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Ketanol-DualWieldCore-1.2.4 icon

DualWieldCore

Dual wield physical weapons in any combination, including spears and two-handed weapons. Bows, crossbows and magic excluded. By Ketanol.

By Ketanol
Date uploaded a week ago
Version 1.2.4
Download link Ketanol-DualWieldCore-1.2.4.zip
Downloads 1714
Dependency string Ketanol-DualWieldCore-1.2.4

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

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.

CHANGELOG

Changelog

1.2.4

  • Restore vanilla throwing for snowballs, charred bombs and other consumables. Items consumed by their primary attack are excluded from dual-wield eligibility and standalone melee conversion, without relying on prefab names.
  • Preserve native projectile effects and stack consumption. Switching from a weapon pair to a consumable follows normal equip handling.
  • Retain reusable spear/harpoon restrictions, weapon-pair animations, independent damage and existing configuration.

1.2.3

  • Restore the 1.2.0 secondary attack animation (dualaxes3) when both equipped weapons use the Swords skill. The existing secondary-attack binding (middle mouse by default) is respected.
  • Retain the four-step primary combo, independent hand hits/effects, and 1.2.2 equipment feedback. Other weapon pair animations are unchanged.

1.2.2

  • Add local low-durability warnings for both weapons while dual wielding: default 20%, adjustable from 0 (off) to 50%. One warning per item until an observed repair, without repeats when swapping or holstering.
  • Show localized right/left weapon names and remaining durability after a successful hand swap. Optional client setting.
  • Cache the excluded-prefab list instead of splitting it repeatedly in weapon checks; changes, including server-synced settings, invalidate the cache.
  • Preserve 1.2.1 combat, animation selection, skill identity and equipment restrictions.

1.2.1

  • Restore the exact 1.1.4 paired animation selection, four-step primary chain and secondary movements, including knife pairs.
  • Retain independent hand damage, area attacks, resource costs and equipment restrictions.
  • Single-contact clips resolve both independent hands at that contact.

1.2.0

  • Replaced combined strikes with independent right/left native attack instances.
  • Reused two-hit native paired animation clips; hand-tagged events replace only hit callbacks in local clip copies.
  • Preserved per-weapon area/melee geometry, damage channels, effects, skill and tool tier.
  • Charged stamina per executed hand; independent native durability and XP handling.
  • Cancelled pending hits on interruption; rejected duplicate hand events and outgoing transition events.
  • Disabled physical throws, including standalone spears/harpoons.
  • Enforced exclusive bows/crossbows/staves and non-pairable hammer/hoe.
  • Preserved requested hand order when vanilla auto-moves a torch during sword equip.

1.1.5

  • Fixed zero-hit dual area attacks: preserve Area geometry instead of converting a large overlap radius into a zero-length melee sphere cast.
  • Preserve native area attack animation and chain settings.
  • Combine both weapons' damage, offhand durability and Dual Wield experience inside area hit resolution.
  • Preserve valid area secondary attacks instead of replacing them with primary melee attacks.
  • Applies by attack type, including modded physical area weapons; no sledgehammer whitelist.
  • Main hand controls hit geometry; offhand contributes damage. Building-tool exclusion remains unchanged.

1.1.4

  • Excluded building hammers and all build-table tools from dual wield, including repair attacks.
  • Selecting a building hammer clears both weapon hands; selecting a weapon removes the hammer.
  • Rejected hammer offhands and pairs of building hammers; preserved combat sledgehammers.
  • Added recovery for invalid equipment pairs inherited from older versions.
  • Kept vanilla equip approval, building mode, weapon combinations and R holstering.
  • Release compiled; automated tests and gameplay checks not run.

1.1.3

  • Synchronized plugin, assembly and package version to 1.1.3.
  • Retained complete implementation documentation and corrected ZIP paths.
  • Gameplay unchanged. Tests skipped by explicit user request.

1.1.2

  • Synchronized plugin, assembly and package version to 1.1.2.
  • Fixed ZIP entry paths to use forward slashes. Gameplay unchanged from 1.1.1.
  • Tests skipped by explicit user request.

1.1.1

  • Expanded physical weapon eligibility, including spears, polearms and two-handed mixed pairs.
  • Added physical left-handed weapon slot normalization.
  • Adapted special attacks to combined melee combat without consuming weapons.
  • Extended offhand breakage and holster handling.
  • Excluded bows, crossbows and magic. Tests skipped by user request.

Changelog

1.1.0

  • Reworked equipment transactions with exception-safe leases and rollback of hand slots and equipped flags.
  • Drawing runs Valheim's original ShowHandItems and reconciles hand order afterward; blocked draws preserve available hidden weapons for retry.
  • Added per-attack combat profiles and explicit primary/secondary input tracking.
  • Corrected combined eitr consumption for the Valheim 1.0.7 cost helper, including secondary attacks.
  • Guarded nested damage lookups and restricted custom skill awards to the attacking player.
  • Retained geometry-based back/belt placement, skill save identifier and approved artwork.
  • Added implementation and provenance notes.

1.0.1

  • Fixed the second holstered weapon appearing far away from the character because a bone-space offset was treated as metres.
  • Two weapons on the back now use mirrored mounts, forming a cross. Crossing blades have a small separation to reduce clipping.
  • Sword/knife combinations retain the game's back/hip attachment choices in either hand order.
  • Two knives using the same hip attachment now sit on opposite sides of the belt.
  • Preserve item-specific equip offsets and avoid applying dual-weapon placement to shields or tools.

1.0.0

  • Initial DualWieldCore release by Ketanol.
  • Supported mixed and matching one-handed melee weapons.
  • Added hand swapping, runtime attack balancing, hit-based offhand wear and the Dual Wield skill.
  • Added English/Russian skill localization and approved mod/skill icons.
  • Included ServerSync configuration support.