it. The only difference is that it uses hitdata to determine where you got hit. That method is already used through PLANCK in this mod's MC implementation.
Oh cool I did not know that! So stuff like fixes or Nolvus's "Heatnixx Maximum Mending Patch" is not required here since it's implemented in a different way?
So the MCO editions of Carnage are also redundant, just asking because I am using MCO. And thanks for all the answers Shizof! You never fail to respond and being very helpful cheers to you! <3
Hi, this is a very cool mod. Do you think it would be possible for you to put the auto aim from this mod, onto spells/magic in this game? In VR if find to very difficult to aim some spells, especially with my off hand, this would be an awesome feature.
Yes, it's possible. I'll consider making a mod like that. I only thought of it included in Spell Throw VR (a mod I only started but never finished). But I think a separate mod can be useful and would be easier to make.
I'm not sure exactly how to phrase/what I want but,
Could you make the cost based on how much auto aim / distance correction there is? So if I throw near point-blank it doesn't cost anything/little but if I do a long range throw that curves it costs more?
I may consider it. It's a little complicated because of how it is designed at the moment. It only checks for auto aim after deciding if it can throw right now (enough stamina available, weapon is throwable etc.).
That actually gave me an idea on how to implement it. I may add "Auto Aim Max Stamina Cost" and "Auto Aim Max Magicka Cost" options to have user decide.
Is there a setting somewhere that enables thrown weapons to be recovered 100% of the time? If I throw, say, a steel axe, when I pick it up, the axe is lost. The only way that I can ensure that I get the weapon back is to enable auto return and I only want that feature to be enabled for enchanted weapons.
ok :) this is good to know. Thank you. You wouldn't happen to know of a mod that does this? Most mods have features that I don't want. I want to make it so that they are always recoverable. Or perhaps I can tweak a .ini file to change the vanilla recovery chance to 100%?
868 comments
Is this anything to be concerned about?
After testing, it makes no damn sense. Weapon Throw knows what grip button is, because it works with openvr. Open composite works with HIGGS, so it knows what grip button is, because HIGGS and VRIK work using the grip button. I can set it to use literally any other button, and it will work, even the buttons that make no sense like menu and shout. Something is conflicting with the grip button only when using opencomposite with weapon throw and it makes no sense at all.
Weapon Throw implementation of MC is superior, with accurate body part hit detection and better performance. But I think some gore included in MC look quite bad. Wolves, rats, and spiders in particular. Humanoid gore, on the other hand, looks fairly believable. But, in my understanding, the only way to disable some creatures, but keep humanoids is by turning off Weapon Throw MC implementation in favor of inaccurate scripted method from MC mod itself.
You should definitely update to the latest version.
Cheers and thanks!
What are you testing? Can you give detailed information about what you are doing in game and what's not working?
I am just fighting NPC's and hitting them in the gut hoping for it to work but no luck.
Is there anyway to check if Weapon Throw VR is integrating with Maximum Carnage by any chance?
I am using V8.0 of Maximum Carnage and V1.5 of Maximum Skeletons - D Win edition, V6.06 of XP32 Maximum Skeletons, V1.0 of XP32 Fixed Scripts.
It's not working for some odd reason ..
It's possible the hook they use overwrites hit data from PLANCK which this mod checks. Which would also make it incompatible with PLANCK itself and any other mods that relies on it.
Though does MC does decapitations the same way in VR? Beheading is just insanely smooth to the point I did not think it was possible in VR but alas .. maybe MC is better .. I just need to get the damn thing to work .. Cheers!
And thanks for all the answers Shizof! You never fail to respond and being very helpful cheers to you! <3
Do you think it would be possible for you to put the auto aim from this mod, onto spells/magic in this game?
In VR if find to very difficult to aim some spells, especially with my off hand, this would be an awesome feature.
Could you make the cost based on how much auto aim / distance correction there is? So if I throw near point-blank it doesn't cost anything/little but if I do a long range throw that curves it costs more?
I uploaded a file that would make it 100% for you to files section.