Mods / Combat Overhaul

Category: #Weapons
Author: Maltiez
Side: Both
Created: May 20th at 10:02 PM
Last modified: 1 day ago
Downloads: 21219
Follow Unfollow 334

Latest file for v1.20.0-rc.5:
combatoverhaul_0.0.96.zip 1-click install


You can support me on Patreon:


Beta test

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

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

Version for 1.19.8 is unstable. If you have any problems loading the world try removing this mod. Versions for 1.20 should be stable.

Incompatible with Animation Manager library and all the mods that use it. Firearms and Crossbows mods will be moved onto this mod as library instead of FSMlib and AMlib in 1.20.

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.

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

Axe and pickaxe animations:

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
  • Immersive First person Mode is not supported, and won't be supported in the future

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.96 598 1 day ago Show combatoverhaul_0.0.96.zip Install now
v0.0.95 1142 5 days ago Show combatoverhaul_0.0.95.zip Install now
v0.0.94 346 6 days ago Show combatoverhaul_0.0.94.zip Install now
v0.0.93 143 6 days ago Show combatoverhaul_0.0.93.zip Install now
v0.0.92 522 Dec 13th at 12:11 PM Show combatoverhaul_0.0.92.zip Install now
v0.0.91 818 Dec 10th at 2:55 PM Show combatoverhaul_0.0.91.zip Install now
v0.0.90 425 Dec 9th at 3:34 PM Show combatoverhaul_0.0.90.zip Install now
v0.0.89 955 Dec 7th at 9:02 AM Show combatoverhaul_0.0.89.zip Install now
v0.0.88 449 Dec 6th at 1:22 PM Show combatoverhaul_0.0.88.zip Install now
v0.0.87 303 Dec 5th at 9:18 PM Show combatoverhaul_0.0.87.zip Install now
v0.0.86 144 Dec 5th at 5:08 PM Show combatoverhaul_0.0.86.zip Install now
v0.0.85 202 Dec 5th at 12:11 PM Show combatoverhaul_0.0.85.zip Install now
v0.0.83 362 Dec 4th at 6:54 PM Show combatoverhaul_0.0.83.zip Install now
v0.0.82 102 Dec 4th at 6:14 PM Show combatoverhaul_0.0.82.zip Install now
v0.0.81 167 Dec 3rd at 4:55 PM Show combatoverhaul_0.0.81.zip Install now
v0.0.80 226 Dec 2nd at 10:45 AM Show combatoverhaul_0.0.80.zip Install now
v0.0.79 259 Nov 30th at 4:37 PM Show combatoverhaul_0.0.79.zip Install now
v0.0.77 68 Nov 30th at 11:38 AM Show combatoverhaul_0.0.77.zip Install now
v0.0.75 276 Nov 28th at 4:05 PM Show combatoverhaul_0.0.75.zip Install now
v0.0.74 187 Nov 27th at 7:57 PM Show combatoverhaul_0.0.74.zip Install now
v0.0.73 73 Nov 27th at 4:00 PM Show combatoverhaul_0.0.73.zip Install now
v0.0.72 53 Nov 27th at 2:28 PM Show combatoverhaul_0.0.72.zip Install now
v0.0.71 133 Nov 26th at 7:37 PM Show combatoverhaul_0.0.71.zip Install now
v0.0.70 70 Nov 26th at 4:19 PM Show combatoverhaul_0.0.70.zip Install now
v0.0.69 67 Nov 26th at 12:51 PM Show combatoverhaul_0.0.69.zip Install now
v0.0.68 129 Nov 25th at 7:29 PM Show combatoverhaul_0.0.68.zip Install now
v0.0.67 57 Nov 25th at 5:15 PM Show combatoverhaul_0.0.67.zip Install now
v0.0.66 58 Nov 25th at 1:07 PM Show combatoverhaul_0.0.66.zip Install now
v0.0.65 48 Nov 25th at 9:40 AM Show combatoverhaul_0.0.65.zip Install now
v0.0.63 124 Nov 24th at 6:37 PM Show combatoverhaul_0.0.63.zip Install now
v0.0.62 100 Nov 24th at 1:09 PM Show combatoverhaul_0.0.62.zip Install now
v0.0.61 173 Nov 23rd at 4:52 PM Show combatoverhaul_0.0.61.zip Install now
v0.0.60 43 Nov 23rd at 3:53 PM Show combatoverhaul_0.0.60.zip Install now
v0.0.59 96 Nov 23rd at 9:49 AM Show combatoverhaul_0.0.59.zip Install now
v0.0.58 299 Nov 21st at 1:44 PM Show combatoverhaul_0.0.58.zip Install now
v0.0.57 196 Nov 20th at 11:17 AM Show combatoverhaul_0.0.57.zip Install now
v0.0.55 189 Nov 19th at 12:29 PM Show combatoverhaul_0.0.55.zip Install now
v0.0.54 278 Nov 17th at 1:42 PM Show combatoverhaul_0.0.54.zip Install now
v0.0.53 73 Nov 17th at 9:53 AM Show combatoverhaul_0.0.53.zip Install now
v0.0.52 374 Nov 14th at 12:45 PM Show combatoverhaul_0.0.52.zip Install now
v0.0.51 47 Nov 14th at 11:04 AM Show combatoverhaul_0.0.51.zip Install now
v0.0.50 124 Nov 13th at 8:58 PM Show combatoverhaul_0.0.50.zip Install now
v0.0.49 186 Nov 12th at 4:46 PM Show combatoverhaul_0.0.49.zip Install now
v0.0.48 83 Nov 12th at 11:21 AM Show combatoverhaul_0.0.48.zip Install now
v0.0.47 194 Nov 11th at 12:04 PM Show combatoverhaul_0.0.47.zip Install now
v0.0.46 46 Nov 11th at 9:25 AM Show combatoverhaul_0.0.46.zip Install now
v0.0.45 55 Nov 11th at 8:36 AM Show combatoverhaul_0.0.45.zip Install now
v0.0.44 312 Nov 9th at 10:20 AM Show combatoverhaul_0.0.44.zip Install now
v0.0.43 866 Oct 31st at 10:16 AM Show combatoverhaul_0.0.43.zip Install now
v0.0.42 268 Oct 29th at 7:02 AM Show combatoverhaul_0.0.42.zip Install now
v0.0.41 543 Oct 25th at 11:10 PM Show combatoverhaul_0.0.41.zip Install now
v0.0.40 212 Oct 24th at 8:22 PM Show combatoverhaul_0.0.40.zip Install now
v0.0.38 189 Oct 23rd at 4:10 PM Show combatoverhaul_0.0.38.zip Install now
v0.0.37 227 Oct 22nd at 2:17 AM Show combatoverhaul_0.0.37.zip Install now
v0.0.36 68 Oct 21st at 10:40 PM Show combatoverhaul_0.0.36.zip Install now
v0.0.35 59 Oct 21st at 10:01 PM Show combatoverhaul_0.0.35.zip Install now
v0.0.34 203 Oct 20th at 8:32 PM Show combatoverhaul_0.0.34.zip Install now
v0.0.33 203 Oct 20th at 8:14 AM Show combatoverhaul_0.0.33.zip Install now
v0.0.32 295 Oct 17th at 5:18 PM Show combatoverhaul_0.0.32.zip Install now
v0.0.31 139 Oct 16th at 1:50 PM Show combatoverhaul_0.0.31.zip Install now
v0.0.30 138 Oct 15th at 3:08 PM Show combatoverhaul_0.0.30.zip Install now
v0.0.29 121 Oct 14th at 6:09 PM Show combatoverhaul_0.0.29.zip Install now
v0.0.28 178 Oct 13th at 1:52 PM Show combatoverhaul_0.0.28.zip Install now
v0.0.27 54 Oct 13th at 1:23 PM Show combatoverhaul_0.0.27.zip Install now
v0.0.26 133 Oct 12th at 9:08 PM Show combatoverhaul_0.0.26.zip Install now
v0.0.25 88 Oct 12th at 2:30 PM Show combatoverhaul_0.0.25.zip Install now
v0.0.24 103 Oct 11th at 10:51 PM Show combatoverhaul_0.0.24.zip Install now
v0.0.23 66 Oct 11th at 8:05 PM Show combatoverhaul_0.0.23.zip Install now
v0.0.22 137 Oct 10th at 7:36 PM Show combatoverhaul_0.0.22.zip Install now
v0.0.21 166 Oct 9th at 4:46 PM Show combatoverhaul_0.0.21.zip Install now
v0.0.20 113 Oct 9th at 8:48 AM Show combatoverhaul_0.0.20.zip Install now
v0.0.19 158 Oct 8th at 11:07 AM Show combatoverhaul_0.0.19.zip Install now
v0.0.17 121 Oct 7th at 11:12 AM Show combatoverhaul_0.0.17.zip Install now
v0.0.16 99 Oct 6th at 9:39 PM Show combatoverhaul_0.0.16.zip Install now
v0.0.15 82 Oct 6th at 6:47 PM Show combatoverhaul_0.0.15.zip Install now
v0.0.14 66 Oct 6th at 4:30 PM Show combatoverhaul_0.0.14.zip Install now
v0.0.13 81 Oct 6th at 11:13 AM Show combatoverhaul_0.0.13.zip Install now
v0.0.12 56 Oct 6th at 9:47 AM Show combatoverhaul_0.0.12.zip Install now
v0.0.11 461 Oct 5th at 4:39 PM Show combatoverhaul_0.0.11.zip Install now
v0.0.10 2549 Oct 4th at 8:27 PM Show combatoverhaul_0.0.10.zip Install now
v0.0.9 105 Oct 4th at 5:18 PM Show combatoverhaul_0.0.9.zip Install now
v0.0.8 247 Sep 28th at 2:37 PM Show combatoverhaul_0.0.8.zip Install now
v0.0.7 112 Sep 27th at 6:26 PM Show combatoverhaul_0.0.7.zip Install now
v0.0.6 507 Aug 16th at 11:50 AM Show combatoverhaul_0.0.6.zip Install now
v0.0.5 449 Jul 21st at 3:30 PM Show combatoverhaul_0.0.5.zip Install now
v0.0.4 133 Jul 20th at 5:13 PM Show combatoverhaul_0.0.4.zip Install now

130 Comments (oldest first | newest first)

💬 Niboh, 14 hours ago

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

💬 Zaneth, 20 hours ago

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

💬 BestWind, 1 day ago

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

💬 MaltiezAuthor, 1 day ago

With armory installed? Yes.

💬 Kilo, 1 day ago

Are the brigandine helmets supposed to be uncraftable?

💬 MaltiezAuthor, 1 day ago

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, 1 day ago

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

💬 MaltiezAuthor, 2 days ago

GyroZ

check out config

💬 GyroZ, 2 days ago

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

💬 ShanaLarisar, 4 days ago

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, 5 days ago

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, 6 days ago

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 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 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 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 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 at 11:20 AM

gg

💬 StarLynx, Dec 9th at 6:03 PM

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

💬 Alkite, Dec 9th 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 at 10:28 AM

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

 

💬 Coues, Dec 8th 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 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)

💬 MaltiezAuthor, Dec 6th 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 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 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 at 8:15 PM

I see that changelog- thanks for the speedy response! 

💬 thegerman643, Dec 5th at 4:49 PM

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

 

💬 Thranos, Dec 5th 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 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 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

💬 Cellist1616, Dec 3rd at 12:27 AM

Does this work with 1.19.8? 

 

💬 Khornet, Dec 2nd 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 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 at 12:15 AM

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

💬 Cricus, Nov 29th 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 

💬 MaltiezAuthor, Nov 27th 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 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 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 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.

💬 MaltiezAuthor, Nov 25th 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 at 4:02 PM

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

💬 PerkCuss, Nov 25th 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.

 

💬 MaltiezAuthor, Nov 25th at 1:37 PM

GongoDada

I know, I will fix it at some point

💬 GongoDada, Nov 25th at 1:32 PM

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

 

💬 MaltiezAuthor, Nov 24th 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 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 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 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 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: }

💬 MaltiezAuthor, Nov 12th at 4:46 PM

Annastasija

Should be fixed in 0.0.49

💬 Annastasija, Nov 12th 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 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

💬 MaltiezAuthor, Nov 11th at 9:26 AM

TwoF

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

💬 TwoF, Nov 11th 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 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 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)

💬 MaltiezAuthor, Nov 6th 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 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

💬 MaltiezAuthor, Nov 5th at 8:59 AM

Michaloid

No, I cant.

💬 MaltiezAuthor, Nov 5th 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 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 at 10:31 PM

is there a way i can increase spear throwing distance?

💬 MaltiezAuthor, Nov 1st at 10:52 AM

Farrowe

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

💬 Farrowe, Nov 1st 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 at 11:37 AM

Maltiez

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

💬 MaltiezAuthor, Oct 31st 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 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 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 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 at 9:18 PM

Gotcha - will do! 

💬 MaltiezAuthor, Oct 26th 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 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. 

💬 MaltiezAuthor, Oct 26th 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 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...

💬 MaltiezAuthor, Oct 26th at 9:03 AM

LordWungus

hold alt

💬 MaltiezAuthor, Oct 26th at 9:03 AM
💬 LordWungus, Oct 26th 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

💬 MaltiezAuthor, Oct 25th at 8:51 PM

Matija301

Update game to latest version

💬 Matija301, Oct 25th 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 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

💬 MaltiezAuthor, Oct 24th at 7:24 PM

Chlamydia

update the game

💬 Chlamydia, Oct 24th 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

💬 MaltiezAuthor, Oct 24th at 2:31 AM

RachelTGG

Hold Alt to interact with stuff

You can't attack with shield up anyway.

💬 RachelTGG, Oct 24th 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

 

💬 MaltiezAuthor, Oct 23rd at 12:58 PM

Wandour

probably not, not tested

💬 Wandour, Oct 23rd at 12:31 PM

is this compatible with xskills?

💬 MaltiezAuthor, Oct 22nd at 8:47 PM

KickstandJack

spears are throwable, unless you use outdated version

💬 KickstandJack, Oct 22nd 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.

💬 MaltiezAuthor, Oct 22nd 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 at 1:38 AM

Getting crashes somwhat often

https://pastebin.com/yWQkpenU

 

💬 MaltiezAuthor, Oct 21st at 6:41 PM

AFoxInAviators

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

💬 AFoxInAviators, Oct 21st 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

💬 MaltiezAuthor, Oct 20th at 7:08 AM

RachelTGG

not implemented yet

💬 RachelTGG, Oct 20th at 2:41 AM

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

 

💬 Plurificico, Oct 19th at 3:08 PM

is it compatible with toolworks?

💬 MaltiezAuthor, Oct 18th 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 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

💬 MaltiezAuthor, Oct 17th at 8:12 PM

Ordelia

Use pre.6

💬 Ordelia, Oct 17th 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

💬 MaltiezAuthor, Oct 17th 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 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.

💬 MaltiezAuthor, Oct 15th 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 at 3:29 PM

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

💬 MaltiezAuthor, Oct 15th 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 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 at 6:56 PM

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

💬 Thranos, Oct 13th 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?

💬 MaltiezAuthor, Oct 12th 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 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 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 at 11:28 AM

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

💬 MaltiezAuthor, Oct 9th 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 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?

💬 MaltiezAuthor, Oct 9th 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 at 5:28 AM

Godspeed, I hope progress on this keeps going well

💬 MaltiezAuthor, Oct 8th 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 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.

💬 MaltiezAuthor, Oct 7th 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 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!

💬 MaltiezAuthor, Oct 7th at 7:18 AM

Crius

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

💬 Crius, Oct 7th 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 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 at 10:05 AM

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

 

💬 Herbetussy, Jul 26th at 2:25 PM

None of my worlds load, just loading forever.

💬 MaltiezAuthor, Jul 23rd 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 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 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 at 7:33 AM

im not skilled but i love your work and im interested

 

💬 Dov3, Jul 20th at 8:26 PM

<3

💬 Vesk, Jul 20th at 6:56 PM

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

(edit comment delete)