Valheim
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Neobotics

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Astevus

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About this mod

Throw axes; knives, maces, swords, torches, stones, shields, wisp, eitr, eggs and tankards; Have Frostner return when thrown. Stack throwing weapons.

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MaxAxe (Throw Things)

Throw Axes, Knives, Maces, Swords, Flaming Torches, Stones, Shields, Wisps,
Eitr, Tankards & Eggs. Stack throwing weapons. Frostner returns when
thrown!

Now with throwing Wisps, Eitr and Eggs!


  • Ever wonder why a Viking's axe (of all things) wouldn't be a weapon of choice? And why you couldn't throw them?
  • Throw Axes, Clubs, Torches, Swords, Knives, and Maces
  • Channel the spirit of Mjolnir; throw Frostner and have it return!
  • Throw Shields! Unsling your round shield and send it spinning at your enemy like Cap.
  • Throw Stones! Whack a Greyling, annoy a Troll, send feathers flying, be a Hobbit.
  • Throw Tankards! Toast your friends, throw back a cold one, then throw your mug.
  • Throw Wisps! Hurl wisps at your enemies and do substantial elemental plus spirit damage.
  • Throw refined Eitr! Toss balls of refined Eitr and do substantial poison plus elemental damage.
  • Throw chicken Eggs! Toss eggs at your friends and do, well... let's just say it's yolky.
  • Toggle between melee and throwing attacks with a key press.
  • Optionally stack throwable weapons; up to 3 Axes, Clubs or Maces, a 'quiver' of 5 Spears, and a 'sheath' of 10 Knives per slot.
  • (see Caution below)
  • Has a weapon 'finder' to help locate thrown weapons.
  • MaxAxe can automatically equip a backup weapon so you're never fumbling to find another weapon in combat

New
  • 0.2.7 Added throwing Wisps, Eitr and Eggs
  • 0.2.6 (Unreleased) Fixed issue preventing Easy Spawner (and similar mods?) from spawning items
  • 0.2.5 Removed Axe secondary melee attack. Mistlands added this natively.
  • 0.2.4 Updated for Mistlands
  • 0.2.4 Added ability for Mjolnir (from Azumatt) to return. See Compatibility.

Configuration

General

  • MeleeAttack: If True, uses the melee secondary attack. Toggle in-game using the ToggleMeleeAttack key.
  • ToggleMeleeAttack: Press this key to toggle in-game between Throw and Melee mode for enabled Axe, Mace, Spear and Knife secondary attacks. Default is Left Alt + B
  • ThrowOne: Press this key (in melee mode) to throw the currently equipped weapon (if it's throwable). Default is T.
  • ThrowShield: Press this key to throw your currently equipped round shield. Default is G.
  • ThrowOnRelease: Set to True to throw when the ThrowOne or ThrowShield keys are released instead of pressed. Default is False.
  • EnableAxes: Set to True to enable secondary melee and throwing attacks for one-handed axes.
  • EnableSpears: Set to True to enable secondary melee attack for spears.
  • EnableKnives: Set to True to enable secondary throwing attacks for knives.
  • EnableClubs: Set to True to enable secondary throwing attacks for clubs, maces, Frostner, stones & tankards.
  • EnableSwords: Set to True to enable secondary throwing attacks for swords.
  • MjolnirMode: Set to True to have Frostner return to your hand after throwing. Default is False.
  • EnableShields: Set to true to enable hurling your round shield with the ThrowShield key. Your shield must be equipped
  • StackableWeapons: Set to True to allow throwable weapons to stack. See Stackable Weapons below before enabling.
  • WeaponStones: Set to True to enable equipping and attacking with stones. Clubs must also be enabled.
  • WeaponWisps: Set to True to equip and attack with Wisps.
  • WeaponEitr: Set to True to equip and attack with Wisps.
  • WeaponEggs: Set to True to equip and 'attack' with Eggs.
  • AutoMelee: Set to True to automatically switch to melee mode to prevent throwing the last weapon in a stack, or, without StackableWeapons, after a weapon is thrown
  • AutoEquip: Set to true to automatically equip another weapon after a throw. Will try to find the same weapon in inventory first.
  • TargetAdjustment: Adjusts the vertical throwing impact point in relation to the target reticle (the +). Default is -7. Vanilla Valheim is 0.
  • WeaponFinder: Type of 'locator' effect added to thrown weapon to make it easier to find. Can be 'Wishbone', 'Autopick' or 'None'. Default is Wishbone.
Utility

  • ItemAmountColor: Color of item quantity text in hotbar and inventory. Default is yellow (FFEB04FF). Active only when StackableWeapons is true.
  • LogLevel: Controls the level of information in the log

In-game reconfiguration


You can use Configuration Manager (or similar) mod to change the configuration without exiting the game. You can force a configuration update from the chat window (press Enter) then type:

 /maxaxe config 
   
You can also change most settings using this syntax:

/maxaxe [setting]=[value] i.e., /maxaxe enableaxes=true
 
Stackable Weapons

READ BEFORE ENABLING STACKABLE WEAPONS

If you set StackableWeapons to 'True', one-handed axes, knives, maces and spears will stack in inventory - both player and in chests. If you have stacked weapons in your player inventory, you will not be able to turn StackableWeapons off in-game.

Split weapon stacks into individual weapons before you disable StackableWeapons or uninstall MaxAxe   

If you have turned off StackableWeapons outside of the game by modifying the configuration file, but still have stacked weapons in your player inventory or nearby chests, MaxAxe will automatically turn StackableWeapons back on so you don't lose the stacks. Unstack these items before turning off StackableWeapons. The player log file will contain a warning and message indicating which weapon stack was found (but not which chest, if the stack is in a chest)

If you have uninstalled MaxAxe and restarted the game, but had stacked weapons in chests, you may still be able to re-install MaxAxe and retrieve them. If the stack was in player inventory, you will need to exit the game, re-install MaxAxe, and copy the player backup (yourCharacter.fch.old) to the current character file before restarting the game.

Durability: With release 0.1.6 stacks of weapons will have durability applied to each weapon in the stack separately (virtually). The durability bar will decrease on the weapon until it breaks. The broken weapon will be removed from the stack, and placed in a separate slot. The durability bar on the 'next' weapon in the stack will be 'full'. If additional weapons of the same type/level break, they will be stacked with existing broken weapons of the same type/level. Note: If no slot is available for the broken weapon, it will be dropped (but a weapon finder will be added, if configured).

When stacking weapons, the following applies:
  • You can split stacks, but the split stack will have the same durability as the source stack.
  • You cannot merge broken weapons into a stack with durability.
  • You cannot merge durable weapons into a broken stack (prevents accidentally 'breaking' good weapons)
  • You can merge durable weapons into a stack with different durability, but the merged stack will have the durability of the lesser.
  • You can merge broken weapons of the same type/level together.
  • If you pick up multiple thrown weapons, the stack will use the durability of the least durable weapon, i.e., the 'current' weapon will be the least durable.

Compatibility issues & defects

  • MjolnirMode is compatible with Azumatt's Mjolnir.
  • You cannot throw (or return via MjolnirMode) FlippyFlip3's Mjolnir - Thor's Hammer.
  • StackableWeapons is not compatible with Epic Loot. If you turn on StackableWeapons with Epic Loot, Epic Loot will not be able to create/drop magical One Handed weapons. Existing magic weapons will continue to work.
  • If you're using DualWield with StackableWeapons and throw your weapon then pick it up, your weapon will be added to the stack and not re-equip. You'll need to split the stack into two in order to re-equip your off-hand weapon.
  • StackableWeapons may not be compatible with custom one-handed weapon prefabs. Prefabs loaded after weapon stack sizes are adjusted will not stack.
  • If you find a compatibility issue you can post it on NexusMods. Be sure to include the mod name and version you think may be incompatible.
  • If you have a bug please report it on NexusMods. If you do post a bug report, please make sure to include the following:
    - Your version of this mod
    - What you were doing, or attempting to do when it happened
    - If it's repeatable - i.e., can you duplicate it?
    - The exact behavior you observed (or didn't observe)
    - If possible, a capture of the log file with errors (errors always begin with this mod's name)


Notes

  • Wisps deliver a combination of all elemental type damage + spirit damage. The total damage is on-par with a Mistlands weapon. Note that the Wisp is consumed when this energy is released. Use improves the Elemental magic skill. Wisps do not have a melee attack.
  • Eitr delivers poison damage plus a small contribution of all elemental type damage. The total damage is on-par with a Mistlands weapon. Note that the Eitr is consumed on impact. Use improves the Elemental magic skill. Eitr does not have a melee attack.
  • Eggs just make a mess. Note that the egg is destroyed on impact. There is no egg melee attack.
  • The Carapace Buckler is just not aerodynamic enough to throw. Maybe in a future release if I can get in a wobble.
  • Multiplayer:
    • If a player clicks on a thrown item in-flight (unlikely but possible if you're a ninja or elf) a thrown weapon can be 'captured' by another player. It will not be 'auto' captured in flight if auto pickup is on.
    • If the attacker has PVP damage enabled, but the target does not, the target may automatically pick up the item after it hits. This is the same behavior as a thrown spear in vanilla Valheim


  • MjolnirMode is rather OP, but it's intended for fun, not roleplay. It only works with Frostner and Azumatt's Mjolnir (it's magic, after all). 

    • Try not to throw Frostner into deep water. If you do, you may need to move closer before it returns, and it may take a little time.
  • In release 0.1.10 several users reported "item spam" intermittently when throwing weapons.
    • I have been unable to reproduce this, and determine root cause, therefore unable to resolve with certainty. One user reported the issue appears to be resolved.
  • You cannot upgrade weapons in a stack. Unstack a weapon before upgrading.
  • Torches will remain lit for  a while after being thrown. Toss them into dark areas for a bit of light!
  • The spear secondary melee attack uses a powerful spear 'thrust'. Unfortunately the spear is pointed in the wrong direction(!), so this is done with the spear's butt, and therefore deals Blunt damage!
  • Shields deliver attack damage equivalent to their Block damage, but do not factor in Blocking skill to the damage.
  • Thrown (and melee) tankard attacks don't require mead in your inventory
  • If StackableWeapons is true, all stacked items amount text will appear in the color configured by ItemAmountColor
  • Sorry, but shield rotation/decoration in flight are not visible to other players

Your comments and feedback are always welcome. Please feel free to post or send a note on NexusMods.

Thanks
Special thanks to Psychosophist for immeasurable help testing, and suggestions for the weapon finder, durability & throwing torches. et.al.!
Thanks also to NeosOnyx for identifying issues and helping test with Valheim Legends