MaxAxe
Now with realistic throwing dynamics and throwing skill. Throw weapons and lots of other stuff. Stack throwable weapons. Frostner returns when thrown.
Date uploaded | 2 years ago |
Version | 0.3.5 |
Download link | Neobotics-MaxAxe-0.3.5.zip |
Downloads | 402 |
Dependency string | Neobotics-MaxAxe-0.3.5 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2200README
MaxAxe (Throw Things)
Time to Re-Max the Axe! Now with realistic throwing dynamics and throwing skill.
Throw Axes, Knives, Maces, Swords, Flaming Torches, Stones, Shields, Wisps, Eitr, Tankards & Eggs. Stack throwing weapons. Frostner returns when thrown!
- 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!
- Simulate more realistic throwing using 'Better' dynamics.
- 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.
- 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
- 0.3.5 Fixes for compatibility with Adventure Backpacks and others.
- 0.3.4 Fixed Atgeir secondary melee attack damage.
- 0.3.4 Better compatibility with other mods changing attack damage types.
- 0.3.3 Fixed dupe mod detection.
- 0.3.2 Fixes for compatibility with TeddyBears.
- 0.3.1 Fixes for compatibility with OdinHorse, MagicPlugin and others.
- 0.3.0 Major revision to the projectile 'chain' to eliminate intermittent item duplication
- 0.3.0 Added a better dynamics option for thrown weapons, including normal gravity, intertia and drag for a more realistic throwing experience (see Dynamics below)
- 0.3.0 Added optional throwing weapon skill to improve stats on all thrown items.
- 0.3.0 Fixed item respawning after logoff/logon, and minor defects with projectile scaling and in-game reconfiguration.
- 0.3.0 Removed check for stacks on load and replaced with more flexible stack management. (See StackableWeapons below)
- 0.3.0 After throwing a shield you will now re-equip with the weapon you had equipped before the throw, instead of 'best weapon'.
- 0.3.0 If Frostner returns to a full inventory, it will now fall to the ground with a weapon finder, instead of hanging in the air.
- 0.3.0 If you pick up a shield, and have AutoEquip on, the shield will now be equipped.
- 0.3.0 Fixed Frostner not auto equipping (in MjolnirMode) when thrown in close combat.
- 0.3.0 Better compatibility with Terraheim, Jewelcrafting, MagicPlugin and other mods. Added exclusion list for non-compatible weapon prefabs.
Configuration
General
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MeleeAttack: If True, uses the melee secondary attack. Toggle in-game using the ToggleMeleeAttack key.
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ToggleMeleeAttack: Press this key to toggle in-game between Throw and Melee mode for secondary attacks on enabled one-handed weapons. Default is LeftAlt+B.
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ThrowOne: Press this key (even in melee mode) to throw the currently equipped weapon (if throwable). Default is T.
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ThrowOnRelease: Set to True to throw when the ThrowOne or ThrowShield keys are released instead of pressed. Default is False.
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ThrowShield: Press this key to throw your currently equipped round shield. Default is G.
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UnderhandShield: Set to True to throw your shield using an underhand throw. Shields must also be enabled. Default is False.
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EnableAxes: Set to True to enable secondary melee and throwing attacks for one-handed axes.
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EnableClubs: Set to True to enable secondary throwing attacks for clubs, including maces, Frostner, torches, stones & tankards.
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EnableKnives: Set to True to enable secondary throwing attack for knives.
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EnableSpears: Set to True to enable secondary melee attack for spears.
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EnableSwords: Set to True to enable secondary throwing attack for swords.
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EnableShields: Set to true to enable hurling your round shield with the ThrowShield key. Your shield must be equipped.
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WeaponStones: Set to True to equip and attack with stones. Clubs must also be enabled.
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WeaponWisps: Set to True to equip and attack with Wisps.
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WeaponEitr: Set to True to equip and attack with Wisps.
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WeaponEggs: Set to True to equip and 'attack' with Eggs.
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WeaponTankards: Set to True to equip and attack with Tankards.
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MjolnirMode: Set to True to have Frostner return to your hand after throwing. Default is False.
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StackableWeapons: Set to True to allow throwable weapons to stack. See Stackable Weapons below before enabling.
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ThrowingStatus: Set to True to display a status effect if throwing is active.
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UseThrowingSkill: Set to true to use a 'throwing' skill. Used in place of specific weapon skills to improve stats for all thrown items.
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AutoMelee: Set to True to automatically switch to melee mode after weapon is thrown (or to prevent throwing the last weapon in a stack).
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AutoEquip: Set to True to automatically equip another weapon after a throw. Will try to find the same weapon in inventory first.
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TargetAdjustment: Adjusts the vertical throwing impact point in relation to the target crosshair (the +). Default is -7. Vanilla Valheim is 0.
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ThrowingMode: Set to Better to use earth nominal gravity, factor weapon inertia into throwing and add drag by weapon type. See Dynamics below.
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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
- LogLevel: Controls the level of information in the log.
- ItemAmountColor: Color of item quantity text in hotbar and inventory. Default is yellow (FFEB04FF). Active only when StackableWeapons is true.
- ForceSimpleTrail: Forces MaxAxe to use a "simple" trail.
- ExcludePrefabs: A comma delimited string of prefab names to exclude from MaxAxe as throwable items (e.g. PrefabNameA,PrefabNameB). This setting can be controlled by the server. See Compatibility below.
- DisableIncompatibleMods: When set to true, will automatically disable fully incompatible mods. See Compatibility issues below. The log file will display a Warning. This setting only affects those mods that cause a critical issue with MaxAxe and have no known workaround.
- ThrowingSkillID: The numeric identifier for the Throwing skill. Default is 878. Change only if you have a conflict with another custom skill using this ID. Must be between 200 and 900. Can only be changed between sessions directly in the Config file.
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
Note that the EnableX, StackableWeapons, MjolnirMode and WeaponX settings are controlled by the server in multiplayer.
Stackable Weapons
READ BEFORE ENABLING STACKABLE WEAPONS
If you set StackableWeapons to 'true', one-handed weapons will stack in both player and chest inventory.
If you have stacked weapons in your player inventory, you must unstack them before you can turn StackableWeapons 'off' in-game.
Split weapon stacks into individual weapons before you disable or uninstall MaxAxe
- With version 0.3.0 any stacked weapons will still be accessible after StackableWeapons is turned off, but will be split into individual weapons when transferred between containers and/or inventory.
- If there is not enough room in a container to split all weapons in a stack, any that don't fit will remain stacked until room is provided.
- The stackable 'autocheck" on load is no longer triggered (or needed, since stacks won't be 'lost')
- If you disable or uninstall MaxAxe any stacked weapons will 'revert' to single items once you restart without MaxAxe.
Durability Weapons 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).
- 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 use 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 (except if also using EQS).
Dynamics
Setting Dynamics to "Better" will simulate the following:
- Earth nominal gravity of 9.81 m/s/s
- Inertia based on mass (i.e., weapon weight) applied to the initial velocity of the throw.
- Drag on thrown weapons based on weapon shape and size, e.g., Clubs are more affected by air resistance than spears.
Note that throwing weapons, particularly in this mode, can be more instinctive than "aimed". Set your crosshair to be 'trued' for your most desired throwing distance. 'Better' mode will try to adjusted this for the type of weapon being thrown, but throwing greater distances will have a sharper dropoff for less 'aerodynamic' weapon types.
Compatibility issues & known defects
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MjolnirMode is not compatible with FlippyFlip3's Mjolnir - Thor's Hammer. It is fully compatible with Azumatt's Mjolnir.
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StackableWeapons is not compatible with Epic Loot. If you turn on stackable weapons with Epic Loot, EL will not be able to create/drop magical One Handed weapons. Existing weapons will continue to work.
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If you're using Dual Wield with StackableWeapons and throw your weapon then pick it up, your weapon will be added to the stack and not re-equipped. You'll need to split the stack into two in order to re-equip your off-hand weapon.
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StackableWeapons is mostly compatible with Jewelcrafting, however, an entire stack of weapons will all be socketed with one socket crafting. In addition, once unstacked or thrown, socketed weapons will no longer stack.
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If you throw a weapon far enough it may not respawn. This is most likely to happen if you throw from a substantial height. This is not a MaxAxe issue - it can happen in 'vanilla' Valheim with thrown spears.
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MaxAxe has limited compatibility with Terraheim weapons:
- Some weapons can be thrown, others cannot. Those that cannot will display a flashing Throwing status icon in Throwing mode.
- For incompatible weapons, the Terraheim secondary attack will still be triggered, regardless of whether MaxAxe is in Melee and Throwing mode.
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Some 'enhanced' weapons, particularly those with magical properties, may exhibit unusual behavior or result in errors when thrown by MaxAxe.
- If you have an incompatible weapon and want to exclude it from being thrown, you can add its prefab name on a separate line in the text file PrefabExcludes.txt found in the Neobotics-MaxAxe folder.
- MaxAxe will also exclude any prefabs listed in the ExcludePrefabs configuration entry. These prefabs can be controlled by the server.
- If you find any specfic incompatible weapons, please feel free to add a post on Nexus.
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The following mods are not compatible with MaxAxe and have no known workaround. If you have DisableIncompatibleMods set to true, they will be automatically disabled to allow MaxAxe to function correctly:
- ValheimSecondaryAttacks (aka Swords Secondary do Piercing Damage) from anarkopsykotik, which will cause some thrown weapons to be duplicated. But don't fret; MaxAxe makes all the same adjustments to melee secondary attacks of knives, swords, atgeirs and battleaxes.
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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.
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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.
- If enabled, the throwing skill will be used on all thrown weapons for determining damage and stamina adjustments instead of the specific weapon skill. While you won't improve the weapon skill on a thrown hit, you will improve the throwing skill for use by every weapon type.
- 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.
- If using ThrowOnRelease with a multi key combo, both keys must be released at exactly the same time. A single key is recommended.
- MjolnirMode is intended for fun, not roleplay. It only works with Frostner and Mjolnir (from Azumatt).
- Try not to throw it into deep water. If you do, you may need to move closer before it returns, and it may take a little time.
- The return speed matches the weapon speed...there has to be some degree of balance here!
- You cannot upgrade weapons in a stack. Unstack a weapon before upgrading.
- Torches will remain lit for a short time after being thrown. Toss 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 delivers Blunt damage!
- Weapon finders are not persisted between sessions. If you don't pick up a weapon and log off, it will no longer display a finder.
- Stones, wisps, eitr and eggs are not recoverable.
- 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
- If you need to exclude a prefab, but don't know it's name, you can set the Log level to "Debug" and attempt to throw the item. The console and log file should have an entry that begins with "Attacking with prefab" followed by the prefab name. Don't forget to set the Log level back to "Info" or above.
- Frostner needs an open inventory slot to return. If your inventory is full, it will fall to the ground with a weapon finder, however, autopickup will not work - you'll have to pick it up 'by hand'.
- Sorry, but throwing weapon trails and shield rotation/decoration in flight are not visible to other players (yet)
Your comments and feedback are always welcome. Please feel free to post or send a note on NexusMods.
CHANGELOG
Changelog
0.5.6
- Updated for BogWitch
0.5.5
- Changed thrown Wisp damage type to be Spirit damage only.
- Fixed throwing status icon for Wisp and Eitr.
- Wisp damage revised to Spirit only.
- Wisp and Eitr damage slightly increased.
0.5.4
- Fixed issue with vanilla spear (Enable Spears off) and stackable weapons, where thrown 'spear' would actually be multiple spears with the number equal to the current stack.
- Fixed compatibility issue with Blacksmithing where pre-existing vanilla weapons would not stack properly.
0.5.3
- Prevented changing throwing mode while already in attack (causing errors)
- Fixed bug re-slotting weapon in original slot after dragging
0.5.2
- Changed animations for Pickaxe and Sledge secondary melee and Atgeir throw
- Added config to prevent throwing at enemies within weapon melee range
0.5.1
- Fixed issue with turret projectile error
0.5.0
- Added melee secondary attack for most magic staffs
- Added global throwing damage modifier
- Added config for autopickup of thrown weapons
0.4.9
- Fixed reduced stack limit on Ashlands bombs.
0.4.8
- Added support for native stackable Basalt bomb and Smokebomb
0.4.7
- Updated for Ashlands
0.4.6
- Fixed 'infinite' stamina drain while blocking with Wisp, Eitr or Chicken Egg equipped.
0.4.5
- Added compatibility with Proper Spears (see Notes below)
- Fixed issue with Bile Bomb and Ooze Bomb not stacking with stackable weapons off
0.4.4
- Updated for release 0.217.22
0.4.3
- Added config to reserve slot for returning weapons to prevent autopickup from filling inventory and preventing a re-equip.
- Fixed bug where autopickup of non-weapons (Eitr, Wisps, Stones, etc) would be equipped even if disabled.
0.4.2
- Updated for Hildir's Request
- Retains throwing skill values even if MaxAxe is uninstalled (and then re-installed)
- Adds throwing and secondary horizontal melee attack for pickaxes (handy against golems!)