Divinity: Original Sin 2

Divinity: Original Sin 2

Throwing Weapons Armory
37 Comments
Cyk 25 Sep, 2019 @ 10:07pm 
Thank you very much!
J0k3_R  [author] 3 Jan, 2019 @ 11:31am 
No worries, you can now find the release here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1613326268 Sorry for the wait!
Blood & Bourbon 3 Jan, 2019 @ 4:02am 
Thanks J0k3_R!:steamhappy:
J0k3_R  [author] 3 Jan, 2019 @ 1:31am 
Yeah i can, i’ll put it up in the next few days
Blood & Bourbon 2 Jan, 2019 @ 9:19pm 
Any chance we can get this in DE? Been hold off on assassin wet work unitl this is back
The Beardly Bastard 8 Dec, 2018 @ 10:12pm 
DE needs this mod!
Romooska 1 Aug, 2018 @ 6:02pm 
I don't know if it was ever brought up but when this mod is enabled all consumables other than potions take 3 AP to use.
MrJane 29 Jul, 2018 @ 7:16pm 
Ditto. I would love to see this for the EE when it comes around. Thanks!
Chief Romanji 29 Jul, 2018 @ 6:25pm 
Hey man, you can take 10 years if you want. I don't mind. I just love knowing "when" and "why" things happen. I'm patient. Love the mod so far
J0k3_R  [author] 29 Jul, 2018 @ 3:40pm 
Modding is slightly on hold till the definitive edition, I lost a bunch of data recently including the stuff for this mod (remember to back up your shit folks!), But I can salvage most of it back eventually. So my guess is in a month or so? Sorry for the inconvenience
Chief Romanji 29 Jul, 2018 @ 3:36pm 
Crafting when? if you don't mind me asking
MrJane 23 May, 2018 @ 3:41pm 
Can we get this in GM Mode?
Kyle'Thuzad 30 Apr, 2018 @ 5:00pm 
No sweat, dude. Do what you gotta do :)
njnothere 29 Apr, 2018 @ 2:04pm 
Its not enabled, but sweet! cant wait!
These will be an excellent addition
J0k3_R  [author] 29 Apr, 2018 @ 3:43am 
Damn is it not enabled? I thought I had enabled game master usage. I'll look into it.
njnothere 26 Apr, 2018 @ 2:03pm 
heyo~ dont suppose, is there a way to make this for the game master mode as well? these seem pretty fun, and id love to use them
J0k3_R  [author] 26 Apr, 2018 @ 8:10am 
The throwing knives thing is a known bug, specifically the base throwing knife. I stupidly assigned the scoundrel skill throwing knife to it. @CChivas I’ll look into your bug. I have exams atm so modding is a bit on hold but hopefully ill push something out in the next few weeks if I can find a fix
Kyle'Thuzad 26 Apr, 2018 @ 7:40am 
I had that happen as well, but disabling a couple other things fixed it. I don't remember what the conflicting mods were, but 6 person party wasn't one of them.

As far as the mod itself, I fucking love it. Ambidextrous is amazing, but expensive. The only issue I've had is throwing knives not working without a dagger equipped.
Connor 25 Apr, 2018 @ 3:13pm 
Can anyone help? Would really like to try this mod but it just adds random custom characters to my party?
Connor 24 Apr, 2018 @ 2:44pm 
They are in a completely black area, they join my party but I cannot control them nor can I disband them.
J0k3_R  [author] 24 Apr, 2018 @ 12:37pm 
This mod adds a few npc's but I've never heard any of those names ever. What do these npcs do exactly and where do they add them
Connor 24 Apr, 2018 @ 9:50am 
Any idea why this mod adds 4 npcs called azhera, elediara, korrin and madek. I have a large amount of mods active but only this one causes the problem :D
Digan 23 Apr, 2018 @ 12:25pm 
Well scaling i mean off ur base dmg or something :)
J0k3_R  [author] 23 Apr, 2018 @ 12:09pm 
I tested higher damage but I found the damage to be stupid strong. Accounting for range bonus on the axes, backstab on the knives and the stealth damage bonus on the knives my characters were significantly out-damaging their weapons with them no problem. Not sure what you mean about scaling though- everything already scales with a stat.
Digan 23 Apr, 2018 @ 11:39am 
I think they should have much more dmg than Granades, since its single target thing... and price is abit insane for a one time use :P maybe if u buy one and it scales or something
J0k3_R  [author] 23 Apr, 2018 @ 2:39am 
Hard to do unfortunately, the editor is not very flexible when it comes to requirements. Like I said these cannot be equipped like a normal weapon, but instead function like grenades. I like this approach because it also makes stuff like ambidextrous better.

Regarding new throwing weapons: I've already been considering them :). This is just a first release so there will be more on the way. I want there to be a meaningful difference between the throwing weapon types so I'm trying to find ways to make them unique before I release them. Let me know if you have any ideas on how to do that, I'm always open to suggestions.
Dire Siren 23 Apr, 2018 @ 1:15am 
you know replace the dagger requirement with a tthowing axe
Dire Siren 23 Apr, 2018 @ 1:14am 
hmm do they work instead of daggers for the scoundrel abilities that require daggers..that would be neat
MagicDew 22 Apr, 2018 @ 8:26pm 
If I had one gripe it would be that, I would like to see more forms of thrown weapons, such as Boomerangs, Javelins, Or even Shurikens. Thats all though, really great job!
MagicDew 22 Apr, 2018 @ 7:52pm 
wow amazing
legoman775 22 Apr, 2018 @ 6:45pm 
looks cool can't wait to test it out!
Kurator 22 Apr, 2018 @ 3:56pm 
Cool! Thanks for that
J0k3_R  [author] 22 Apr, 2018 @ 3:23pm 
Yes. I've tried to make them cheap and come in large quantities so they can actually be usable for a build though
Kurator 22 Apr, 2018 @ 3:22pm 
I assume these are consumed once you use them, like throwing a grenade?
J0k3_R  [author] 22 Apr, 2018 @ 2:51pm 
Just added a few, hope that makes things clearer!
The [Friendly]™ Derakor 22 Apr, 2018 @ 2:25pm 
would love to see some more pictures of the mod, maybe seeing them in the toolbar, or in the item bag. such as that
Blood & Bourbon 22 Apr, 2018 @ 8:18am 
Very clever add-on. Well done!