Automatically Throw Main Hand Weapon. QoL

⭐ — (2 endorsements) 📥 143 downloads 📌 v1.00 📅 9/25/2025
🟡 Updated this year

By Seecats · Gameplay

⬇ Download Mod Source: Nexus Mods 📅 Updated: 9/25/2025 📅 Created: 9/25/2025
⚠️ Install Order · 2 steps
1🛠️ BG3 Script Extender — BG3 Script Extender Download ↗
2🧩 Community Library — Community Library (Norbyte) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #44 of 557 Gameplay mods in this game by downloads

📋 About This Mod

A QoL weapon throw mod that skips the process of choosing what to throw. Check video for further details.

What is this?

Rather than having to select your weapon every single time you throw, the added Eldritch Throw Skill automatically just throws your main hand weapon by default. It also has the range fixed at 18ms and also has a homing effect baked into it. A happy feature(consequence) of this mod is that you will not need the thrown tag nor the return tag on the weapon for it to function normally.

Disclaimer!

Throwing is one of the more complicated things in bg3. There are a lot of interactions in play, and while I think I got the more major gimmicks of thrown effects done well. I cannot confidently say that this skill is behaving 100% as larian intended thrown weapon to interact.

This was originally a part of another mod I am making right now. (Also the reason why it sounds like eldritch blast.) I wanted to add a throw your weapon and teleport to the weapon for a combo effect.(Very weeb I know)

How to use the mod?

It will automatically unlock if you pick the "tavern brawler feat." I thought about adding it to the core pool of skills but I am not totally sure how that affects AI.

How does this mod work?

So how bg3 toolkit works. There are categories for all spells(Projectiles, Throws, Target, Shout etc etc) "Throw" is surprisingly in the Throw category. Throw category spells need two targets; the ball and the reciever. I originally tried to skip this process to always choose the weapon you equipped. It had moderate success, but at the end the player needs to click twice. The "Throw" spell has quite a list of what will happen per what will happen if you throw something per ball.

"IF(The thrown object is heavy): Deal X damage and apply prone to the object blah blah..."

I just took out the spell rolls and spell success effects of "Throw" when the ball is a weapon that has the thrown tag. And copy pasted just that part to eldritch blasts spell roll and spell success. Copied the trajectory rule from magic missile. Changed the targeted thrown weapon to mainhand weapon Double checking through a long list of spell flags and how it should interact per situation.

This approach has a few consequences, basically this is shooting an projectile that imitates the effect when something lands. Rather than a weapon actually flying away and landing. This means two bugs/interactions are different with a few things. It will not do the behaviors associated when something is leaving your inventory, and since it never left your inventory effects that happen when something gets equipped or added to your inventory do not proc when it returns. For instance, the torch inflicting burn on you when a thrown torch is returned does not happen with this mod. In game wise it should do the intended effect just fine(Dealing damage when projectile/weapon hits) But if somebody used those interactions in another mod or some in game mechanic I am

📊 Mod Details

Game
Baldurs Gate 3 Mods
Author
Seecats
Version
1.00
Downloads
143
Endorsements
2
Category
Gameplay
Created
9/25/2025
Updated
9/25/2025

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