Hey @Salk, thanks for the report! Unfortunately, I no longer have the proper set up to make/test a mod. If you have KOTORTool + the base game, and are interested in fixing the issue, feel free to do so. If one wants, I can make an update and be sure to credit.
Looking at the source code fp_saberthrow.nss, Selkath race is most likely a missed condition check, here:
if (GetRacialType(oTarget) == RACIAL_TYPE_DROID) {
effect droid_stun = EffectDroidStun();
droid_stun = SetEffectIcon(droid_stun, 30);
DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, droid_stun, oTarget, 0.5));
} else if (GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) {
effect sub_stun = EffectStunned();
sub_stun = SetEffectIcon(sub_stun, 11);
DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, sub_stun, oTarget, 0.5));
}
I am unsure what RacialType/SubRace the problematic Selkath has, it's most likely an edge case. To fix this issue, one needs to:
Install this mod (prerequisite)
Tweak the second condition check (or insert an additional condition check + stun effect) to catch this special case you mentioned.
Compile the fp_saberthrow.nss with KOTORTool
Drag the compiled fp_saberthrow.ncs to override.
Test in manm28ac module
Sanity test to make sure it doesn't break anything else (e.g. test on other basic RacialType/Subrace enemies too to make sure it doesn't break anything)