Mods / Exoskeletons
Author: Maltiez
Side: Both
Created: Dec 20th 2024 at 11:00 PM
Last modified: Oct 5th 2025 at 7:48 AM
Downloads: 30448
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Latest release (for Vintage Story 1.21.1, potentially outdated):
exoskeletons_0.4.3.zip
1-click install
Requires Combat Overhaul, Armory
Adds late game exoskeletons fueled by temporal gears.
Legs exoskeletons provide walk speed buff, jump height and fall damage resistance.
Arms exoskeletons provides either melee damage, mining speed, aiming aid, or manipulation speed (that affects attack speed and reload speed).
Chest exoskeleton that has 3 slots for temporal gears that will automatically refuel other exoskeleton parts, has light source togglable with hotkey (L by default), produces small amount of light even when turned off.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.4.3 | exoskeletons | 6774 | Oct 5th 2025 at 7:48 AM | exoskeletons_0.4.3.zip | 1-click install | ||
|
Updated armor stats | |||||||
| 0.4.2 | exoskeletons | 4120 | Aug 17th 2025 at 9:12 PM | exoskeletons_0.4.2.zip | 1-click install | ||
|
Changed mod icon | |||||||
| 0.4.1 | exoskeletons | 78 | Aug 16th 2025 at 8:42 PM | exoskeletons_0.4.1.zip | 1-click install | ||
|
Updated to latest overhaul lib | |||||||
| 0.4.0 | exoskeletons | 220 | Aug 8th 2025 at 1:30 PM | exoskeletons_0.4.0.zip | 1-click install | ||
|
Update to 1.21 | |||||||
| 0.3.0 | exoskeletons | 7806 | Apr 5th 2025 at 8:39 PM | exoskeletons_0.3.0.zip | 1-click install | ||
|
Moved to Overhaul lib as framework instead of just Combat Overhaul | |||||||
| 0.2.5 | exoskeletons | 957 | Mar 31st 2025 at 10:19 PM | exoskeletons_0.2.5.zip | 1-click install | ||
|
Added recipes for upgrading exoskeletons armor | |||||||
| 0.2.4 | exoskeletons | 2264 | Mar 14th 2025 at 9:55 AM | exoskeletons_0.2.4.zip | 1-click install | ||
|
Updated armor values | |||||||
| 0.2.3 | exoskeletons | 1717 | Feb 28th 2025 at 1:12 PM | exoskeletons_0.2.3.zip | 1-click install | ||
|
Updated Czech translation | |||||||
| 0.2.2 | exoskeletons | 2228 | Jan 30th 2025 at 7:36 AM | exoskeletons_0.2.2.zip | 1-click install | ||
|
Ukrainian translation by Gabriel Flame | |||||||
| 0.2.1 | exoskeletons | 1070 | Jan 22nd 2025 at 9:49 PM | exoskeletons_0.2.1.zip | 1-click install | ||
|
Fixed armored chest exoskeleton names | |||||||
| 0.2.0 | exoskeletons | 315 | Jan 22nd 2025 at 9:58 AM | exoskeletons_0.2.0.zip | 1-click install | ||
|
Added chest exoskeleton with light source and compartment for temporal gears | |||||||
| 0.1.0 | exoskeletons | 788 | Jan 18th 2025 at 10:45 AM | exoskeletons_0.1.0.zip | 1-click install | ||
|
Now exoskeletons dont consume fuel while sleeping in them | |||||||
| 0.0.6 | exoskeletons | 325 | Jan 15th 2025 at 9:31 AM | exoskeletons_0.0.6.zip | 1-click install | ||
|
Czech translation | |||||||
| 0.0.5 | exoskeletons | 465 | Jan 3rd 2025 at 8:35 AM | exoskeletons_0.0.5.zip | 1-click install | ||
|
Russian translation by Nikolashka | |||||||
| 0.0.4 | exoskeletons | 394 | Dec 27th 2024 at 11:21 AM | exoskeletons_0.0.4.zip | 1-click install | ||
|
Armored exoskeletons, now requires Armory mod | |||||||
| 0.0.3 | exoskeletons | 281 | Dec 24th 2024 at 10:11 PM | exoskeletons_0.0.3.zip | 1-click install | ||
|
Fixes and tweaks | |||||||
| 0.0.2 | exoskeletons | 297 | Dec 23rd 2024 at 7:25 PM | exoskeletons_0.0.2.zip | 1-click install | ||
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Changed mod domain, so you will have to replace old exoskeletons with new ones from creative. Jump height will start working in 1.20.0-rc.6 Added settings | |||||||
| 0.0.1 | exoskeletons | 348 | Dec 21st 2024 at 5:42 PM | Empty | exoskeletons_0.0.1.zip | 1-click install | |
seems unlikely, but it would be really nice if the legs were togglable to save fuel.
i second Daklr's idea, would be lovely to have to go through some underground ruins, search for scraps and pieces of blueprints detailing the project for a suit of armor designed to use for heavy workloads, equipped with modular parts for every occasion or need, like a drill for mining, or a chainsaw for cutting down wood, and some unique storage options that can only be used if the armor is equipped, hell, would also give a reason to fight the immobalized eidolon, maybe he drops some unique pieces needed for the crafting of the exo-suit, there are so many possibilities, but it probably will never happen... we stay hoping thou
surprised no one has used the exoskeleton mod as a base for any sort of advanced power armor mod with a steampunk robotic-tank aesthetic, all the late game gear in the current modding landscape is just knights
3 slots for temporal gear? what about rusty gears too? also cool mod
EDIT: Realized it was due to editing the modconfig options related to temporal gear efficiency, anything other than default results in not being able to refuel them, after reloading as well.
I'm having an issue where I cant fuel exoskeleton parts to get them to work. Temporal gear wont work whether I manually attempt to fuel an individual piece, or place temporal gears in the chest exoskeleton storage. It always says "Night vision mask is already at maximum capacity" when the tooltip states its at 0% and no temporal gear was ever spent. The vanilla night vision mask still works. Just recently updated all of my mods including CO and the issue still persists.
Love the mod (along with a lot of your other mods). I'm not sure if this is a conflict with your mod, or the "Temporal gears stack by Guimoute" that increases stack size of the gears to 16, but occasionally a stack dissapears on me for one reason or another. Sometimes I'm able to get the gears back by clicking the chest exoskeleton with a gear, but not always.
Is it best just for me to limit the chest slots to only 3 gears instead of the 48 I've been using? I know 48 is overkill, but it's not too bad when I go on long expeditions with the nightvision helmet or come across a teleporter to repair. I'm using the latest version of this mod if that means anything. Anyways thanks again for all you do for this game.
Edit: Updating Combat Overhaul / Armory helped a lot it seems as I haven't had the weird gear vanishing issues since updating those 2 mods.
Biggest wish for this is a version/config that lets us put these in overhaullib slots. being able to craft them with vanilla armor is nice and all, but the fact that I can't use them alongside many of the other amazing armor mods makes me sad.
Would it be possible for a config option that allows you to turn off the durability of the exo parts? Like how the Night vision mask has no durability.
Say Maltiez, is there any way to disable or turn off the ambient light that the exo chestplate/chestpiece gives off? Not the light that is bound to the L key.
Maltiez Trying to make a mod for my server to make the base exoskeleton parts a clockworker exclusive but not real sure how to do so.
Not sure what needs changing to make this function?
oh
It was updated a month ago
will this be updated for 1.21.0?
Exoskeletons for mounts when? 😂
Maltiez At some point this seems to have stoped working with the latest versions of the required mods in not sure if its because i updated to rc-5 or if something broke between the newer versions of Combat overhaul overhaullib and armory. I have an error code i can share but not sure how to post it without a huge log don't remember how to put it in a spoiler tag on this site.
Nvm this has been fixed now. Thanks Matlies for your speedy work Love all your mods.
Ren_Lusol send client-main and server-main logs after reproducing the freezes, in VS discord. Also measure period of the freezes, how much time passes between them.
Hi, I wanted to ask if you had any idea what might be causing the issue I've been having that's been seemingly catalyzed with the exoskeleton pieces. I'm running a modpack that's included your full suite of Combat Overhaul mods (Armory, Crossbows, Firearms) and COverhaul is the only mod I can imagine is interacting with this one, but I can provide the whole modlist if requested.
The issue I'm seeming to have after a lot of extended testing is that, the second I put on more than one exoskeleton piece (if I run around with just powered legs my game is 100% fine) but what'll happen if I put on more than one piece (arms+legs, arms+legs+body, etc) It will cause my game to have persistent periodic freezes that seem like ramfreezing but my game is not actually capping out/gaining any real influence on RAM? What's even weirder is that the freezing will persist in an instance of the game even AFTER I take the multiple pieces back off and put them away somewhere. Only a full game restart gets rid of this issue until I provoke it again. The freezing is also at it's worst whilst i'm wearing all 3 pieces at once, so it seems like some sortof stacking conflict with each piece? Unsure, please let me know what I can do to maybe solve this issue on my own/help you find what might be causing that, I REALLY enjoy the concept of this mod.
could we get an armoured version that uses forlorn hope armour?
Add fuel to this chest piece manually (take temporal gear and click with it on the item)
so weird thing i have temporal geers inside those slots it says temporal gear under content descriptionhowever lowrer says has fuel 0 please add fuel / and i cannot use light oon any o the skeletons
WE GOT POWER ARMOR IN VINTAGE STORY BEFORE GT-
unfortunatelly i cannot use any of new mods which require overhaul lib as it break game *( crash on load ) most likely mod conflict but thankfully combat overhaul doesnt break it :D only those with overhaul lib as dependency
Combat Overhaul requires Overhaul lib, so there is no reason to specify it explicetly.
Damonicus1986
Yeah its a pretty fresh change and only written in the Update Notes for the version but not the actual Mod Description.
require overhaul lib as it throws loooots of errors without it
Nice.
A bit of a shame that I can't recover the old armor, but this is miles better than having to make a whole new exo set :)
Maltiez on top of it! Thank you as well!!!
VaultBoy
done
Might be asking for too much effort, but;
It'd be nice to be able to take the armor off of the Exoskeleton (i.e when wanting to upgrade from iron to steel, as opposed to having to make an entirely new exo set).
Could make it so it has to be pristine in order to take it apart (A simple recipe that just turns the armored variant back into the separate pieces).
Paradoxx1
nope
Bullseye Version?
Does this work in 1.20.4?
Whats the point if you didn't read it in the first place?
Please put the mod dependencies in the description, this mod doesn't tell you it requires combat overhaul until you try to boot up the game and have to sit through two very long loading sequences to cancel and then uninstall the mod.
Just a heads up, the armored variants of the new chest piece are named exoskeleton legs.
@Maltiez I'm having a little trouble getting this mod to work even on singleplayer. I've installed the latest versions of both combat overhaul and armory, as well as this mod, but I'm still not seeing this mod's assets in-game? If I check moddb it says it loaded though. Would it be helpful if I added a log?
areswarrior yea i know what you mean i do think you misunderstood what i meant though.
google power armor frame and then google power armor
the frame and the armor are seperate peices. i know it probably wont happen. but would be a super cool adition to the frame cause its a genius idea.
Calamity well the armored exoskeleton is pretty much what you're looking for
Any chance we can get a fallout style esq armor addon to the exoskeletons?
where u add the armor peices over the exoskeleton make it like a walking tank or for balance like one of the late game armors
Could have an alt leg set that adds inv capacity and increases max step-height and/or gap clearance distance.
If possible, could avoid triggering unstable terrain.
Wrum Honestly that'd be a neat idea, I'd love to see that get done as I could see the temporal storms being turned into emissions
Duski
done
@maltiez sorry about that, I didn't remember if I commented already and also checked but didn't spot it 🙄
Dangerous mutants, exoskeletons, guns, bandits, blowouts.... all we need now is The Monolith in a mod and vintage story will be S.T.A.L.K.E.R but medieval
This is awesome, I have to say. But you know I have to ask if we could get a version that is armored, maybe on the level of plate bronze?
(I told my S/O that this game was shaping up to be medeival STALKER, and I mean that in the best way possible! ((please more)))
SpacemanSpliff
done
SteAStro88
no, you dont need to spam.
Hey! is it compatible with version 1.19.8?
I resolved the issue by reinstalling Combat Overhaul, I did not have the latest version, posting this in case anyone else does not realize that either
Hey! is it compatible with version 1.19.8?
Having some trouble getting it to work, it is not loading any assets at all
Same version, tried on singleplayer and added to server and nothing, not sure what it is...
is it possible to add fall damage resistance to the exo-legs?
Right now, 1 gear - 1 in-game week
Does it need a constant intake of gears? Like how long does 1 gear run it for? Looks sick!
Fascinating thought! I really appreciate that you made the upper and lower exoskeleton look realistic but with a VS makeover.
Looks interesting! Some more screenshots would be nice
Damn, that's cool
Get out of here seraph.
Holy shit