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DualWieldCore 1.2.4

1.2.4 throwable consumables

Snowballs, charred bombs and other items consumed by their primary attack use their normal throw, projectile effects and stack consumption again. They no longer form dual-wield pairs or get converted into melee attacks. Equip a throwable normally, including when switching from a weapon pair.

1.2.3 sword secondary attack

Two equipped swords now use the secondary movement from 1.2.0, triggered by your secondary-attack binding (middle mouse by default). The ordinary four-step combo and separate damage/effects of both weapons are preserved.

What is new in 1.2.2

Low-durability warnings identify which hand needs attention (20% by default). Swapping hands shows both weapon names and durability. Messages follow your selected interface language. In Ketanol.DualWieldCore.cfg, set Interface.ShowSwapMessage = false to hide swap feedback; set Interface.DurabilityWarningPercent = 0 to disable warnings, or choose a threshold up to 50. These settings are personal to each client. Excluded weapon checks now reuse a cache. Combat and animations remain as in 1.2.1.

By Ketanol. Two independently resolved weapons with native paired animations.

Restores the 1.1.4 animation selection: four-step dual-axe chains, dual-knife chains when either weapon is a knife, and their original secondary movements. Single-contact clips resolve both independent weapons at their native contact time; multi-contact clips resolve right then left at the first two native contacts. Every hand clones its own selected native attack, preserving its hit geometry, damage channels, hit effects, status effect, skill and tool tier. Area weapons retain their native overlap query. No combined damage packet is constructed.

Primary input selects both primary attacks. Secondary input selects each weapon's supported direct-damage secondary, falling back to its primary. Reusable physical projectile weapons such as spears and harpoons retain the existing melee-only behavior, including when used alone. Throwable consumables use vanilla attacks and do not form pairs. Bows, crossbows and staves are exclusive single weapons. Building tools cannot form weapon pairs.

Damage per hand uses the existing 0.60 multiplier and Dual Wield skill bonus, followed by vanilla modifiers. Stamina uses the hand's selected native cost with the existing 0.75 multiplier and native skill/equipment modifiers, charged at that hand's event. Insufficient stamina skips that hand. Each hand's own hit controls durability and native skill awards. Identical statuses obey vanilla stacking rules. Existing config keys and saved skill identity remain compatible.

Left Alt swaps hands; R holsters/draws. Install BepInEx/plugins/DualWieldCore/DualWieldCore.dll and restart Valheim. Use the same release on clients and server; remove other dual-wield mods. See VALIDATION.md and IMPLEMENTATION.md.

Developed with AI assistance. Native game animations are reused at runtime; no game assets are distributed. Third-party weapon effects and multiplayer require separate validation. See THIRD_PARTY_NOTICES.md for provenance and ServerSync licensing.

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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro