Real Throwing Weapons
Real Throwing Weapons Throwing weapons
Screenshots 1 screenshots
About this mod Machine translation
Real Throwing Weapons Throwing weapons
What's this:
I was always bothered by the complete lack of throwing weapons in FO4. Bethesda made absolutely no attempt to throw weapons buried in distant archival archives into their incomplete game. There's even a test unit for throwing bottles - ostensibly to relieve tension when you find out Beth hasn't finished throwing the weapon. I can't get them to work either. Sure, I tried it almost two years ago, but I just had a modified new one moistened with temperature-conductive silicone grease behind my ears. I also found a few examples of thrown weapons that behaved more or less correctly, except in one important way, they didn't spin in mid-air. There's an ax levitating over an enemy as if Magneto was wielding it, which for me requires a bit of disbelief.
When the CROSS Blades were released, I watched the thrown weapons end up tumbling in mid-air! Leave it to Niero to figure it out (because he will). So I embarked on my third attempt at bringing real throwing weapons to FO4 by combining the tumbling action in the Niero Blade with the aforementioned stick action.
By using careful methods in FO4Edit to randomly try different craps and then test this crap in a craps game, I finally succeeded! There are a few caveats and kinks in hammering this throwing weapon's square peg out of the round collection of special codes we call FO4 (see "Unexpected Features" for details).
arms:
Tomahawk, wrench knife, Raider shiv, Fidget Spinner shuriken, not an Eli blade, switchblade, combat knife, Raider axe, circular saw blade, 4 types of pistols, three types of throwing heels, shoes, stilettos, wakisashi, thunder (fury road) most grenade types (8 types), harpoon, EM field harpoon, broken fusion core harpoon, ejects glowing liquid on impact, throwing forks, food paste cakes that cover the target with pink slime.
Target:
If you have the Settlement Menu Manager installed, make these items under "Decorations": Hay Target, Log Target, Raider Swing, Raider Fence, Raider Swan, Safe Set Target, Aim Target, and yes... the broad side of the barn. Not exactly.
What this is:
I was always bothered by the utter lack of throwing weapons in FO4. Bethesda left incomplete attempts at throwing weapons buried in the Far Harbor archive files to go with their incomplete game. There's even a test cell for throwing bottles - ostensibly to relieve tension when you found out Beth didn't finish the throwing weapons. I couldn't get them to work either. Granted, it was almost two years ago that I tried and I was but a mere modding newb, wet with temperature conductive silicone grease behind the ears. I also found a few examples of throwing weapons that acted more or less correctly except in one important regard, they didn't spin in mid air. Having a hatchet levitate at an enemy as if Magneto was wielding it required a bit too much suspension of disbelief for me. My attempts to adopt that to the tumbling behavior of the cut content was likewise unsuccessful.
When CROSS Blades was released, I saw that the throwing weapons finally tumbled in mid air! Leave it to Niero to figure it out (because he will). Thus I started a third time on trying to bring true throwing weapons to FO4 by combining the tumbling action in Niero's blades with the previously mentioned sticking action.
By using a careful approach of randomly trying different crap over and over again in FO4Edit then testing this crap in the crap game, I was finally successful! There's still a few caveats and kinks to work out from having hammered this square peg of throwing weapons into the round collection of ad hoc code we call FO4 (see "Unexpected Features" for details).
Weapons:
Tomahawk, wrench knife, Raider shiv, Fidget Spinner shuriken, Not the Book of Eli blade, switchblade, combat Knife, Raider hatchet, circular saw blade, 4 types of shurikens, three style of throwing stiletto, shoe, stiletto shoe, wakisashi, thundersticks (Fury Road) for most grenad …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.