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DualWieldCore

Two weapons. One fighting style. By Ketanol.

Version 1.1.5

Fixed dual sledgehammers dealing no damage: area attacks keep their native radius and combine damage from both weapons.

Combine physical weapons of matching or different types, including spears, swords, knives, axes, clubs, polearms, two-handed weapons and existing paired weapons. Bows, crossbows and magic weapons are excluded. Building hammers and other building tools are always excluded, even if they define an attack. Equipping a hammer removes both weapons; equipping a weapon removes the hammer. Combat sledgehammers remain eligible. Non-weapon tools without a primary attack are not eligible. Server ExcludedPrefabs settings remain respected.

Controls

  1. Unequip your shield, equip a weapon, then equip another weapon to place it in the offhand.
  2. Use normal primary/secondary attack controls. Both weapons contribute damage.
  3. Press Left Alt to swap hands. Press R to holster/draw the pair.

Dual combat uses Valheim's existing dual-weapon animations for ordinary strikes and native animations for area attacks. Projectile secondary attacks (including spear throws) and missing secondary attacks use the primary template. Melee fallback attacks use the dual secondary animation; area fallback attacks keep the native area animation. Area attacks retain their native ground-impact animation, radius and area damage query. Physical projectile templates are converted to melee strikes in dual mode. Weapons are not consumed/thrown in this mode. Single-weapon attacks remain unchanged.

The main weapon supplies attack reach, knockback, special hit effects and weapon-skill scaling; the offhand adds its damage and attack resource cost. Swapping hands changes the main weapon. Converted projectile attacks use a minimum 1.5 m reach and 90-degree arc. Custom models and third-party effects have not been tested in this release.

Balance and configuration

Damage: (main + offhand) x 0.60 x (1 + 0.25 x Dual Wield skill / 100), before normal game modifiers. Stamina/eitr multiplier: 0.75 of combined template costs. Offhand durability wear is enabled by default. Existing configuration keys and skill identity are unchanged. Configuration: BepInEx/config/Ketanol.DualWieldCore.cfg. ServerSync is included; administrators can synchronize and lock combat settings.

Install

Install the ZIP with a Thunderstore-compatible manager, or copy BepInEx/plugins/DualWieldCore/DualWieldCore.dll to your profile. Use the same version on participating clients and the server when using ServerSync. Remove other dual-wield mods, including RustyMods.DualWielder.

Release status

See VALIDATION.md for build and runtime verification of this release. Multiplayer and third-party weapon effects require separate verification.

Credits

Ketanol. Developed with AI assistance. Inspired by the gameplay concept of DualWielder by RustyMods, with a separate implementation. ServerSync by Tykea under MIT-0. See THIRD_PARTY_NOTICES.md.

See IMPLEMENTATION.md for implementation details, provenance and release limitations.

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DatHost — Valheim server hosting, first month for one euro