Mods / Combat Overhaul

Tags: #Clothing #Cosmetics #Crafting #Creatures #Library #Other #QoL #Tweak #Utility #Weapons
Author: Maltiez
Side: Both
Created: May 20th 2024 at 10:02 PM
Last modified: Apr 18th at 11:21 AM
Downloads: 180540
Follow Unfollow 1400

Latest release (for outdated Vintage Story v1.20.7):
combatoverhaul_0.3.9.zip  1-click install


You can support me on Patreon:


 

Requires Overhaul lib

 

Restart the game after installing the mod.

Has Config lib support. Install it to configure the mod.

Immersive first person camera mode is not supported. Incompatible with Bullseye.

If animations are not played, and you deal no damage, it is an installation problem. Try restarting the game, clearing cache, removing duplicate archives from mods folder.

If you install mod on existing world, switch your class to commoner and back using .charsel command to apply new traits.

Please report bugs and give feedback via official VS discord server. Comments on moddb have a big chance to be ignored.

Dev version with animations editor and debug tools, requires ImGui, press Ctrl+L to access the tools: github.com/maltiez2/CombatOverhaul/releases

Check out Combat Overhaul: Armory mod for new weapons, shields and armor.

For in-world interactions and using items while holding weapons or shields, hold Alt.

Some additional info about mod mechanics: google spreadsheet

Dont forget to restart the game after install

Modded armor that does not have manually made compatibility with be auto patched with generated stats, so it can be used with CO. Manually added compatibility by other modders is still a better solution, because stats will make more sense.

 

Tip for the first story boss: try hitting glowing weak spots, dont hit its armor.

 

Tools animations were moved into separate mod.

 

Some piece of gameplay with CO by Corat:

Check out also

Description

  • accurate colliders hit detection instead of vanilla selection
  • enemies receive different damage depending on where they are hit
  • Bullseye aiming system
  • detailed armor system
  • new block and parry mechanics
  • armor, blocks and parries protect specific parts of player's body
  • different enemies have protection against different types of damage
  • different weapons deals different types of damage

About stats:

  • manipulation speed affects attack speed of melee weapons and reload speed of ranged weapons
  • steady aim affects drift and twitch of crosshair while aiming ranged weapons
  • proficiency affects attack speed of a specific melee weapon type or reload speed of range weapon type

Vanilla ranged damage, accuracy, distance and speed stats do not affect weapons anymore.

List of proficiencies:

  • Bows (bowsProficiency)
  • Crossbows (crossbowsProficiency)
  • Firearms (firearmsProficiency)
  • One-handed swords (oneHandedSwordsProficiency)
  • Two-handed swords (twoHandedSwordsProficiency)
  • Spears (spearsProficiency)
  • Javelins (javelinsProficiency)
  • Maces (macesProficiency)
  • Clubs (clubsProficiency)

Controls

  • Melee
    • LMB to attack
    • RMB to block or parry
    • Hold RMB + mouse wheel to change grip position on spear
    • Hold RMB + click LMB to throw spear
    • Hold Alt to interact with environment while holding weapons

Compatibility

Known problems

  • If Field of View and First person mode FoV are not equal then collider of a weapon and weapon model don't match Now it is handled automatically
  • Immersive First person Mode is not supported, and won't be supported in the future
  • Rare bug when you cant hit entities (with melee and ranged weapons) even if you clearly hit its model. If you encounter this bug immediately send client-main, server-main and client-debug logs to me in official VS discord server
  • Other mods adding creatures with animations or just animations with no keyframes will produce error mentioning this mod, but these errors are not related to CO, please dont report them

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.3.9 15143 Apr 18th at 11:21 AM Show combatoverhaul_0.3.9.zip 1-click install
v0.3.8 2101 Apr 16th at 9:14 AM Show combatoverhaul_0.3.8.zip 1-click install
v0.3.7 997 Apr 15th at 11:45 AM Show combatoverhaul_0.3.7.zip 1-click install
v0.3.6 1110 Apr 14th at 9:42 AM Show combatoverhaul_0.3.6.zip 1-click install
v0.3.5 5640 Apr 8th at 4:02 PM Show combatoverhaul_0.3.5.zip 1-click install
v0.3.4 1360 Apr 7th at 2:41 AM Show combatoverhaul_0.3.4.zip 1-click install
v0.3.3 186 Apr 7th at 12:10 AM Show combatoverhaul_0.3.3.zip 1-click install
v0.3.2 737 Apr 6th at 3:49 PM Show combatoverhaul_0.3.2.zip 1-click install
v0.3.1 817 Apr 5th at 9:41 PM Show combatoverhaul_0.3.1.zip 1-click install
v0.3.0 143 Apr 5th at 8:17 PM Show combatoverhaul_0.3.0.zip 1-click install
v0.2.17 1070 Apr 5th at 8:20 AM Show combatoverhaul_0.2.17.zip 1-click install
v0.2.16 459 Apr 5th at 12:33 AM Show combatoverhaul_0.2.16.zip 1-click install
v0.2.14 281 Apr 4th at 8:58 PM Show combatoverhaul_0.2.14.zip 1-click install
v0.2.13 354 Apr 4th at 4:44 PM Show combatoverhaul_0.2.13.zip 1-click install
v0.2.12 268 Apr 4th at 11:09 AM Show combatoverhaul_0.2.12.zip 1-click install
v0.2.10 1294 Apr 3rd at 8:36 AM Show combatoverhaul_0.2.10.zip 1-click install
v0.2.9 4883 Mar 30th at 10:32 AM Show combatoverhaul_0.2.9.zip 1-click install
v0.2.8 1600 Mar 29th at 10:53 AM Show combatoverhaul_0.2.8.zip 1-click install
v0.2.7 3122 Mar 27th at 10:50 AM Show combatoverhaul_0.2.7.zip 1-click install
v0.2.6 2072 Mar 26th at 6:35 AM Show combatoverhaul_0.2.6.zip 1-click install
v0.2.5 1504 Mar 25th at 9:52 AM Show combatoverhaul_0.2.5.zip 1-click install
v0.2.4 80 Mar 25th at 8:20 AM Show combatoverhaul_0.2.4.zip 1-click install
v0.2.3 2798 Mar 23rd at 4:09 PM Show combatoverhaul_0.2.3.zip 1-click install
v0.2.2 2156 Mar 22nd at 4:21 PM Show combatoverhaul_0.2.2.zip 1-click install
v0.2.1 9441 Mar 14th at 10:29 AM Show combatoverhaul_0.2.1.zip 1-click install
v0.2.0 227 Mar 14th at 4:35 AM Show combatoverhaul_0.2.0.zip 1-click install
v0.1.30 2683 Mar 11th at 2:45 PM Show combatoverhaul_0.1.30.zip 1-click install
v0.1.29 13625 Feb 27th at 3:48 PM Show combatoverhaul_0.1.29.zip 1-click install
v0.1.28 202 Feb 27th at 1:45 PM Show combatoverhaul_0.1.28.zip 1-click install
v0.1.27 15145 Feb 15th at 7:57 AM Show combatoverhaul_0.1.27.zip 1-click install
v0.1.26 1844 Feb 14th at 9:20 AM Show combatoverhaul_0.1.26.zip 1-click install
v0.1.25 3594 Feb 10th at 7:05 AM Show combatoverhaul_0.1.25.zip 1-click install
v0.1.24 6810 Feb 5th at 8:31 PM Show combatoverhaul_0.1.24.zip 1-click install
v0.1.23 2769 Feb 3rd at 10:20 PM Show combatoverhaul_0.1.23.zip 1-click install
v0.1.22 8473 Jan 29th at 1:14 PM Show combatoverhaul_0.1.22.zip 1-click install
v0.1.20 2003 Jan 28th at 12:45 PM Show combatoverhaul_0.1.20.zip 1-click install
v0.1.19 307 Jan 28th at 9:40 AM Show combatoverhaul_0.1.19.zip 1-click install
v0.1.17 2646 Jan 26th at 8:48 PM Show combatoverhaul_0.1.17.zip 1-click install
v0.1.16 584 Jan 26th at 4:33 PM Show combatoverhaul_0.1.16.zip 1-click install
v0.1.15 1241 Jan 26th at 12:18 AM Show combatoverhaul_0.1.15.zip 1-click install
v0.1.14 444 Jan 25th at 9:25 PM Show combatoverhaul_0.1.14.zip 1-click install
v0.1.12 3296 Jan 24th at 11:36 PM Show combatoverhaul_0.1.12.zip 1-click install
v0.1.11 1055 Jan 24th at 11:43 AM Show combatoverhaul_0.1.11.zip 1-click install
v0.1.10 357 Jan 24th at 6:32 AM Show combatoverhaul_0.1.10.zip 1-click install
v0.1.9 1838 Jan 22nd at 7:15 PM Show combatoverhaul_0.1.9.zip 1-click install
v0.1.8 626 Jan 22nd at 11:58 AM Show combatoverhaul_0.1.8.zip 1-click install
v0.1.6 975 Jan 21st at 9:50 PM Show combatoverhaul_0.1.6.zip 1-click install
v0.1.5 2407 Jan 20th at 1:23 PM Show combatoverhaul_0.1.5.zip 1-click install
v0.1.4 1350 Jan 19th at 6:36 PM Show combatoverhaul_0.1.4.zip 1-click install
v0.1.3 739 Jan 19th at 11:25 AM Show combatoverhaul_0.1.3.zip 1-click install
v0.1.2 2473 Jan 18th at 11:01 AM Show combatoverhaul_0.1.2.zip 1-click install
v0.1.1 106 Jan 18th at 10:44 AM Show combatoverhaul_0.1.1.zip 1-click install
v0.1.0 126 Jan 18th at 10:05 AM Show combatoverhaul_0.1.0.zip 1-click install
v0.0.141 1784 Jan 15th at 7:50 PM Show combatoverhaul_0.0.141.zip 1-click install
v0.0.139 207 Jan 15th at 11:29 AM Show combatoverhaul_0.0.139.zip 1-click install
v0.0.138 786 Jan 13th at 12:55 PM Show combatoverhaul_0.0.138.zip 1-click install
v0.0.136 452 Jan 12th at 8:56 AM Show combatoverhaul_0.0.136.zip 1-click install
v0.0.135 511 Jan 11th at 4:47 PM Show combatoverhaul_0.0.135.zip 1-click install
v0.0.134 232 Jan 11th at 11:57 AM Show combatoverhaul_0.0.134.zip 1-click install
v0.0.133 620 Jan 10th at 10:27 AM Show combatoverhaul_0.0.133.zip 1-click install
v0.0.132 830 Jan 8th at 8:47 AM Show combatoverhaul_0.0.132.zip 1-click install
v0.0.131 87 Jan 8th at 5:42 AM Show combatoverhaul_0.0.131.zip 1-click install
v0.0.128 180 Jan 7th at 10:07 PM Show combatoverhaul_0.0.128.zip 1-click install
v0.0.127 257 Jan 7th at 3:01 PM Show combatoverhaul_0.0.127.zip 1-click install
v0.0.126 163 Jan 7th at 9:47 AM Show combatoverhaul_0.0.126.zip 1-click install
v0.0.125 168 Jan 7th at 2:11 AM Show combatoverhaul_0.0.125.zip 1-click install
v0.0.124 724 Jan 5th at 11:29 AM Show combatoverhaul_0.0.124.zip 1-click install
v0.0.123 219 Jan 5th at 3:27 AM Show combatoverhaul_0.0.123.zip 1-click install
v0.0.122 753 Jan 3rd at 7:27 PM Show combatoverhaul_0.0.122.zip 1-click install
v0.0.119 322 Jan 3rd at 6:10 PM Show combatoverhaul_0.0.119.zip 1-click install
v0.0.118 98 Jan 3rd at 5:52 PM Show combatoverhaul_0.0.118.zip 1-click install
v0.0.117 249 Jan 3rd at 11:41 AM Show combatoverhaul_0.0.117.zip 1-click install
v0.0.116 126 Jan 3rd at 8:25 AM Show combatoverhaul_0.0.116.zip 1-click install
v0.0.115 281 Jan 2nd at 6:25 PM Show combatoverhaul_0.0.115.zip 1-click install
v0.0.114 240 Jan 2nd at 12:13 PM Show combatoverhaul_0.0.114.zip 1-click install
v0.0.113 157 Jan 2nd at 10:26 AM Show combatoverhaul_0.0.113.zip 1-click install
v0.0.112 482 Jan 1st at 11:10 AM Show combatoverhaul_0.0.112.zip 1-click install
v0.0.111 425 Dec 31st 2024 at 11:30 PM Show combatoverhaul_0.0.111.zip 1-click install
v0.0.110 502 Dec 30th 2024 at 8:22 PM Show combatoverhaul_0.0.110.zip 1-click install
v0.0.109 213 Dec 30th 2024 at 4:22 PM Show combatoverhaul_0.0.109.zip 1-click install
v0.0.108 218 Dec 30th 2024 at 10:30 AM Show combatoverhaul_0.0.108.zip 1-click install
v0.0.107 719 Dec 29th 2024 at 10:43 AM Show combatoverhaul_0.0.107.zip 1-click install
v0.0.106 151 Dec 29th 2024 at 7:44 AM Show combatoverhaul_0.0.106.zip 1-click install
v0.0.105 301 Dec 28th 2024 at 6:24 PM Show combatoverhaul_0.0.105.zip 1-click install
v0.0.104 676 Dec 26th 2024 at 5:38 PM Show combatoverhaul_0.0.104.zip 1-click install
v0.0.103 390 Dec 25th 2024 at 11:24 AM Show combatoverhaul_0.0.103.zip 1-click install
v0.0.102 270 Dec 24th 2024 at 10:11 PM Show combatoverhaul_0.0.102.zip 1-click install
v0.0.101 356 Dec 24th 2024 at 7:07 AM Show combatoverhaul_0.0.101.zip 1-click install
v0.0.100 285 Dec 23rd 2024 at 6:26 PM Show combatoverhaul_0.0.100.zip 1-click install
v0.0.99 306 Dec 22nd 2024 at 11:33 PM Show combatoverhaul_0.0.99.zip 1-click install
v0.0.98 522 Dec 21st 2024 at 9:33 PM Show combatoverhaul_0.0.98.zip 1-click install
v0.0.97 212 Dec 21st 2024 at 5:39 PM Show combatoverhaul_0.0.97.zip 1-click install
v0.0.96 831 Dec 19th 2024 at 3:24 PM Show combatoverhaul_0.0.96.zip 1-click install
v0.0.95 1348 Dec 15th 2024 at 1:33 PM Show combatoverhaul_0.0.95.zip 1-click install
v0.0.94 417 Dec 14th 2024 at 6:22 PM Show combatoverhaul_0.0.94.zip 1-click install
v0.0.93 198 Dec 14th 2024 at 2:12 PM Show combatoverhaul_0.0.93.zip 1-click install
v0.0.92 671 Dec 13th 2024 at 12:11 PM Show combatoverhaul_0.0.92.zip 1-click install
v0.0.91 930 Dec 10th 2024 at 2:55 PM Show combatoverhaul_0.0.91.zip 1-click install
v0.0.90 496 Dec 9th 2024 at 3:34 PM Show combatoverhaul_0.0.90.zip 1-click install
v0.0.89 1028 Dec 7th 2024 at 9:02 AM Show combatoverhaul_0.0.89.zip 1-click install
v0.0.88 528 Dec 6th 2024 at 1:22 PM Show combatoverhaul_0.0.88.zip 1-click install
v0.0.87 363 Dec 5th 2024 at 9:18 PM Show combatoverhaul_0.0.87.zip 1-click install
v0.0.86 190 Dec 5th 2024 at 5:08 PM Show combatoverhaul_0.0.86.zip 1-click install
v0.0.85 251 Dec 5th 2024 at 12:11 PM Show combatoverhaul_0.0.85.zip 1-click install
v0.0.83 421 Dec 4th 2024 at 6:54 PM Show combatoverhaul_0.0.83.zip 1-click install
v0.0.82 190 Dec 4th 2024 at 6:14 PM Show combatoverhaul_0.0.82.zip 1-click install
v0.0.81 221 Dec 3rd 2024 at 4:55 PM Show combatoverhaul_0.0.81.zip 1-click install
v0.0.80 277 Dec 2nd 2024 at 10:45 AM Show combatoverhaul_0.0.80.zip 1-click install
v0.0.79 314 Nov 30th 2024 at 4:37 PM Show combatoverhaul_0.0.79.zip 1-click install
v0.0.77 123 Nov 30th 2024 at 11:38 AM Show combatoverhaul_0.0.77.zip 1-click install
v0.0.75 336 Nov 28th 2024 at 4:05 PM Show combatoverhaul_0.0.75.zip 1-click install
v0.0.74 242 Nov 27th 2024 at 7:57 PM Show combatoverhaul_0.0.74.zip 1-click install
v0.0.73 123 Nov 27th 2024 at 4:00 PM Show combatoverhaul_0.0.73.zip 1-click install
v0.0.72 101 Nov 27th 2024 at 2:28 PM Show combatoverhaul_0.0.72.zip 1-click install
v0.0.71 188 Nov 26th 2024 at 7:37 PM Show combatoverhaul_0.0.71.zip 1-click install
v0.0.70 122 Nov 26th 2024 at 4:19 PM Show combatoverhaul_0.0.70.zip 1-click install
v0.0.69 122 Nov 26th 2024 at 12:51 PM Show combatoverhaul_0.0.69.zip 1-click install
v0.0.68 186 Nov 25th 2024 at 7:29 PM Show combatoverhaul_0.0.68.zip 1-click install
v0.0.67 111 Nov 25th 2024 at 5:15 PM Show combatoverhaul_0.0.67.zip 1-click install
v0.0.66 106 Nov 25th 2024 at 1:07 PM Show combatoverhaul_0.0.66.zip 1-click install
v0.0.65 93 Nov 25th 2024 at 9:40 AM Show combatoverhaul_0.0.65.zip 1-click install
v0.0.63 178 Nov 24th 2024 at 6:37 PM Show combatoverhaul_0.0.63.zip 1-click install
v0.0.62 151 Nov 24th 2024 at 1:09 PM Show combatoverhaul_0.0.62.zip 1-click install
v0.0.61 228 Nov 23rd 2024 at 4:52 PM Show combatoverhaul_0.0.61.zip 1-click install
v0.0.60 88 Nov 23rd 2024 at 3:53 PM Show combatoverhaul_0.0.60.zip 1-click install
v0.0.59 143 Nov 23rd 2024 at 9:49 AM Show combatoverhaul_0.0.59.zip 1-click install
v0.0.58 358 Nov 21st 2024 at 1:44 PM Show combatoverhaul_0.0.58.zip 1-click install
v0.0.57 257 Nov 20th 2024 at 11:17 AM Show combatoverhaul_0.0.57.zip 1-click install
v0.0.55 245 Nov 19th 2024 at 12:29 PM Show combatoverhaul_0.0.55.zip 1-click install
v0.0.54 330 Nov 17th 2024 at 1:42 PM Show combatoverhaul_0.0.54.zip 1-click install
v0.0.53 123 Nov 17th 2024 at 9:53 AM Show combatoverhaul_0.0.53.zip 1-click install
v0.0.52 429 Nov 14th 2024 at 12:45 PM Show combatoverhaul_0.0.52.zip 1-click install
v0.0.51 92 Nov 14th 2024 at 11:04 AM Show combatoverhaul_0.0.51.zip 1-click install
v0.0.50 171 Nov 13th 2024 at 8:58 PM Show combatoverhaul_0.0.50.zip 1-click install
v0.0.49 234 Nov 12th 2024 at 4:46 PM Show combatoverhaul_0.0.49.zip 1-click install
v0.0.48 136 Nov 12th 2024 at 11:21 AM Show combatoverhaul_0.0.48.zip 1-click install
v0.0.47 246 Nov 11th 2024 at 12:04 PM Show combatoverhaul_0.0.47.zip 1-click install
v0.0.46 94 Nov 11th 2024 at 9:25 AM Show combatoverhaul_0.0.46.zip 1-click install
v0.0.45 108 Nov 11th 2024 at 8:36 AM Show combatoverhaul_0.0.45.zip 1-click install
v0.0.44 368 Nov 9th 2024 at 10:20 AM Show combatoverhaul_0.0.44.zip 1-click install
v0.0.43 921 Oct 31st 2024 at 10:16 AM Show combatoverhaul_0.0.43.zip 1-click install
v0.0.42 319 Oct 29th 2024 at 7:02 AM Show combatoverhaul_0.0.42.zip 1-click install
v0.0.41 590 Oct 25th 2024 at 11:10 PM Show combatoverhaul_0.0.41.zip 1-click install
v0.0.40 260 Oct 24th 2024 at 8:22 PM Show combatoverhaul_0.0.40.zip 1-click install
v0.0.38 233 Oct 23rd 2024 at 4:10 PM Show combatoverhaul_0.0.38.zip 1-click install
v0.0.37 280 Oct 22nd 2024 at 2:17 AM Show combatoverhaul_0.0.37.zip 1-click install
v0.0.36 117 Oct 21st 2024 at 10:40 PM Show combatoverhaul_0.0.36.zip 1-click install
v0.0.35 116 Oct 21st 2024 at 10:01 PM Show combatoverhaul_0.0.35.zip 1-click install
v0.0.34 254 Oct 20th 2024 at 8:32 PM Show combatoverhaul_0.0.34.zip 1-click install
v0.0.33 253 Oct 20th 2024 at 8:14 AM Show combatoverhaul_0.0.33.zip 1-click install
v0.0.32 346 Oct 17th 2024 at 5:18 PM Show combatoverhaul_0.0.32.zip 1-click install
v0.0.31 192 Oct 16th 2024 at 1:50 PM Show combatoverhaul_0.0.31.zip 1-click install
v0.0.30 180 Oct 15th 2024 at 3:08 PM Show combatoverhaul_0.0.30.zip 1-click install
v0.0.29 169 Oct 14th 2024 at 6:09 PM Show combatoverhaul_0.0.29.zip 1-click install
v0.0.28 231 Oct 13th 2024 at 1:52 PM Show combatoverhaul_0.0.28.zip 1-click install
v0.0.27 100 Oct 13th 2024 at 1:23 PM Show combatoverhaul_0.0.27.zip 1-click install
v0.0.26 172 Oct 12th 2024 at 9:08 PM Show combatoverhaul_0.0.26.zip 1-click install
v0.0.25 132 Oct 12th 2024 at 2:30 PM Show combatoverhaul_0.0.25.zip 1-click install
v0.0.24 154 Oct 11th 2024 at 10:51 PM Show combatoverhaul_0.0.24.zip 1-click install
v0.0.23 114 Oct 11th 2024 at 8:05 PM Show combatoverhaul_0.0.23.zip 1-click install
v0.0.22 189 Oct 10th 2024 at 7:36 PM Show combatoverhaul_0.0.22.zip 1-click install
v0.0.21 204 Oct 9th 2024 at 4:46 PM Show combatoverhaul_0.0.21.zip 1-click install
v0.0.20 164 Oct 9th 2024 at 8:48 AM Show combatoverhaul_0.0.20.zip 1-click install
v0.0.19 199 Oct 8th 2024 at 11:07 AM Show combatoverhaul_0.0.19.zip 1-click install
v0.0.17 170 Oct 7th 2024 at 11:12 AM Show combatoverhaul_0.0.17.zip 1-click install
v0.0.16 147 Oct 6th 2024 at 9:39 PM Show combatoverhaul_0.0.16.zip 1-click install
v0.0.15 122 Oct 6th 2024 at 6:47 PM Show combatoverhaul_0.0.15.zip 1-click install
v0.0.14 108 Oct 6th 2024 at 4:30 PM Show combatoverhaul_0.0.14.zip 1-click install
v0.0.13 139 Oct 6th 2024 at 11:13 AM Show combatoverhaul_0.0.13.zip 1-click install
v0.0.12 105 Oct 6th 2024 at 9:47 AM Show combatoverhaul_0.0.12.zip 1-click install
v0.0.11 531 Oct 5th 2024 at 4:39 PM Show combatoverhaul_0.0.11.zip 1-click install
v0.0.10 3562 Oct 4th 2024 at 8:27 PM Show combatoverhaul_0.0.10.zip 1-click install
v0.0.9 176 Oct 4th 2024 at 5:18 PM Show combatoverhaul_0.0.9.zip 1-click install
v0.0.8 292 Sep 28th 2024 at 2:37 PM Show combatoverhaul_0.0.8.zip 1-click install
v0.0.7 165 Sep 27th 2024 at 6:26 PM Show combatoverhaul_0.0.7.zip 1-click install
v0.0.6 566 Aug 16th 2024 at 11:50 AM Show combatoverhaul_0.0.6.zip 1-click install
v0.0.5 496 Jul 21st 2024 at 3:30 PM Show combatoverhaul_0.0.5.zip 1-click install
v0.0.4 188 Jul 20th 2024 at 5:13 PM Show combatoverhaul_0.0.4.zip 1-click install

455 Comments (oldest first | newest first)

💬 Yuckuza, 2 days ago

I believe this may currently be incompatible with 1.20.11 rc, specifically regarding bows. I have a consistently reproducable hard crash whenever:

a) Holding the longbow at all
b) Drawing the recurve bow back

Reverted to 1.20.10, and both worked correctly with no crashing. Crash on 1.20.11 freezes the game and causes a popup reporting "unexpected parameter" and doesn't update the crash log. 

💬 OdamBigButt, 2 days ago

Yesterday everything was fine when I was Testing, but today, now I can't even swing or hit anything? It does no animation at all or do dmg

 

💬 l0rdj33bus55, 3 days ago

I do indeed. tyvm

💬 Isppo, 3 days ago

l0rdj33bus55 Are you using the "Display Container Versatility" mod? It conflicts with helmets from this mod for some reason. Gotta pick one or the other for now.

💬 l0rdj33bus55, 3 days ago

All helmets are middle/outer layers and not the layers they are supposed to be. how would one go about fixing this?

💬 Nimair, 3 days ago

Threw an exception at the server
18.5.2025 17:08:02 [Server Error] Exception: Could not load type 'CombatOverhaul.RangedSystems.ProjectileEntity' from assembly 'CombatOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at XSkills.XSkillsEntityBehavior.COProjectiles(DamageSource dmgSource)
at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
at XSkills.XSkillsAnimalBehavior.OnDamage(Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 278
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage)
at CombatOverhaul.RangedSystems.ProjectileServer.Attack(Entity attacker, Entity target, Vector3d position, String collider, Double relativeSpeed) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 111
at CombatOverhaul.RangedSystems.ProjectileServer.OnCollision(ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 45
at CombatOverhaul.RangedSystems.ProjectileSystemServer.HandleCollision(IServerPlayer player, ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 413
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957

 

getting this error at my server :/

💬 JuiceFruit, 4 days ago

Does anyone know what attack tier are tools if used with Tool Mastery perk from combat? And what damage type?

💬 Auro, 4 days ago

How does armor stacks (using the Armory mod)? I made my first suit of Plate armor and noticed it only covers the outter shell, if I wear mid and inner layer armors will the protection stack?

💬 RagondinMan, May 14th at 12:53 PM

does this mod impact performance?, also is it SAFE to add to an existing save? i know it says you can but i don't wanna corrupt my world

💬 Guedez, May 13th at 10:18 PM

The first boss throwing me into the ceiling if I don't jump is from this mod or it just does that now?

💬 IAMspEeDex, May 10th at 10:40 AM

1.20.4

Combat Overhaul is not compatible with with overhaullib, which is required for firearms and crossbows.

But Combat overhaul has proficiency for firearms and crossbows???

💬 Joeyfar624, May 8th at 2:11 AM

So after thoroughly testing, whenever there is a trait that changes range damage by 20%, or 150%, or in any numbers, the damage does not change. I will take it this was on purpose too since the base class "Hunter" no longer has the trait "Focused." Will it be possible for you to make it even when there is a range damage increase, it still happens instead of just nothing happening? it destroys modded classes and gets rid of the idea of an archer class being able to do a huge amount of damage.

💬 McMonkeyMacil, May 3rd at 9:10 PM

There is a glitch where when you press c to open the character menu half of your character is invisable.

💬 OutcastAJ, Apr 30th at 2:13 PM

Personally loving the grounded combat

The spear's been great at feeling like a spear in keeping the drifter at reach and stabbing at it like a spear should
throwing the spear meant for combat is far more cumbersome while the javelin that's literally made for it bridges that gap.

💬 Maltiez , Apr 30th at 4:39 AM

If you like 3 meters long hands of vanilla hitscan, just use vanilla. Please dont complain about accurate collision testing being accurate.

💬 KickPaw, Apr 29th at 6:17 PM

Mod feels wacky animation and gameplay wise. Why does my weapon collision depend on my preferences of hands FOV level? This overhaul renders melee combat useless, as you need to hug enemies to land a hit if you're lucky enough. Bow feels nice, but not spear with its delays in animation and in-world projectile.

💬 Nymous, Apr 29th at 6:51 AM

So wait, does this one download contain

 

but not 

💬 AHelplessBaby, Apr 27th at 3:13 PM

so I had been modifying the armor.json in the patches folder to manually roll back the arnor nerf, but thatseems to no longer be working. Does anyone know any ohter way to do it?

edit: Nevermind, turns out that I just have to combine the pieces into body/leg armor instead of having them apart.

💬 CarcanoCowboy, Apr 26th at 9:13 PM

I really like the changes to ranged/melee weapon handling, proper damage type importance for weapons/armor/enemies, and the reductive melee/ranged weapon stat buff and debuffs for classes being replaced with "prefered weapon" speed bonuses for better build variety.

The only problem I have with the mod is theres a larger incompatability for mods that add armor than ones that add weapons/tools (both in how usable they are not compability patched and how many modders are able to make a compat patch).

Is it possible to have a Config Lib option that reduces/merges armor slots/layers to only have a few more slots than vanilla (both to make simple compat patches easier and for Host Complexity Preference) or would a Fork/Sister patch mod be a easier way to incorporate such changes?

💬 AcidNight, Apr 25th at 7:09 AM

Hello, have anyone found out why the latest version of the mod makes it impossible to join a server or even a solo game? If it weren't for the mail and armory armor, I would have already moved it to get the rest of the mods up to date ><

💬 WolfCrusader, Apr 23rd at 4:37 PM

yes it works on 1.20.9 I tried it. my world also was just fine so your world will not get corrupted if thats what your worried about.

💬 janchtexalibur, Apr 23rd at 4:09 PM

can i safely play this on 1.20.9?

💬 Coyote6, Apr 21st at 11:31 PM

Hello! I am trying to install this on my server and I got the items and everything installed but animations still wont play. I have deleted my cache folder, made sure no duplicate files are in the mods folder and restarted the server and the world after each edit and still can't get this to work. Has anyone else experienced this issue and have you fixed it? Any help would be greatly appreciated.

P.S. I went through all my other mods and made sure there were no conflicts. Every little bit helps! Thank you

Edit: I solved the issue. Turns out each player needs to have the mod installed client side in order for animations to play. Could be the animations need to come form your own game files instead of the server's.

💬 Shion, Apr 21st at 6:12 AM

Thrown spear damage and Melee damage options don't affect Iron Spear.

💬 Maltiez , Apr 20th at 11:09 PM

they should be patched automatically, works in my case

💬 RuinousLibrarian, Apr 20th at 11:04 PM

I tried using the new armors from Blackguard Additions, but it seems like the mod didnt patch them automatically. Is there a way to make the mod do it on command or am I out of luck?

💬 AcidNight, Apr 18th at 8:38 PM

The mod is still not compatible with xskill? I'm testing it solo and it crashes when people are supposed to come...

💬 Lord_Gorge, Apr 18th at 4:19 PM

Weapons don't work at all and the game crashes if I open to LAN.

💬 HaraiseTenshi, Apr 18th at 11:27 AM

It seems like getting rid of the Invul Frames really messes up the game in consideration to things like contact damage with traps or thorny bushes an the likes from other mods. Is there a kind of way to only turnr them off again specific things? I am assuming the main reason for that change is to make the Blunderbuss work?

💬 Snazzy_J_Wyrm, Apr 17th at 7:30 AM

Is there any chance you could make a compatibility patch between your mods and the Kemono mod? I'm not asking for such a thing for the pony models of the Kemono mod, as I know that would be absolute hell in and of itself to do, but what of the Kemono body? Reason why I ask this is because Xeth, the creator of the the Kemono mod, does not seem to be willing to. I love how Combat Overhaul makes combat actually feel good to commit to in the game, but I also love the high amount of customization that the Kemono mod allows for. I currently play on a server that uses the Kemono mod so each player can personally create their own character, and we'd love to use Combat Overhaul and your other weapon mods as well.

I understand that this is a lot to ask for, as I feel as though it should fall upon the creator(s) of a custom player model to add CO compatibility for their mod, but I wouldn't be asking if Xeth cared enough to add compatibility for the Kemono mod. I understand if you do not wish to create a patch for CO and Kemono. That being said, I, and I believe many others, would greatly appreciate it if you did.

💬 SONZINA, Apr 15th at 11:59 AM

Been playing this with my friends, absolutely fire mod 🔥🔥🔥

💬 Wailwolf, Apr 14th at 4:16 PM

Hi, again thanks for your mods. I made a french translation for this one. Can you add it please ? 😊

💬 V7I, Apr 13th at 5:32 PM

im getting 2 bugs/problems?

1. Hold RMB + mouse wheel to change grip position on spear dose not work, it just changed the hotbar?

2. detailed armor system is not working? i can see and make the armor pieces but i still have Vanilla armor slots?

💬 TheVerto, Apr 13th at 4:41 PM

I'm making a custom armour and i wonder how to make it CO compatible, is there some guide for that?

💬 Maltiez , Apr 13th at 2:39 PM

update xkills

💬 Johnie, Apr 13th at 1:00 PM

I'm having a weird mix of issues. Started a new game, and my spear animations work fine (I get the upper/lower stab animations based on which way I moved my mouse) but the Flint Axe is doing default swings and my Crude Bow is not registering any hits. Noticed it first when trying to hunt rabbits, thought it was just my bad aim so I saw a black bear nearby and tried shooting it and saw my arrows go right through it's body. Ran up to it and started to stab it with the spear and that worked just fine. Didn't test if the axe worked for damage or not, but it was able to chop trees down.

 

💬 safwyl, Apr 12th at 6:36 PM

SirBlack

from the mod description: "If animations are not played, and you deal no damage, it is an installation problem. Try restarting the game, clearing cache, removing duplicate archives from mods folder."

💬 SirBlack, Apr 12th at 5:02 AM

I'm having an issue where if i attack with a spear javilin or that curved sword from the armory mod that the animation wont play in first person (for me my friends see me attacking) and i wont do any damage i dont know if its because of the class i picked has the frail trait but i'm stumped. Can you help? If need be i can give you my discord

💬 Maltiez , Apr 11th at 8:55 PM

Also CO doesnt add new weapon types, only weapons it add are iron and steal spears

💬 Maltiez , Apr 11th at 8:55 PM

All are impractical irl, and not interesting enough to add.

💬 xCoiotex, Apr 11th at 8:43 PM

What about throwing daggers, or "shurikens", or just plain double daggers like (great game with great first person animations by the time it was made, 2006)

💬 Maltiez , Apr 11th at 8:06 PM

Hold Alt as it is described in control hints

💬 FritzHirsch, Apr 11th at 7:39 PM

Noticed all ranged weapons (spears, javelins, bows) can no longer be ground stored or stored on tool racks, seems the aiming animation overides the right click. Same with doors, can no longer be opened when holding a ranged weapon. Is this a bug or a feature? 

💬 Shion, Apr 11th at 12:50 AM

Melee damage multiplier doesn't seem to work on spears.

💬 TheHarryX, Apr 10th at 3:29 PM

This mod makes locusts annoying to deal with

💬 NorthernSoul01, Apr 6th at 7:56 PM

Any plans for adding better idle, walk and run animations? It's all just very stiff and in mp, you cant ignore it.
Are there also plans to have a config to turn off direction attacks? Or make the direction selection movement-based instead of mouse?

Otherwise, incredible mod and incredible work! Love all the new weapons models and armor changes!
I'm always a strong advocate for interesting gameplay and this mod brings that to VS!

💬 RachelTGG, Apr 6th at 7:18 PM

i imagine this already includes bullseye right? Aka, i dont need Bullseye if i use this.

💬 Maltiez , Apr 6th at 2:30 PM

Wait for XSkills to add compatibility with latest version of CO

💬 Arosinek, Apr 6th at 2:26 PM

Hi, after updating to using OverhaulLib i started to get errors while using bows. Combat Overhaul ver 0.3.1, OverhaulLib ver 0.0.2.

I guess that might be XSkills error too but I didn't get any previously.

Error below:

6.4.2025 14:06:13 [Server Error] Exception: Could not load type 'CombatOverhaul.RangedSystems.ProjectileEntity' from assembly 'CombatOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at XSkills.XSkillsEntityBehavior.COProjectiles(DamageSource dmgSource)
at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
at XSkills.XSkillsAnimalBehavior.OnDamage(Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 209
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage)
at CombatOverhaul.RangedSystems.ProjectileServer.Attack(Entity attacker, Entity target, Vector3d position, String collider, Double relativeSpeed) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 94
at CombatOverhaul.RangedSystems.ProjectileServer.OnCollision(ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 40
at CombatOverhaul.RangedSystems.ProjectileSystemServer.HandleCollision(IServerPlayer player, ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 321
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957

💬 StarsideScav, Apr 6th at 11:02 AM

Ok after digging though just about every single source I can find I for the life of me cannot figure out shat the fuck blocking actually does, obviously it decreases damage in one way or another, and whatever you're blocking with determines what gets covered. But like, what's the actual math behind that? Is it like having additional armor? Is it a complete damage nullification? Maybe a straight percentage decrease? What does the metal the shield made out of effect? See this is the kinda stuff that would be greatly appreciated to be spelled out lol.

💬 HaraiseTenshi, Apr 5th at 11:01 PM

Since the update with the new "Overhaul Lib" (v 0.3.0) ranged hit checks seem broken. As I can only hit enemies in Melee now (Spear and Shortsword tested both tin bronze) but Ranged (Crude, Long and Recurve Bows tested) just flies straight through...

Edit:
Problem still persists in v 0.3.1

💬 Paradoxal, Apr 5th at 8:49 PM

Downloaded just a few moments ago. Spears and clubs and i can only assume everything else now doesn't work. Character just punches things and the weapons swing around with no damage.

 

Went back to 2.17 and it works fine again.

💬 Raccoonia, Apr 4th at 8:24 PM

Decided to update today, but every version after Combat Overhaul 0.2.9 the javelin no longer auto-equips other javelins when you throw one.  It actually caused the first death in my current playthrough.  Tested with both Tin Bronze and Stone javelins, had to revert to 0.2.9.

Other versions are Vintage Story 1.20.7, ImGui 1.1.8

💬 Raccoonia, Apr 4th at 6:42 PM

I think you might have forgotten to make stone javelin head parts stackable, or if it was intentional, it doesn't match vanilla's tool heads being stackable (to four) or the other metal javelin heads being stackable.

💬 PorzioDaChef, Apr 3rd at 9:59 PM

Since this beautiful mod cannot support the Immersive First Person mode, can you guys PLEASE make your own version? Cause I really like the First Person Mode, and to turn that off it made me less excited to play this mod. PLEASE PLEASE PLEASE PLEASE I AM BEGGING YOU PLEASE IM ON MY KNEES TYPING THIS PLEASE MAKE ONE PLEASE

💬 Ingvard12, Apr 1st at 7:41 PM

Crashes when trying to launch a single player game, but it is possible to log into the server
Game Version: v1.20.7 (Stable)
02.04.2025 7:33:50: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ACAOGCM@1.2.0, Allclasses@1.2.4, axleinblocks@1.20.1-rc.5, bf@0.0.2, bettersticks@1.2.0, blacksmithname@1.2.0, canoemod@1.0.2, chiseltools@1.14.14, clayworks@0.3.9, combatoverhaul@0.2.9, landformoverhaul@1.0.1, eftraders@1.0.3, vichnybackpack@1.1.4, explosive@0.0.8, capreolinae@1.2.5, elephantidae@1.0.8, felinae@0.2.8, pantherinae@1.1.23, rhinocerotidae@1.0.16, geoaddons@1.4.1, immersivecorpsedrop@1.0.3, instandtemporalmobdrops@1.0.1, itemrecycle@0.4.0, juicyores@1.0.0, linenreturn@1.0.0, long-term_food@0.2.1, manualquenching@1.0.4, millwright@1.1.9, molds@0.1.4, morecrystals@1.3.0, MoreTorchHolders@1.0.0, natshumanskin@1.0.1, prospecttogether@2.0.1, restoredhaircolors@1.0.1, Sergsmetaltongs@2.0.0, spyglass@0.5.2, temporal_gears_stack@1.0.0, toolsextended@1.0.4, game@1.20.7, vsimgui@1.1.7, wforests@1.0.0-dev.1, abcsredux@1.0.5, airmapfix@1.0.0, apebeams@1.0.1, apelanterns@1.1.1, apewindows@1.2.0, armory@0.2.3, egocaribautomapmarkers@4.0.1, flags@1.1.7, betterentityinteraction@1.0.3, carryon@1.8.0-rc.4, cartwrightscaravan@1.2.0, chimneyflues@1.1.1, ColoredTorchesRedux@1.2.1, commonlib@2.6.1, composter@1.2.1, configlib@1.5.2, coreofarts@0.2.3, cuniculture@1.0.3, electricalprogressivecore@0.9.0, emotemenupatched@1.0.6, expandedfoods@1.7.4, extrainfo@1.9.8, extremefirestarters@0.4.0, fendragonbcs@0.1.7, foodshelves@1.5.3, fromgoldencombs@1.8.12, herbarium@1.4.0, JustTrapdoors@1.0.2, medievalexpansionpatch@1.0.1, meteoricexpansion-reborn@1.3.0, morepiles@2.1.3, nemi@1.1.0, spearexpantion@0.3.1, oneroof@1.8.2, petai@3.3.1, pewter@1.2.3, playerlist@2.1.5, resmeltableslight@1.1.0, rivers@4.1.0, rockstratavariety@0.0.1, seedsfromflowers@1.0.0, smithingplus@1.4.1, statushudcont@3.2.6, storageoptions@1.0.2, tabletopgames@2.10.1, trailmodcupdate@1.2.0, vanvar@6.0.12, vsatlas_resized@1.0.9, creative@1.20.7, vsinstrumentsbase@2.0.0, survival@1.20.7, waypointtogethercontiued@2.2.0, wearandtear@1.3.6, weatherthestorm@1.1.0, webstotwine@1.20.1, xlib@0.8.16, artofgrowing@0.5.3, cats@3.1.0, electricalprogressivebasics@0.9.0, foxtaming@1.6.1, pabrass@1.0.2, paelectrum@1.0.1, pagoldsilver@1.0.2, sandwich@1.2.7, stonequarry@3.4.3, vsinstruments_quackpack@1.0.0, wildcraftfruit@1.3.2, wethology@1.0.0-dev.9, wolftaming@3.0.5, xinvtweaks@1.8.0, xskills@0.8.17, artsxskills@1.1.0, electricalprogressiveqol@0.9.0
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 70
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 470
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 1010
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass58_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 1015
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
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 88
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

💬 Wyrtus, Apr 1st at 12:53 PM

Damage on arrows is categorized as Slash damage, i never realized it, it's not suposed to be piercing?

💬 Maltiez , Mar 31st at 10:20 PM

Please report all bugs in official vintage story discord server, with server-main and client-main logs attached

💬 Soviet_DM, Mar 31st at 8:46 PM

All versions of the 1.20.7 versions of Combat overhaul seems to crash the game on my server anytime one of their assets are on screen

 

💬 KiraKira, Mar 31st at 7:50 AM

mod is completely busted and does not work, constantly shows up errors that (Name is already defined in assembly), my friend cannot join me and armour layers doesnt work at all.

💬 _Azem_, Mar 30th at 10:44 PM

enjoy the mod but it seems that adding traits to the vanilla classes is causing issues with ANY class mod and in some cases even jumbling every single trait on a class, even disabled through configlib still leaves all traits jumbled. maybe instead of giving classes a proficency use trait acquirer to give the books that give the proficency?.

💬 Fenrirx, Mar 30th at 3:53 PM

Hello. I enjoy your mod, but I have one error. When throwing the javelin in my dedicate server, I keep getting this: I can't tell if its from alternate hand position or from running out of javelins and the game trying to pull one from inventory. Is there a way to disable this feature?

 

xception: Object reference not set to an instance of an object.
   at CombatOverhaul.Implementations.MeleeWeaponServer.<>c__DisplayClass3_0.<SwapToNewProjectile>b__0(ItemSlot slot) in D:\Pro
jects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1268
   at Vintagestory.API.Common.EntityPlayer.WalkInventory(OnInventorySlot handler) in VintagestoryApi\Common\Entity\EntityPlaye
r.cs:line 1387
   at CombatOverhaul.Implementations.MeleeWeaponServer.SwapToNewProjectile(IServerPlayer player, ItemSlot slot, AssetLocation
projectileCode) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1264
   at CombatOverhaul.Implementations.MeleeWeaponServer.Shoot(IServerPlayer player, ItemSlot slot, ShotPacket packet, Entity sh
ooter) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1250
   at CombatOverhaul.RangedSystems.RangedWeaponSystemServer.HandleShotPacket(IServerPlayer player, ShotPacket packet) in D:\Pr
ojects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\RangedSystem.cs:line 239
   at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Serve
r\API\NetworkAPI.cs:line 55
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerM
ainNetworking.cs:line 238
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957
💬 Qooqey, Mar 30th at 5:24 AM

Client crash on 0.2.8, had to rollback to 0.2.7:

System.Exception: Don't know how to instantiate collectible behavior of class 'CombatOverhaul:Armor' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 265
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 196
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 615
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 424
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 377
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()


Server:

[Notification] Mods, sorted by dependency: aculinaryartillery, Allclasses, bettersticks, bettertraders, combatoverhaul, hqzlights, hangingoillamps, juicyores, millwright, moremolds, MoreTorchHolders, primitivesurvival, spyglass, game, vsimgui, animalcages, apegrapes, armory, egocaribautomapmarkers, awearablelight, bedspawnv2, betterfirepit, BetterProspecting, betterruins, butchering, carryon, commonlib, composter, configlib, cooperativecombat, expandedfoods, fieldsofsalt, foodshelves, herbarium, maltiezcrossbows, maltiezfirearms, morepiles, nbcartographer, oneroof, postsandbeams, rivers, rustboundmagic, smithingplus, stonebakeoven, stonerailings, th3dungeon, creative, vsinstrumentsbase, survival, vsvillage, woodenfortifications, xlib, extraoverlays, playercorpse, stonequarry, vsinstruments_quackpack, wildcraftfruit, wildcraftherb, wildcrafttree, xskills

[Notification] External Origins in load order: modorigin@C:\Games\Vintage Story\assets\creative\, modorigin@C:\Games\Vintage Story\assets\survival\, mod@ACulinaryArtillery 1.2.5.zip, mod@Allclasses1.3.2.zip, mod@BetterSticks_v1.2.0.zip, mod@BetterTradersv0.0.9.zip, mod@combatoverhaul_0.2.7.zip, mod@drbraziers_1.1.1.zip, mod@hangingoillamps_1.0.3.zip, mod@JuicyOres-v1.0.0.zip, mod@millwright_1.1.9.zip, mod@moremolds_v1425.zip, mod@MoreTorchHolders.zip, mod@primitivesurvival_3.7.6.zip, mod@spyglass_0.5.2.zip, mod@vsimgui_1.1.7.zip, mod@animalcages_v3.2.2.zip, mod@apegrapes-v1.20.4-1.2.6.zip, mod@armory_0.2.3.zip, mod@Auto Map Markers 4.0.1 (Vintagestory 1.20).zip, mod@AWearableLight-v1.1.31.zip, mod@bedspawnv2_1.4.0.zip, mod@BetterProspecting_1.7.0.zip, mod@BetterRuinsv0.4.9.zip, mod@butchering_1.8.1.zip, mod@CarryOn-1.20_v1.8.0-rc.4.zip, mod@Composter-v1.2.1.zip, mod@ExpandedFoods 1.7.4.zip, mod@fieldsofsalt_v1.2.3.zip, mod@foodshelves_1.5.3.zip, mod@herbarium_1.4.0.zip, mod@maltiezcrossbows_1.0.0.zip, mod@maltiezfirearms_0.11.2.zip, mod@MorePiles-v2.1.3.zip, mod@nbcartographer_2.0.11.zip, mod@oneroof_1.8.2.zip, mod@postsandbeams_1.4.0.zip, mod@rivers_4.1.0.zip, mod@rustboundmagic_2.4.1.zip, mod@smithingplus_1.4.1.zip, mod@stonebakeoven_1.1.6.zip, mod@StoneRailings.1.3.0.zip, mod@th3dungeon_0.4.1.zip, mod@vsinstrumentsbase_2.0.1.zip, mod@vsvillage_v2.0.0.zip, mod@woodenfortifications_2.0.5.zip, mod@xlib_v0.8.16.zip, mod@PlayerCorpse_VS1.20.0-rc.1_net7_v1.11.0.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@vsinstruments_quackpack_1.0.2.zip, mod@wildcraftfruit_1.3.2.zip, mod@wildcraftherb_0.0.1.zip, mod@wildcrafttree_1.3.0.zip, mod@xskills_v0.8.17.zip

💬 Antlion616, Mar 29th at 7:23 PM

Hello, love this mod but i have only but one request. is it possible to make it so that you can hold the attack and swing only when you let go of m1, kinda like how mount and blade does it. maybe as a submod? or something similar. thanks for the hardwork!

 

💬 HaraiseTenshi, Mar 29th at 2:46 PM

If I want the changes from Bullseye aside from the aming system I need both mods right? Or is Bullseye completely part of this one?

💬 Maltiez , Mar 28th at 8:36 PM

Just hit with the head of the axe not handle

💬 BattleLars, Mar 28th at 3:53 PM

After you changed the attack pattern for the long axe its damage suddenly dropped to pathetic amounts. will that be fixed?

💬 Spuchel, Mar 28th at 7:11 AM

Zaelesh

javelins are one-handed, made for use with a shield, spear is getting weaker in one hand if I'm not mistaken

💬 Zaelesh, Mar 28th at 4:59 AM

Is it just me, or are Javelins superior to everything else? Seems like they do way more damage than all the other weapons of the same tier. Feels stupid when it's basically the same shape as a spear.

💬 Lukus, Mar 27th at 11:18 PM

hi, new bug! cant put spears on the floor or on tool racks

 
💬 Spuchel, Mar 27th at 11:24 AM

hello, there is issue with ranged weapons including vanilla bows, crossbow and firearms from your other mods, they have no model and are invisible

(edited) solved by reinstalling the game to original path (appdata folder), apparently this causes different errors for all kinda mods

all mods that i have installed:

combatoverhaul_0.2.7

armory_0.2.1.zip

maltiezcrossbows_1.0.0.zip

maltiezfirearms_0.11.2.zip

💬 PapaCoin, Mar 27th at 6:57 AM

im having an issue with this and firearms mod alot of dysnc lag in singleplayer wondering if its the other mod? i have a good computer thats not the issue something i dont understnad

💬 Maltiez , Mar 26th at 9:30 PM

Not related to CO, it is attributer bug it seems

💬 TheDeltaPrime, Mar 26th at 9:09 PM

Hi, has anyone had this problem. my friend and I decided to test whether the mod works on the server. we installed the mod, logged in, spawned swords to test and when the player hit, it kicked out with the following logs. has anyone had this problem.

26.3.2025 22:37:42 [Server Warning] Exception at client 10. Disconnecting client.
26.3.2025 22:37:42 [Server Notification] Client 10 disconnected: An action you (or your client) did caused an unhandled exception
26.3.2025 22:37:42 [Server Notification] UDP: client disconnected TheDeltaPrime
26.3.2025 22:37:42 [Server Event] Player TheDeltaPrime got removed. Reason: Threw an exception at the server*
26.3.2025 22:37:42 [Server Error] Exception: Method not found: 'Vintagestory.API.Common.IInventory Vintagestory.API.Common.EntityAgent.get_GearInventory()'.
at attributer.src.patch.WearableStatsPatch.handleDamagedWearableStats(IPlayer player, Single damage, DamageSource dmgSource, ICoreAPI& ___api, Single& __result)
at Vintagestory.GameContent.ModSystemWearableStats.handleDamaged_Patch2(ModSystemWearableStats this, IPlayer player, Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.ModSystemWearableStats.<>c__DisplayClass8_0.b__1(Single dmg, DamageSource dmgSource) in VSSurvivalMod\Systems\WearableStats.cs:line 69
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 209
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 853
at CombatOverhaul.MeleeSystems.MeleeSystemServer.DealDamage(Entity target, DamageSource damageSource, ItemSlot slot, Single damage) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 129
at CombatOverhaul.MeleeSystems.MeleeSystemServer.Attack(MeleeDamagePacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 118
at CombatOverhaul.MeleeSystems.MeleeSystemServer.HandlePacket(IServerPlayer player, MeleeAttackPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 75
at Vintagestory.Server.NetworkChannel.<>c__DisplayClass6_0`1.b__0(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957
26.3.2025 22:37:42 [Server Event] Client 10 disconnected.

UPD. Its attributer reborn and rpg item rarity reborn

💬 Ryuutoki, Mar 26th at 6:53 PM

The animations seem to be bugged, the axe doesnt have an animation when felling trees, javelins dont have a throwing animation, spears set you into a default pose etc. I have tried restarting my game, the entire pc even as well as clearing the cache and there were no duplicate archives. So i dont know whats wrong, i also did not use immersive first person :/

💬 Agatha, Mar 26th at 10:19 AM

Does anyone else notice this mod makes a lot of weapons feel very short range (especially in comparison to drifter and shiver range)?

Maybe I misunderstood things but it feels like I need to be within a block of enemies. And the crawling drifters or bowtorm when they reel back to attack are just not possible to hit without finagling it. Is this normal?

💬 Trungad, Mar 26th at 6:18 AM

Hoping for xskills compatability for this and armory :)

💬 CombustedLemon, Mar 26th at 5:51 AM

Is anyone else unable to use tool racks with weapons? I can no longer right clock store them

💬 Maltiez , Mar 26th at 4:59 AM

SteamStuck

Cooperative Combat is obsolete, cause vanilla removed these invulnurability frames

💬 SteamStuck, Mar 25th at 10:47 PM

Does this mod affect the behavior that the Cooperative Combat mod affects (enemies being invulnerable for 0.5 sec after being hit)?  Do I need the Cooperative Combat mod for multiple people to attack the same enemy reliably, or does Combat Overhaul handle that problem itself?

💬 AcidNight, Mar 24th at 11:08 PM

MystXeno

haaa ok thx :D

💬 MystXeno, Mar 24th at 10:16 PM

AcidNight download the mod "lib config" then press esc and youll see a mod option button, there youll get to customize how you can aim, the changes will be made once you relog in

 

💬 AcidNight, Mar 24th at 8:32 PM

Hello, is it possible to return to a "normal" aim for the bow? The sight that is not centered is really weird and I would like to have the sight in the center and not one that moves without the character's gaze

💬 RacoonBuilder, Mar 23rd at 4:17 AM

RealPandemonium

I don't know for @SirHugsAlot , but when I try using alt to place weapons, it doesn't work.

💬 PhoenixMastM, Mar 22nd at 6:47 PM

Any chance we can get obsidian arrowheads and arrows?

💬 GrimmSpector, Mar 19th at 8:49 PM

RealPandemonium

It doesn't affect the Classes given by All Classes, only the base classes. So they don't get the appropriate combat bonuses and disadvantages. If there's a way to specify them custom I don't understand how to do it.

💬 DUCATISLO, Mar 19th at 7:03 PM

does it work for the new stable yet?

💬 RealPandemonium, Mar 19th at 6:30 PM

SirHugsAlot You have to also hold alt.
 

GrimmSpector How is it incompatible?

💬 CtrlAltSilent, Mar 19th at 6:07 PM

Alright, I'll ask here instead lol

I have the craftable cartography mod and it interacts with this mod making the JPS (Jonas Positioning System) into an armor item with this mod. The only problem is that it isn't given a durability number and therefore defaults to 1 so it breaks when contacting raspberry bushes. Is there a fix or tweak I can implament from the CO side to fix it or a line of code I can add? As of right now even mods like configure everything don't seem to think it has any durability either and I can't tweak it via them. I'll keep trying it myself but I figured I'd ask anyway.

💬 SirHugsAlot, Mar 19th at 5:24 AM

hello i might be a complete idiot, but how do u put a spear against a wall? with this mod i cant seem to put a spear leaning against a wall, other weapons work fine, ( i didnt try all of them but axes and swords work) help would be apprecciate. (edit i should elaborrate, when holding control and shift, then right click it wont place the spear, rather it goes into the throwing animation) (also cant open doors or chests or seem to interact with anything while holding a spear)

💬 AHelplessBaby, Mar 19th at 3:00 AM

anyone know how to roll back the armor nerf apart from just using an old version of the mod?

💬 GrimmSpector, Mar 17th at 3:16 PM

Is there a way to make this compatible with All Classes mod?

💬 Taeo, Mar 16th at 9:09 AM

RIP plate flat damage reduction

💬 _MagnusTheGreat_, Mar 16th at 2:29 AM

I seem to be having an issue with the shovel animation. The weapon, axe, and pickaxe animations work fine, but the shovel still uses the vanilla animation (also the knife but I am not sure if this mod changes that one). Do you have any idea what would be causing this?

💬 xCoiotex, Mar 14th at 4:58 PM

Hi could you make a patch for Better Poultice 2? When i use bandages with armour modified by your mod, better poultices doesn't have effect

💬 Heckacoolmon, Mar 13th at 6:56 PM

So this might be a strange question but does this mod work in PvP multiplayer?  I've noticed that the 3rd person animations are not done yet so what does it look like when you try to fight somone?

💬 V3xal0r, Mar 13th at 11:40 AM

My chopping animation is bugged. I spawned, crafted a stone axe, and tried to cut down a tree, but my character just stands still. The tree gets chopped, but the animation doesn't play.

💬 goodsoohe, Mar 13th at 6:07 AM

If you are a fan of Kingdom Come Deliverance-like detailed combat system (which I am), this mod is perfect for you. I like it a lot.

💬 burgertanker, Mar 13th at 1:41 AM

Wish there was a separate standalone mod that had just the pickaxe and axe changes, I love the way they feel and how they break blocks and trees, but I'm not a fan of how the other tools like falx blades feel

💬 AcidNight, Mar 12th at 4:34 PM

There is no changelog for v0.1.30?

💬 Heavy_Mettaloid, Mar 11th at 11:29 PM

How hard would it potentially be to just cut out some of the stuff like armor edits and advanced attack stuff but keep the stuff required for the textures and compatability with Crossbows and Firearms?

EDIT: and I still can't remove my armor

💬 xCoiotex, Mar 11th at 9:07 PM

Hello everyone!

Here's how to patch bone pickaxe animations from butchering mod with combat overhaul mod

If you get confused, just look at this pastebin after doing step 2 look for the line 41, or wait till author of combat overhaul, updates the mod

      1. First you need to unzip combat overhaul
        then, you need to open the folder with a text editor, vscode is a nice and free choice.

      2. Then you have to open the file pickaxe.json, under assets/combatoverhaul/patches/tools/pickaxe.json.

      3. You'll see a array with two objects inside, one with merge action, and other with add action, at the end of the second one and before the end of the array, put a comma, like this:
        "value": "CombatOverhaul:Pickaxe"},

      4. Now what you have to do is just copy all the two objects above and paste bellow them

      5. After doing this, you will have to edit some stuff, the word "game" in "file": "game:itemtypes/tool/pickaxe", to butchering, like this "file": "butchering:itemtypes/tool/pickaxe", do the same to the second object

      6. Now look for "DamageByType" prop inside your new object, and delete everything, and then add this:

                    "DamageByType": {
                      "bonepickaxe": {"DamageType": "PiercingAttack", "Strength": 1, "Damage": 1},
                    },

Now your modification should look like mine, I just did these, and fixed it myself, I hope you too! Have a good one!

💬 Thranos, Mar 11th at 3:07 PM

There isn't a changelog for the 1.30 update, is this intentional?

💬 Rimanah, Mar 9th at 7:34 PM

RowanSkie
on that day, on the VS launcher (mod manager) it showed a 1.3.0 update for this mod

💬 BattleLars, Mar 9th at 1:05 PM

Why does the mace and falx have a melee range? Punching has more range than both combined!

💬 Heavy_Mettaloid, Mar 9th at 5:24 AM

I might be an idiot but how do I remove my leather armor? Dropping it onto the armor slot didn't do anything, but right clicking with it in hand put it on only now I don't see any method for removing it. I added a gamboised helmet using creative mode and it looks like it just added that under the leather helmet.

 

Also, 100% agree with Vexno on this one, making this mod a requirement for Crossbows and Firearms is dumb, but I do very much love the bullseye system this comes with.

💬 RowanSkie, Mar 8th at 3:12 AM

Rimanah 

What 1.3.0 update?

💬 Rimanah, Mar 7th at 11:12 PM

After the most recent update (today v 1.3.0) i cant wear different armor layers!

💬 Sundyz, Mar 7th at 8:15 PM

Good mod, but third person animations look cursed AF. Holding items in your off hand also looks really scuffed.

💬 VexnoTheFox, Mar 6th at 4:01 PM

Add an option to disable all the features of this combat mod, so that i dont have to suffer through the jank of this mod just to use the only good firearms mod.

💬 Sang, Mar 6th at 8:52 AM

Balth Are you sure that this is caused by the mod? Many of my friends have reported the same bug with items disappearing when shift-clicking before we installed Combat Overhaul. To me, it seems to be a problem with Vintage Story itself, there are some similar reports on Vintage Story's GitHub.

💬 Balth, Mar 5th at 4:08 PM

Hello. 
I'd like to report a potential issue about Item's being deleted from your inventory when shift clicking them.

Bug occurs when you inventory has all slots full, and then you try to shift click an Item from the hotbar, or ther container. The item vanishes. 

Currently playing on current release 0.1.29 on 1.20.4. 

Weird interaction happened; removing and requiping the Quiver seemed to fix the issue temporarily. 

💬 propaneko, Feb 28th at 10:39 AM

Have you thought about stamina system?

💬 Sosifox, Feb 27th at 8:16 PM

I̶v̶e̶ d̶o̶n̶e̶ a̶l̶l̶ o̶f̶ t̶h̶e̶ r̶e̶q̶u̶e̶s̶t̶e̶d̶ t̶r̶o̶u̶b̶l̶e̶s̶h̶o̶o̶t̶i̶n̶g̶ f̶o̶r̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶ b̶u̶g̶s̶. Y̶e̶t̶ i̶ s̶t̶i̶l̶l̶ h̶a̶v̶e̶ n̶o̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶s̶. I have a mod that breaks the animations because it has a custom skeleton.

💬 MalakSaesmus, Feb 27th at 4:02 PM

AzuliBluespots, it's probably because in vanilla, the bows belong in the itemtype class "ItemBows", but in CO they have their own itemtype class "CombatOverhaul:Bow".....guns and crossbows have their own itemtype classes too that are not covered in either Xskills or LevelUp.

CobbleCobbler, you have to add the armors from CO to LevelUp's compatibility files. Check in VintagestoryData\ModConfig\LevelUP\config\levelstats, there are the armor compatibility files you need to expand with the items from CO:Armory.

💬 AzuliBluespots, Feb 27th at 2:44 PM

Is there a chance to improve compatibility with Xskills? The bows (and crossbows, and probably guns too) do not give any combat experience, but every melee weapon, even the modded ones, do.
We're using version 0.1.27 of Combat Overhaul, 0.8.14 of Xskills, 0.8.13 of Xlib, and the latest bow remodel file you uploaded.

I don't think it's the bow remodel at all, I think it's the new aiming system not being detected by Xskills. Gotta test with throwing spears and javelins.

💬 Rakshasa, Feb 26th at 7:32 AM

Is there any reason why the new pickaxe animation isnt replacing the old one, but the new axe animation is used? Also, is there a way to choose between vanilla and modded animations for vanilia tools? 

💬 Spaz12, Feb 25th at 11:47 PM

Mod doesn't seem to load on server hosting but works just fine in Singleplayer. Other mods work just fine on the server hoster but not on this one. Server hoster is PingPerfect.

💬 LordCheckers, Feb 25th at 6:01 PM

I, Lord Checkers, request the ability to lock the spear attack direction by way of keybind. 

💬 CobbleCobbler, Feb 25th at 12:52 AM

Is there a way to make this work with LevelUp?

swords still seem to atleast grant xp, but bows and armor dont gain any

💬 Draugemalf, Feb 24th at 8:50 PM

How does this interact with the xskills combat perks?

💬 Lotan, Feb 24th at 4:01 PM

combat overhaul has suddenly started throwing up alot of errors
24.2.2025 15:58:04 [Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/10/aitasks/0/damageTier is invalid: The json path /server/behaviors/10/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "emotionstates",
"states": [
{
"code": "fleeondamage",
"whenHealthRelBelow": 0.4,
"duration": 60,
"chanceByType": {
"*-male-*": 0.95,
"*": 1.0
},
"slot": 0,
"priority": 5,
"accumType": "max"
},
{
"code": "aggressiveondamage",
"duration": 30,
"chanceByType": {
"*-male-*": 0.5,
"*": 0.0
},
"slot": 0,
"priority": 2,
"accumType": "noaccum"
},
{

these mostly seem related to animals and in over 27 hours of playtime in my current game it has never thrown these errors till now

💬 AzuliBluespots, Feb 24th at 2:55 PM

zellator LemonJamTart

Locusts can't be harvested, that's vanilla behavior. I believe all mechanical enemies just drop their loot, and normal locusts drop nothing. Sawblades do drop jonas parts and stuff, bells drop metal parts and ressonator cylinders, and so on.

💬 LemonJamTart, Feb 24th at 2:10 PM

zellator Having the same issue with locusts. Not sure of the cause, but it's rather frustrating.

💬 zartax35, Feb 24th at 1:55 AM

Hit detection with the spear feels super janky. I can watch my spear pass through a mob when I throw it but it deals no damage. Same goes for using it in melee. I'm really not sure waht the problem is here but I thin kthe mod neesd to be forgiving with hit detection because it works flawlessly half the time and then the other half the time I'm screwed. 

💬 Falconer, Feb 24th at 1:05 AM

how do i get the Config Lib

💬 zellator, Feb 23rd at 5:14 PM

Breaking enemy corpses with a knife works for all enemy types (that I checked) but not locusts... I tried with ctrl shift and just shift with no avail.... Anyone else with this issue? Didn't find it here through search

💬 Chef_Tonberry, Feb 22nd at 3:29 PM

this mod seems to make the game wayyyy easier, something to do with hit reg from enemy attacks makes kiting and running way easier. I ran some tests toggling this mod on and off, I can beat a wolf with my bare hands with this mod on, I can't even touch it in vanilla.

💬 Hutchy, Feb 22nd at 8:19 AM

Just curious, does this mod add guns/crossbows or does it need another mod to use those stats

💬 matt381, Feb 22nd at 1:41 AM

Does anyone experiencing a crash while using fruit press, firepit on a desk or a quern? Its only those three and I only have this, crossbow and firearm enabled :(

💬 BattleLars, Feb 21st at 11:54 PM

Trying this for the first time. Animations arent working?

💬 MidnightBlack, Feb 21st at 5:50 PM

@Shadefang wow, you are just amazing! Thank you for the detailed answer. I appreciate it.

💬 ShadowFaux, Feb 21st at 2:30 AM

I tried using my spear. I hear the sound, but theres no animation

💬 Michaloid , Feb 21st at 1:49 AM

After using the mod a third time, i realized why the falx doesn't seem to register attacks. It's because you need to be in their grill to do any damage with it, as if the falx doesn't have reach. I think this is a major reason why many people dislike the mod, me included. And a personal other reason, at least for me is also because you can't fight while having the shield up. I'm not writing this to discourage, but it is important to point out the flaws that i see that the mod has.

💬 Shadefang, Feb 20th at 8:56 PM

MidnightBlack You'll need to somewhat learn to read/navigate json. Luckily the files in this case are structures/indented in a way that makes them relatively human-readable. As an example, one of the errors from your post: 

[Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/11/aitasks/0/damageTier is invalid: The json path /server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist. Full json at this path: {
"code": "pettable",
"minGeneration": 1
}

The first bit will tell you the related files (vintagestory/assets/survival/entities/land/hooved/deer.json from the base game, and patches/entities/deer.json from the mod)

the second bit tells you what index is currently being looked at (/server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist)

the last bit tells you what it actually found (full json at this path...)

 

Json is essentially just a list of items in braces {} and arrays in brackets []. For this error what's happening is the mod is pointing at a specific index (11) in the behaviors array, looking for the entry "aitasks" and instead finding code: "pettable"

So what you do is look in the deer.json and follow the path given in the second bit of the error (an entry for server, then a behaviors entry after that). behaviors will contain a list of various "things" (e.g. { code: "repulseagents" }, { code: "controlledphysics" }, { code: "despawn" }, { code: "health", <a bunch of extra lines of info> }, { code: "deaddecay" <more extralines of info> } ). 

You need to look through this list for the entry that the mod couldn't find (aitasks in this case) and count to find what index it's at in the behaviors array. (You can often, but not always, use the entry it actually found, "pettable" as a reference point, but if mods have changed stuff related to the file it may not be easily found).  A possible tripping point for those who don't normally deal with this kind of stuff, the array starts counting at 0 (so code: "pettable" is the 12th entry in behaviors, at index 11, and the one you're looking for is the 11th entry, at index 10)

💬 MidnightBlack, Feb 20th at 12:32 PM

@Shadefang Thank you very much for the answer. It really worked for some mods. I raised the index by 1 and it helped. But not for these. How and where can I find out what index it should be?

💬 Gizo, Feb 20th at 5:42 AM

hit a modded cow (aurochs) with a mace and my game crashed. it softlocked my world. joining it crashes every single time now. here are the crash logs. 
notice how it says "System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked". 
I believe this is the root of the issue here, but dont know how to fix it. any help ? 

Running on 64 bit Windows 10.0.26100.0 with 32637 MB RAM
Game Version: v1.20.4 (Stable)
2025-02-20 12:33:19 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.3, ancientarmory@1.0.6, autopanning@1.0.1, bettertraders@0.0.9, craftablecompanion@1.2.1, entitiesinteract@1.0.11, explosive@0.0.8, fantasycreatures@0.7.1, caninae@1.0.28, capreolinae@1.2.3, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, hangingoillamps@1.0.3, millwright@1.1.8, primitivesurvival@3.7.5, roas@1.0.0, game@1.20.4, zoombuttonreborn@1.9.0, egocaribautomapmarkers@4.0.1, betterruins@0.4.7, butchering@1.7.8, carryon@1.8.0-pre.1, chickenfeed@1.1.4, commonlib@2.6.1, expandedfoods@1.7.4, extrainfo@1.9.6, foodshelves@1.5.2, fruitpressmashfix@1.0.1, hydrateordiedrate@1.8.7, improvedhandbookrecipes@1.1.2, medievalexpansion@3.13.1, moreanimals@1.4.0, noticeboard@1.1.0, petai@3.0.1, smithingplus@1.1.9, stonebakeoven@1.1.6, th3dungeon@0.4.0, vanity@2.3.1, creative@1.20.4, vsimgui@1.1.5, vsquest@1.2.0, survival@1.20.4, wildfarmingrevival@1.3.5, cats@3.0.0, configlib@1.3.13, feverstonehorses@1.6.1, feverstonewilds@1.5.0-rc.2, helvehammerext@1.7.0, itemrarity@1.1.4, playercorpse@1.11.0, stonequarry@3.4.3
System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 428
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 77
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 868
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
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 88
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

💬 YeetPatchy, Feb 20th at 12:20 AM

Putting two or more pieces of armor that share a body part on an armor stand, causes a second model of the armor piece to appear around the waist or in the hand of the armor stand. https://imgur.com/a/vKHVKDa

💬 Chef_Tonberry, Feb 19th at 2:51 PM

Dieselmannen The solution to this is literally the 4th line on the mod page

💬 Dieselmannen, Feb 19th at 2:28 PM

I can't even thrust my spear. It makes the sound but no animation or attack happens. 

💬 GypsyOne, Feb 19th at 3:28 AM

Hello, I've run into something of an issue when using this mod and Rustbound Magic. It seems like this mod is assigning the mage robes the same penalties as plate armor, as some sort of default. 

Is anyone able to direct me to a patch for the two mods, or on how to change a config somwhere, in order to not have such prohibitive penalties on cloth robes?

💬 ShadowFaux, Feb 19th at 2:30 AM

My friend punches me, and crashes instantly

💬 Shadefang, Feb 18th at 10:26 AM

MidnightBlack I ran into this issue too, looks like the base game behaviors changed slightly. Assuming I'm right (seems to have worked for me) you can either wait for the mod to update, or go in and edit the mod to fix the errors (should just be adjusting the behavior index in the mod file the error is pointing at to match the one in the base game files)

💬 Danymike, Feb 18th at 3:33 AM

Another smol issue is that it seems that the jerkin helmet hasn't any repair recipe.

💬 Cmdr_Fil, Feb 17th at 8:45 PM

question can you change the chain coif so that it doesnt show up when youve got blackguard armor on, cause i wanna equip the chain coif headpiece, it just clips through the armor and makes it look kind of goofy. If not i 100% get it

💬 DasSauerkraut, Feb 17th at 6:20 PM

How feasible would it be to add some feedback for when you're too close to properly hit an enemy? For example, if you hit a drifter at point blank range with a halberd at full extension, it'd play a wooden bonk sound and the weapon would recoil slightly instead of following through. Kinda similar to how the pickaxe animation changes when you're mining right next to a block.

💬 MidnightBlack, Feb 17th at 3:52 PM

Hello there. I have compatibility issues after 1.20.4. Can someone help with this type of error:

17.2.2025 17:44:31 [Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/11/aitasks/0/damageTier is invalid: The json path /server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist. Full json at this path: {
"code": "pettable",
"minGeneration": 1
}
17.2.2025 17:44:31 [Error] Patch 4 (target: game:entities/land/fox.json) in combatoverhaul:patches/entities/fox.json failed because supplied path /server/behaviors/12/aitasks/0/damageType is invalid: The json path /server/behaviors/12/aitasks/0/damageType was not found. Could traverse until /server/behaviors/12, but then 'aitasks' does not exist. Full json at this path: {
"code": "ropetieable",
"minGeneration": 2
}

💬 DUCATISLO, Feb 17th at 3:20 PM

is there gonna be a seperate mod just with the mechanics without the new weapons and armor system?

💬 YuYo, Feb 17th at 9:47 AM

Does it work with xskills?

💬 Ixon, Feb 16th at 9:08 PM

Hi I am paying on my modded world right now and my PC can't wear the first armor type for some reason. My armor boxes are all red and I don't know if that means I can't wear armor ever or if it's just a bug.

💬 Danymike, Feb 16th at 7:31 AM

Quarterstaff is my fav for killing those pesky wolfs, I recommend everyone to try atleast the first one you can make (copper)

💬 Maltiez , Feb 15th at 7:57 AM

Danymike

Fixed

💬 Danymike, Feb 14th at 11:50 PM

Hey! A slight oversight in the chainmail buff recipe (1.20)

Yes, you can make 2 chain mails with one plate (or 2 ingots), which gives a 1:1 ratio, BUT, you obtain 40 nugget bits per chainmail using the chisel, which gives you back 4 ingots in total. I think this isnt intended and is clearly a dupe. Can anyone confirm this? (Im not sure the "x2 metal chains on smithing" is part of combat overhaul or is chain buff only affects the armor cost)

Maltiez

💬 DarkThoughts, Feb 14th at 5:02 PM

Hm, reading the comments I guess I stay away since I play mostly hunter / ranged. Not sure why Blackguard of all classes needed a buff when it was already the strongest one.

💬 Randwulf, Feb 13th at 7:54 PM

As many suggested before me, a support for modded, yet vanilla armor or a example of a config file to tweak those armors and weapons into the system (probably as all layers just like wood Lamellar do) would be greatly appreciated. As much as I enjoy it, I also enjoy AnMiTech, Electric and my trusty Witch Stick.

💬 Eoin_Lynne, Feb 12th at 6:35 AM

I made the javelin quiver, and it's very nice. However there is something that is really bugging me about it. When I pick up thrown Javelins they go into my inventory rather than back into the quiver. So I have to keep moving them back into the quiver maually every time I use them. Please tell me there is some way to make them go back into the quiver by default. If not is there a mod that will let me do this?

💬 Xinner, Feb 12th at 4:22 AM

Hello, is there by any chance plans of adding one handed parry to other weapons apart from the short sword? 

💬 Linkbro, Feb 11th at 12:59 AM

i can confirm the bug eretic is reporting, unsure of their solution but my singleplayer world is having similar looking errors to what they are saying

💬 EreticKB, Feb 10th at 6:30 PM

Found bug. 

File: assets\combatoverhaul\patches\entities\erel.json

Need replace all "/server/behaviors/7/aitasks/" with "/server/behaviors/8/aitasks/".

💬 Hatrune_Cubic, Feb 10th at 3:16 PM

Question, Would be there a version of a mod (or maybe different mod) that would be changing just pickaxe and axe? i would love to use those without changing whole combat :3

💬 Maalus, Feb 10th at 1:53 PM

BloodThunder thanks, I checked it out, sadly it (pun intended) pales in comparison to an actual lantern (let alone one with a reflective plate)

💬 BloodThunder, Feb 10th at 8:15 AM

Maalus Check out A Wearable Light It works great in conjunction with this mod's 2 hand features

💬 Maalus, Feb 10th at 12:59 AM

Please add a way to disable offhand behavior for bows (not being able to shoot). Or better yet, only block the bow from shooting when a shield is in the offhand. Having a torch / lantern in the offhand is a huge thing for vanilla, especially for nightly hunting. Moving to this mod and not being able to do that is a disappointing feeling - since it's a QoL change being taken away.

💬 Yantar, Feb 8th at 5:58 AM

Small question, what's the difference between parry and block? Does the parry have a timed window or is it a sort of 'block the first hit' sort of deal?

💬 Vivace, Feb 7th at 7:50 PM

After the latest update of the crossbow polish language of the mod, I can't find the recipe for crafting and I don't know if it depends on this mod or combat overhaul, but I had to go back to previous versions and everything looks good.

💬 ChiefRoberts, Feb 7th at 5:51 PM

I'll try to get a log for it but for the last 3 versions or so i get random crashes upon equipping some armors for the very first time, Today it was black bronze chain leg armor.

💬 KronkWithaGun, Feb 7th at 5:13 PM

Do spears throw significantly shorter in this mod? I feel like they barely go anywhere

💬 DutchBoy, Feb 7th at 12:18 PM

Cool mod. I, personally, would prefer a lite version that just adds the animations though.

💬 Ashford2k3, Feb 6th at 10:22 PM

Because you installed Combat Overhaul Armory, and the description says "Brigandine and scale helmets are no longer craftable. Instead, you have open, light and riveted helmets to choose from."

💬 General_Motors, Feb 6th at 9:44 PM

Is anyone else unable to craft helmets? Kinda upsetting after working my ass off to get the resources for iron brigandine, just to discover I cant complete my set :/

💬 WildDogg, Feb 5th at 8:59 AM

Firstly a very well made mod, I'll say combined with the Combat Overhaul Armoury, Crossbows and Firearms it adds some much needed variety to the methods of offence and defence in the game. 

There is an issue I have come across however and that is target / range indication. When using Longswords, Halberds, Pikes and Spears against both rust creatures and wildlife the targetting indicator (red cross) is not helpful. Using the Pike which has a long range does not indicate when you are able to hit a creature even when adjusting the grip to closer and further. Its a bit of guess work to try and figure out that you need to be almost 2 blocks away to hit with a pike. Where as the iron long sword is its own 1.2 ish block range. 

Everything about this mod is great, but perhaps a range indicator in the recipe book and accurate range indication when using the weapon would be really helpful and definitely save a lot of time and frustration trying to ping off oncoming drifters from rushing you down while trying to figure out when to attack with a double handed weapon. Thanks. 

💬 Hobbb, Feb 5th at 3:06 AM

for anyone on linux it seems to be crashing after updating arch linux, i do not know why or how all ik is before i updated my system everything was working perfectly and now i get issues with auto map markers, combat overhaul, and other mods, map markers doesnt crash my game and seems to be working fine but combat overhaul crashes it while loading a world

 

edit: seems that the flatpak version of the game doesnt crash with combat overhaul, also doesnt give any errors abt any other mods, the crashes were probably due to a new glibc version

💬 Javik, Feb 4th at 11:27 PM

after looking at the spreadsheet and searching through the comments im still left with a question about layered armour, does it take the highest value out of all layers for any given damage type, does it stack additively or is there some diminishing returns per layer like highest counts full, second highest counts half etc? armor tier going up to 24 in the spreadsheet made me think its straight up additive but since there seem to be generated armor values for armors that arent vanilla or from this mod this could just be a redundancy, im not sure, some clarification would be much appreciated.

💬 sevie, Feb 4th at 8:35 PM

DudeBroManGuy, it's in the config, find "bows_aiming_cursor_type" and set it to "Fixed" (without quotes) (or just use Config lib)

💬 icesharkk, Feb 4th at 8:31 PM

Maltiez I was looking up weather this was compatable with xskills and i saw your request from last year for someone to help you with that specifically. While i am not someoine who can help i did see the following in the FAQ on xskills and you might be able to just use the base game labels for your weapons in order to achieve compatability without need to learn the inner workings of xskills. assuming you havent already read and done this, which seems likely, i'm just moving information from one place to another in an attempt to help.

 

From the xskills forum page:
"Q: Is this mod compatible with weapon mods?

A: Yes, as long as the author of the weapon mod categorized their weapons as one of the game's weapon categories."

 

cheers, thanks for an awesome family of mods.

💬 Sozzky, Feb 4th at 10:32 AM

"Reduced cost of chainmail"

Right after I make full steel chainmail lol

💬 OtterConfusion, Feb 3rd at 11:23 PM

There is an issue with knapping and forging on the new version (.23) possibly in conjunction with the armory mod. I've confirmed with flint and copper so far. When I initiate a craft there are white 3D cubes with ? on them that look like someone rolled a handful of D6's across the UI. It appears as though the first few items in the UI are blank images and hovering displays an unintended name like "armory:helmet-copper...". The vanilla items appear to be populating correctly. We are rolling back our server to the previous version for now.

💬 zackadiax24, Feb 2nd at 9:56 PM

I agree with FrontlineNinja

 

Though in all honesty I personally beleive the armor changes should be their own sperate mod.

💬 FrontlineNinja, Feb 2nd at 12:14 AM

Hi, would it be possible to enable compatibility with modded armour by re-enabling the vanilla armour slots but disabling the relevant Combat Overhaul slots while that slot is occupied? so if you have something in the vanilla head armour slot you lose access to the 9 head/face/neck slots? Alternatively, if this is not possible, is there a config to disable the armour part of this mod?

💬 Complete_noob, Feb 1st at 5:50 PM

Looks like, i found a bug. Weapon can hit not only mobs, but, also "item" entity. So, if there are stack of stones on ground, weapon almost halt movement, until each affected item being striked .

💬 ItsLegDay, Feb 1st at 8:36 AM

Been randomly getting this one after a long while playing with no issues, no changes to my base or what animals I have around given the name of the crash for the animation "feed":

Involved Harmony IDs: CombatOverhaul
System.Exception: Animation 'feed' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
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 88
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

💬 K_Rypt, Feb 1st at 6:29 AM

I'm trying to get to the debug config menu to try and switch back to the vanilla animations, because I like the newer vanilla animations. but, pressing CTRL+L only gets me to the custom animations debug menu, and in this menu, I can't find anything about switching back to vanilla animations, just pretty much stuff to make new ones. am I missing somthing? do I need a different menu?

💬 MrBlazzar, Feb 1st at 2:59 AM

Hello, I am having a issue with changing the config for this on my MP server. For some reason the configlib doesn't load in MP and when I checked the config folder for the server no config was made for combat overhaul. I wanted to ask what exactly the config is named for the server?

💬 DudeBroManGuy, Jan 31st at 10:56 PM

The command ".bullseye set aimstyle fixed" doesn't work. Please, is there some way to disable the awful Bullseye style of aiming? I've installed ConfigLib and AutoConfigLib and the command still doesn't work. The "Mod Settings" button also doesn't work on multiplayer servers. I have both ConfigLib and VSIMGUI installed. It works in singleplayer but not in multiplayer. I have uninstalled VS and reinstalled, and all the mods are installed on the server. I've tested with and without local copies of the mods.

💬 Javik, Jan 31st at 5:51 PM

never mind just saw thats on purpose with the armory mod

💬 DeviousDoge, Jan 31st at 5:45 PM

This may seem odd, but would it be possible for us to get either the option to tweak the FOV of the hands, or a way to edit the x axis of the arms? I only ask because at high FOVs, around 110 - 120, the arms a bit... disconnected. Like, way too far forward in the camera. Just running around with a spear out and looking down, you can see your arms are just two floating blocks in front of you, able to see the "inside" of what would be your shoulder. It's not a huge deal, but it's an unfortunate quirk at the moment. :(

💬 Javik, Jan 31st at 5:43 PM

Brigandine and Scale helmets currently dont have any crafting recipes, you can only repair them.

💬 Complete_noob, Jan 31st at 7:27 AM

And one suggestion for possible(?) mod improvement. It will be great option, if crosshair can change color/shape, if target can be reached with current melee weapon. May be, something like, color red/white for "can reach"/"out of reach", and shape, according to targeted body part.

💬 Complete_noob, Jan 31st at 6:25 AM

With combat overhaul/armory installed, is there any weapon, with range greater, then 1.5 blocks?

And is there any weapons, able to strike through horizontal or vertical halfblock hole in the wall?

💬 Senomy, Jan 31st at 5:06 AM

Is there any way that I can disable certain reworks of weapons i.e. the bow? I'm not to fond of how slow it is. Thank you.

if not, can I change how fast it loads? It feels too slow for me.

💬 Cuddly_Khan, Jan 31st at 12:54 AM

CHR3S

Both The Remnants and The Working Classes are compatible. 

💬 CHR3S, Jan 31st at 12:37 AM

seems to be incompatible with any class mods

💬 Maltiez , Jan 29th at 8:40 PM

With maces (and other onehanded weapons) use shield

💬 Maltiez , Jan 29th at 8:39 PM

Long axe counts

💬 Spyke1021, Jan 29th at 8:12 PM

What weapons count for the Malefactor's battleaxe proficiency? I would guess longaxes from the armory mod, but I just wanna be certain I'm using the right things. Also, I don't know about other weapons, but at least the copper mace's attack range is so short, a drifter can attack while being out of range for retaliation. If it's on purpose, fine, but it seems a bit extreme.

💬 Jozhin_z_bazhin, Jan 29th at 5:25 PM

Have same problem as Vyklade. My weapons do zero damage to drifters. Both spear and club. With wolves things are bit better. But spear range is ~1.5 blocks or less with any grip position. 1 from 10 hits are succesful. IDK how i can obtain loot, if i can't hit enemies.

💬 Vyklade, Jan 29th at 2:24 PM

IS there something I'm not understanding with this mod? I thought it'd make combat more itneresting, not unfun. My weapon constantly goes through enemies, it's much harder to hit anything, and now even basic enemies just two shot me. Why does my weapon constantly whiff enemies? Does this mod add like morrowind accuracy or something?

💬 Senomy, Jan 29th at 1:28 PM

Is there any way that I can disable certain reworks of weapons i.e. the bow? I'm not to fond of how slow it is. Thank you

💬 Sozzky, Jan 29th at 1:26 PM

based

💬 Maltiez , Jan 29th at 1:15 PM

Yes

💬 Sozzky, Jan 29th at 1:04 PM

1.21 gone?

💬 Maltiez , Jan 29th at 12:57 PM

Annastasija

nope

💬 Annastasija, Jan 29th at 12:19 PM

Will this change the wolf attacks for the mod that adds all the foxes and wolves that replace vanilla?

 

💬 MagicMoose, Jan 29th at 6:32 AM

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. 

💬 MurlokReal, Jan 28th at 1:09 PM

@Maltiez Thanks! It works!

💬 Maltiez , Jan 28th at 12:46 PM

try 0.1.20

💬 MurlokReal, Jan 28th at 12:17 PM

Object reference not set to an instance of an object.
   at CombatOverhaul.Animations.AnimationSystemClient.GetCurrentItemId(Boolean mainHand, EntityPlayer player) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Animations\PlayerBehavior.cs:line 1040
   at CombatOverhaul.Animations.AnimationSystemClient.HandlePacket(AnimationRequestPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Animations\PlayerBehavior.cs:line 1028

After update to 1.20.3 and combatoverhaul 0.1.19 all player on my server have crits with this message. Help PLEASE!

💬 Mobius, Jan 28th at 7:59 AM

Seconded on spears and javelins not having animations or seeming to do damage. Not sure why

💬 Maltiez , Jan 28th at 7:47 AM

Geone

Restart the game after installation, clear cache, remove duplicate mod archives from mods folder, e.t.c. This is installation problem.

💬 Geone, Jan 28th at 4:47 AM

I'm not able to attack with spears with this mod installed. No animation, can't throw. Other players see my attack animation in their view but I can't damage anything

💬 Wintogan, Jan 28th at 12:28 AM

Maltiez

Hello! I love this mod, but I find the custom spear mechanics rather clunky. Is there a way to disable JUST the spear combat? I wasn't able to find an option to disable it in the .json files. I'm using it on a multiplayer server, if that helps. Thank you in advance!

Also, if anyone else knows it's possible, please let me know!

💬 SioxGWolf, Jan 27th at 8:26 PM

There is a current known compatibility with the mod Agi's Classes, that they cannot fix alone on their side without forcing players to use this mod, which is something they wish to remain stand-alone. So, currently, they are looking for solutions that won't compromise on the ability to use their mod standalone. I thought I would also bring it up here, just in case there can be a fix, a bridging mod, or at least some discussion. 

💬 LordOfTheFarm, Jan 27th at 8:22 PM

im not able to use combat overhaul with any class mods am i missing something? it just crashes at the class screen

 

💬 Rusty_Tato, Jan 27th at 4:09 PM

great mod! i do wish i could toggle off the new armor ui part of the mod, as im only using it because it required by the firearms mod and dont use the armory overhaul.

💬 CKitt, Jan 26th at 4:49 PM

0.1.16 loads/runs fine, I'll test the animation issues later today in MP.

💬 Annastasija, Jan 26th at 10:05 AM

last update won't let any worlds load, new or old <3 have fun

💬 _MagnusTheGreat_, Jan 26th at 4:57 AM

the new update from 1.20.1 to 1.20.3 seems to have broken the mod (or maybe the other mods you have made since I have all of them). I was able to create worlds and run the game when everything was on the 1.20.1 but when I updated this mod to the 1.20.3 I can no longer create worlds it just freezes.

💬 RealPandemonium, Jan 25th at 9:09 AM

What does changing grip position do with spears and javelins?

💬 sevie, Jan 25th at 2:34 AM

I noticed that, yeah. I don't really want the timing changed as much as just making it feel less clunky in general. the action could still happen, i just think it should come after firing, not before. it makes sense for the player to draw both an arrow and the bow at the same time, IMO.

💬 Maltiez , Jan 25th at 2:33 AM

If you release RMB after putting arrow on string, it will stay this way. Also the whole point is to make it slower so it can have more damage.

💬 CKitt, Jan 24th at 11:56 PM

Thank you very much for sticking with the TP animations and solving that axe pose issue! It adds a ton to multiplayer to see what other players are doing.

💬 Dovah272, Jan 24th at 8:33 PM

cant swing the spear or javelin, but i can throw them, only issue ive noticed

 

💬 Akaston, Jan 24th at 5:31 PM

Ulkio Same here, holding invisible weapon, floating objects

💬 Cascade3218, Jan 24th at 2:39 PM

Oh thank you for informing me man, sorry for bothering you so much recently

💬 Maltiez , Jan 24th at 2:37 PM

Restart the game after installing the mod

💬 Cascade3218, Jan 24th at 2:26 PM

Hello, I am wondering if the shortsword or other modded weapons actually have animation for attacking because right now, the copper short sword attack animation looks like I just swinging my fists back and forth in the defaullt animation instead of actually swinging a sword?? Maltiez

💬 Ulkio, Jan 24th at 10:57 AM

https://ibb.co/XzTKHTr
https://ibb.co/VDkf3f1

Hi, we are using your mod and we are seeing weird animations, like shown on the images, with floating objects, or holding everything like an axe
The mod is totally working, but these animations break the immersion

What could cause this ? 

💬 Maltiez , Jan 24th at 6:33 AM

This is some other mod adding animation with no keyframes, not related to CO

💬 Yantar, Jan 24th at 1:40 AM

Been getting a crash as of late cause by a 'System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked' in relation to this mod, though not 100% sure if it's from this mod. All I know is that once I turned the mod off, the crashes stopped happening. It seemed to happen at complete random, or at least I know I personally wasn't attacking/harvesting anything at the time of crashes, usually.

💬 DanceOfBlood, Jan 24th at 1:07 AM

Hey! Great mod!

I would like to auto-axe trees via Alt Tabbing especially big ones but the mod doesn't allow that.
I've noticed it's because of the new animation. It would be cool if we could do that with the new animation.

💬 Shion, Jan 23rd at 9:50 PM

Once I put golden lantern in the left hand:

System.Collections.Generic.KeyNotFoundException: The given key 'Vintagestory.API.Common.ClientAnimator' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CombatOverhaul.Integration.HarmonyPatches.OnFrameInvoke(ClientAnimator animator, ElementPose pose) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\Patches.cs:line 108
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices(Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 294
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
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

💬 Maltiez , Jan 23rd at 9:38 PM

They stack

💬 Cascade3218, Jan 23rd at 9:28 PM

wow, thanks for informing me, does debuffs stack or how they do affect armor in general, like hunger ect ect Maltiez

💬 Maltiez , Jan 23rd at 9:15 PM

Debufs are less than in vanilla

💬 Cascade3218, Jan 23rd at 8:44 PM

I really like the concept of implemation of this mod, where you can actually layer chain, scale, lammelae and plate together with cloth fabrics but my only issue is that with everything potentially layered, that then you have insane debuffs apllied, which doesnt seem fair in my opinion. So is there anything, I could do that changes the debuffs armor applies? like less or no negative debuffs like hunger or movement debuffs?

 

💬 Oulana, Jan 23rd at 8:44 PM

I've been trying to figure out why the mod didn't seem as good as everyone makes it out to be. Was having issues were I wasn't hitting things and just recently started looking at the known problems. For the "If Field of View and First person mode FoV are not equal then collider of a weapon and weapon model don't match" one, that's referring to the "First person hands FOV" on the Interface tab? If so does the "First person hands Y-Position" matter at all. Lastly I play on a 40" monitor at 21:9 ratio, Is there a mod to increase the First person hand FOV maximum? I'm running with a 110 FOV and the hand one stops at 90 maximum.

💬 Maltiez , Jan 23rd at 2:56 PM

Nothing is broken. Make sure you dont have Kanahaku spear expansion that break armor for some reason.

💬 Sanches31, Jan 23rd at 2:01 PM

Yep. All armors are broken with the last update. They read that they cannot be put in any slot.

💬 AzuliBluespots, Jan 23rd at 11:01 AM

Is this mod incompatibility?
23.1.2025 07:58:07 [Notification] Compatibility lib: 23 assets added, 0 assets replaced.
23.1.2025 07:58:08 [Error] Patch 8 (target: game:config/traits.json) in combatoverhaul:patches/traits-and-classes.json failed because supplied path /9/attributes/armorWalkSpeedAffectedness is invalid: The json path /9/attributes/armorWalkSpeedAffectedness was not found. Could traverse until /9/attributes, but then 'armorWalkSpeedAffectedness' does not exist. Full json at this path: {
"animalSeekingRange": -0.25,
"armorManipulationSpeedAffectedness": -0.5
}

💬 neobit, Jan 23rd at 7:39 AM

I think 1.9 fails with crossbows mod on starting new world. Fine with 1.8.

23.1.2025 08:36:59 [Client Error] Exception: Object reference not set to an instance of an object.
at CombatOverhaul.RangedSystems.RangeWeaponServer..ctor(ICoreServerAPI api, Item item)
at Crossbows.MagazineCrossbowServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 314
at Crossbows.MagazineCrossbowItem.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 408
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 309
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 598
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 536
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 403

💬 zackadiax24, Jan 22nd at 12:01 PM

Would it be possible to hae a config to enable vanilla armor slots for compatbility with other mods?

💬 Dageslav, Jan 21st at 8:06 PM

Will there ever be some kind of settings menu where you can disable certain features of the mod? I liked flintlocks, crossbows, and bullseye but I dislike having new melee system which is way too much of a jankfest to be fun right now

💬 bupto, Jan 21st at 7:53 PM

Hi there! Was just curious about the armor system, I made a wooden lamellar set but can't actually equip it anyway or anyhow.

Is the only armor that works with this mod the armors from the mod and the armory overhaul itself?

Thanks so much!

💬 Voidren, Jan 21st at 7:30 PM

Was just running around in a fresh new world, trying to find a good place to build when this happened. I did not swing anything at the time of the crash, was just running.


Running on 64 bit Windows 10.0.19045.0 with 32679 MB RAM
Game Version: v1.20.1 (Stable)
1/21/2025 2:24:44 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, Beamium@1.0.1, bean_stacks@1.1.0, bettercrates@1.8.0, bettertraders@0.0.9, Ceramos@0.5.1, chalkpigments@1.0.2, chiseltools@1.14.10, combatoverhaul@0.1.5, decor@1.2.0, extrachests@1.9.0, fancysky@1.1.6, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.3, floralzonesneozeylandicregion@1.0.6, caninae@1.0.24, capreolinae@1.2.1, casuariidae@1.0.16, dinornithidae@1.0.8, elephantidae@1.0.1, felinae@0.2.3, machairodontinae@1.0.17, manidae@1.0.9, pantherinae@1.1.17, rhinocerotidae@1.0.11, sirenia@1.0.12, spheniscidae@1.0.4, harvestglowworms@1.0.1, instandtemporalmobdrops@1.0.0, koboldplayermodelport@1.2.13, molds@0.1.4, feidrysmoreclasses1dot20fix@1.2.8, morecrystals@1.3.0, moredrygrass@0.2.0, morenails@1.1.0, MoreTorchHolders@1.0.0, particlesplus@1.1.1, primitivesurvival@3.7.5, saltandsands@1.0.2, SergTweaks@1.3.2, shivertweaks@5.0.0, simplewallpaper@0.1.0, translocatorengineeringredux@1.5.4, game@1.20.1, vsimgui@1.1.7, weedgardens@1.0.0, wild_cabbage_pumpkin@1.0.0, alchemy@1.6.42, armory@0.1.0, egocaribautomapmarkers@4.0.1, bedspawnv2@1.3.0, betterhewnfencegates@1.1.0, BetterProspecting@1.3.0, betterruins@0.4.6, canjewelry@0.4.9, carryon@1.8.0-pre.1, chestorganizer@1.0.3, chuteblockplacer@1.0.2, commonlib@2.6.1, composter@1.1.1, configlib@1.4.3, coreofarts@0.1.0, danacancook@0.2.4, danatweaks@3.3.9, doubleslabs@0.1.2, earlychiseling@1.0.1, electricity@0.0.11, fendragonbcs@0.1.3, foodshelves@1.4.4, fromgoldencombs@1.8.2, gourmand@1.5.0, greenhousebuff@1.2.0, hardcorewater@1.3.2, herbarium@1.4.0, jopainting@1.4.0, JustArchways@1.0.5, JustRoofs@1.0.1, JustTrapdoors@1.0.2, krpgenchantment@0.6.2, krpgwands@0.4.1, levelup@1.3.4, maltiezcrossbows@0.6.1, maltiezfirearms@0.10.3, medievalexpansion@3.13.1, metalsupports@1.0.4, moreanimals@1.3.6, morepiles@1.5.0, mcrate@1.2.1, nemi@1.1.0, oneroof@1.6.0, passthruchutes@1.0.2, petai@3.0.0, pileful@1.1.5, claywheel@1.1.2, rivers@4.1.0, roadworks@2.1.3, simpleconcretefork@1.2.4, smithingplus@1.1.8, somethinginthewater@1.2.5, spawnhighlight@1.2.0, stepupadvanced@1.0.3, th3dungeon@0.3.1, trailmodcupdate@1.1.1, traitacquirer@0.9.6, usefulstuff17@1.4.0, vanvar@6.0.7, creative@1.20.1, survival@1.20.1, vsvillage@1.0.6, waypointtogethercontiued@2.2.0, wildfarmingrevival@1.3.4, woodenfortifications@1.0.0, woodstain@1.2.0, xlib@0.8.8, artofcooking@0.2.0, cats@3.0.0, electricityaddon@0.0.14, em@3.0.0, feverstonewilds@1.5.0-rc.2, stonepiles@1.1.2, stonequarry@3.4.2, th3dungeontopentrance@0.1.1, vsonlinepicturemod@1.1.0, wildcraftfruit@1.3.0, wolftaming@3.0.0, xskills@0.8.9, bricklayers@2.5.6
Involved Harmony IDs: CombatOverhaul
System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
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 88
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

💬 Maltiez , Jan 21st at 12:14 PM

CHR3S

Invalid setting value most probably

💬 Maltiez , Jan 21st at 12:12 PM

neobit

Incompatibility with Kanahaku spear expansion

💬 CHR3S, Jan 21st at 11:44 AM

Running on 64 bit Windows 10.0.19045.0 with 32693 MB RAM
Game Version: v1.20.1 (Stable)
21.01.2025 12:43:45: Critical error occurred in the following mods: combatoverhaul@0.1.5, maltiezfirearms@0.10.3
Loaded Mods: aculinaryartillery@1.2.2, brickmold@1.2.0, combatoverhaul@0.1.5, drtagxeary@0.0.1, expandedmolds@1.0.0, femininity@0.1.3, goblinears@1.1.0, handtohand@1.0.3, hideplayername@2.1.2, primitivesurvival@3.7.5, theremnants@1.0.0, rpvoicechat@2.3.10, spyglass@0.5.2, game@1.20.1, vsimgui@1.1.7, AgeOfConfession@2.1.2, armory@0.1.0, autoatlas@1.1.1, flags@1.1.5, betterdeathmessages@0.2.0, betterruins@0.4.6, bloodystory@0.0.12, butchering@1.7.8, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.3, coreofarts@0.1.0, customtransitionlib@1.0.0, danatweaks@3.3.9, herbarium@1.4.0, hydrateordiedrate@1.7.1, kscartographytable@1.0.1, liquidcontainers@1.3.1, maltiezcrossbows@0.6.1, maltiezfirearms@0.10.3, petai@3.0.0, rifteye@0.4.0, simpletailoring@1.1.6, SoundOfConfession@1.0.4, tabletopgames@2.4.0, tentbag@2.2.0, th3dungeon@0.3.1, thievery@1.0.0, unconscious@1.8.3, creative@1.20.1, survival@1.20.1, wildfarmingrevival@1.3.4, woodenfortifications@1.0.0, artofgrowing@0.1.1, autoconfiglib@2.0.2, brainfreeze@1.0.4, cats@3.0.0, em@3.0.0-pre.5, playercorpse@1.11.0, shearlib@1.1.0-pre.1, stonequarry@3.4.2, thebasics@5.0.1, wildcraftfruit@1.3.0, wolftaming@3.0.0, tailorsdelight@1.8.0-pre.6, wool@1.5.0-pre.3
System.ArgumentException: Requested value 'fixed' was not found.
at System.Enum.TryParseByName(RuntimeType enumType, ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, UInt64& result)
at System.Enum.TryParseInt32Enum(RuntimeType enumType, ReadOnlySpan`1 value, Int32 minInclusive, Int32 maxInclusive, Boolean ignoreCase, Boolean throwOnFailure, TypeCode type, Int32& result)
at System.Enum.TryParse[TEnum](ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, TEnum& result)
at System.Enum.TryParse[TEnum](String value, Boolean ignoreCase, Boolean throwOnFailure, TEnum& result)
at System.Enum.Parse[TEnum](String value, Boolean ignoreCase)
at System.Enum.Parse[TEnum](String value)
at CombatOverhaul.RangedSystems.Aiming.AimingStatsJson.ToStats() in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Aiming\AimingSystem.cs:line 49
at Firearms.MuzzleloaderClient..ctor(ICoreClientAPI api, Item item) in D:\Projects\VintageStory\firearms\firearms\source\Muzzleloader.cs:line 98
at Firearms.MatchlockClient..ctor(ICoreClientAPI api, Item item) in D:\Projects\VintageStory\firearms\firearms\source\Matchlock.cs:line 15
at Firearms.MatchlockItem.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\firearms\firearms\source\Matchlock.cs:line 56
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 977
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass55_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 982
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
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

💬 neobit, Jan 21st at 10:32 AM

I think I see problems with gamboised armor as well.

Layers and body parts set to None.

💬 Elias_Ainsworth, Jan 21st at 4:33 AM

quick question, how do i disable the bullseye style of aiming? (its probably somewhere here in the comments but adhd wont let me read them all to find it lmao)

💬 EndlessOats, Jan 21st at 3:52 AM

ElegantChimp Agreed, Bump

💬 zackadiax24, Jan 20th at 12:26 PM

ElegantChimp I agree, even just a config to re-enable the vanilla armor slots would be nice.

💬 ElegantChimp, Jan 20th at 3:37 AM

Is there anyway to disable the armor changes in config? I love a lot of your mods that require this, but I find the armor changes a bit to non-vanilla, and it seems that this mod does not support other mods that add armor (specifically in my case the ElectricityAddon mod).

💬 zackadiax24, Jan 20th at 2:38 AM

I found myself unable to wear gambeose armor or helmets of any kind after updating to 0.1.4. I moved back to 0.1.3 but the issue persist.

💬 Arndas, Jan 19th at 9:04 PM

With the most recently updated version: bow animations aren't playing; crossbows won't work; and firearms won't work. Reverting to v0.1.3 fixes this. I am also able to break blocks while aiming the bow.

💬 rjc523, Jan 19th at 1:11 PM

Maltiez does this not work with all classes mod? with the weapon bonus ects?

💬 Vlask, Jan 19th at 10:17 AM

@quppeq,
I installed animation manger lib for 1.19 as well and removed it for the 1.20 update my animations work fine but anyone installing the mod for 1.20 don't have the animations at all. as for removing modsby server do you  mean removing  it in the server config file? or something else i don't understand what you mean by that part

💬 quppeq, Jan 19th at 9:26 AM

Vlask You updated from 1.19? Clients should remove modsbyserver. I installed animationmanagerlib for 1.19 (and removed in the 1.20 update), but this mod still worked on the client side. After removing modsbyserver - everything is fine

💬 Vlask, Jan 19th at 8:50 AM

animations for anyone other than the host for all the weapons don't work, even if the non-host players have the mod installed locally 

💬 Burneddi, Jan 19th at 8:46 AM

I'm loving this mod. The better mining and woodcutting animations are my favourite. Haven't noticed any issues in multiplayer either though it's just me and one friend on a server hosted in my closet.

💬 goldenthenerd, Jan 19th at 3:14 AM

This mod causes a LOT of animation desync in multiplayer

💬 zackadiax24, Jan 19th at 3:03 AM

Is there a way to disable the armor system, or at the very least re-enable the vanilla armor slots for compatability reasons?

💬 Ragolution, Jan 19th at 1:19 AM

1.20 seems to have a bug with this. (no other mods interacting with weapons) While cutting down a tree or mining an ore, randomly, your character will stop swinging the tool you're using and you'll lose all of your progress on the block. It's really frustrating. The only solution is to drop the weapon or mouse off it, but that doesn't always fix it. I've had players on my server say they've cut the same tree down six times without actually having it go through.

💬 Fasrin, Jan 19th at 1:12 AM

Can this be added to an existing world?

💬 Hazel344, Jan 18th at 9:05 PM

Hey man! I love the firearms mod, I'll probably keep using it with the 1.19 version until it inevitably crashes. But I need to add my own few cents on something you talked about just below.

You mentioned about there being pretty much two options in regards to the mod scenario, which is either constructive feedback or just not using the mod to a person who asked for things to be optional.

I don't agree with that comment, I suppose you do you as the mod creator and all, but modularity is key for mods and I particularly liked that the firearms mod was pretty plug and play and specifically only brought in firearms with no other dependency other than the animation libs, in the future it would seem that this will change as the combat overhaul will become a prerequisite and I wasn't looking into deeply changing the mechanics of the game along with bringing in firearms. I understand the maintenance aspect as a developer, but that is definitely constructive criticism. You don't exist to serve other people regardless, and I respect whichever way you go with this.

💬 Xorberax, Jan 18th at 8:15 PM

I'm seeing a bug on the Passion Project Gaming server where weapons will just stop working, where you can't attack at all. They also run the gun mod and guns will just interrupt mid-reload. Running on 1.20 stable.

💬 TinnyAbyss, Jan 18th at 3:34 PM

Seems as all animations are broken with the weapons.

💬 Lightpowder, Jan 18th at 11:04 AM

Same with javelins. They are also missing from the spawn menu in creative (you can still make the head and craft it yourself if you want to crash the game lol).

 

💬 Rostkoenig, Jan 18th at 10:46 AM

Throwing a spear crashes the game in 1.20

💬 bumblebink, Jan 18th at 7:22 AM

A standalone version of this mod with just the hit detection and bullseye aiming would go hard. The armor/weapon overhauls and addition of weak spots feels like unnecessary bloat. (The new anims for mining & woodcutting are super cute too, would love to see those in vanilla)

💬 sevie, Jan 17th at 2:27 AM

Maltiez, Ok! Specifically, I like the locational damage on creatures, but I really don't think damage should be locational on players. I definitely think the main problem for me is the "unlucky scenarios" (as mentioned by Liznerd) where you sometimes take damage as if you just weren't wearing armor at all. Most of my dislikes are small nitpicks that I can get used to pretty easily, but occasionally taking full damage (sometimes enough to kill) due to an unlucky hit from the enemy you're fighting is just not fun, regardless of the realism. My other issue is with certain offhand restrictions, like being unable to use a bow with an item in your offhand. Why not just disable the item while the bow is out? it just feels a bit clunky.

💬 Liznerd, Jan 16th at 4:31 PM

9ghtX 
armor definitely does stack - more you wear, less dmg you take, and only the top layer takes damage (from what i've noticed)
All weapons rely on the models hitting each other - both with ranged and melee weapons. You will definitely kill drifters faster if you aim the spear at the appriximate location of their heads, or if you do a swing from above with the sword. This mod even makes you hit certain enemies specifically in weakspots in order to kill them (for example - the bell's "bell" (head) takes 0 dmg, you can only kill it if you attack it from behind (its "spine"), and the eidolon boss only takes damage if you hit it in the head-face.)
There are currently no markers to indicte that you have hit the weak spot, which would be a very useful thing, and even though you can check the combat log for the specifics (type of damage, amount of damage, where you've been hit or where you've hit the enemy), the combat log can very quickly be cluttered if you are fighting a large amount of enemies or tnaky enemies, and it actively lags your game if you fight while having it opened. This is probably an issue that needs to be resolved.

Sevie
The armor system is balanced to a degree - you can ignore some armor parts, or wear lighter armor - IF you're fighting against low-tier enemies, or against a small amount of enemies. It is very much possible to dodge, parry, block, or even just keep your distance and use terrain to your advantage most of the times. Drawbacks exist, but the damage mobs deal now is so high that any armor is almost always better than none. And if you are a ranged guy - armor really if one of your least concerns.
However, this is definitely an issue with how you can get instakilled by an unlucky scenario (a bear running out of the bushes has just one-hit me in the neck one time, despite me wearing plate armor everywhere else), which are more than likely to happen if you are not playing VERY slowly and carefully (and boringly). And, while the new armor UI is quite big, it's not that much of an issue. What is more of an issue is how much inventory space this armor can take, with you barely being able to take it off to heal or sleep during a travel, especially if you've got a full set.

Both of these issues can (and the first one definitely should - it is very unfun to have a chance of immediate death just to get a slight speed/accuracy bonus) be resolved, and in different ways.
For the armor system there probably are three ways:
Easy way would be to adjust the protection values of lighter armor types. Make them give some percentage of their protection value to the unprotected parts of the body that are on the same layer with them. Maybe leave such protection only applied against NPC attacks, so that the PVP (if there will be any) remains as punishing (and therefore fun).
Easier way is to adjust the damage multiplier for the bodyparts. Head recieves twice as much, and the neck takes even more. Maybe make those smaller for the player, in PVE (PVP same as above).
And the easiest way - is just to increase the amount of health a player can have in the world settings. You can do it yourself, and it is justified by the fact that everything deals more damage with this mod.

For the UI - having a separate/toggleable/adjustable window, and perhaps a way to craft a fully combines three-layer set from plate/brigandine + chain + gambeson, to reduce inventory clutter. 
Otherwise this particulr issue is quite small, and some inventory management freaks from the depths of Escape from Tarkov may even enjoy it (I do).

I'd personally make the long axes cost less iron to make, or deal a bit more damage, since their hitbox makes it very hard to land a hit in most cases, more so an accurate one. And maybe make greatswords just 0.5 dmg stronger, so that the iron ones could one-hit any surface drifters when hitting their arms/torso (because it is that satisfying).


💬 Ossom, Jan 16th at 4:20 PM

Okay so a friend pointed out to me i can just use ConfigLib to do this as it's an option in there.

Sorry for any disruption!

💬 Ossom, Jan 16th at 3:25 PM

Hello there! Been enjoying this mod for a while, but i've recently noticed a small compatibility issue between Combat Overhaul and In Dappled Groves.
There appears to be an issue where Combat Overhaul adds in the abiltiy to chop placed logs with an axe to make firewood, whilst i used to enjoy this, this interferes with a stepped system in 'In Dappled Groves' that adds in splitting the logs in to halves and then the firewood in to halves.

Could you please add a compatibility patch between your amazing mod and IDG?

My main thoughts ideas are:

a: Add a patch that turns off the log-to-firewood system when IDG is detected, maybe with a notice in chat or a popup to notifiy this has happened (To avoid confusion)
b: Add a wood-chopping block that is made by combining an axe with a couple rocks, and make this the surface logs need to be placed on to chop them in to firewood directly, and remove the direct system (placing the log on the ground and using axe to chop it in to firewood)

Look forward to your response! :D


ConfigLib provides the compatibiliy i was after

💬 Maltiez , Jan 16th at 11:13 AM

There is only two options for dealing with features you dont like:

1) provide constructive and specific feedback to improve a feature

2) dont use the mod

I wont add settings to disable whole parts of the mod, because it will hurt it in the long run, and also will be a maintenance hell

💬 sevie, Jan 16th at 12:59 AM

Adding on to what Elytra said:
I appreciate the effort put into this, I definitely think vanilla combat is lacking in certain aspects, and there are parts of this mod that I REALLY like! but can we please have config options to disable some of these massive changes?
I understand the need to keep the code centralized, however, certain features currently make the it more unfun to play with (this is subjective, of course). Being able to disable certain parts of the overhaul in the config would do a lot for this mod. For example; I dislike the new armor system. the large new armor UI is fairly intrusive, and locational damage makes most vanilla armor feel completely useless, as you'll randomly take huge damage unless you're using full plate armor. it's a very subjective system that i'm sure some people can appreciate, but it is way too much for me.

💬 Cuttlebear, Jan 15th at 2:35 PM

Love the mod. Any chance for compatibility with Rust and Rot? :)

💬 9ghtX, Jan 15th at 1:17 AM

I'm curious how armor works. For example, I can wear brigantine and camisole at same time as they are on different armor layers. Does their armor points stack or it works like "outer layer takes damage first, then inner layers when outer is broken"?
And about hit detection. It works only for ranged weapons (throwing spear, bows and etc.) or for melee too? Is there point to try for example aim in head with spear in melee or doesn't work? And will be there any marker (sound or visual effect) that player has hitted weak spot or particular body part?

I really like this mod for new combat things and axe-pickaxe mechanic and stuff that adds second mod!

💬 CrimsonSteam, Jan 12th at 11:41 PM

Hey! Just noticed the damage and damage tier of the Gold and Silver falxes (5.2 and 5 respectively) are lower than the Steel falx (5.5 and 7), despite requiring a steel falx blade? Unsure if the actual values are correct but that's what it displays on the tooltips ingame. Durability is the same (2125)

💬 Maltiez , Jan 12th at 5:21 PM

It does not

💬 cinnico, Jan 12th at 3:55 PM

does this mod alter the recipe for the blackguard shortsword ? we have this mod running on our server & a player is unable to create the sword from the vanilla recipe. when searching the weapon within the handbook, no crafting recipe is shown.

💬 Elytra, Jan 11th at 8:16 PM

Yeah that's understandable. No disrespect intended toward your efforts, it's merely a suggestion.

💬 Innioch, Jan 11th at 7:42 PM

I've noticed a couple of compatibility issues with this mod when i run it with other mods. Like whenever I try to us a class extender mod, anytime I pick hunter or check my traits as a hunter my game crashes. Also some of the weapons from the AlphaWeaponPack also crash when used. i'm thinking it's trying to use the old animations and causing conflict with this mod reuslting in another crash. I just wanted to let you know what i've found and hope this'll help with any compatibility on your end.

 

💬 Maltiez , Jan 11th at 12:51 AM

99% of Firearms, Crossbows and Armory code is in CO, without CO they are just a bunch of models with recipes.

💬 Elytra, Jan 10th at 10:56 PM

I've been checking up on this mod, and I'm looking forward to trying it, but I have to agree with Sevie that it's unfortunate that it is a dependency for your other works. I think Firearms is excellent and would have recommended it for our server with the new update, along with Crossbows, but can longer do so with them being tied to a work-in-progess overhaul. Of course this is your vision, and all your mods look great, but I think you'd get a lot more people using your stuff if the overhaul was an optional module (if possible).

💬 skoon, Jan 10th at 2:29 PM

The armor balancing is kind of absurd imo. Even the lightest armor like leather offers big debuffs (with barely any protection), and the best armors, while highly protective, have  absolutely debiliating debuffs. Like I'd rather not wear any of this stuff

💬 Thalius, Jan 9th at 1:36 AM

Testing out the mod as VS 1.20 stable draws nearer, and have to say I am really enjoying everything so far. The mod is an ambitious endeavor Maltiez, and well done! And the rate of updates and bug fixes you are turning out is nutz.  Your drive to see the project completed is impressive. I know there are still some issues and balancing to work out, but I hope you'll keep at it! Finally armor and armor types mean something, along with damage types and value in where you land your hits. Immersive combat needs this sort of system.

💬 sevie, Jan 9th at 12:57 AM

I feel like this mod is a bit too much. I love some of the features here, like the new pickaxe/axe/shovel mining, but I wish this stuff was seperated into it's own mod. Why make such sweeping changes to the game and then also make multiple other content mods dependant on such huge changes? Personally, i'd prefer the new tool animations, firearms, and crossbows WITHOUT the overcomplicated armor and weapon mechanics.

💬 andresgr12, Jan 9th at 12:43 AM

Hey I loved the mod but it was really tested ?
im on the resonace archives and it is imposible to beat the boss I mean I have full iron the best of the healings and food I can bring but I cant even use my greatsword because I dont see with out the lamp I already tried alone and with firends and I dont think that the intented way it is bring steel beacuse theres more bosses after this one even do with steel sword u dont do the damage require for the battle, actually im on creative with my friend now and he is doing more damage with his hand than me with an iron longsword, idk but this dosent fell like balance to me, like i said I liked the mod a lot but I cant figth the bosses sooo the mod it is a bit broken, it looks like the iron sword and the bow woked ass intented, they do damage but it is imposible to aim in that boss idk if im doing something wrong or what but at this moment i cant beat the boss with this mod with out easy

💬 MissMarsBars, Jan 8th at 3:24 PM

The players on my server aren't a fan of needing the offhand empty to use bows, is there a setting to disable this dependancy?

💬 Nubbs, Jan 6th at 6:15 PM

Devit Most of the information you're looking for can be found up above. Check the google spreadsheet. It shows all the enemies and animals, and what damage type they cause along with the damage amount. In game the handbook shows what damage types the armor will protect you from, along with the max. You ALSO need to layer your armor. Each layer may protect better from certain attacks. (Skin, Middle, Outer layers) 

Example: Skin Layer: Body Leather Jerkin. Protetion levels (Slashing-1, Blunt-2)
                 Middle Layer: Chain Copper Body Armor. Protection levels (Slashing-4)
                 Outer Layer: Copper Cuirass. Protection levels (Piercing-4, Slashing-6, Blunt-1)

That is just for the torso level. (Except Body leather jerkin is torso, arms, and hands) You will want to do this for the feet and/or legs, the arms, head etc. There are more options for the layers than I mentioned. Some better than others against specific attacks. Tailored Gambeson has like 8 blunt protection which is quite nice but harder to make for the "skin" layer

You can type "Skin"\ "Middle"\ "Outer"\ "Feet" etc. to find armor easier in the handbook. May take some messing around

💬 Devit, Jan 5th at 7:02 PM

Kamikadze
Sadly there is no way to disable most of changes this mod does.
If you want to use Crossbow/Firearms, in 1.20, you are forced to use these changes.
I really recommend playing your first run without it.

This mod makes 2/3 armors in the game completly useless.
There is no information how armor affects dmg, what type dmg enemies do or anything like that.
Your weapon choice will be Exteremly limited because enemies have really high resistances to certain types. 

💬 Maltiez , Jan 5th at 6:26 PM

You can make it vanilla, so if you dont want significant changes dont play with it.

💬 Kamilkadze, Jan 5th at 4:07 PM

Hello, I download this mod just for working crossbows and I dont want change too much in game because this would be my first playtrought. To have all same like on vanilla should I just unclick all checkboxes in Combat Overhall settings or should I also change something in slidebars or leave every setting as default?

💬 Maltiez , Jan 5th at 12:26 AM

Report bugs in discord with client-main and server-main logs attached

💬 Wulf_Hymir, Jan 5th at 12:23 AM

Hello! I am getting an error when using the server hosting Pingprefect this is the error any help would be very nice!

 

Game Version: v1.20.0-pre.13 (Unstable)
1/4/2025 6:19:10 PM: Critical error occurred
Loaded Mods: 
System.NullReferenceException: 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 1203
   at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1335
   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 623
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 540
   at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crash written to file at "Data\Logs\server-crash.log"
💬 Xredrago, Jan 4th at 12:34 AM

Ourcasula

Each of these mods can add compatibility for combat overhaul, I added compat on a few custom weapons I made on a private mod; even if there's no template, they can use code from any mod already compatible (like scraps for example)

💬 Ourcasula, Jan 3rd at 7:08 PM

Is there already compatibilty or is there planned compatibility for other weaponry and armor mods? Such as Swordz or Ancient Armory?

 

Thanks!

💬 Badnick1000, Jan 3rd at 11:55 AM

RE: I uninstalled the game now and reinstalled it completely. same error. is there some other mod i need? or is it conflicting?

Maltiez

💬 Badnick1000, Jan 3rd at 11:42 AM

it seems that your mod has some difficulties with your own mods? Or am i missing something here, because when i load Combat overhaul with the crosbow and firearms mod the game seems to struggle to find the dll's and stuff.
3.1.2025 12:30:10 [Error] [combatoverhaul] An exception was thrown when trying to load assembly:
3.1.2025 12:30:10 [Error] [combatoverhaul] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454

this seems to be a problem for every mod of yours. should i delete some redundant files or what? because when i played in 1.19.8 everything was fine

 

3.1.2025 12:30:11 [Error] [maltiezcrossbows] Exception: C:\Users\domin\AppData\Roaming\VintagestoryData\Cache\unpack\maltiezcrossbows_0.5.12.zip_3cc50c50a4eb\crossbows.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 462

💬 Maltiez , Jan 3rd at 11:28 AM

Dov47

It is a bug, will fix it

💬 Dov47, Jan 3rd at 11:16 AM

Is there a way to disable PvP with this mod? I have allowPVP serverconfig off, but when I swing the sword I still do dmg to friends

💬 AzuliBluespots, Jan 2nd at 10:52 AM

Ok, I don't think you'd be able to do this even if I sent some money on your patreon (I can't, got too many personal costs lately, and my country's money isn't worth much already) but I'd better ask just to make sure.

My guess is this isn't a problem on your side, but on the other mod's side. Do you think you can make your mod compatible with the Kemono mod? I'm not talking about the ponies, that'd be an animation and coding nightmare, I'm sure.
I'm talking about the more humanoid options. They just freeze when trying to swing any weapon.

💬 DB3, Jan 1st at 7:44 PM

Hello! Not sure if anyone else has encountered this bug, but whenever I try to hunt fish with a flint spear in the water, it won't take damage through melee attacks. When I threw my spear, the fish would die successfully, but then one of my spears disappeared completely and the other one is forever floating in the water and I can't pick it up. I tried killing fish with my flint knife and there was no issue there...

💬 Maltiez , Jan 1st at 8:06 AM

Shaikh

Yeah, already done, other metal variants of polehammer are clubs.

💬 Shaikh, Jan 1st at 6:24 AM

Is there any plan to possibly add the polehammer variants to other metals, or at least to Iron and Meteoric Iron? Would appreciate an earlier polehammer option for the reach and blunt damage it offers but not have to wait till steel to get it. 

💬 Devit, Dec 30th 2024 at 5:58 PM

Maltiez 
thats not an issue in vanillia, but makes a lot of difference in this mod because attack type matters.

Is it somehow possible to run Firearms & Crossbow without all these other changes that this mod provides?

💬 Gariba, Dec 30th 2024 at 5:48 PM

How do I actually view my current proficiencies?

💬 Maltiez , Dec 30th 2024 at 3:49 PM

Ask Tyron about that, I haven't touched sling

💬 Devit, Dec 30th 2024 at 1:09 PM

Sling deals piercing dmg, while guns do blunt.
How is a rock projectile more sharp than small bullets

💬 Ertyly007, Dec 27th 2024 at 4:46 PM

it is normal that the clockmaker don't have the Precise trait ? maybee is not your or one of your mod but the only on that change trait is  your so...

💬 Ertyly007, Dec 27th 2024 at 3:47 PM

it is possible to know how the damage are calculated ? like with a tier 3 piercing weapon dealing 4  damage,  how many does it count on a level 4 percing protected enemy ? but it will be better with the fomrula 

💬 Maltiez , Dec 25th 2024 at 7:12 PM

Report crashes in discord with client-main and server-main logs attached

💬 MRGOOSE, Dec 25th 2024 at 5:49 PM

0.0.103 javelin quiver still crashes

💬 Devit, Dec 25th 2024 at 2:29 PM

0.0.103. Still quiver crash.

💬 Bobosaw, Dec 25th 2024 at 1:43 PM

Will third person animations ever be implemented?

💬 Singlain, Dec 25th 2024 at 1:10 AM

I don't know if it's rc.6's bug, but when freezing with animation of hands crossed, it looks really off-place

💬 MRGOOSE, Dec 24th 2024 at 9:01 PM

quiver crash still exists (javelin quiver. version 0.0.101)

💬 DanekJovax, Dec 24th 2024 at 5:10 AM

I confirm that "opening" (right-clicking) a quiver causes a crash-to-desktop in-game.  1.20-rc5 using 0.0.100. 

Running on 64 bit Windows 10.0.19045.0 with 32697 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/24/2024 12:03:34 AM: Critical error occurred in the following mod: combatoverhaul@0.0.100
[...loaded mods...]
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Armor.ClothesSlot.EmptyBag(ItemStack stack) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 63
at CombatOverhaul.Armor.ClothesSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 23
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 442
at CombatOverhaul.Armor.ArmorInventory.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 257
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 958
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 754
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 158
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)

💬 ShanaLarisar, Dec 23rd 2024 at 2:53 AM

Devit
Most of the dangerous 'monster' types have either low, or no blunt resistance. Bells, some unique monsters, bowtorns like you said, etc. You use guns to take out high priority targets like those, then use melee or crossbows for everything else. They're great for farming temportal storms if you have a built defensive area though. Muskets will oneshot practically everything except for bears.

💬 Devit, Dec 23rd 2024 at 1:13 AM

ShanaLarisar 
Guns are really slow to realod so they are impractical to use for temporal storms, at best maybe hunting, but then most animals have blunt protection & even strongest musket cant kill bear with single hit.
So the "gun" gameplay is just having multiple 2-shot rifles preloaded. Good maybe against bowtorns cuz they are resistant to everything but blunt

Another bug if found while testing this mod, Javelins are absoultly op with shields, It allows shooting javelins while completly shielded.
Edit: that would be op if shields worked correctly, as it stands, most enemies will clip into player and ignore shield completly,

💬 ShanaLarisar, Dec 23rd 2024 at 1:01 AM

Devit

Honestly bows just kinda suck with Combat Overhaul. The highest damage tier you can get is 5 piercing, compared to 7 with a windlass or 6 with a goatsfoot, and sure you're shooting a little slower, but using a goats foot crossbow and a bronze bolt you do 17.5 damage at tier 6, compared to 6.5 at tier 5 with a recurve. Hell, even a longbow is only doing 9 damage at tier 5. 

By the time a hunter can fire a recurve 3 times for a total of 27 at t5, anyone else has already fired their first shot of a goats foot, reloaded, and fired again for 35 damage at t6. A windlass would be 30.1 t7 damage PER SHOT with a bronze bolt. You're doing more that 3 times as much damage than a longbow, with two penetration tiers higher.
And hell, that doesn't even include firearms for how insanely good they are.

💬 Devit, Dec 23rd 2024 at 12:57 AM

using any quiver causes game to crash

💬 Chumpie, Dec 22nd 2024 at 10:27 PM

Crashing after a min or so in game 

Running on 64 bit Windows 10.0.19045.0 with 32717 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/22/2024 3:20:51 PM: Critical error occurred in the following mod: combatoverhaul@0.0.98
Loaded Mods: ancientarmory@1.0.6, betterloot@1.0.7, scrapblocks@1.1.0, bettersticks@1.2.0, bettertraders@0.0.7, canoemod@1.0.2, combatoverhaul@0.0.98, decor@1.2.0, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.2, floralzonesneozeylandicregion@1.0.6, caninae@1.0.22, capreolinae@1.1.11, casuariidae@1.0.14, dinornithidae@1.0.5, felinae@0.2.1, machairodontinae@1.0.15, pantherinae@1.1.15, rhinocerotidae@1.0.9, sirenia@1.0.10, juicyores@1.0.0, longtermfood@0.1.1, molds@0.1.3, morefuel@1.0.5, primitivesurvival@3.7.4, RelightTorches@1.0.0, SergTweaks@1.1.0, sortablestorage@2.2.8, game@1.20.0-rc.5, vsimgui@1.1.7, armory@0.0.29, betterruins@0.4.2, butchering@1.7.3, commonlib@2.6.1, decayingcreatures@0.1.1, fieldsofsalt@1.2.2, foodshelves@1.4.4, maltiezcrossbows@0.5.11, maltiezfirearms@0.9.6, spearexpantion@0.2.3, creative@1.20.0-rc.5, survival@1.20.0-rc.5, wildfarmingrevival@1.3.3, detailedanimals@0.3.3, playercorpse@1.11.0, stonequarry@3.4.2
Involved Harmony IDs: CombatOverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 415
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.CreateColliders(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 167
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 824
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

💬 Devit, Dec 22nd 2024 at 7:42 PM

Class balance is bad:
Ranger feels much weaker with his lack of ranged dmg bonus, reload speed is not that good replacement.

meanwhile Blackguard has both +30% dmg and +30% attack speed and to add to everything, he doesnt really have any ranged pentaly [slightly shaky aim is  not affecting anything]

Clockmaker got crossbow proficiency, but lost his +25% dmg vs mechanical, so overall weaker & focuses on ranged

💬 bringitonwimps, Dec 22nd 2024 at 4:19 PM

do you know if this mod will be combatable with mods that add more weapons like ancient armory?.. we are interested in using these combat overhaul mods but also already have the extra weapons in world and do not know how those weapons will be effected.  i dont want to breaks something to find out...lol

Thanks

💬 Niboh, Dec 20th 2024 at 11:06 PM

when i try to use spear, its constantly twitching, and i can't do anything with it, could you help me?

💬 Zaneth, Dec 20th 2024 at 4:29 PM

Can I disable the replacement of new spear models with old ones?

💬 BestWind, Dec 20th 2024 at 4:23 AM

any way to disable the personally ugly aiming system? If not is the mod going to stick with this new system? The weapons and all the stuff is cool but it's getting too complicated for me

💬 Maltiez , Dec 19th 2024 at 11:10 PM

With armory installed? Yes.

💬 Kilo, Dec 19th 2024 at 10:45 PM

Are the brigandine helmets supposed to be uncraftable?

💬 Maltiez , Dec 19th 2024 at 7:38 PM

I dont want to work on sling and throwing stones. I might eventually rework them, but not in the near future. Also anyone can make an addon to rework them.

💬 MRGOOSE, Dec 19th 2024 at 7:28 PM

sling aiming is not bullseye style and sling only deals 2.5 damage. with bullseye it dealt 8

💬 Maltiez , Dec 18th 2024 at 6:07 PM

GyroZ

check out config

💬 GyroZ, Dec 18th 2024 at 4:24 PM

is there '.bullseye set aimstyle fixed' alternative for this mod?

💬 ShanaLarisar, Dec 17th 2024 at 12:53 PM

Is there some way for us to edit which classes recieve which proficiencies? I looked around in server files/the mod .zip itself, but couldn't find anything related to it.

💬 wojwojowski, Dec 15th 2024 at 2:17 PM

tbh mele dmg buff is great but i still have problem that you nedd something about 40 hit with steel falx to kill bell i also tested two headed drifter and copper javelins have bigger dmg than steel weapons and kill it faster. And mobs have slash and pierce armor but still falx is best mele weapon and warhammer have lower dmg even when enemies have 0 blunt def.

💬 Thighz, Dec 14th 2024 at 9:49 PM

Blazha that's the weirdest and least relevant type of criticism that can possibly added for the COMBAT overhaul mod. You complaining about the sounds axes and pickaxes make in a minecraft style game is ridiculous by itself lol

💬 Blazha, Dec 13th 2024 at 12:53 PM

The sound of swinging axes and pickaxes is just awfull. Either tune it down or remove it. Do you have any idea how fast you need to swing this tools to produce this kind of sound? You can go for realism and try recording the sound yourself :P

💬 yellowincarnate, Dec 13th 2024 at 12:45 PM

I ran into an odd situation while playing with this mod, not sure if it's a bug (in rc1 1.20) or your mod. Does this mod by any chance touch the spawning rate of any mobs?

💬 Fishyman336, Dec 13th 2024 at 12:11 AM

I keep getting the same crash thegerman is getting. Only idential mods are the extra creatures fauna ones. Any idea what to disable or is this due to this mod and 1.20's changes?

 

Before trying to "fix" combatoverhaul drives me crazy, im keeping it on regardless :p or is there a light at the end of the tunnel?

 

Edit: Wooo latest release fixed it (i think) I havn't had a crash and forced to cheat in the stuff that dissapeared! <3

💬 Xiloxi, Dec 10th 2024 at 8:25 PM

Would you mind doing a tutorial video in the future for creating a weapon and how to do its animations n such?

I'd like to learn how it all works to see if I can take a crack at making some weapons and animations :)

💬 DUCATISLO, Dec 10th 2024 at 11:20 AM

gg

💬 StarLynx, Dec 9th 2024 at 6:03 PM

I'd like to see an compatibility with electric armor from ElectricityAddon.

💬 Alkite, Dec 9th 2024 at 4:19 AM

The only things I don't like about this mod are the armor and damage changes and the spear attack direction indicator, makes me not want to use the mod.
Maybe make them optional in the mod settings.

💬 thegerman643, Dec 8th 2024 at 10:28 AM

experiencing a crash in my home after most recent update heres the pastebin https://pastebin.com/v06e3K0q

 

💬 Coues, Dec 8th 2024 at 4:06 AM

One small suggestion that I have would be to make the wood chopping animation produce four separate pieces of firewood instead of a single stack of four, similar to the mod Immersive Wood Chopping. There is also an issue when holding an axe, shovel, or pickaxe where there is no longer any head bobbing. You might also changle the idle axe animation so that the character holds it in one hand when not in use making it similar to vanilla but I suppose that is just personal preference. Just some small things before final release, really loving this mod so far though!

💬 DartTheMusketeer, Dec 7th 2024 at 4:03 PM

Hi, I'm just trying out the new update for v1.20RC (0.89), I was previously using the one for v1.20Pre (0.85), both on game version v1.20RC. With 0.85 I was getting the new tool animations, and weapon animation with 0.89 I don't have any tool or weapon animations (however, I do have access to the weapons)

💬 Maltiez , Dec 6th 2024 at 5:21 PM

UrbanizedGnu

Making proper tp animations requires a lot of work, hence time and energy, I dont have enough of those. It is a bit sad that 1.20 crossbows and firearms wont have tp item animations from 1.19 version, though.

Firearms basic tp animations (like with crossbows) will come a bit later.

💬 UrbanizedGnu, Dec 6th 2024 at 4:30 PM

Will this mod ever support 3rd person animations for other players? The first person animations are amazing, but it looks very weird when other players don't swing their weapons 'correctly' or even aim their weapons with crossbow or firearms mod.

Edit: It seems crossbow aiming is shown in 3rd person that's my bad, but the firearms don't work. I suppose that is more of an issue with the firearms mod then.

💬 Skyland3r, Dec 6th 2024 at 2:47 AM

I know it is alpha version so probably just FYI, I can see that shovel animations are very good if you dig something from distance but if you are close to the block you are digging, animation speeds up and it looks weird

💬 Thranos, Dec 5th 2024 at 8:15 PM

I see that changelog- thanks for the speedy response! 

💬 thegerman643, Dec 5th 2024 at 4:49 PM

just updated and now crashing here is the pastebin link with crash report https://pastebin.com/EUjEEeNB

 

💬 Thranos, Dec 5th 2024 at 5:00 AM

Would it be possible to make the Armor window of the C menu (character, weather stats, nutrition, armor) work with Immersive Mouse Mode again? It makes leaving beds while keeping an eye on the time really difficult, among other issues. If the fancy modular Armor window is closed, the issue immediately vanishes, so I'm pretty sure it's from Combat Overhaul.

💬 Artadi, Dec 3rd 2024 at 8:25 PM

For some reason I've got all the new weapons and stuff from combat overhaul: armoury but the controls are the same as vanilla. In fact, all new items added only have duravility stat and I cannot use the new weapons as I should. Like using a mace to hit enemies, cover myself with a shield, throw a javelin...

💬 Auro, Dec 3rd 2024 at 5:20 PM

The 1.20 version is for 1.20, there is an older one for 1.19.8, scroll down to see it in the downloads

💬 Sundyz, Dec 3rd 2024 at 12:27 AM

Does this work with 1.19.8? 

 

💬 Khornet, Dec 2nd 2024 at 6:28 PM

>accurate colliders hit detection instead of vanilla selection
>enemies receive different damage depending on where they are hit
Wow. I almost refuse to believe this is real. How did you manage to pull that off on the engine?

💬 Auro, Dec 2nd 2024 at 12:26 PM

How are creatures from other mods treated if they are not in the compatibility list? Do they behave like vanilla having no weak points or damage type vulnerability, what about the damage they deal to you?

💬 Thranos, Dec 1st 2024 at 12:15 AM

Gotta say, the modularized armor? Really, really cool.

💬 Cricus, Nov 29th 2024 at 8:51 PM

Could you correct the first person immersive camera, since every time i look down my character just compenetrate the soil., Sorry i read now the "Known problems", think i'll suffer in silence for the rest of my life 

💬 Maltiez , Nov 27th 2024 at 1:54 PM

No, you either have to update your game version to 1.20, or wait for rc.1 or 1.20 release and update it then.

💬 SteAStro88, Nov 27th 2024 at 1:53 PM

Just asking, can I use 1.20.xx prealpha version for 1.19.8 since it's declared stable? :3

💬 CKitt, Nov 26th 2024 at 5:07 PM

"Update early, update often" taken to heart, I see! Don't burn yourself out, but I have to say that the pace of development on your mods is incredible.

💬 Pranafox, Nov 26th 2024 at 4:21 AM

the tool animation changes are causing issues with the camera in the latest version on 1.20. axes and shovels at the very least, for me, are causing the camera to vertically move when i look up or down. does not replicate without this mod.

💬 Maltiez , Nov 25th 2024 at 4:09 PM

Auro

I need to find someone that know how to work with xskills and how it works in general to create patch. Right now I dont have time and energy to figure this out myself.

PerkCuss

Have you tried looking into config with Config lib installed?

💬 Auro, Nov 25th 2024 at 4:02 PM

Would love to see an XSkills patch for this with Skills for the new weapon types

💬 PerkCuss, Nov 25th 2024 at 3:57 PM

Is there a way to turn off the tool animation changes or maybe consider renaming the mod to animation overhal mod since you're doing both combat tools?
I like the idea of the mod, and want better combat, which I think this mod does great, but really dislike the tool stuff.

 

💬 Maltiez , Nov 25th 2024 at 1:37 PM

GongoDada

I know, I will fix it at some point

💬 GongoDada, Nov 25th 2024 at 1:32 PM

hi, when i throw a spear it doesn't replace the spear with the ones in the inventory...

 

💬 Maltiez , Nov 24th 2024 at 6:38 PM

wary_asparagus

hold alt to interact with items and stuff, now you should never interact with stuff unless you hold alt

💬 wary_asparagus, Nov 24th 2024 at 5:22 PM

You said you can't, but could you explain a bit why you can't remap the block button to a different key?

I never use a shield anymore because it makes interacting with objects finnicky. So half the time you block, and half the time you interact with the item like intended. It makes it a really tedious experience to even carry a shield, and changing the key or making it shift again would resolve that issue entirely. I'm just wondering why that's not possible, becuase it would make shields about 100% more useful.

💬 CoolBee, Nov 21st 2024 at 4:15 AM

Nachi

Hey I know im a bit late to the party but i know a quick fix to it. its not perfect as it will disable the shield function, but the rest of the mod functions fine as i know so far. I will update here if i find a better fix.

Fix:
simply remove the Shield.json from the following directory starting from your Mods Folder
Mods/combatoverhaul_ 0.0.10/assets/combatoverhaul/patches/weapons.

hope this helps until dev finds a fix.

💬 Cmdr_Fil, Nov 17th 2024 at 8:46 PM

I'm curious, will you make a version thats stable for 1.19.8? If not thats fine!

💬 Nachi, Nov 14th 2024 at 5:22 PM

I'm running 0.0.10 on the 1.19.8 client, but I just had a multitude of crashes after making an iron-maple shield and scrolling over it. The crashes only stopped after I turned off Combat Overhaul. Switched the shield to offhand while I had the mod turned off and went in, and it works in offhand, but crashed as soon as I switched it back to mainhand as a test.

 

Running on 64 bit Windows 10.0.22621.0 with 16249 MB RAM
Game Version: v1.19.8 (Stable)
11/14/2024 12:21:29 PM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.11, primitivesurvival@3.6.5, sortablestorage@2.2.6, translocatorengineeringredux@1.5.2, game@1.19.8, alchemy@1.6.35, betterfirepit@1.1.4, carryon@1.7.4, combatoverhaul@0.0.10, configureeverything@2.1.0, danatweaks@3.2.2, expandedfoods@1.7.2, fieldsofsalt@1.2.1, knapster@2.11.2, levelup@1.2.9, nbcartographer@2.0.10, petai@2.2.6, sailboat@1.3.1, sleepvote@1.0.7, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.5, configlib@1.3.13, em@2.7.0, feverstonehorses@1.6.1, wolftaming@2.1.3, bricklayers@2.5.6, entitiesconfiguration@1.0.9, statushudcont@2.1.1
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 67
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 100
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
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 2
==================================
{ TimeGenerated = 11/14/2024 12:13:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1efc
Faulting application start time: 0x0x1db36b83de56b73
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 51c3a359-2133-401d-8c81-c3d127683a8a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/14/2024 12:11:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x13d8
Faulting application start time: 0x0x1db36b8078dd628
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 084d6ff5-8837-48e6-ba1c-d302552c2a11
Faulting package full name:
Faulting package-relative application ID: }

💬 Maltiez , Nov 12th 2024 at 4:46 PM

Annastasija

Should be fixed in 0.0.49

💬 Annastasija, Nov 12th 2024 at 12:59 PM

Same as the comment below me, can't hit anything with Spear, mace or Javelin. Can't kill anything XD

💬 nightingazer, Nov 11th 2024 at 9:33 PM

On 1.20-pre.13 when I'm using a spear, mace or javelin I just can't hit an enemy (I haven't check it with any other weapon that is touched by this mod). Viusally it clearly lands, but there is no damage or reaction from the enemy. When I'm hitting an enemy with a knife or an axe I clearly hear and see the impact

💬 Maltiez , Nov 11th 2024 at 9:26 AM

TwoF

Vanilla bug, should have been fixed in latest version of the game

💬 TwoF, Nov 11th 2024 at 9:19 AM

I have the same error.
If the CO mods tab was previously open in the creative inventory (at least this definitely works with crossbows), then exiting the creative inventory and entering it again causes a crash.
I don't know if switching to a tab not related to CO mods when closing the inventory helps, but if you don't do this, a crash occurs.
CO Armory does not have these problems.

💬 Resserfi, Nov 10th 2024 at 11:41 AM

I have an issue that is when i open the inventory and close it with the mod and then i open it again the game crashes in 1.20-pre.11

Maltiez

💬 BulletJustice, Nov 9th 2024 at 6:39 PM

I dont think blocking with right click would be very spear use friendly.. can't throw them then? (in the context of a lightweight mod for just rightclick block... it just wouldn't mesh well with being only about that is what I mean)

💬 Maltiez , Nov 6th 2024 at 6:53 AM

Calamity

Yeah, I think it is possible. I wont do it though, I have enough work to do already.

💬 Calamity, Nov 5th 2024 at 5:05 PM

@Maltiez

is it possible to make a very lightweight mod to allow blocking with right click your mod is the only mod that does this

💬 Maltiez , Nov 5th 2024 at 8:59 AM

Michaloid

No, I cant.

💬 Maltiez , Nov 5th 2024 at 8:58 AM

LegitBanana

I can add such setting, but I think if you want throwable weapon better to use javelins from Armory mod.

💬 Michaloid , Nov 5th 2024 at 2:41 AM

Good mod, the only thing i don't like is how you have to right click with the shield like mc. I like how it is on vanilla right now. Can you make a toggle in the future?

💬 LegitBanana, Nov 4th 2024 at 10:31 PM

is there a way i can increase spear throwing distance?

💬 Maltiez , Nov 1st 2024 at 10:52 AM

Farrowe

It should be done on kobold player model mod side. Try asking the author.

💬 Farrowe, Nov 1st 2024 at 10:27 AM

This is a somewhat large ask, but how would one go about obtaining compatibility between this mod and the Kobold Player Model mod?

I ask because loading a new creative world with just these two mods gives an error involving being unable to find the the json file for the regular humanoid model (Log)

💬 NoEnemies, Oct 31st 2024 at 11:37 AM

Maltiez

Yes I can do that, I wasnt expecing a response so fast thank you very much

💬 Maltiez , Oct 31st 2024 at 9:46 AM

NoEnemies

Can you send me client-main and server-main logs after crash via official VS discord server?

P.S. should be fixed in 0.0.43

💬 NoEnemies, Oct 31st 2024 at 9:44 AM

it seems no matter what i really do this mod just doesnt work on my server. Even when I am not using other mods excep imgui for compat ofc as it crashes the clients every few minutes

💬 Shannelot, Oct 30th 2024 at 12:44 AM

Just seconding what MyruiC said. I seem to be unable to throw flint spears (or any spear for that matter). Thought it was a grip issue, tried at every grip on the spear to no avail. Also thought it was a mod conflict, so I turned off all my mods other than this one, but the issue persisted. Regardless, cool mod, will definitely be using it once 1.20 officially releases it.

💬 BurtsBEEs, Oct 28th 2024 at 3:28 PM

Now that i've tried it, is there a posibilty to be able to toggle the armour system on and off. mabe in Config lib?

💬 MyuriC, Oct 26th 2024 at 9:18 PM

Gotcha - will do! 

💬 Maltiez , Oct 26th 2024 at 6:32 PM

MyuriC

Ask Minerz author to add compatibility

No idea whats up with spears, should work fine. Moddb is bad place for debugging this stuff, use VS discord.

💬 MyuriC, Oct 26th 2024 at 6:12 PM

Fair point. 

My issue is still at hand. Minerz - Miner Helmet not being equipable and not being able to throw Flint Spears. 

💬 Maltiez , Oct 26th 2024 at 5:30 PM

If someone wants to continue AMlib and FSMlib and revive firearms and crossbows version that use them, be my guest, I dont have time, energy and good reason to maintain them.

💬 MyuriC, Oct 26th 2024 at 4:03 PM

Not compatible with the Mining Helmet. Once taken off - you cannot requip it as it belongs into the 3 armor slots. And cannot equip the Helmet into the armor slots of the combat overhaul mod.

(Minerz is the Helmet from - from the Miner Class)

I also can't seem to throw spears with hold right and click left. Keeps doing mele.

I like what you are trying to achieve with this mod. Tho locking Firearms and Crossbows behind this mod...

💬 Maltiez , Oct 26th 2024 at 9:03 AM

LordWungus

hold alt

💬 Maltiez , Oct 26th 2024 at 9:03 AM
💬 LordWungus, Oct 26th 2024 at 8:25 AM

Did you remove the ability to lean spears against walls? I'm following the ingame prompt but it just goes into the aiming animation

💬 Maltiez , Oct 25th 2024 at 8:51 PM

Matija301

Update game to latest version

💬 Matija301, Oct 25th 2024 at 6:30 AM

When starting the new world I have a crash log:
Running on 64 bit Windows 10.0.19045.0 with 16273 MB RAM
Game Version: v1.20.0-pre.5 (Unstable)
25.10.2024. 8:23:39: Critical error occurred in the following mod: combatoverhaul@0.0.40
Loaded Mods: game@1.20.0-pre.5, combatoverhaul@0.0.40, hudclock@3.4.0, creative@1.20.0-pre.5, vsimgui@1.1.0, survival@1.20.0-pre.5, configlib@1.3.17
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 69
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 441
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 979
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 969
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 785
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
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 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
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

What could cause such crash? Do you have any idea on what should I do?

Thank you in advance!

💬 WillToLive, Oct 24th 2024 at 8:56 PM

So, is crossbows and firearms already a part of the mod? Im playing on 1.19.8 and wanting to keep them but i really love the stylization and feel of this mod. Would hate to have to exclude one or the other.

Thanks for making such great mods Maltiez

💬 Maltiez , Oct 24th 2024 at 7:24 PM

Chlamydia

update the game

💬 Chlamydia, Oct 24th 2024 at 6:35 PM

I was using version 0.0.26 and it worked fine despite few missing things. Newest versions don't work though, either on new world or old save, I get crashes while loading the game. I tried versions from 34 to 38. No success. :( Help.

https://pastebin.com/1dtX0hyZ

💬 Maltiez , Oct 24th 2024 at 2:31 AM

RachelTGG

Hold Alt to interact with stuff

You can't attack with shield up anyway.

💬 RachelTGG, Oct 24th 2024 at 1:38 AM

Is there any way to make able to swap spear from throwing to melee when using a shield too? also, cant open doors while holding a spear

 

💬 Maltiez , Oct 23rd 2024 at 12:58 PM

Wandour

probably not, not tested

💬 Wandour, Oct 23rd 2024 at 12:31 PM

is this compatible with xskills?

💬 Maltiez , Oct 22nd 2024 at 8:47 PM

KickstandJack

spears are throwable, unless you use outdated version

💬 KickstandJack, Oct 22nd 2024 at 7:17 PM

Maybe this is the wrong place to ask this, is throwing a spear completely taken out or am I just not looking in the right places? Thanks.

💬 Maltiez , Oct 22nd 2024 at 2:24 AM

RachelTGG

Remove a mod that changes falx animation in player model or changes player model. No idea what it is. Use VS discord for help and bug reports, moddb is not really suitable for this.

💬 RachelTGG, Oct 22nd 2024 at 1:38 AM

Getting crashes somwhat often

https://pastebin.com/yWQkpenU

 

💬 Maltiez , Oct 21st 2024 at 6:41 PM

AFoxInAviators

You are using version 0.0.11 according to logs, it is not the latest

💬 AFoxInAviators, Oct 21st 2024 at 6:25 PM

Latest update seems to have broken something, tried even on fresh world with no mods other than CO installed, always CTD while loading world.

Crash Log

💬 Maltiez , Oct 20th 2024 at 7:08 AM

RachelTGG

not implemented yet

💬 RachelTGG, Oct 20th 2024 at 2:41 AM

Cant attack with axes anymore? Is that intented or just not a implemented feature?

 

💬 Plurificico, Oct 19th 2024 at 3:08 PM

is it compatible with toolworks?

💬 Maltiez , Oct 18th 2024 at 6:37 PM

Keeroi

Sorry, but I dont have energy to support two versions, you will have to wait for 1.20.

💬 Keeroi, Oct 18th 2024 at 9:12 AM

Hey, first thanks for the ebic mod. It's cool I like. anyways, I'm playing on 1.19.8 and I have a crash happen exactly when I try to switch my shield to an empty hand by pressing "x". Here's the log:

 

Running on 64 bit Windows 10.0.22631.0 with 32555 MB RAM
Game Version: v1.19.8 (Stable)
10/18/2024 2:11:21 AM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.2.1, betterdrifters@2.1.3, bf@0.0.2, darcesdrifters@1.0.0, machairodontinae@1.0.9, TA_plainsandvalleys@1.0.5, primitivesurvival@3.6.5, saltandsands@1.0.2, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, alchemycompat@1.0.0, alchemy@1.6.35, betterruins@0.3.7, combatoverhaul@0.0.10, expandedfoods@1.7.2, herbarium@1.3.0, hudclock@3.4.0, hydrateordiedrate@1.4.0, moreanimals@1.3.5, pelaguswinds@1.0.0, petai@2.2.6, removetraders@0.0.2, rivers@3.1.0, sailboat@1.3.1, solidshields@1.0.1, th3dungeon@0.2.1, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.5, cats@2.0.3, feverstonewilds@1.5.0-rc.2, wildcraftfruit@1.2.2, wildcrafttree@1.2.0, wolftaming@2.1.3
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 82
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 85
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
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 = 10/16/2024 4:45:35 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1c38
Faulting application start time: 0x0x1db1fb02c720f9c
Faulting application path: C:\Users\Atom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Atom\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 03378508-1d4b-4c3f-8764-cb43f7df9354
Faulting package full name:
Faulting package-relative application ID: }

 

When I remove the mod, everything works again. I understand you said I should use 1.20, but no other mods are updated atm so I was wondering if there's any chance of you going back and updating the 1.19.8 version? Thanks very much anyways

💬 Maltiez , Oct 17th 2024 at 8:12 PM

Ordelia

Use pre.6

💬 Ordelia, Oct 17th 2024 at 7:35 PM

I'm confused what's causing it, but running the mod on 1.20.0-pre.5 even standalone seems to cause a crash (Log is from trying to run it with Plains and Valleys but the same happens alone)
Log on pastebin

💬 Maltiez , Oct 17th 2024 at 7:00 PM

Thranos

Compatibility is possible, but I dont have time to do it on my own. The author of weapon pack should make compatibility patches.

💬 Thranos, Oct 17th 2024 at 6:17 PM

Would compat with WeaponPackAlpha (the continued one) be possible as well? It's become my server's go-to melee mod.

💬 Maltiez , Oct 15th 2024 at 5:06 PM

Linek

It will, but they will have vanilla hit boxes (not accurate) and they will not have resists, so you weapon will deal full damage to them.

But we will work with FotSA author on patches for their mods.

💬 Linek, Oct 15th 2024 at 3:29 PM

Will this mod work with animal mods such as the Fauna od the Stone Adge series?

💬 Maltiez , Oct 15th 2024 at 7:51 AM

vulesk95

I'll make `air whiffing` sound for tools configurable

I'll return ping sound on projectile hit, probably make it configurable

💬 Ardent1, Oct 15th 2024 at 6:28 AM

Just like Corat, I love this mod.

The new responsive hit detection in 1.20 + this mod make combat so good I actually enjoy it and seek it out. The longer spear insanely useful for hunting and makes 3 block pillars a thing of the past. The bow animations look great, and the lower arrow break chance is a god-send. A much appreciated feature is the addition of iron+ spears to the roster, which is conspicuously missing in vanilla.

The tool animations also look good and their speed and weight (and collision) actually make sense compared to, say, the vanilla pickaxe 1.20 'lightly tapping the rock' animation, but the new 'air whiffing' sound that tools play every swing is insanely annoying.

I also found it difficult to tell when my arrow actually hit a mob, there is a collision sound but it seems to be localized to the impact so it can be hard to hear depending on your distance. Maybe add a config toggle for the classic ding sound?

TBH, I already cannot live with this mod or it's predecessors (iron spears cough cough). When Firearms 1.20 releases, my life will be complete again.

Keep up the great work!

💬 Galena, Oct 13th 2024 at 6:56 PM

Excuse me, does this mod not match with animationmanager only for 1.20 or 1.19 too?

💬 Thranos, Oct 13th 2024 at 12:18 PM

It's unfortunate that Firearms and Crossbows are being tied to this for 1.20, due to how drastic and far-reaching the changes it makes are, plus compat issues.
It's put me in the awkward position of having to tell my players they're either losing their modded ranged weapons (Crossbows/Firearms) or their modded melee weapons (WeaponPackAlpha) once the server gets updated to 1.20.

Unless I've misunderstood something, that is?

💬 Maltiez , Oct 12th 2024 at 12:13 AM

Boyarde

can be incompatibility with some mod, it will be nice if you ping me in VS discord server and send client-main log

💬 Boyarde, Oct 11th 2024 at 11:16 PM

When I chopped down a tree, every log was unstackable and took up its own slot. This only started after installing v0.0.23, behavior was normal earlier today before.

💬 Corat, Oct 11th 2024 at 10:30 PM

I just want to take a moment to praise you for the addition of your layered armor system. It's incredibly immersive, historically accurate, and the rework adds a lot more sophistication to this game that the combat sorely lacks. The small details like being unable to wear plate/chain in combination with scale are awesome. The varied attack animations are such a huge improvement from the old "true" damage colliders where you were stuck with 1 attack that made the falx hit walls and get you killed. I look forward to your addition of firearms and potentially future melee weapons (maybe a collab with another creator that's already made the models?) to add the finishing touch of even more varied melee combat that would truly make me unable to live without this mod.

Thank you so much for creating this and I wish you the best in future endeavors. 

Some suggestions that to me seem like "more simple" changes to code that are feasible in the short term are: Show only the outermost layer of armor to remove clipping until there are actually individual armor pieces, make gambeson/jerkin mandatory to be worn under chain/plate/scale, only apply movespeed penalty to outermost worn armor (Exception being adding chainmail under plate and the difference should be only about 5%.), with previous change: make the armor movement speed in line with vanilla (so plate doesn't have 80% movespeed, nor the 60% that you have fully armored), change arrows to piercing damage alongside crossbow bolts, rebalance crafting recipes to make sense with required gambeson wearing and the improvement to brigandine armor (Make chainmail require no jerkin, remove chainmail from plate recipe, make brigandine require more plates), reduce blunt protection of lamellar (why does it have the same stat as brigandine?) 

If you're ever looking for a 3D modeler to create objects to fill your newly made slots in armor interface as opposed to everything taking up multiple slots, I'd enjoy every bit of it!

💬 joceville, Oct 11th 2024 at 11:28 AM

why do i hold a spear in one hand and cant throw it?

💬 Maltiez , Oct 9th 2024 at 5:46 PM

Wyrtus

You can lean it against 3 block tall wall, but yeah, you cant but it into rack.

💬 Wyrtus, Oct 9th 2024 at 5:41 PM

Sorry to bother, but noticed it's unable to store spears on racks and also on the ground, is it a bug?

💬 Maltiez , Oct 9th 2024 at 6:23 AM

If you count all the prototypes and canceled projects, this mod is in development for over half a year, so it is quite snailing pace actually

💬 Vyse, Oct 9th 2024 at 5:28 AM

Godspeed, I hope progress on this keeps going well

💬 Maltiez , Oct 8th 2024 at 9:16 AM

Ok, I'll try to add back throwability to spears. It is not that straight forward code wise, but I figure something out.

💬 Thranos, Oct 8th 2024 at 7:29 AM

Would base spear throwability be on a toggle? I'd really like to keep that enabled, and with this mod being required for Crossbows, I'd really rather not have to lose one thing to keep the other.

💬 Maltiez , Oct 7th 2024 at 2:04 PM

Neo_O

Yeah, spears are not throwable anymore. The idea was to add javelins instead of vanilla spears, and then spears, but then I reduced the scope of this mod. I will make addon later with throwable javelins that will be more like vanilla spears.

💬 Neo_O, Oct 7th 2024 at 1:57 PM

im testing mod and works very good with a bunch of other mods. also the skins and the animations are awesome.

the pirece throught entities and the damage are a bit op but with a very satisfactory feeling (probably cos im using level up).

the major change is i can't throw spears anymore. im missing something or is temporal while mod is in alpha?

amazing work!

💬 Maltiez , Oct 7th 2024 at 7:18 AM

Crius

Yeah, this stuff should be already fixed in later versions for 1.20.

💬 Crius, Oct 7th 2024 at 12:59 AM

I know you are probably busy with the 1.20 preparations but, running on a fresh generated world with 1.19.8, literally less than a minute in the world, after breaking a stone to get the first flint stone, the game crashed to desktop (single player).

This is the error message:

```

Running on 64 bit Windows 10.0.19045.0 with 32620 MB RAM
Game Version: v1.19.8 (Stable)
07/10/2024 02:13:46: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, atwatersedge@1.5.0, chiseltools@1.12.9, clickuptorches@1.1.1, cwcolors@1.0.9, cwmodular@1.0.9, cwtall@1.0.9, cwwide@1.0.9, decor@1.1.5, driftershaveloot@1.0.0, DrystoneParity@1.0.0, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, lastingarmor@1.0.6, millwright@1.1.5, leadroof@1.3.4, primitivesurvival@3.6.5, rope-bridges@1.1.0, rustandrot@1.0.3, swordz@1.1.8, thatchexpanded@1.1.1, visibleore@1.0.1, game@1.19.8, vtr@4.0.4, egocaribautomapmarkers@3.1.0, bedspawnv2@1.2.0, betterfirepit@1.1.4, betterhewnfencegates@1.0.0, betterruins@0.3.7, butchering@1.6.8, chickenfeed@1.1.3, combatoverhaul@0.0.10, commonlib@2.3.7, expandedfoods@1.7.2, farmlanddropssoil@1.4.0, foodshelves@1.3.1, herbarium@1.3.0, hydrateordiedrate@1.3.7, improvedhandbookrecipes@1.0.0, jayuscookbook@1.0.2, sailboat@1.3.0, kcmathpatch@1.0.0, kcmftospatch@1.0.0, oneroof@1.0.2, OutlawCompForRustRot@1.2.3, pelaguswinds@1.0.0, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@3.1.0, rustboundmagic@1.9.74, shovelimpervioustosnow@1.0.0, stepup@1.2.0, stickydirt@0.1.0, stonerailings@1.2.2, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, worldconfiggui@1.0.1, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, tailorsdelight@1.7.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.GetElementTransformMatrix(Matrixf matrix, ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 351
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 327
at CombatOverhaul.Colliders.ShapeElementCollider..ctor(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 245
at CombatOverhaul.Colliders.CollidersEntityBehavior.SetColliderElement(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityBehavior.cs:line 137
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.ReplaceAnimator(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 86
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
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.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
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 = 05/10/2024 11:15:26, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0xde4
Faulting application start time: 0x01db170f3755d8c8
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report ID: 38d7adc7-45b1-47cd-98c6-e8c394c237a5
Faulting package full name:
Faulting package-relative application ID: }

```

Every attempt at launching the world again ends up in an immediate crash to desktop.

Quick link to the first line of the error log stack: github.com/maltiez2/CombatOverhaul/blob/master/source/Base/Colliders/EntityCollider.cs#L351

 

 

 

 

 

💬 EndlessOats, Oct 2nd 2024 at 7:40 AM

This would be sick if you localized it to 1.20's entity targeting when that gets full released

💬 FrazierFr, Sep 29th 2024 at 10:05 AM

La version 0.0.8 nous permet un impercu de la suite et c'est très positif.

 

💬 Herbetussy, Jul 26th 2024 at 2:25 PM

None of my worlds load, just loading forever.

💬 Maltiez , Jul 23rd 2024 at 10:21 AM

Vesk

Noleadge

KenigVovan

Better to discuss in discord if you want to help, there is a post in official VS discord server: https://discord.com/channels/302152934249070593/1260976245374582886

💬 Cantos, Jul 22nd 2024 at 12:07 PM

What does the mod do exactly?

EDIT:
Any particular overhaul you're aiming for? Might be interested in helping on the code side depending.

💬 KenigVovan, Jul 21st 2024 at 9:21 AM

Hi, I don't know if I'd be somehow helpfull in content part, but if I can help let me know

💬 Noleadge, Jul 21st 2024 at 7:33 AM

im not skilled but i love your work and im interested

 

💬 Dov3, Jul 20th 2024 at 8:26 PM

<3

💬 Vesk, Jul 20th 2024 at 6:56 PM

🐺I'd love to help balancing/testing! Not sure what else I could do, but will give it a shot!

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