Mods / Combat Overhaul: Armory
Category:
#Weapons
Author: Maltiez
Side: Both
Created: Oct 22nd 2024 at 8:45 PM
Last modified: 7 hours ago
Downloads: 28803
Follow Unfollow 375
Author: Maltiez
Side: Both
Created: Oct 22nd 2024 at 8:45 PM
Last modified: 7 hours ago
Downloads: 28803
Follow Unfollow 375
Latest file for v1.20.3:
armory_0.1.4.zip
1-click install
Requires Combat Overhaul
Adds new weapons, shields and armor.
Please report bugs via official VS discord server.
Brigandine and scale helmets are no longer craftable. Instead, you have open, light and riveted helmets to choose from.
Weapons:
- shields - Done
- short swords - Done
- long swords - Done
- great sword - Done
- clubs - Done
- maces - Done
- polehammer - Done
- warhammer - Done
- pikes - Done
- javelins - Done
- poleaxe - Done
- halberds - Done
- long-axes - Done
- quarterstaffs - Done
Vanilla armor split into parts:
- Plate - Done
- Chainmail - Done
- Brigandine - Done
- Scale - Done
Other stuff
- Javelins quiver - Done
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.4 | 249 | 7 hours ago | Show | armory_0.1.4.zip | Install now | |
v0.1.3 | 3213 | 3 days ago | Show | armory_0.1.3.zip | Install now | |
v0.1.2 | 2682 | 5 days ago | Show | armory_0.1.2.zip | Install now | |
v0.1.1 | 2603 | Jan 21st at 12:29 PM | Show | armory_0.1.1.zip | Install now | |
v0.1.0 | 3265 | Jan 18th at 10:17 AM | Show | armory_0.1.0.zip | Install now | |
v0.0.46 | 2398 | Jan 10th at 10:52 AM | Show | armory_0.0.46.zip | Install now | |
v0.0.45 | 33 | Jan 10th at 10:32 AM | Show | armory_0.0.45.zip | Install now | |
v0.0.44 | 849 | Jan 7th at 2:23 AM | Show | armory_0.0.44.zip | Install now | |
v0.0.43 | 398 | Jan 6th at 9:06 AM | Show | armory_0.0.43.zip | Install now | |
v0.0.41 | 283 | Jan 5th at 11:37 AM | Show | armory_0.0.41.zip | Install now | |
v0.0.40 | 162 | Jan 5th at 4:10 AM | Show | armory_0.0.40.zip | Install now | |
v0.0.39 | 288 | Jan 4th at 7:46 PM | Show | armory_0.0.39.zip | Install now | |
v0.0.38 | 641 | Jan 3rd at 8:31 AM | Show | armory_0.0.38.zip | Install now | |
v0.0.37 | 121 | Jan 3rd at 2:53 AM | Show | armory_0.0.37.zip | Install now | |
v0.0.36 | 158 | Jan 2nd at 6:28 PM | Show | armory_0.0.36.zip | Install now | |
v0.0.35 | 180 | Jan 2nd at 12:08 PM | Show | armory_0.0.35.zip | Install now | |
v0.0.34 | 715 | Dec 30th 2024 at 9:31 PM | Show | armory_0.0.34.zip | Install now | |
v0.0.33 | 63 | Dec 30th 2024 at 8:34 PM | Show | armory_0.0.33.zip | Install now | |
v0.0.32 | 287 | Dec 30th 2024 at 10:31 AM | Show | armory_0.0.32.zip | Install now | |
v0.0.31 | 686 | Dec 29th 2024 at 7:33 AM | Show | armory_0.0.31.zip | Install now | |
v0.0.30 | 1033 | Dec 23rd 2024 at 8:14 AM | Show | armory_0.0.30.zip | Install now | |
v0.0.29 | 1106 | Dec 17th 2024 at 2:14 PM | Show | armory_0.0.29.zip | Install now | |
v0.0.28 | 773 | Dec 14th 2024 at 7:33 PM | Show | armory_0.0.28.zip | Install now | |
v0.0.27 | 122 | Dec 14th 2024 at 4:45 PM | Show | armory_0.0.27.zip | Install now | |
v0.0.26 | 2173 | Dec 5th 2024 at 12:38 PM | Show | armory_0.0.26.zip | Install now | |
v0.0.25 | 385 | Dec 3rd 2024 at 5:05 PM | Show | armory_0.0.25.zip | Install now | |
v0.0.23 | 164 | Dec 2nd 2024 at 3:01 PM | Show | armory_0.0.23.zip | Install now | |
v0.0.22 | 50 | Dec 2nd 2024 at 1:05 PM | Show | armory_0.0.22.zip | Install now | |
v0.0.21 | 206 | Nov 30th 2024 at 7:47 PM | Show | armory_0.0.21.zip | Install now | |
v0.0.20 | 49 | Nov 30th 2024 at 7:04 PM | Show | armory_0.0.20.zip | Install now | |
v0.0.19 | 149 | Nov 29th 2024 at 5:19 PM | Show | armory_0.0.19.zip | Install now | |
v0.0.18 | 169 | Nov 28th 2024 at 7:45 AM | Show | armory_0.0.18.zip | Install now | |
v0.0.17 | 107 | Nov 27th 2024 at 7:02 PM | Show | armory_0.0.17.zip | Install now | |
v0.0.15 | 57 | Nov 27th 2024 at 3:15 PM | Show | armory_0.0.15.zip | Install now | |
v0.0.14 | 200 | Nov 25th 2024 at 7:52 PM | Show | armory_0.0.14.zip | Install now | |
v0.0.13 | 205 | Nov 24th 2024 at 1:08 PM | Show | armory_0.0.13.zip | Install now | |
v0.0.12 | 168 | Nov 23rd 2024 at 3:54 PM | Show | armory_0.0.12.zip | Install now | |
v0.0.10 | 267 | Nov 21st 2024 at 1:53 PM | Show | armory_0.0.10.zip | Install now | |
v0.0.9 | 140 | Nov 20th 2024 at 4:34 PM | Show | armory_0.0.9.zip | Install now | |
v0.0.8 | 155 | Nov 19th 2024 at 3:52 PM | Show | armory_0.0.8.zip | Install now | |
v0.0.7 | 67 | Nov 19th 2024 at 11:28 AM | Show | armory_0.0.7.zip | Install now | |
v0.0.6 | 242 | Nov 16th 2024 at 7:41 PM | Show | armory_0.0.6.zip | Install now | |
v0.0.5 | 482 | Nov 9th 2024 at 12:45 PM | Show | armory_0.0.5.zip | Install now | |
v0.0.4 | 465 | Oct 31st 2024 at 10:51 PM | Show | armory_0.0.4.zip | Install now | |
v0.0.3 | 108 | Oct 31st 2024 at 1:17 PM | Show | armory_0.0.3.zip | Install now | |
v0.0.2 | 273 | Oct 27th 2024 at 7:28 AM | Show | armory_0.0.2.zip | Install now | |
v0.0.1 | 87 | Oct 26th 2024 at 9:23 PM | Show | armory_0.0.1.zip | Install now | |
v0.0.0 | 73 | Oct 22nd 2024 at 8:46 PM | Show | armory_0.0.0.zip | Install now |
Is there any way to get the scaled helmet right now?
I feel that the quaterstaff should have the ability to parry and block, they have historacly been used as defensive weapons so it feels odd that they take two hands but you have no defense.
Maltiez, can confirm that with an iron cuirass. Item is completed but does not produce a finished item, still a work-in progress.
It seems that in the latest version, the "vanilla" spear heads added by Combat Overhaul have have placeholder names: game:item-spearhead-iron, game:item-spearhead-meteoriciron, game:item-spearhead-steel. Thanks for your work.
i Wasnt able to complete a piece of copper plate armor, the cuirass, i fully built it but never got a completed peice just a work in progress still.
can you add obscidian weapons like the macuahuitl tepoztopili, pre-columbian cotton armor (if decorated even better :D) and a chimalli pls UWU ?
Does this mod adjust how much material is required for armor? For example does it take more or less steel to make a full suit of plate armor?
Update Combat Overhaul to 0.1.2
javelin throwing causing game crash
18/01/2025 9:44:46 PM: Critical error occurred in the following mod: combatoverhaul@0.1.1
Loaded Mods: combatoverhaul@0.1.1, game@1.20.0, vsimgui@1.1.7, armory@0.1.0, configlib@1.4.3, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, creative@1.20.0, survival@1.20.0
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Vintagestory.API.Common.ItemStack.FromBytes(BinaryReader stream) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 341
at CombatOverhaul.RangedSystems.ProjectileEntity.FromBytes(BinaryReader reader, Boolean fromServer) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 224
at Vintagestory.Client.NoObf.ClientSystemEntities.updateEntityFromPacket(Packet_Entity entitypacket, Entity entity) in VintagestoryLib\Client\Systems\Entities.cs:line 432
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 447
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 269
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
If i use xskills, does the warhammer count as a sword or a tool like a hammer?
Fix your installation
uh... clubs.... fix this pls, this cause crashes
text of console:
crash log:
System.Exception: Error while getting stats for item 'armory:club-plain-copper' on server side: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.MeleeWeaponServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1221
at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1354
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 261
at Vintagestory.Server.ServerSystemBlockSimulation.<OnBeginModsAndConfigReady>b__13_0(Item item) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 313
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 314
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 621
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 535
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Like dentist how can I can make the handle ?
forget it you can awnser saying that the last update fix it the recipie
how can i make a handle
I have to imagine this is the mod that makes armor craftable on the anvil, please please please resize the grids on the work items, took my poor friend like an hour and a half and like 5 ingots to finish a little iron helmet. On the anvil the grid was stupidly massive like it would fit a giant.
What is the reason for removing said recipes? I am curious
Recipes for brigandine and scale helmets are removed
Quarterstaff [metal type] in the English handbook is currently "qearterstaff" [metal type].
Missing craft recipe for metal helmets(like brigandine helmet, only repair recipe) on latests versions
Your weapon storage/display blocks in Crossbows and Firearms are really good, are you thinking of making some for Armory?
I GUESS there's something wrong with leather-related recipes in this. The server-main.log registers a ton of "woodmetalleather" errors because "leather-plain" cannot be resolved. I believe this also happened with ceramos and the polisher item, which uses leather.
Seems like the new item name is "leather-normal-plain"
edit: Actually it seems to throw the error even for colored leather. All of them probably changed names too.
Please, add an option to disable new camera for javelin. Mod combat overhaul has these options, but this mod only give us possibility to change damage multiplier... o.o
Maltiez
I would argue there are some viable gameplay variants, particularly with the currently missing Asiatic laminate style of bow making (gotta love those horse archers with the new mount system, eh?) or simple upgrades to bows (aiming shelves for better stability and aiming speed, etc) like you have with your wonderful crossbows and firearms mods. There's also the possibility of bodkin (more penetration less damage), broadhead arrows (more damage, less penetration), or even blunt arrowheads, given you have a focus on damage types with your combat system, and feature a smiliar situation of ammo types in your wonderful Firearms mod.That's just me dreaming as an avid archery lover though. Either way like I said before, absolutely love the mod.
edit; I also noticed none of the weapons have attack reach as a listed stat now, though they do seem to have different reaches in game. I'm not sure if that's intended, or just an oversight.
ShanaLarisar
Crossbows and firearms are variations of bows in this case. You already have composite fast shooter recurve bow and plain wood heavy shooter long bow, there are no other viable gameplay variants. I think four vanilla ones are enough. If you want material progression, you have arrows made from different materials.
Do you have any plans to add additoinal variatons of bows? Maybe something using (spring) steel, bows reinforced with animal horns or the like, more advanced version of existing longbow/recurve with cut-in draw rests like calfs hair, etc. Given you've made Bullseye and a bow retexture and all. Either way love the mods, thanks for all the hard work!
FYI game crashes on 1.20r3 when you put a cow skull on your new helmet slot!
Will you work on a video for info how to use it? Or you plan on getting some testers to help?
But love the simple fight ^^
Looks like the Night Vision Mask doesn't have a slot assigned and cannot be worn anymore.
I tested the javelins after the changes you made and they feel pretty good, I don't have the same issue with hunting rabbits or non-predatory animals as I did prior to them. I still don't expect to take on a bear with them, but that's a reasonable expectation for what game stage you're supposed to be using them on. Thanks for hearing out the criticism I left earlier.
getting an error that im requireing "combat overhaul" by one of your mods, i didnt see any requireing it tho. im guessing its this one, can you confirm?
can this work on 1.19.8?
Maybe the Javelin could gain a buff by applying a slow and bleed effect on hit
I can kill a bear with a regular spear. Spears have enough knockback and reach that I can actually beat a bear with a flint spear. I've done it multiple times. Meanwhile, I regularly die to even fucking wolfs trying to use javelins because the low reach, low damage, and low knockback combined with their pouncing ability means that engaging at range requires unreasonable time spent kiting, and engaging at melee is a near-guaranteed loss. The spear is just flat-out a better weapon in every way because the javelin's higher ranged damage doesn't matter when both it and a spear need two hits to take down a rabbit. The javelin is just too weak overall, the quiver that lets you carry them without stripping away inventory slots for necessary materials to survive in the stone/copper age requires nails that you can't make without having enough metal to make an anvil, and all these factors combined with the ease of knapping a flint spear and just using that instead means that the javelin is essentially worthless. I wanted to play a Malefactor to shake things up with the javelin but it's just a waste of time.
If anybody else is considering using the javelins, just take it into consideration that they're frustrating, don't offer any particular strengths, have plenty of weaknesses, the Malefactor's proficiency bonus is pointless for what role a javelin is supposed to play, and you will get bodied by wolves, bears, and potentially even drifters since it can take over 5 throws to kill a single surface drifter with one which means you either need to dedicate 5 inventory slots to javelins or kite to pick up thrown javs for every drifter you face. Skip it and just go spear instead, as boring and overdone as it may be.
You won't be able to deal with bears using stone weaponry anyway though, they are too tough for that, just run
Javelins are just genuinely terrible, even on the Malefactors who are supposed to specialize in them. A flint javelin can't reliably take out a rabbit in one hit and they're already up and sprinting away faster than you can go by the time you ready your second javelin to throw. Against a black bear, it took me half an in-game day of constant strafing and recollecting them to bring it down. I'm not expecting a flint javelin to be an "I win button", but it'd be nice to be able to always take down a rabbit in one go given you're spiking it with what amounts to three times its mass. The 30% proficiency speed boost to them doesn't come into play either given you're always going to take a little time to line up your throws, and fighting with javelins in close quarters is a losing proposition because your enemy will just press in through the knockback due to the short range and evenly trade attacks with you (and as a Malefactor you have less HP than other classes to work with, and you're never getting a pet to help distract enemies like the Clockmaker). I'd rather give up the worthless attack speed and exchange it for a 10-15% boost to Javelin damage, which would go a lot towards solving the unreliable rabbit killing and make fighting off wolves and bears in the early stage less (but still) painful.
Just recently tried out the new armor system and it is genuinely awesome. Can't wait to see more!
TwoF
Geology Additions is a mess implementation wise, ask them for compatibility.
Please make the mod compatible with Geology Additions. In your mod you have the ability to create maces and javelins from stone. Geology Additions adds three stones from which you can make stone tools - Gabbro, Quartzite and Diorite. It will be very good.
Maltiez
Perhaps a Pavise would fit well as the Heavy Shield of the steel age? Italian Crossbowmen used them up until the 17th century.
Maltiez
Oh gosh duh, thank you for answering that lol. I should've known. Thanks for these kick ass mods!
RanOutOfSpac
Damage tier
Dumb question, but what does the t mean in for example the javelin says: "One-handed 1(1t) Piercing" ?
Dskater84
May be heater shield, probably as heavy, cause there is no steel age heavy shield.
This is absolutely amazing, now the last thing we need is more armour types and we can go full medieval on the drifters. I love your mods.
Any plans to add a few more medieval shield types?
Is there a description anywhere of how the weapon variants differ from each other in principle?
A combat mod is expected to create a situation where nothing is ideal - everything is selected for the needs and personal style. I think it is assumed here.
For example, the Spear is a universal weapon suitable for close combat with the desire to keep the enemy at a distance, but at the same time it can be used in long-range combat during a throw. The Pike is a spear, but with the loss of the ability to throw with an increase in the effect of keeping the enemy at a distance from itself in close combat. The Javelin is the opposite, the loss of the ability to inflict damage at a distance in close combat, but enhanced characteristics for long-range combat by throwing.
The differences between other weapon variants are not so obvious. I want to know.
Inflectus
Right now there are no such plans
Radiantlunar
XavierDare
Report bugs via discord, moddb commetns are not suitable for this
Are there plans for war axes? I notice they're not on the current weapon roadmap, but I was wondering if that's because they were overlooked or intentionally not wanted. Either way, I love the current roadmap and the models you have made so far!
XavierDare I've got the same problem, i'm gonna try to fix it, i'll let you know if i come up with anything
I cant seem to get the javlin to work. when i attack something with it its acting like im just using my hands
I just recently downloaded 0.0.3, and 30 minutes later it's already version 0.0.4
do you continuously print the mod on a 3D printer?) 🤣
Maltiez
Having an error where all Armory assets lack their textures despite combat being installed as a library. Am I missing another dependency?
I get the feeling combining this (once finished) and the dodge button, plus some steam controller support shenanigans, I could basically make a Darksouls-esque srt up on my controller and play vintage story kinda like that! :0
Good work on all your combat and weapon mods so far dude, I FUCKING LOVE THEM!!!!!!!! (perhaps you might add optional support for Salty's dodge mod on the main Combat Overhaul? hell, I'd be surprised if you make a stamina bar addition to combat overhaul, and have the "Frail" trait balance out less max health with more stamina, and it would be something to see a leveling system too but this feels too long winded. Sorry! ;~;)
Would it be possible to get a screenshot of each "module" as they're added?
Cool mod, thank you for it 👍.
Oh? I dont know what this does and i already love it :p