DualWieldCore
Dual wield physical weapons in any combination, including spears and two-handed weapons. Bows, crossbows and magic excluded. By Ketanol.
模組介紹 作者原文
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.
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: