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.
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.
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
Added armor auto patcher. All modded armor that does not have built-in compatibility with CO will be automatically patched to work with CO. Manual compatibility is still better, though.
Reworked wolves AI, now they have one main attack with windup and cooldown, and secondary quick attack with ~30 sec cooldown (in vanilla wolves attacks without cooldown or windup).
Creatures resists rebalance. Now if your weapon tier is equal or more than creature resist you deal 100%, if one less - 75%, if two or more less - 50% of weapon damage.
Reduced the scope of the mod. Now it does not add any new items besides steel and iron spears (recipes for them will come a bit later). Mod changes falxes, spears and bows. Mod changes how armor work. Mod adds accurate colliders to some entities (will be added to all vanilla later)
This is still pre-alpha version. but already playable. If you remove this mod take off all your armor beforehand to not loose it. No tp animations for now.
In development pre alpha build with more stuff working, not ready for playing in survival worlds. Incompatible with AMlib, and all the mods that use this library (they will be included into this mod instead)
First Pre-Alpha test. Requires ImGui mod installed (is used for dev. tools).
You can find already working weapons in "CO - Test" creative tab. No recipes added, not ready for survival worlds. Some items from "Combat Overhaul" tab work, but most of them dont.
Only drifters and straw dummy have proper colliders and resists.
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.
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.
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
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?
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.
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.
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.
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.
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?
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 ><
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.
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?
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?
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.
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.
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."
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
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)
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?
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!
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
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.
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...
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.
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
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.
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
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.
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?.
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
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()
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!
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.
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
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
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 :/
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?
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 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
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
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.
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.
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)
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?
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?
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.
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
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?
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
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.
Then you have to open the file pickaxe.json, under assets/combatoverhaul/patches/tools/pickaxe.json.
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"},
Now what you have to do is just copy all the two objects above and paste bellow them
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
Now look for "DamageByType" prop inside your new object, and delete everything, and then add this:
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.
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.
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.
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.
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.
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.
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?
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.
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
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.
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.
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
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.
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 :(
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.
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)
@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?
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
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
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?
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)
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
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.
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 }
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.
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)
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.
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.
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?
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
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.
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?
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.
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.
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."
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 :/
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.
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
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.
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."
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.
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?
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 .
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
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?
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?
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.
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. :(
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.
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.
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.
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?
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.
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!
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
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!
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.
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.
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.
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.
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.
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
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
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.
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.
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
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?
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.
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 }
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
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
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
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)
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).
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.
@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
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
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.
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.
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.
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.
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).
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)
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.
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).
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)
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.
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!
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)
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.
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.
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).
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
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.
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.
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
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)
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
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.
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?
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"
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)
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
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.
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...
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.
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
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)
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.
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,
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.
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
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
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
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
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.
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.
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.
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
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
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?
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
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.
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!
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)
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.
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.
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
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.
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...
>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?
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?
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
"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.
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?
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.
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.
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.
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
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
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.
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)
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?
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)
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
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.
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.
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...
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?
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.
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.
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.
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
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
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
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.
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.
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.
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!
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.
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.
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
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.
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
I do indeed. tyvm
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.
All helmets are middle/outer layers and not the layers they are supposed to be. how would one go about fixing this?
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 :/
Does anyone know what attack tier are tools if used with Tool Mastery perk from combat? And what damage type?
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?
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
The first boss throwing me into the ceiling if I don't jump is from this mod or it just does that now?
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???
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.
There is a glitch where when you press c to open the character menu half of your character is invisable.
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.
If you like 3 meters long hands of vanilla hitscan, just use vanilla. Please dont complain about accurate collision testing being accurate.
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.
So wait, does this one download contain
but not
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.
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?
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 ><
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.
can i safely play this on 1.20.9?
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.
Thrown spear damage and Melee damage options don't affect Iron Spear.
they should be patched automatically, works in my case
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?
The mod is still not compatible with xskill? I'm testing it solo and it crashes when people are supposed to come...
Weapons don't work at all and the game crashes if I open to LAN.
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?
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.
Been playing this with my friends, absolutely fire mod 🔥🔥🔥
Hi, again thanks for your mods. I made a french translation for this one. Can you add it please ? 😊
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?
I'm making a custom armour and i wonder how to make it CO compatible, is there some guide for that?
update xkills
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.
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."
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
Also CO doesnt add new weapon types, only weapons it add are iron and steal spears
All are impractical irl, and not interesting enough to add.
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)
Hold Alt as it is described in control hints
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?
Melee damage multiplier doesn't seem to work on spears.
This mod makes locusts annoying to deal with
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!
i imagine this already includes bullseye right? Aka, i dont need Bullseye if i use this.
Wait for XSkills to add compatibility with latest version of CO
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
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.
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
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.
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
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.
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
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
Damage on arrows is categorized as Slash damage, i never realized it, it's not suposed to be piercing?
Please report all bugs in official vintage story discord server, with server-main and client-main logs attached
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
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.
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?.
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?
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
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!
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?
Just hit with the head of the axe not handle
After you changed the attack pattern for the long axe its damage suddenly dropped to pathetic amounts. will that be fixed?
Zaelesh
javelins are one-handed, made for use with a shield, spear is getting weaker in one hand if I'm not mistaken
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.
hi, new bug! cant put spears on the floor or on tool racks
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
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
Not related to CO, it is attributer bug it seems
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
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 :/
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?
Hoping for xskills compatability for this and armory :)
Is anyone else unable to use tool racks with weapons? I can no longer right clock store them
SteamStuck
Cooperative Combat is obsolete, cause vanilla removed these invulnurability frames
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?
MystXeno
haaa ok thx :D
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
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
RealPandemonium
I don't know for @SirHugsAlot , but when I try using alt to place weapons, it doesn't work.
Any chance we can get obsidian arrowheads and arrows?
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.
does it work for the new stable yet?
SirHugsAlot You have to also hold alt.
GrimmSpector How is it incompatible?
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.
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)
anyone know how to roll back the armor nerf apart from just using an old version of the mod?
Is there a way to make this compatible with All Classes mod?
RIP plate flat damage reduction
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?
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
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?
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.
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
There is no changelog for v0.1.30?
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
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
then, you need to open the folder with a text editor, vscode is a nice and free choice.
"value": "CombatOverhaul:Pickaxe"},
Now your modification should look like mine, I just did these, and fixed it myself, I hope you too! Have a good one!
There isn't a changelog for the 1.30 update, is this intentional?
RowanSkie
on that day, on the VS launcher (mod manager) it showed a 1.3.0 update for this mod
Why does the mace and falx have a melee range? Punching has more range than both combined!
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.
Rimanah
What 1.3.0 update?
After the most recent update (today v 1.3.0) i cant wear different armor layers!
Good mod, but third person animations look cursed AF. Holding items in your off hand also looks really scuffed.
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.
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.
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.
Have you thought about stamina system?
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.
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.
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.
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?
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.
I, Lord Checkers, request the ability to lock the spear attack direction by way of keybind.
Is there a way to make this work with LevelUp?
swords still seem to atleast grant xp, but bows and armor dont gain any
How does this interact with the xskills combat perks?
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
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.
zellator Having the same issue with locusts. Not sure of the cause, but it's rather frustrating.
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.
how do i get the Config Lib
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
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.
Just curious, does this mod add guns/crossbows or does it need another mod to use those stats
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 :(
Trying this for the first time. Animations arent working?
@Shadefang wow, you are just amazing! Thank you for the detailed answer. I appreciate it.
I tried using my spear. I hear the sound, but theres no animation
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.
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)
@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?
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
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
Dieselmannen The solution to this is literally the 4th line on the mod page
I can't even thrust my spear. It makes the sound but no animation or attack happens.
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?
My friend punches me, and crashes instantly
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)
Another smol issue is that it seems that the jerkin helmet hasn't any repair recipe.
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
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.
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
}
is there gonna be a seperate mod just with the mechanics without the new weapons and armor system?
Does it work with xskills?
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.
Quarterstaff is my fav for killing those pesky wolfs, I recommend everyone to try atleast the first one you can make (copper)
Danymike
Fixed
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
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.
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.
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?
Hello, is there by any chance plans of adding one handed parry to other weapons apart from the short sword?
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
Found bug.
File: assets\combatoverhaul\patches\entities\erel.json
Need replace all "/server/behaviors/7/aitasks/" with "/server/behaviors/8/aitasks/".
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
BloodThunder thanks, I checked it out, sadly it (pun intended) pales in comparison to an actual lantern (let alone one with a reflective plate)
Maalus Check out A Wearable Light It works great in conjunction with this mod's 2 hand features
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.
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?
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.
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.
Do spears throw significantly shorter in this mod? I feel like they barely go anywhere
Cool mod. I, personally, would prefer a lite version that just adds the animations though.
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."
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 :/
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.
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
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.
DudeBroManGuy, it's in the config, find "bows_aiming_cursor_type" and set it to "Fixed" (without quotes) (or just use Config lib)
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.
"Reduced cost of chainmail"
Right after I make full steel chainmail lol
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.
I agree with FrontlineNinja
Though in all honesty I personally beleive the armor changes should be their own sperate mod.
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?
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 .
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
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?
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?
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.
never mind just saw thats on purpose with the armory mod
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. :(
Brigandine and Scale helmets currently dont have any crafting recipes, you can only repair them.
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.
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?
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.
CHR3S
Both The Remnants and The Working Classes are compatible.
seems to be incompatible with any class mods
With maces (and other onehanded weapons) use shield
Long axe counts
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.
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.
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?
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
based
Yes
1.21 gone?
Annastasija
nope
Will this change the wolf attacks for the mod that adds all the foxes and wolves that replace vanilla?
I feel that the quaterstaff should have the ability to parry and block, they have historacly been used as defensive weapons so it feels odd that they take two hands but you have no defense.
@Maltiez Thanks! It works!
try 0.1.20
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!
Seconded on spears and javelins not having animations or seeming to do damage. Not sure why
Geone
Restart the game after installation, clear cache, remove duplicate mod archives from mods folder, e.t.c. This is installation problem.
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
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!
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.
im not able to use combat overhaul with any class mods am i missing something? it just crashes at the class screen
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.
0.1.16 loads/runs fine, I'll test the animation issues later today in MP.
last update won't let any worlds load, new or old <3 have fun
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.
What does changing grip position do with spears and javelins?
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.
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.
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.
cant swing the spear or javelin, but i can throw them, only issue ive noticed
Ulkio Same here, holding invisible weapon, floating objects
Oh thank you for informing me man, sorry for bothering you so much recently
Restart the game after installing the mod
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
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 ?
This is some other mod adding animation with no keyframes, not related to CO
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.
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.
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
They stack
wow, thanks for informing me, does debuffs stack or how they do affect armor in general, like hunger ect ect Maltiez
Debufs are less than in vanilla
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?
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.
Nothing is broken. Make sure you dont have Kanahaku spear expansion that break armor for some reason.
Yep. All armors are broken with the last update. They read that they cannot be put in any slot.
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
}
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
Would it be possible to hae a config to enable vanilla armor slots for compatbility with other mods?
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
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!
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
CHR3S
Invalid setting value most probably
neobit
Incompatibility with Kanahaku spear expansion
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
I think I see problems with gamboised armor as well.
Layers and body parts set to None.
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)
ElegantChimp Agreed, Bump
ElegantChimp I agree, even just a config to re-enable the vanilla armor slots would be nice.
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).
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.
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.
Maltiez does this not work with all classes mod? with the weapon bonus ects?
@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
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
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
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.
This mod causes a LOT of animation desync in multiplayer
Is there a way to disable the armor system, or at the very least re-enable the vanilla armor slots for compatability reasons?
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.
Can this be added to an existing world?
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.
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.
Seems as all animations are broken with the weapons.
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).
Throwing a spear crashes the game in 1.20
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)
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.
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).
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!
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
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
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.
Love the mod. Any chance for compatibility with Rust and Rot? :)
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!
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)
It does not
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.
Yeah that's understandable. No disrespect intended toward your efforts, it's merely a suggestion.
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.
99% of Firearms, Crossbows and Armory code is in CO, without CO they are just a bunch of models with recipes.
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).
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
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.
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.
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
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?
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
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.
You can make it vanilla, so if you dont want significant changes dont play with it.
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?
Report bugs in discord with client-main and server-main logs attached
Hello! I am getting an error when using the server hosting Pingprefect this is the error any help would be very nice!
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)
Is there already compatibilty or is there planned compatibility for other weaponry and armor mods? Such as Swordz or Ancient Armory?
Thanks!
RE: I uninstalled the game now and reinstalled it completely. same error. is there some other mod i need? or is it conflicting?
Maltiez
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
Dov47
It is a bug, will fix it
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
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.
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...
Shaikh
Yeah, already done, other metal variants of polehammer are clubs.
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.
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?
How do I actually view my current proficiencies?
Ask Tyron about that, I haven't touched sling
Sling deals piercing dmg, while guns do blunt.
How is a rock projectile more sharp than small bullets
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...
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
Report crashes in discord with client-main and server-main logs attached
0.0.103 javelin quiver still crashes
0.0.103. Still quiver crash.
Will third person animations ever be implemented?
I don't know if it's rc.6's bug, but when freezing with animation of hands crossed, it looks really off-place
quiver crash still exists (javelin quiver. version 0.0.101)
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)
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.
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,
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.
using any quiver causes game to crash
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
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
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
when i try to use spear, its constantly twitching, and i can't do anything with it, could you help me?
Can I disable the replacement of new spear models with old ones?
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
With armory installed? Yes.
Are the brigandine helmets supposed to be uncraftable?
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.
sling aiming is not bullseye style and sling only deals 2.5 damage. with bullseye it dealt 8
GyroZ
check out config
is there '.bullseye set aimstyle fixed' alternative for this mod?
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.
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.
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
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
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?
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
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 :)
gg
I'd like to see an compatibility with electric armor from ElectricityAddon.
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.
experiencing a crash in my home after most recent update heres the pastebin https://pastebin.com/v06e3K0q
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!
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)
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.
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.
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
I see that changelog- thanks for the speedy response!
just updated and now crashing here is the pastebin link with crash report https://pastebin.com/EUjEEeNB
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.
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...
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
Does this work with 1.19.8?
>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?
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?
Gotta say, the modularized armor? Really, really cool.
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
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.
Just asking, can I use 1.20.xx prealpha version for 1.19.8 since it's declared stable? :3
"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.
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?
Would love to see an XSkills patch for this with Skills for the new weapon types
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.
GongoDada
I know, I will fix it at some point
hi, when i throw a spear it doesn't replace the spear with the ones in the inventory...
wary_asparagus
hold alt to interact with items and stuff, now you should never interact with stuff unless you hold alt
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.
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.
I'm curious, will you make a version thats stable for 1.19.8? If not thats fine!
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: }
Annastasija
Should be fixed in 0.0.49
Same as the comment below me, can't hit anything with Spear, mace or Javelin. Can't kill anything XD
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
TwoF
Vanilla bug, should have been fixed in latest version of the game
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.
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
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)
Calamity
Yeah, I think it is possible. I wont do it though, I have enough work to do already.
@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
Michaloid
No, I cant.
LegitBanana
I can add such setting, but I think if you want throwable weapon better to use javelins from Armory mod.
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?
is there a way i can increase spear throwing distance?
Farrowe
It should be done on kobold player model mod side. Try asking the author.
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)
Maltiez
Yes I can do that, I wasnt expecing a response so fast thank you very much
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
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
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.
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?
Gotcha - will do!
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.
Fair point.
My issue is still at hand. Minerz - Miner Helmet not being equipable and not being able to throw Flint Spears.
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.
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...
LordWungus
hold alt
Did you remove the ability to lean spears against walls? I'm following the ingame prompt but it just goes into the aiming animation
Matija301
Update game to latest version
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!
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
Chlamydia
update the game
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
RachelTGG
Hold Alt to interact with stuff
You can't attack with shield up anyway.
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
Wandour
probably not, not tested
is this compatible with xskills?
KickstandJack
spears are throwable, unless you use outdated version
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.
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.
Getting crashes somwhat often
https://pastebin.com/yWQkpenU
AFoxInAviators
You are using version 0.0.11 according to logs, it is not the latest
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
RachelTGG
not implemented yet
Cant attack with axes anymore? Is that intented or just not a implemented feature?
is it compatible with toolworks?
Keeroi
Sorry, but I dont have energy to support two versions, you will have to wait for 1.20.
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
Ordelia
Use pre.6
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
Thranos
Compatibility is possible, but I dont have time to do it on my own. The author of weapon pack should make compatibility patches.
Would compat with WeaponPackAlpha (the continued one) be possible as well? It's become my server's go-to melee mod.
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.
Will this mod work with animal mods such as the Fauna od the Stone Adge series?
vulesk95
I'll make `air whiffing` sound for tools configurable
I'll return ping sound on projectile hit, probably make it configurable
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!
Excuse me, does this mod not match with animationmanager only for 1.20 or 1.19 too?
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?
Boyarde
can be incompatibility with some mod, it will be nice if you ping me in VS discord server and send client-main log
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.
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!
why do i hold a spear in one hand and cant throw it?
Wyrtus
You can lean it against 3 block tall wall, but yeah, you cant but it into rack.
Sorry to bother, but noticed it's unable to store spears on racks and also on the ground, is it a bug?
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
Godspeed, I hope progress on this keeps going well
Ok, I'll try to add back throwability to spears. It is not that straight forward code wise, but I figure something out.
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.
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.
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!
Crius
Yeah, this stuff should be already fixed in later versions for 1.20.
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
This would be sick if you localized it to 1.20's entity targeting when that gets full released
La version 0.0.8 nous permet un impercu de la suite et c'est très positif.
None of my worlds load, just loading forever.
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
What does the mod do exactly?
EDIT:
Any particular overhaul you're aiming for? Might be interested in helping on the code side depending.
Hi, I don't know if I'd be somehow helpfull in content part, but if I can help let me know
im not skilled but i love your work and im interested
<3
🐺I'd love to help balancing/testing! Not sure what else I could do, but will give it a shot!