Mods / Swordz

Category: #Utility #Weapons
Author: Zolgrim
Side: Both
Created: Nov 16th 2023 at 10:48 PM
Last modified: Jul 3rd at 8:59 AM
Downloads: 20427
Follow Unfollow 209

Latest file for v1.19.8:
Swordz 1.1.8.zip 1-click install


This mod adds new variants of swords as well as other weapons.

Current Version : 1.1.8

Swordz adds the following :

 

Axes

Bearded Axes : Bismuth Bronze / Tin Bronze / Iron / Meteoric / Steel

  • +1 Tier and confers higher damage than the standard axe, as well as having higher durability, however chops wood slower.
    • Xskills : Tool Mastery

Dane Axe : Iron / Meteoric / Steel

  • Currently unobtainable - Creative only - Placeholder
    • Xskills : Tool Mastery
Knives

Seax : A large knife meant for self-defense and utility : Copper / Tin & Bismuth / Iron / Meteoric / Steel

  • Costs a (smithed) Ingot , stick & twine
  • Shorter range than the shortsword, lower damage than the shortsword, cheaper
  • Can be used to butcher and gather cattail roots and grass and for recipes.
    • Xskills : Tool Mastery (Knife)

Stiletto : Copper / Tin / Bismuth / Black / Iron / Meteoric / Steel

  • A small flimsy specialized dagger, it's got low durability, fairly low damage but very high tier; meaning it's excellent at penetrating the weakspots in armour! (Need feedback , it's supposed to be a high risk/high reward for PVP scenarios.)
    • Xkills : Swordsman
Polearms & Spears : Xskills = Spearman

Bec de corbin : Iron / Meteoric / Steel

  • Polearm, Mediocre durability, 3m range, Mid-High damage

Boar Spear : Iron / Meteoric / Steel

  • Polearm, at a whopping 3.8m range this spear allows you to poke most things with relative impunity. (Medium-low damage)

Halberd : Iron/Meteoric/Steel - Sister weapon to the pollaxe

Naginata : Iron/Meteoric/Steel - Off by default

Pollaxe : Iron/Meteoric/Steel - Sister weapon to the halberd

Ranseur : Iron / Meteoric / Steel

  • The ranseur offers a more damaging 'spear' at the cost of throwing ability.

Voulge : Iron / Meteoric / Steel

  • Polearm, Medium-low durability, 2.8m range, Mid-High damage

Warscythe : Copper / Tin / Bismuth / Black / Iron / Meteoric / Steel

  • Makeshift polearm made out of a farmer's tool, middling damage, terrible for pvp
Swords : Xskills = Swordsman*

Arming Swords : Tin Bronze / Iron / Meteoric / Steel

  • A more expensive and elegant option compared to the falx, offers slightly higher durability and attack power.

Gladius : Iron

  • Good Damage, Good Tier, Slightly more expensive than a falx.

Khopesh : Copper/Bronze - Off by default

Kilij: When a sabre just won't do : Iron / Meteoric / Steel

  • Slightly shorter range (2.3m) and less durability, but higher damage option to the sabre.

Longsword : Iron / Meteoric / Steel

  • The longsword, the bigger brother to the arming sword and the smaller cousin of the zwei. These fill a niche in between offering longer range, higher damage and a durability somewhere between. They also look nice.

Sabre : You hear about those warriors? They had curved swords! : Iron / Meteoric / Steel

  • More expensive but more damaging sword, slightly more fragile than the falx however.

Shortswords : Copper / Tin & Bismuth Bronze / Iron / Meteoric / Steel

  • Costs a (smithed) Ingot, Stick, Leather
  • Can be used to butcher but unable to be used for crafting recipes as it's too unwieldy.
  • (Tries to) Follows a "scale" using the blackguard shortsword as the baseline compared to falxes.
    • *Xskills : Tool Mastery as it's a "knife"

Spatha : Steel

  • Good Damage, Good Tier, Slightly more expensive than a falx.

Zweihander : Iron / Meteoric / Steel

  • Costs two smithed ingots for the blade, then a stick , the blade and two leather
  • Long range,-1 tier but High damage, low durability
 
Other Weapons : Maces/Warpicks/Warhammers

Nadziak : Tin+Bismuth+Black Bronze/Iron/Meteoric/Steel

  • A warpick that can be used as a propick
  • Has +2 tier but confers lower damage and range compared to other options.
  • Has better durability than the standard propick at a slightly increased cost and slower mining speed.
    • Xskills : Tool Mastery

Padded Cudgel : A less than lethal option for giving someone or something a good whack.

Pernach : Lead / Copper / Tin+Bismuth+Black Bronzes / Iron / Meteoric / Steel

  • A mace with high durability and +1 tier, mediocre damage output.
    • Lead offers a very low tier and durability but confers a very high damage option.
    • Xskills : Swordsman

Pila : Iron / Meteoric / Steel

  • They're finally here, a stacking javelin option! Smithing pilum heads nets two, these throwing spears have a small amount of durability and can be used for close quarters defense in a pinch or stack up to 5x in a bag. (Throwing has a chance to break, it will not use up durability)
    • Xskills : Spearman

Warhammer : Bronze+

  • A decent alternative for nadziak in a pvp environment, not as high tier (+1 vs +2) but has a higher range (2m) and has a higher damage.
    • Xskills : Swordsman
Misc Items

Arrowhead Molds

  • Need a bunch of cheap , mass produced arrowheads? These molds will allow you to cast 6 or 9 at a time.
    • these molds only help speed up casting copper/bronze etc. arrowheads, they don't give a discount to material cost.

Bombs : Off by default (check config to turn on)

  • Think the ore bomb is as effective as a wet fart? If the config is turned on, it adds a "big" bomb and a "large" bomb, both of which are extremely effective at blasting away stone, be warned however as they are both very expensive and have a very large potential for being used maliciously.

Excavator : Steel+

  • Want a bigger shovel, then choose the excavator, this bad boy digs a 2x3 in front of you and is quite fast at it to boot.
    • Xskills : Tool Mastery

Hafts : Copper / Tin+Bismuth+Black Bronzes / Iron / Meteoric / Steel / Stainless / Titanium + Spoiler Metals

  • Use different metal hafts to increase the amount of durability a weapon or tool has! (WIP)
    • Currently only Pernachs

Khopesh Mold

Manganese Powder (don't get wet!)

  • Manganese powder is needed to make stainless steel and titanium, you get it by crushing rhodochrosite ore. (Currently hammer + ore in grid)
    • WIP to make it pulverized

Metals! : Stainless Steel , Titanium and others. (WIP on adding Weapons)

  • Stainless Steel : T6 : 
  • Titanium : T7 :
Spoiler Metals : You'll need a titanium pickaxe to start mining these.

Mithril : T8 |
Adamant :T9 |
Orichalcum : T10 |
Aithril : T10 |

Prepared Ingots : Stainless Steel , Titanium + Spoiler Metals

  • All prepared ingots will require ingot molds (single use) , nuggets of the respective metal, varying amounts of lime and depending which ingot you're trying to make, manganese and chromite powder.
    • All prepared ingots are to be put into the cementary to turn them into a usable metal!

Quivers :

  • Need a place to put your arrows or pila? These are made out of leather primarily with some thread & cloth, or a sewing kit.

Sledgehammer : Iron+

  • A new tool that serves as a weapon as well, these can mine a 3x3. These will require two ingots.
    • Xskills : Tool Mastery

Sterilized Bandage : Replaces the degradation of the alcohol soaked, +5HP

Tunneler : Steel+

  • A new pickaxe that digs a 1x2, requires a metal haft.
    • Xskills : Tool Mastery

Training Dummies : When you really need to smack something, or just want a decoration.

Whetstone : Suevite / Sandstone / Granite

  • Used as a crafting material for the 'expensive' items
  • WIP : Used to sharpen a blade from a blank , add functionality to restore a tool's durability by a small amount, add different variants.

Mod Conflicts :

  1. Extended Crafts - Patches Titanium and can cause issues.
  2. Likely any other mod that attempts to add new metals.

To Do :

  1. Spear / Polearms : Guisarme, Partisan, Goedendag
  2. Swords :  Macuahuitl (serves as an oar?)
  3. Knives : Baselard, Karambit (very unlikely)
  4. Dane axe
  5. Ranged : Cross-Sling , rock shooting cbow?
  6. Lantern-shield , Low durability but has a built in lightsource
  7. Better Models
  8. Better Animations
  9. Better textures (lol, lmao even)
  10. Get feedback and adjust atgeir, pila stats, sabre, kilij, longsword , tunneler, sledge, excavator stats
  11. Touch up mithril/adamant/orichal textures for ingots/plates
  12. All things aithril need revising on stats
  13. Fix shovel heads, using stone head shape not metal
  14. Make manganese pulverized, not gridded
  15. add more pictures to the moddb, bunch of new stuff added not shown.
  16. Add Plumbata : War Darts , Low damage but can make a good few at once
  17. Add a sword sheathe, 4-6 slot generic backpack
  18. Add a mattock , combined Axe & Shovel , inferior to both individually

Needing work and or feedback :

  1. Everything

Credits :

  1. "Zolgrim" / "Zflocco" : The original creator of the mod.
  2. "Meep9834" / Meep : Tunneler/Excavator code as well as numerous other contributions.

Thanks to :

  1. "CaptainOats" / "Oats" : For numerous contributions.
  2. "Severed Skullz" : Helping fix Meteorites
  3. "Roach" : Helping fix a longstanding issue

 

Translation Credits :

  • "Veir" : Polski Tłumaczenie 1.1.7
  • Русский перевод 1.1.8 за авторством "IFlyingTea"

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.8 1173 Jul 3rd at 8:59 AM Show Swordz 1.1.8.zip Install now
v1.1.7 4907 May 6th at 11:36 PM Show Swordz 1.1.7.zip Install now
v1.1.6 4865 Mar 9th at 4:31 AM Show Swordz 1.1.6.zip Install now
v1.1.5 1529 Feb 23rd at 4:06 PM Show Swordz 1.1.5.zip Install now
v 105 Feb 18th at 2:10 AM Show Swordz_1.19.3_Unoff.zip
v1.1.4 3610 Dec 13th 2023 at 2:23 PM Show Swordz 1.1.4.zip Install now
v1.1.3 809 Dec 4th 2023 at 12:05 PM Show Swordz 1.1.3.zip Install now
v1.1.2 383 Dec 1st 2023 at 8:55 AM Show Swordz 1.1.2.zip Install now
v1.1.1 337 Nov 28th 2023 at 9:39 AM Show Swordz 1.1.1.zip Install now
v1.1.0 329 Nov 26th 2023 at 4:25 AM Show Swordz 1.1.0.zip Install now
v1.0.9 224 Nov 25th 2023 at 1:32 AM Show Swordz 1.0.9.zip Install now
v1.0.8 179 Nov 24th 2023 at 7:40 AM Show Swordz 1.0.8.zip Install now
v1.0.7 340 Nov 20th 2023 at 4:23 PM Show Swordz 1.0.7.zip Install now
v1.0.6 169 Nov 19th 2023 at 3:44 AM Show Swordz 1.0.6.zip Install now
v1.0.5 197 Nov 17th 2023 at 11:34 AM Show Swordz 1.0.5.zip Install now
v1.0.4 175 Nov 16th 2023 at 10:49 PM Show Swordz 1.0.4.zip Install now

92 Comments (oldest first | newest first)

💬 Valencrad, 1 hour ago

Zolgrim Turns out I was using 1.1.7, But for the record it was Culinary artillery and Expanded Foods

💬 ZolgrimAuthor, 6 hours ago

Valencrad What recipes, are they from mods? 1.1.8 should've fixed the majority of issues that knives had.

💬 Valencrad, 1 day ago

Loving the mod, only issues i've had are knives not working for some other mods recipes (not a big deal) and armour having clothes glitch through.

💬 Accensus, Jul 4th at 3:56 AM

I concur. Somehow not being able to craft Mithril swords and such feels disappointing. Could it be OP? I sure hope so! I don't craft zweihanders for no reason. Plus if you keep the color scheme of the materials, e.g. red bits on Aithril weapons like with plate armor, you could end up with some really metal stuff.

💬 KnightessOruna, Jun 25th at 2:07 AM

i think we should be able to enable it so weapons can be made from the new metals. That would be really grand.

 

💬 Wandour, Jun 20th at 2:52 PM

will there be a use for the [metal]bits we get from xskills recovery for example?

image

normally you can put these in a bloomery to recover an ingot back after finishing multiple products

💬 yapludepatte, Jun 7th at 5:23 PM

hi i would love to see more pre-columbian weapons from other cultures of america, like iroquoi weapons, mississippian weapons, others from mesoamerica, and the andes. i would love it! it would be magnificent

💬 heh, Jun 6th at 4:54 PM

Crashes game when I put the quiver in my backback slot, when I reenter the world the quiver is in the slot and is usable, when i take it from and into the backpack slot again, it crashes the game again.

 

Update: install last version of xlib (v0.8.5-pre.1) and xskills (v0.8.6), didn't crash anymore.

 

Error Message:

Running on 64 bit Windows 10.0.19045.0 with 16315 MB RAM
Game Version: v1.19.8 (Stable)
06.06.2024 18:48:53: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.4, bettertraders@0.0.7, butcheringfix@1.0.0, buzzwords@1.7.0, cellardoor@1.4.0, craftablecompanion@1.1.1, driftersbelongunderground@1.0.1, extraclayforming@1.0.0, floralzonescaribbeanregion@1.0.6, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.5, machairodontinae@1.0.8, manidae@1.0.1, pantherinae@1.1.9, rhinocerotidae@1.0.2, sirenia@1.0.4, geoaddons@1.3.4, hudrealtimeclock@1.0.0, immersivecorpsedrop@1.0.2, justmoreruins@0.9.8, millwright@1.1.5, nocharcoallost@1.0.0, palisademod@1.1.0, pipeleaf@1.6.0, TA_plainsandvalleys@1.0.5, primitivesurvival@3.5.5, roas@1.0.0, satup@0.1.0, sortablestorage@2.2.5, swordz@1.1.7, temporal_gears_stack@1.0.0, visibleore@1.0.1, game@1.19.8, weaponpackalphaunoff@1.5.2, zoombuttonreborn@1.8.0, abcsreborn@0.2.1, alchemy@1.6.32, alloycalculator@1.0.0, animationmanagerlib@0.8.8, egocaribautomapmarkers@3.1.0, beehivekiln@1.6.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, blocksoverlay@3.2.2, butchering@1.5.5, carryon@1.7.4, chickenSit@2.0.1, Clumps@1.0.0, commonlib@2.3.7, composter@1.1.0, cooperativecombat@1.1.1, danatweaks@2.3.0, electricity@0.0.11, expandedfoods@1.6.9, extrainfo@1.7.0, fixhandbookclutter@1.0.5, fromgoldencombs@1.4.30, heatretention@1.0.2, herbarium@1.2.0, hudclock@3.4.0, sailboat@1.3.0, loreweapons@1.0.1, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, mcrate@1.2.1, nbcartographer@2.0.10, nocokelost@1.0.0, nemi@1.1.0, passthruchutes@1.0.0, pelaguswinds@1.0.0, petai@2.2.4, postsandbeams@1.3.2, prospecttogether@1.3.0, rivers@3.1.0, rustboundmagic@1.9.33, simpleemotemenu@1.1.0, somethinginthewater@1.2.4, stonebakeoven@1.1.3, storageoptions@1.0.2, tablet@0.1.4, th3dungeon@0.2.1, trailmod@1.0.7, tstools@2.1.2, usefulstuff17@1.3.2, useplanksinpitkiln@1.1.1, vmetp@1.1.1, vtpp@1.1.1, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, survival@1.19.8, warmarmor@1.1.0, wildfarmingrevival@1.1.9, xlib@0.8.4, bullseye-continued@2.5.8, configlib@1.3.13, electricityaddon@0.0.2, em@2.6.0, extraoverlays@1.4.0, feverstonehorses@1.6.1, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, gespileslib@1.2.0, instantfirepits@5.0.0, meleeweaponsframework@0.0.13, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, tpnet@1.14.3, th3dungeontopentrance@0.1.0, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.2, xskills@0.8.6, bricklayers@2.5.3, gespilesgran@1.0.1, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, maltiezspears@0.1.6, tailorsdelight@1.5.1
System.Collections.Generic.KeyNotFoundException: The given key '-#b3975b' was not present in the dictionary.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 21.05.2024 18:48:57, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.19.8.0, Zeitstempel: 0x661e0000
Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 10.0.19041.4355, Zeitstempel: 0xd7762934
Ausnahmecode: 0xe0434352
Fehleroffset: 0x000000000002ba99
ID des fehlerhaften Prozesses: 0x385c
Startzeit der fehlerhaften Anwendung: 0x01daab99e06516ca
Pfad der fehlerhaften Anwendung: E:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\System32\KERNELBASE.dll
Berichtskennung: 30f3feaf-0dca-429a-8ff7-17584bc9331d
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }

💬 Matiamo, Jun 6th at 3:51 AM

Might I suggest splitting the fantasy metals into a separate mod?

💬 CrusadingPriest, May 29th at 3:13 PM

Thank you so much for all of the hard work you've put into this mod. Its one of my favorites and it really fills the gaps when it came to melee weapons. I've also been super excited to try out the new tools. 

 

💬 WickedSchnitzel, May 27th at 7:26 PM

[Server Error] Patch 150 (target: swordz:recipes/grid/polearms/naginata.json) in swordz:patches/disabler.json failed because supplied path /enabled is invalid: The json path /enabled was not found. No such element 'enabled' at the root path

💬 ZolgrimAuthor, May 1st at 1:45 PM

Segas_Wolf  This mod doesn't touch the vanilla falxes at all.

💬 Segas_Wolf, May 1st at 4:39 AM

Zolgrim Good morning friend, I love your mod but I need to ask you, why the meteoric iron falx now hits with -60 hp and the gold one hits with -45 hp?!
I tested it on the SP, using your mod and without it and when I use yours, the damage skyrockets to almost being an admin weapon.

 

Edit: I try just the mod and that is correct, the damage are good. I'm still trying to figure out what is doing the damage or growing. Ty for your reply :3 (I don't know what mod is doing things, but it's strange, when I use swords alone it's fine, but if I use it with the other mods , one is doing damage that scales to infinity and it's not one that, affects weapons or things.

💬 Meep9834, Apr 29th at 11:03 AM

Hexis The mantle thing should be fixed in 1.1.6 but the ores and translocator issues were an oversite on my part and I have modified it for 1.1.7 to fix this. I would also mention that we're mainly using and coding the mod for 1.18 so there could be some unexpected issues from that.

💬 Hexis, Apr 26th at 8:24 AM

Hey, this is in the same vein as the Mantle thing people have mentioned.... sledgehammer is also breaking Translocators if breaking a block adjacent. something low as steel is also able to break much higher tier ores like aithril so long as you break the block right next to it. this is in 1.19.3 on a server. 

💬 Oweyan, Apr 24th at 8:29 AM

i've noticed when it comes to the xskills quality modifier for blacksmith if you smith anything that needs to be honed it removes the quality modifier. if the swords have hilts like the zweihander it keeps the quality modifier because the crossguard wasnt changed. Maybe this can be fixed by adding crossguards to the smithing process of all the blades so they keep their quality modifier?

💬 mittim, Apr 22nd at 2:47 PM

scales for scale armor are missing a smithing recipe

💬 ZolgrimAuthor, Apr 6th at 8:38 PM

Perdous Poleaxe, Halberd, Khopesh and a few other things are in 1.1.7, gonna be a hot minute for 1.1.7 though, trying to get certain C# things to work.
Wandour Oversight, is there any other things not working for recipes? Fixed for 1.1.7

💬 Perdous, Apr 6th at 10:06 AM

Probably one of the best weapons mods I have used over the years playing vintage story :D The models and selection of weapons are great so far. If I would have any wishes for it, I'd as for a poleaxe because that is a pretty underrated weapon among plenty of people. But that is kind of it. I really like using this mod and I will be excited to see future updates!

💬 Wandour, Mar 27th at 7:20 PM

is there a reason why new metal axes cant be used in recipes? like stainless steel axe chopping firewood?

💬 Wandour, Mar 26th at 5:28 PM

Seems like stainless steel and other new tools of the newer tiers metals arent compatible with skill from xskills such as tunnel digger

💬 WickedSchnitzel, Mar 25th at 7:16 PM

so the sledgehammer is deleting mantle blocks when destroying blocks above them. this is probably a code mistake that should be fixed asap, since falling down into nothing may cause serious problems on servers. Zolgrim

💬 Wandour, Mar 25th at 6:28 PM

i THINK the anvils for stainless steel and up don't work with xskills

💬 Omaika, Mar 25th at 5:57 AM

its possible to use the sledgehammer to break mantle. this is probably not intentional

 

💬 Wandour, Mar 24th at 7:04 PM

are you gonna add stainless steel, titanium etc into the swords items? because I noticed they are used mostly for vanilla stuff and not swordz weapons
(i get some might be so heavy theoretically so not for ranged weapons)

edit, i might've mixed your mod with weaponpack and ancient armory, still consider compatibility if possible ^^;

UPDATE : I discovered the problem isnt your mod, it's Xskills version 0.8.0rc-2 damage bonuses arent working at all even for vanilla

💬 Ingrimus, Mar 22nd at 8:08 AM

How do I smelt titanium bits, I got bits from smithing and dunno how to remake into ingot; won't fit in bloomery or the ingot mold recipe.
Also what is sparring mode?

💬 ZolgrimAuthor, Mar 15th at 9:42 PM

ShanaLarisar To answer your original question on Xskills smithing, putting it simply : There is no easy and satisfactory way of doing that, one of the ways would be to simply have the player "resmith" the blade on an anvil again.

As for aithril, I intend on making aithril a meteorite like meteoric iron, but I didn't get around to it for 1.1.6, so as a stopgap I made them a surface deposit, from my initial testing I thought they were rare enough but that'd obviously be incorrect, consider it a "feature" until a future update adds them as a meteorite proper. If the next update doesn't add them as such, I've lowered their spawn rate drastically as a surface deposit failing that.

💬 ShanaLarisar, Mar 15th at 4:56 PM

Is it intentionally to have minerals like Airthril spawning as surface deposites? Seems a little odd to me.They're also really, really common. I've found about 5-10 surface nodes within a 5k block square.

💬 Buder28, Mar 14th at 7:17 PM

question for you why are most sword worse than a falx ?
at most its 1 tier higher than the falx and 50 more durability
its like there no point to get a sword other than aesthetic

compared a tin bronze to a honed tin bronze arming sword
*note i have yet to  use the mod  and not just compare stuff

💬 Graydient05, Mar 13th at 10:30 AM

can there be a version without the fantasy ores? they kinda clog the help page and are 1. quite outside of the feel of the game 2. not used in any of the weapons, the main draw of the mod and 3. look gross. not really trying to be mean on that last one, just seems like that should be an add on for this mod rather than included.

💬 ShanaLarisar, Mar 12th at 10:25 PM

Would it be possible to allow you to sharpen a completed Blunt/Dull/Sharp weapon, to allow for compatability with xSkills smithing talents that add quality attirbutes to weapons? As it is at the moment, you'll have quality on a blunt blade before it's sharpened, and if you make a blunt sword it keeps the qaulity, but sharpening a blunt blade into a dull blade removes the quality since it's no longer a 'metalsmithing' item. I imageine the only exploit would be repairing the sword, but if you can make it retair durability when sharpened then that wouldn't be an issue. 

 

Either way I love the mod, thank you for making it!

💬 Wandour, Mar 9th at 1:59 PM

I highly advice lowering the saturation of the fantasy ores

they kinda blinding to stare at for too long 

maybe lower the saturation by 50% ?

💬 LittleJoe, Mar 7th at 6:09 PM

I've only worked with Mithril thus far, but it seems the workable temperature is set to all, so itr doesn't need to be heated up to work.

💬 ZolgrimAuthor, Mar 7th at 1:16 AM
💬 Veir, Mar 6th at 7:00 PM

Hello, do you accept translations? I made one for Polish language.

💬 dotyerts, Mar 4th at 4:48 AM
saw does not cut , cleaver does not insta kill animals or do damage to any entity
💬 Calous, Mar 1st at 1:14 AM

and now the Unoff file is 0k in size, just a heads up.

 

💬 SiiMeR, Feb 26th at 1:50 PM

You should push a version higher than 1.19.3, because currently 1-click install installs the unofficial version.  

💬 Calous, Feb 23rd at 6:48 PM

Is the 1.1.5 update only for game version 1.18.15? (1.19.3 has been added to the supported version listing for 1.1.5, thank you Zolgrim)

Zolgrim

 

 

💬 ZolgrimAuthor, Feb 23rd at 4:14 PM

I've finally released Swordz (and more) 1.1.5 after working on it for more than a month , this update is of particular note due to it adding a bunch of new weapons as well as other things such as craftable stainless steel, titanium, and three new ores. This update MIGHT cause conflicts with certain other mods and might even cause the game to crash upon loading worlds if 1.1.5 is removed, please read the patchnotes and let me know on any new issues that might arise.

💬 WildDogg, Feb 19th at 12:44 PM

Firstly let me say thank you for taking the time to expand the weapons of VS I've thoroughly enjoyed your mod especially on a server where I play a weaponsmith. Keep up the good work and thank you very much. 

Having used the mod in both multi-player and single player I have noticed some aspects of the mod, at least in the bronze age going into Iron. Please note, I am not a coder nor do I understand the full workings of the VS combat and armour systems so my suggestions that are outlandish can be dismissed. 

1.) Tin Bronze Shortswords are S rank weapons, they are cheap to produce, have 530 durability, 2m range and deal 4.8 damage. However when compared to the honed Tin Bronze arming sword which has 500 durability, 2.8m range and deals 4.8 damage. It is clear that there needs to be a larger difference between the two. 

I am referring to the Honed arming sword as its the highest tier of that weapon, which I understand not everyone will have access to, however it is the best possible version of the weapon and will be compared to shortswords.

I would also like to add that the arming sword has a slower attack speed which is perfect, however perhaps an increase in damage would help accompany that effort into swinging. Alternatively perhaps a cleave effect for multiple enemies though this is a coding aspect which I have stated above my experience with.
I also think that arming swords should have higher damage overall as they are expensive weapons to make regardless of what materials are used, feel free to increase the damage of the steel arming sword to raise that cap. Perhaps from 4 to 7 as metals improve.

As it stands shortswords have a quick attack speed and high damage meaning they are the best DPS weapons in the Swordz mod I have found against drifters, players and beasts. I would recommend a decrease in damage of shortswords with copper starting at around 3 and working up to 5 as you get to steel. Shortswords shouldn't be equal to damage in falxs, they should be dealing slightly less because they swing faster and therefore have a higher DPS. I would also say remove grass cutting and butchery aspect from the shortswords to make seaxs more special. 

2.) Nadziaks and Bearded axes. A niche for doubling up as a weapon and a tool. As it stands its easier to make tools as they cost less in both Bronze and Iron ages so these weapons need to be a bit more damaging as I see little reason to invest a smithed ingot and nails for something that isn't doing much more damage than a tool. I would suggest either making them slower harder hitting weapons with some tool capability instead of weak damage weapon/tool hybrids. Increase damage and slow down attack speed to make them harder hitting and worth investment of nails. 

Bearded Axe: Slower attack speed, higher damage against unarmoured targets/ damage increase from 3 to 5 as metals improve

Nadziak: Slower attack speed, higher damage against armoured targets/ damage increase from 3 to 5 as metals improve. Increased durability to 500 to match Bearded Axe

3.) Warcsythes. Not worth the investment of a full tool, wrench and nails. Range is too low, I'd say bump to 2.8-3.2m. Remove cost of nails and it would be more viable as a long range lower damage weapon. Also like Nadziaks and Bearded axes, let it also still function as a tool. Would make it a little more viable. 

4.) Overall I am happy with the parts of the mod I have played with, I am yet to test all iron and steel weapons in survival, but no doubt I will return with feedback. Thanks once again for the hardwork.  

💬 Medvhe, Feb 18th at 11:21 AM

Yeah, all the weapon animations are fixed, and everything should work in 1.19 now :)

(Zwei has a semi-new anim now btw)

💬 Snowfall94, Feb 16th at 1:26 PM

@pyrix

Did you ever test this to see if it does work with 1.19? Cause I am very sad that there's no other swords besides the fugly falx and I'd love to add this to the server if it still does

Just tested it out in a creative world, switching back and forth to survival mode, and forged an arming sword out of iron. It worked fine, using immersive camera also and it works fine. Just wanted to edit in case any one else wanted to know

💬 pyrix0, Feb 9th at 7:29 PM

Is this still working for 1.19?

💬 ZolgrimAuthor, Feb 4th at 5:35 PM

Maxim_inc Added to the list

💬 Maxim_inc, Feb 2nd at 11:01 PM

Is there any way you can add a Daneaxe?

💬 Kithran, Jan 29th at 11:00 PM

I see that your currently using what appears to be European middevil weapon sets, any chance of eventually doing more exotic weapons like scimitars or katana style weapons?

💬 CrusadingPriest, Jan 27th at 8:27 PM

Thank you so much. Its hard to find a fun weapons mod. Yours is by far my favorite. I can't wait to see if you come up with any other weapons. The Pila with a quiver would be amazing. I always prefered the spear option. Oh and it works on 1.19 just fine. The only weapon that I've seen an issue with is the Zweihander animation. But that can be worked around until you fix it. Once again thanks for all of the hard work. 

💬 ZolgrimAuthor, Jan 21st at 4:25 AM

The mod should work with 1.19 but I will not be supporting or fixing any issues specifically within 1.19 as I and my server still use 1.18.15, I'm especially not going to try to fix anything involving an experimental feature.
With that said, I will attempt to fix animations at some point which should fix some of the issues with the immersive FP.

💬 SpacemanSpliff, Jan 16th at 7:58 PM

Loving this mod, will it be updated to 1.19?

💬 Karmatose, Jan 16th at 7:46 PM

Players on our server seem to be experiencing a similar issue to Vargur with the immersive first person view showing visible hair. Is there a possibility of an update that might fix this?

💬 Vargur, Jan 2nd at 4:54 PM

Tested this out a bit with the Immersive First-person option, it works well with a couple issues: it causes my player's hair to be visible in First-person view, partly blocking the view. Also since the Immersive First-P option uses all the Third-person animations, some of them don't make sense, like the Ranseur animation stabs towards the ground instead of straight ahead. I hope they can be worked out because all the weapons look great, and their animations are really nice with the immersive 1st option, I especially love having the large weapons leaning against the shoulder.

💬 beagan, Dec 6th 2023 at 5:32 PM

new arming sword model is cool

💬 ZolgrimAuthor, Dec 4th 2023 at 11:01 AM

1.1.3 has a messer, I might add a großes messer in the future. ASILiara

💬 ASILiara, Dec 4th 2023 at 8:16 AM

I'm not sure how you'd make it interesting as a weapon, but I'd be rather interested in seeing a kriegsmesser added.

💬 LazyCloud, Dec 3rd 2023 at 2:27 AM

Is there anyway I can get these to work with Necessaries grindstone?

💬 ZolgrimAuthor, Nov 30th 2023 at 9:51 PM

beagan Hafts in general need some refining, the arming sword model is the vanilla one and will (probably) be replaced at some point.

💬 beagan, Nov 30th 2023 at 3:46 PM

finally got a chance to test the mod, i love it. couple of requests, some wooden hafts for the mace would also be nice and maybe some crossguards like the zwei has but for the arming sword.

also a lil nitpick, i think the arming sword model is more akin to a bastard sword in blade and handle length if you would like a better name for it but also im just a dweeb. 🤓

thanks for the awesome mod its all i wanted.

💬 ZolgrimAuthor, Nov 29th 2023 at 3:09 AM

Yes and no, It depends on a weapon to weapon basis. Overall I'm trying to balance things with vanilla in mind so Xskills compatability (or balancing) is really not high on my priority list at the current moment and some weapons such as the Zwei would likely be hilariously overpowered as a blackguard with Xskill's extra sword damage (The Zwei is in fact Xskills compatible). Tetsune

💬 Tetsune, Nov 28th 2023 at 6:01 PM

Does this have compatibility with XSkills?

💬 Quartal, Nov 28th 2023 at 12:05 AM

Okay, thanks for reply.

💬 ZolgrimAuthor, Nov 27th 2023 at 11:47 PM

Quartal It's due to how the mod/game is set up currently, it's on the list to fix eventually, for now I'm keeping it as is.

💬 Quartal, Nov 27th 2023 at 11:19 PM

Shortsword as well as bearded axes don't have a weapon animation like arming sword for example, which makes them attack really fast Zolgrim

💬 ZolgrimAuthor, Nov 27th 2023 at 2:21 AM

Fynneberg fixed in next update
Quartal not quite sure what you're asking here, do you mean first person?

💬 Quartal, Nov 26th 2023 at 9:31 PM

Is there any way i could make shortswords etc. have a weapon animation or is it strictly bound to them being tools too?

💬 Fynneberg, Nov 26th 2023 at 12:59 PM

There's a small problem with the bec de corbin crafting recipe, instead of the actual bec de corbin it just gives you back the bec de corbin head while consuming the other crafting materials. Great mod otheriwse!

💬 Bobosaw, Nov 26th 2023 at 6:47 AM

This is incredible. Everything I have dreamed of in this game. Can't wait to see how it evolves and grows!

💬 TwoF, Nov 25th 2023 at 6:45 AM

Good job. Of course, it is necessary to carry out work to the level of a perfectionist, but I think that the mod is worthy. I haven’t played with weapon mods yet, but next time (in half a year, when 1.19, patches and mods come out) I think I’ll try it. And while FSM mods are being developed to expand long-range weapons, I see you are working on melee weapons. Do you want to expand what the spear counterpart will be in future updates? Good idea. I really hope that the work will continue in the same direction and that you will be proud of your creation.

💬 ZolgrimAuthor, Nov 25th 2023 at 1:33 AM

Bobosaw fixed.

Zach2039 was disabled as there wasn't any recipe calling for it yet, should have the conflict with polished slabs fixed though, let me know.

💬 Zach2039, Nov 24th 2023 at 11:35 PM

There might be recipe conflicts with polished rock slabs and whetstones. Also, the granite whetstone isn't craftable.

💬 Bobosaw, Nov 24th 2023 at 2:05 PM

Hi again. After some testing it seems like the only item that is crashing the game when you look in the H guidebook is the rawhide mantle. As soon as you click it it crashes the game. Hopefully this helps.

Zolgrim

💬 ZolgrimAuthor, Nov 24th 2023 at 6:04 AM

ASILiara Took it out , I'll put it back in, in the next update.

💬 ASILiara, Nov 23rd 2023 at 9:30 AM

My game seems not to have registered the existence of the meteoric iron shortsword. Real shame, because I was hoping to put one together.

💬 Bobosaw, Nov 21st 2023 at 2:19 AM

I have a suspicion that it isn't actually your mod that is the problem. Still more testing to do though

 

Zolgrim

💬 RuneScholar, Nov 20th 2023 at 5:01 PM

I doubt Tyron will be adding stainless steel. Stainless steel is a modern convention and it is usually less durable than just carbon steel. Stainless is an alloy using chromium and in my experience with blades, it’s usually not as durable.

Zolgrim

💬 RuneScholar, Nov 20th 2023 at 4:54 PM

This is a really great mod.

💬 Faraday, Nov 20th 2023 at 2:41 PM

"Better textures (lol, lmao even)" 😂

💬 ZolgrimAuthor, Nov 20th 2023 at 1:59 PM

Bobosaw I'm still using 1.18.15 and won't migrate over to 1.19 for a good while yet, hadn't known it was crashing but I did notice a few hours post-1.0.6 that there was a few goofs that I have now resolved for 1.0.7 , these should (hopefully) fix any sort of issues there. I'm going to postpone 1.0.7 as I want to add atleast 1 more weapon on the todo list before publishing.
Edit : 1.0.7 has been released, let me know if issues persist.

💬 Bobosaw, Nov 19th 2023 at 3:23 PM

Probably not a problem, but I am playing in 1.19.0 rn and whenever I look up recipes that use the seax I CTD. Might be another mod though, will test more. Honestly I love this mod already. Can't wait for more content!

💬 ZolgrimAuthor, Nov 19th 2023 at 3:51 AM

ASILiara Drifers are Tier 0, so higher tier doesn't equate to more damage on them, the only thing it currently affects (AFAIK) is PVP.
As far as damage values are concerned, I'm taking critiques, I'm trying to keep things fair/balanced but that might not always be possible. (E.G. The ruined bearded axe is 4.5 damage but my steel one is 4.0 , I'm under the assumption that whenever Tyron adds stainless steel, following the usual values that the metal progressions have had, the Stainless steel will be that 4.5 damage)
But on note of the shortsword, I was using the Blackguard shortsword as a baseline, The durability of the blackguard shortsword is +1 tier (meteoric) while being +2 tiers on damage (steel) despite being made of iron, The tradeoff to the shortsword is it has half a meter less range (so more likely to be hit) but it's also more expensive (currently 1 leather, might add a whetstone requirement).

💬 ZolgrimAuthor, Nov 19th 2023 at 3:42 AM

Bobosaw Check newest update, LMK.

💬 ASILiara, Nov 19th 2023 at 3:22 AM

Couldn't help but notice that the shortsword is just more powerful than the falx, since it has more attack power and lets you butcher. Given that falxes are supposed to be specifically anti-drifter weapons, maybe shortswords and seaxes should have a lower damage tier to reflect that? I don't know if drifters have protection tiers at any level, is the thing.

💬 Bobosaw, Nov 19th 2023 at 2:51 AM

That's valid tbh. Hats off to you King

💬 ZolgrimAuthor, Nov 18th 2023 at 10:44 PM

Bobosaw Laziness, I make no promises but I might fix it in the next update or two.

💬 Bobosaw, Nov 18th 2023 at 6:22 PM

Is there a reason why knife crafting recipes can't be used with seax? Not complaining too much, I just want a replacement for the ugly ass knives. 

💬 beagan, Nov 18th 2023 at 3:51 AM

goes hard

💬 ZolgrimAuthor, Nov 17th 2023 at 11:33 AM

beagan Done.

💬 ASILiara, Nov 17th 2023 at 5:26 AM

Zweihander, you say 👀

💬 beagan, Nov 17th 2023 at 4:15 AM

please sir may i have some longsword

💬 ZolgrimAuthor, Nov 17th 2023 at 2:16 AM

Bobosaw Grass & Cattails yes, recipes that call for a "knife" , no.

💬 Bobosaw, Nov 17th 2023 at 1:35 AM

Do the seax's and short swords work like knives do with cattails and grass? Or do they only work to butcher? Will they also work in crafting recipes that use knives?

💬 Annastasija, Nov 17th 2023 at 12:36 AM

I love it, good job.

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