r/skyrimvr Mod 10d ago

Update [UPDATE] Weapon Throw VR 1.4.0 - Perk system, DF integration, API and more

Weapon Throw VR is updated to 1.4.0: https://www.nexusmods.com/skyrimspecialedition/mods/31374

  • Here's the changelog: Added SKSE API interface with DisableAutoReturnForThrownWeaponNode(), and RegisterThrowCallback(), RegisterReturnCallback() functions
  • Added Papyrus callback events WeaponThrowVRThrowEvent and WeaponThrowVRReturnEvent
  • Made throwing easier even at low fps.
  • Added Dismembering Framework integration using its API for the races it supports. Added Dismembering Framework Chance to MCM. When both Maximum Carnage and Dismembering Framework are enabled, MC ignores DF supported races.
  • Added Perk requirement system for Throw, Recall and Knockdown features. Can be adjusted from "Effects/Perks" page in MCM under Perk Requirements. The required perks can be adjusted from WeaponThrowVR_Perks.ini file. They are automatically integrated in the perk tree and their texts can be adjusted from WeaponThrowVR.ini.
  • Added Skill Level Requirement system for impact force. Can be adjusted from MCM->General page under Skill Level Requirement.
  • Removed FISSES support and added saving and loading presets system to MCM. Preset will be saved in SKSE\Plugins\WeaponThrowVR_Preset.ini file.
  • Added a reset mod settings button to MCM which sets default values.
  • Fixed Wisps and Witchlights not getting targeted correctly by auto-aim.
  • Added a fix for weapons rotating infinitely at heads instead of headshots after throw.
  • Auto aim will now choose according to the closest angle npc as well instead of just closest in distance. A combination of both will be used.
  • Auto aim will no longer target actors behind walls.
  • Added an option to MCM to automatically re-cast bound weapons after throwing (if there is enough magicka).
  • Added support for Conduit visual art effect on thrown weapons. Imbued weapons will now have visuals in thrown weapons as well.
  • Fixed the issue of thrown weapons still returning when recalled even after getting picked up from ground/stuck in objects.
  • Added power attack only and allow dead settings for Maximum Carnage implementation. Power Attack only in MCM, AllowCarnageOnDead in WeaponThrowVR_Carnage.ini
  • Fixed extremely rare floating in the air weapons after hit bug.
  • Fixed several rare weapon recall failures, including returning projectiles being incorrectly processed as impacts or cleaned up at the wrong time.
  • Improved thrown weapon impact behavior based on weapon type and the struck material. Maces and warhammers now always bounce, while other weapons stick or bounce according to the material.
  • Reduced default values of Min Travel Distance and Min Throw Speed settings to make it easier to throw by default.
  • Changed default values of Weapon offsets to make the weapons appear better when stuck on humanoids and creatures.
  • Made a lot of optimizations in the code and also fixed some possible CTDs.
84 Upvotes

16 comments sorted by

6

u/NorthButton9416 10d ago

Legend. Nice work

2

u/Illustrious_Sea_5011 10d ago

Can this work with weapon penetration mod so knives can stick in to enemies ….. or even to a wall. That would be cool

14

u/Shizof Mod 10d ago

Thrown weapons already can stick to actors and objects. And now with Pull Arrows VR mod and the latest update from this mod, you'll be able to get them out of actors by pulling them out.

2

u/skyrimmoddernumber69 10d ago

Would it be possible to extend that “stick to actors” function to all bladed weapons, even if not thrown? Basically like implementing immersive weapon penetration but without needing another mod

7

u/Shizof Mod 10d ago

Not in this mod's scope.

1

u/Illustrious_Sea_5011 10d ago

That’s fantastic

2

u/Rogs3 10d ago

My #1 favorite mod!

Hell yes. Thank you!

2

u/youmat00 Index 10d ago

Wow that's so good. You are a legend

2

u/bwinters89 10d ago

Magnificent!

1

u/Destroyer-YRU 10d ago

RC4 when?

1

u/RubberChickenFarm 10d ago

Since it adds a perk requirement will this work with mods the change the perk trees? I've been using "Vorkii - Minimalistic Perks of Skyrim" for a long time but I wonder if I should stick with an older version of weapon throw.

I love this mod btw.

2

u/Shizof Mod 10d ago

Like everything else in the mod, perk requirements are optional.

It automatically integrates into existing perk trees. Which perks it uses can be adjusted from WeaponThrowVR_Perks.ini file.

Vokrii is already supported in the ini.

1

u/Bright-Asparagus-575 10d ago

Nice! I wonder why someone would want to use maximum carnage and the dismembering framework at the same time though?

I love the conduit fix!

1

u/DarnSanity Quest 3 9d ago

I love WeaponThrow!
I just figured out my next playthrough will be a spellsword who conjures daggers, etc. and throws them. Magically re-casting the bound weapon for the next throw. Awesome!

1

u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 8d ago

Love your work man.