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JonHinkerton

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  1. jonhinkerton
    jonhinkerton
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    I created this mod for Baldur's Gate 3 and posted it on Nexus prior to official mod support. I have no desire to rework it in the new format being used by the official mod manager, but I have received a number of requests to do so, especially from console users.

    As such, I am posting my mods on github for any enterprising modder to fork and take over in order to make the conversion and handle the publication of them as you wish. They belong to the world now.
  2. extassy13
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    Its bugged right now.
    It gives the higher stat bonus to both finesse and non finesse weapons, both for damage and to hit.
    I have 14 str and 16 dex and it gives +3 (dmg/to hit) be that to a javelin/axe or a dagger.
    1. xxxSYNNxxxx
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      "It gives the higher stat bonus to both finesse and non finesse weapons, both for damage and to hit.
      I have 14 str and 16 dex and it gives +3 (dmg/to hit) be that to a javelin/axe or a dagger."


      other than this it is working tho?  no crashes etc?  I could actually live with it using the char who is throwing using their highest stat regardless of weapon used.
    2. extassy13
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      it was working fine other than that.
      I would check out this mod "Throwing with DEX (Rogue, Ranger)" in the mod manager
      it gives a perk to rogues and rangers similar what monks have 
    3. xxxSYNNxxxx
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      i tried that one, its fine and works, but if u try and repec while being a rogue or ranger it would crash the respec screen every time until i took it out.  prolly fine to take out and respec than re-add id wager.
      thx for reply
  3. Frostie212
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    Anyone know if this is still working on Patch 7?
  4. jonathancross91
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    Would this mod be compatible with the below mod you think?
    https://www.nexusmods.com/baldursgate3/mods/7907?tab=files
  5. SWUSpeedy
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    How feasible do you think it would be to have a mod that fixes throwing in general? As in, where additional effects of equipment actually proc when thrown. Right now, effects like the Sussur dagger, poisons/dips, Drakethroat Glaive elemental enchantment, etc., don't actually work when you throw a weapon.
    1. jonhinkerton
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      It’s something to look into, if nothing else.
    2. SWUSpeedy
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      For sure!  I have a fun Barb/Rogue throwing build focusing on daggers, sneak attacks, and the like, and it's certainly a letdown that weapon effects don't properly work on throws. 
    3. SWUSpeedy
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      I did a bit of digging into this, specifically in the Shared\Public\Shared\Stats\Generated\Data\Spell_Throw.txt file, under the "throw_throw" and "throw_enragedthrow" entries, there are "if" statements for various magic weapon affixes, like 'MAG_FIRE_THROW', which cause it to add 1d4 damage of that type.  It seems like IF entries would need to be added for each additional magic effect that should be procced when thrown.

      A bit tedious, but probably relatively simple?
    4. jonhinkerton
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      The way that the spell works and the way that weapon damage is designated makes a universal solution without scripting more or less out of the question. It would be easy to add items piece by piece to the inclusions, but they would all look like the dwarven thrower - a line of code for one weapon multiplied by every weapon you wanted to add. The design just wasn't very good. It needs a function to get the quantity and type of damage from the weapon source as an iterable collection, which is not how the lsf files were ever meant to work. It is more in the realm of the script extender, but I'd have to dig through the osirus docs to see if I can get the damage details in a usable way. It's a non-trivial task in any direction.
    5. SWUSpeedy
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      Right, the way it's built currently would require individual IF statements, unfortunately.  It looks like (my hypothesis) that the ExecuteWeaponFunctors(MainHand) and similar function calls are what handle additional effects for actual weapon attacks, but throw is done completely differently.  Quite unfortunate, and unless a universal solution isn't created, any mods would have to individually add those effects.
    6. jonhinkerton
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      Yeah, it's really unfortunate because it seems like it should be so simple but the tools just aren't there. Like you want it to just be a bug you can fix, but it turns out it's just a thing that you can't do (right now). Something like applyweaponfunctors is what we'd need, yes, but I don't think it exists now. Functors generally cover statuses that are applied on events, so if the weapon set the target on fire, that would be a functor, but doing fire damage is not usually the case except with things like bleeding and other dots where the damage is on the status stack rather than an event (look at the chaos wand in my wand pack for how badly that approach (doesn't) work in practice). What seems to be the issue is that the damage added by something like a dip or the silver sword's bonus psychic damage doesn't seem to be an accessible property in the lsx files. I can't even guarantee it could be scraped out with the SE. The fact that DealDamage(ThrownWeapon, ThrownWeaponDamageType) only gets the base damage and not all of it gives away that there is not a way to handle that in the definition and the way they handle dwarven thrower's thrown damage bonus shows that they were fine doing it case by case. They defined the collection of boosts like MAG_FIRE_THROW but never used any of them so they headed in a direction but likely abandoned it. There is the opportunity to use those boosts on weapons as you make them though. There might be an opportunity for someone to create a framework to handle throwing better down the line, you could start just by expanding this mod,  but it would require that certain parameters are available via scripting. They really didn't do throwing well and it's because they really didn't do attachments well. It's a thing that is super flexible, but not extended where you need it. There are just inefficiencies in the game that are a result of the huge complexity of teh game and the length of time they spent making it. Too many corner cases just weren't included in the foundation because people just didn't know what they didn't know so they did the best they could. There is a proc that runs every time you unequip an item that checks if it was one of the nine items in the game that summon characters like Wyll's reward rapier. Then it checks to see if that item's summoned creature is present, then kills it. They didn't build in a way to make that an onunequip functor and had to add all of those checks to the overhead of the game via the engine. Hell, my summon mods listen to every spell cast event for the exact same reason, more or less. No system is perfect.
    7. SWUSpeedy
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      It really is quite unfortunate.  I fairly easily added in extra damage from dipping in fire, as well as elemental add-ons (from Drakethroat glaive for instance).  Poisons are another matter, and same with weapons like the Sussur dagger.  

      Funnily enough, the throw spells include specific mentions for what happens when you throw Boo, so that concept could be applied to the Sussur weapons.  It's just a bit absurd that each edge case has to be specifically coded in this manner.  

      Also, the code for throwing Boo isn't in the frenzied throw section of code, so I'm wondering if that even works right now....
  6. Chaossama
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    Hey, not sure if it's been reported, but this seems to throw an error in the Script Extender logs when you throw something other than a weapon. Got the error when I threw Scratch's ball, for example. Doesn't seem to cause any problems in-game, just the Osiris error.
    1. jonhinkerton
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      Thanks for the heads up. I will check on it.
  7. TheInvoker
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    It's now working for me

    i have the same percentage chance to hit with or without the mod, trying to throw the bloodthirster dagger with an assassin (10 strenght 18 dexterity)
    1. jonhinkerton
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      the to-hit will always be based on base strength, the script fires after the odds are fixed. There is no way to know what you intend to throw when the game makes that projection. Look at the combat log after the throw to see the actual numbers used.
    2. TheInvoker
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      that's important for me.
      Throw already has so many downsides that I'm not interested in playing such a build. Of course is not your fault, it's how the throw has been implemented
      I hate that it removes icons on the hotbar every time i throw somehitng
      i hate i have to filter for weapons every time i load a game (this setting is not remembered)
      i hate i can't give an hotkey to the weapon i want to throw
  8. HauvWixes
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    How does it interact with the Tavern Brawler feat?
    1. jonhinkerton
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      I honestly don't know. My guess is that it would add your dex bonus to damage because it is your strength score at the time regular damage is figured but it is a question of timing and when the tavern brawler bonus gets computed. If anyone has done this, please let us know.
  9. Barthacus
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    Cannot get this mod to work, is there a specific load order or is the mod incompatible with any other mods?
    1. jonhinkerton
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      Do you have the script extender?
    2. Barthacus
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      Yes, I do,  use the Vanguard Mod, 5e spells, several mods that require the script extender. I tried loading the Finesse fix mod before vanguard, after vanguard and as the last mod. Does not work, for some reason.
    3. jonhinkerton
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      How are you determining if it works?
    4. andrelc
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      Same thing happening to me -- I'm trying to throw Phalar Aluve (finesse longsword) but still using str. Maybe it's related to weapon type?
    5. jonhinkerton
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      hmm, I really built this around weapons with the Thrown property. Phalar Aluve does not have the Thrown property. I would have to look at this, I believe in tabletop that a thrown weapon without throw is treated as an improvised weapon but the bg3 throw rules are so far from tabletop who knows. The code would work as long as the longsword still cast the throw_throw spell when thrown.

      Also, the combat log will show it is applying the strength modifier but check the number added, if your dexterity modifier is higher than your strength's it will use the dex one. it works by briefly making your strength match your dex when the throw is made.
    6. Barthacus
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      Thanks for all the replies, John. The thing is, even though Phalar Aluve does not have the thrown property, the class Andre and I are playing with, Vanguard, allows us to enchant a weapon and give it the thrown property. I double checked and I am indeed using it, my Phalar Aluve does have the Thrown Property. I also checked my roll number and it subtracted one from the total roll due to my strength being negative, so it seems to not be working. My to hit chance for a melee attack was also calculated at over 80% and when I tried to throw it, it went down to 35%.
    7. jonhinkerton
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      The to-hit will always be wrong, the script fires after the odds are fixed. But the damage should sort itself out.

      I’ll get a Phalar Aluve and see if I can get it working. Hang on a bit.
    8. jonhinkerton
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      Ok, Phalar Aluve's issue was that it is still a longsword and longswords aren't using dex by default like daggers do. It has Finesse added by a property setting, so I had to look in a different place for that. should work if you download 1.1.
    9. Barthacus
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      Oh, wow, thanks for the fast update! I'll test and see if it is working asap.
    10. Barthacus
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      I have just tested and it working almost perfectly, thanks! I had dex at 20 and str at 8. It did not change the chance to hit (it was still showing 35%), but when I threw it, it added my proficiency bonus and added a Str bonus of 5 (which would be equivalent to my dex 20 bonus). 

      The only error which seems to still be occurring is that it is not adding my Magic Weapon Bonus to the throw. I am at the end of Act 2 with a +2 Phalar Aluve. When I make a melee attack, it adds the +2 to both the attack roll and the damage. When I throw the sword, it is adding the +2 to the damage, but not to the attack itself. I wish I could post a screenshot here, but it does seem that the only thing missing is for the weapon enchantment bonus to be added to the throwing attack roll.
    11. jonhinkerton
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      That’s a bigger issue with throwing in BG3. The weapon’s melee dice, bonuses, and extra damage types do not carry over to thrown weapons. Thrown weapon damage is based almost entirely on the weight of the item thrown except some specific hard coded cases like the Dwarven Thrower which is baked into the throw spell. The returning pike rocks because it is like 17 pounds. There is an opportunity for a whole new mod to fix this, but this one beat me up enough for this week.
    12. Barthacus
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      Nah, I can't thank you enough! Great mod!
  10. TheRingisHot
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    Thank you, kind sir!
  11. FuriousFurball
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    Hi, thanks for the mod, will try it when i get a chance. 
    I do have an unrelated scripting related question though. 

    With items like the Returning Pike, Eldritch Knight's Weapon Bond, ... would it be possible to change the "returns to you" behaviors to return the item to your Backpack instead -unless- it was equipped to your weapon slot when it was thrown? I often wanted to wield a Longsword and Shield (for example) and just use the Returning Pike to throw at enemies that are further away, it then replaces your Sword and Shield upon it's return makes that a bit annoying.

    Have a good day

    =)