The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Throwing Weapons Redux
File Size
29.396 MB
Jun 20, 2013 @ 8:43am
Jul 1, 2013 @ 11:28am
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Throwing Weapons Redux

In 1 collection by Madrilous
Throwing Weapons Redux Collection
2 items
Defeat your enemies from afar using more than just spells and arrows with Throwing Weapons. Inflict death from afar with axes, knives, javelins and grenades.


How to Use Them
The throwing weapons are simple to use, just aim and throw. Equip them and swing them like any other handheld weapon and the weapon will be thrown towards the target. They can also be dual wielded with both conventional weapons and other throwing weapons.

Where to Find Them
To get hold of these weapons you can craft them yourself at any forge providing you have the correct smithing perks for the job. Alternatively you will be able to find them in shops and as loot.

Skill Governance
Each type of throwing weapon is governed by a particular skill, using the weapons will train you in that skill as well.
The Potion Grenades are governed by your Alchemy Skill
The Throwing Axes/Knives/Javelins are governed by your Archery Skill

Special Features
Grenades can be used to create traps. This can be done by reverse pick-pocketing an NPC, placing a grenade in their inventory and choosing how long to set the fuse. After the defined number of the seconds the grenade will explode causing 2x damage. Alternatively, proximity traps can be created by placing the grenades in a container. When an enemy strays too close it will explode, once again causing 2x damage.

Weapon List

This is current weapon list.

Throwing Knives
Iron to Dragon

Throwing Axes
Iron to Dragon

Iron to Dragon

Frost Potion Grenade - Causes an explosion of ice with a chance to freeze enemies
Incendiary Potion Grenade - Causes a large explosion of fire
Poison Potion Grenade - Poisons enemies caught in its blast range, slowly sapping there health over several seconds.
Gas Trap Potion Grenade - Leaves a cloud of explosive gas behind when used, can be ignited with fire.
Oil Trap Potion Grenade - Leaves a puddle of explosive liquid behind when used, can be ignited with fire.
Flame Potion Grenade - Splashes the are area with burning liquid
Fragmentation Grenade - High damage explosive
Shock Grenade - Causes a blast of lightning which damages health and drains magicka
Stun Grenade - A non-lethal grenade which emits a blinding light which staggers those caught in its radius

Throwing Torch - Use to light up distant places


The weapons are affected by some of the vanilla perks:
Overdraw will increase the damage done by Throwing Knives, Throwing Axes and Javelins
Alchemist will increase the damage done by Grenades
Deadly Aim will increase the sneak modifier for Throwing Knives, Throwing Axes and Javelins from 2X to 3X

These perks below are all available via the MCM Throwing Weapons menu. Each of the perks has a skill level requirement and also requires a number of hits with that particular weapon. These requirements can be found below.

If you want to use them in the perk trees you must download the perk tree plugin file also. It can be found HERE

Archery Perks - Axes
Balanced Axes - 3 Rank(s) - Each level reduces the amount of stamina used for power attacks
Requires - Archery Lvl: 30/60/90 Hits: 150/300/450
Force Throw - 1 Rank(s) - Power attacks cause stagger
Requires - Archery Lvl: 50 Hits: 450 Perk: Balanced Axes Rank 1

Archery Perks - Javelins
Impede - 3 Rank(s) - Each rank increases the chance to slow an enemy when hit
Requires - Archery Lvl: 30/60/90 Hits: 150/300/450
Impale - 1 Rank(s) - Chance to cause knock enemies down
Requires - Archery Lvl: 50 Hits: 450 Perk: Impede Rank 1

Archery Perks - Knives
Piercing Wounds - 3 Rank(s) - Adds bleed damage, each rank increases the length of bleed time.
Requires - Archery Lvl: 30/60/90 Hits: 150/300/450
Paired Blades - 1 Rank(s) - Throw two knives at a time.
Requires - Archery Lvl: 50 Hits: 450 Perk: Piercing Wounds Rank 1

Alchemy Perks - Grenades
Chain Reaction - 3 Rank(s) - Each rank increases the chance to cause a second explosion.
Requires - Alchemy Lvl: 30/60/90 Hits: 75/150/225
Shell Shock - 1 Rank(s) - Chance to cause fear in enemies caught in the blast
Requires - Alchemy Lvl: 50 Hits: 225 Perk: Chain Reaction Rank 1

MCM Features

This mod makes use of MCM and therefore requires SKSE and SkyUI (or SkyUI away). The details for these can be found further below. The menu is pretty self explanatory but here is a brief breakdown of the menu system.

General - This menu allows you to turn certain features of the mod on or off. These include the different weapon types and also the quivers. By default they are all set to on. By turning a particular weapon off you will remove it from vendors, loot and the crafting menus. By turning off quivers they will no longer be automatically equipped when you equip a throwing weapon.

Axes - This menu allows you to individually tweak the damage of the axes if they are enabled in the general menu.

Knives - This menu allows you to individually tweak the damage of the knives if they are enabled in the general menu.

Javelins - This menu allows you to individually tweak the damage of the javelins if they are enabled in the general menu.

Grenades - This menu allows you to individually tweak the damage of the grenades if they are enabled in the general menu. The oil and gas trap grenades are not in this menu as they work differently.

Perks - This menu offers an alternative to unlocking perks through the skill tree. If the perk tree plugin is active then this menu will be disabled.


This mod does requires the latest Skyrim update, however it does NOT require any DLC to work.

In order for the MCM menu stuff to work you will need to use SKSE and SkyUI. The rest of the mod works perfectly well without these but you will not be able to use any of the MCM features detailed above.

SKSE can be found HERE[]

SkyUI can be found HERE[]


Thanks to PrivateEye for use of his hatchet and short spear models. You can find his Heavy Armory mod that they came from HERE

The armor seen in the demo video can be found HERE[]


Please do not hesitate to leave a comment if you have any questions, ideas or problems and I'll do my best to respond.

If you do enjoy the mod remember to Like and Favorite. I also accept donations via my Nexus Page[]. Your contributions go towards my the costs of the time and resources spent creating this mod and help support me in future projects. Thank you for looking.
Popular Discussions View All (3)
Aug 25 @ 4:22am
List of issues
Jul 23 @ 2:18pm
Improving and Enchanting Thrown Weapons
Nov 7, 2014 @ 4:44pm
< >
pham Aug 19 @ 5:10pm 
I can't throw them for some reason. It only lets me attack normally but not throw...
DrawSoul Aug 8 @ 6:32am 
DrawSoul Aug 8 @ 6:32am 
nasıl ullanıcaz laa
Abergons Jul 23 @ 2:46pm 
Has anyone figured out how to enchant thrown weapons yet?
formygames210 Jul 21 @ 2:17am 
I thought this mod should be an improvement for one-haned and two-handed skill instead of archery because bows should always better than throwing at least at accuracy
Aisolon Jul 18 @ 8:30am 
I know literally nothing about modding and how coding works, but i think there are two solutions:

The easy one (as they are already considered melee weapons) would be to remove the throwing weapons perks from the archery tree and attach them to the one handed tree, make throwing weapons level one-handed and benefit from one-handed 0.5% damage increase.

The hard one would be to make overdraw increase the damage instead of armsman, which i have no idea if its even possible.
Aisolon Jul 18 @ 8:30am 
I am glad they get their damage increase from something.

On the other hand, getting archery levels from using throwing weapons is rather useless then, unless you are using the throwing weapons perk tree plugin and the 0.5% damage increase from each archery level affects throwing weapons. And even then, it would be tedious to level the one handed weapon tree with melee as a pure ranged character.

Speaking of melee, there is a bug that makes throwing weapons deal damage twice in melee range, as they are treated as melee weapons, they will deal damage on swing, and with the projectile shortly afterwards. I feel this trivializes content and makes the game too easy.
Dural_uminium_alloy Jul 16 @ 8:59am 
NOTE: Apparently, the throwing knives do not benefit from Marksman perk Overdraw (dmg boosts).

HOWEVER: They DO benefit from one-handed perk Armsman (dmg boosts).

Tested only on knives, since they're the main part of this mod that interests me :-P Feel free to validate on other throwing thingies if ya want.
Aisolon Jul 14 @ 12:25pm 
I have a question, is the damage increase for throwing weapons gained by the overdraw perk supposed to show on the damage number of the actual weapon? Because for me, iron throwing dagger shows 8 damage before and after putting a point in overdraw. Also, I would like to use the Recurve longbow mod, but that changes the wording of the archery perk overdraw. It now increases the damage for bows, longbows and crossbows by 20%/level and increases the amount of arrows recovered by 13%/level. Will the damage increase still apply to your throwing weapons? Thanks.
[CRCS] Pillowthief Jul 14 @ 11:53am 
how do you get grenades?