Mods / Ancient Armory
Author: Medvhe
Side: Both
Created: Mar 7th at 8:19 PM
Last modified: 4 days ago
Downloads: 24591
Follow Unfollow 279
Latest file for v1.20.0-rc.4:
AncientArmory1.0.6.zip
1-click install
This mod tweaks all the unused vanilla weapon models, and integrates them into the latest version for the game. (1.19.8)
All items should be fully craftable, some with semi custom animations, like the claymore.
Many of the original models are rescaled, balanced, and tweaked to better fit the games style, and gameplay.
I hope you enjoy the weapons!
Update note summary:
v1.0.2
Axes have proper hit timing now.
The Longsword now swings faster than the Claymore.
Added a Falchion.
v1.0.1
Added Ukrainian by request, thanks to DeanBro!
Added further crafting functionality to the Warhammer, and all Axes.
(ore crushing, log chopping)
v1.0.0
The first proper release!
- Fixed every issue that I have found (hopefully most/all).
- Axes, Knives have decreased plant cutting speed, for more balance.
- Sword smithing was slightly reworked.
- Some weapon crafting heads/blades were rescaled and readjusted.
(xskills should still be compatible.)
This should be a first "complete" release, I hope you enjoy it!
(In the future I might restrict the weapon crafting, by making the ruined variants necessary to be found.)
If there are any bugs, or you feel something should be improved, please feel free to give feedback!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.6 | 698 | 4 days ago | Show | AncientArmory1.0.6.zip | Install now | |
v1.0.5 | 10020 | Aug 4th at 6:45 PM | Show | AncientArmory1.0.5.zip | Install now | |
v1.0.4 | 1085 | Jul 25th at 6:41 PM | Show | AncientArmory1.0.4.zip | Install now | |
v1.0.3 | 1216 | Jul 16th at 10:48 PM | Show | AncientArmory1.0.3.zip | Install now | |
v1.0.2 | 512 | Jul 13th at 9:22 PM | Show | AncientArmory1.0.2.zip | Install now | |
v1.0.1 | 2734 | Jun 4th at 5:44 PM | Show | AncientArmory1.0.1.zip | Install now | |
v1.0.0 | 6226 | Mar 16th at 6:12 PM | Show | AncientArmory1.0.0.zip | Install now | |
v0.9.7 | 778 | Mar 11th at 3:40 PM | Show | AncientArmory0.9.7.zip | Install now | |
v0.9.5 | 429 | Mar 10th at 3:06 PM | Show | AncientArmory0.9.5.zip | Install now | |
v0.9.4 | 692 | Mar 7th at 8:40 PM | Show | AncientArmory0.9.4.zip | Install now |
RIVVION
That was actually my future plan for this mod, to incorporate the ruined variants into the crafting, so it definitely will be a thing, just not sure how soon. :)
Can you please make a mod variant or a config toggle that changes the each respective weapon's crafting recipe into the metal part, the ruined weapon itself, and the stick in the crafting grid?
That would be really nice!
If possible. I hope the ruined weapon isn't consumed but worn down slightly through its durability like the crafting recipes that use a hammer/saw,
This instead of consumption would allow a player to make the restored weapon out of more than just one metal, as their survival world progresses gaining access to more metal types.
It would also allow a player to make more than just a single weapon. Maybe if it took 25% of the durability it would allow someone to make 4 swords of any metal out of one ruined weapon, for trading or their own use!
but if we could tweak how much durability is taken each time in the config, that would allow anyone to change it into whatever they need!
My discord is Rivvion, so if you end up making this a reality, please send a ping in the discord my way!
Keep up the good work!!!
Torisk_Ablinsky
I could look into it later when I have time again, I won't be able to work on anything substantial until the end of Dec., but after it, I could definitely check!
I wonder if you'll eventually add support for Combat Overhaul in 1.20? I hope so, because I wanna use these weapons in conjunction with the vanilla weapons (unless youy're working on CO:A but it's aright if you are.)
DrBubba Arthopleura
I could try to make a separate weapon display mod later on, when I get more time! :)
(No promises, as I am a bit on the busy side as of late, but we'll see!)
Arthopleura
Yeah, that's the issue. Tool racks work, but they're not the best way to "display" something. More useful for easy access. Thanks though! I can't wait to get to the point of being able to craft these. :)
DrBubba, isn't it possible to use tool racks ?
Edit : I actually think i see what you mean ... tool racks are not the prettiest way to showcase a weapon indeed, but sadely if this was your issue i don't know any mods for this
Is there a recommended mod(s) for displaying these on walls somehow? Pretty weapons are one of my favorite decoration options. This looks fantastic.
Medvhe
That makes sense to me, especially the handbook duplication bug. I'll have to consider whether to add that feature back in or not, but I'm glad it's at least an option. Thanks for the thorough explanation!
CKitt
Yeah, sorry about it, but there were sadly multiple reasons why I decided to revert it, for example:
The ore crushing made the handbook display every nugget twice in the obtained by menu (Because of how the games code handles it)
The Warhammer played the small smithing hammers anim every time you hit an entity, making the attack look weak. (Also has to do with how the game handles hammers)
And as a bonus having it designated as a sword makes the Xskills integration make more sense for it than a hammer tool. (ik that sounds kinda weird, but far as I know hammers are not weapons but are in Tool Mastery, or something of the sorts)
I kinda liked its ability as a smithing hammer, but I'd have to rewrite some of the games code for it to be done properly, which I think is a bit too much for a weapon mod to do.
It had a good run, but also if you want it to still have that feature, just replace the club file in the mod to the old one, and add the nuggets file back, and it should work again!
alucard666
I don't think so, I'd have to look into it later!
does this have toolworks integration?
Thanks for humoring me so long on the warhammer being usable at the anvil. I had great fun with it!
Out of curiousity, why did weapon balance require removing that feature? Animation speed, I imagine?
dashr
Thank you for the help again! :)
Medvhe This is a big improvement over the previous version. Keep up the great work!
Medvhe Why does the character hole the falchion like a greatsword? Is there a way to change that?
Edit: Nevermind, figured out a way to change it!
Medvhe Oh heck yeah dude! It's definitely an improvement! Thanks a bunch!
RanOutOfSpac
I actually released a new update, with a faster ls, and a falchion, though I might drop a hotfix to make the falchions blade a bit broader, and shorter soon!
Medvhe I see! Okay cool thanks for responding and no worries, take as long as you need! I'll keep messing with it myself in the mean time :D
RanOutOfSpac
Hi!
Because of life stuff I had less time to work on the mod lately, but the speed of the longsword has been bothering me as well (tho it should take one less hit to kill things with it) I do want to make it faster in the next update, however I'm not sure that alone will be enough for a release. So that should be in the next update :)
I might work on releasing the new update with configlib support + faster ls swing + and maybe a new falchion, just need to have time.
GVLT
Hi!
I may or may not have added that as an oversight, I don't think its possible to use it for that, I'll prob remove those.
Hi, I see that claymore have stats for wood cutting and leaf cutting. But how do I use it for that purpose?
Hey there! First of all, this is currently my favorite weapon mod on here that I've found, so fantastic job.
I was just wondering if there's a way I can edit attack speed for weapons myself? I found range, damage, tiers even mining speed, but for the life of me I can't find attack speed in the files. I personally find the balancing a bit out of whack after doing some testing in creative mode. The Longsword you made is my favorite by far and the unique animation that goes with is great too, but testing shows that it's extremely slow speed makes it inferior to weapons that have the default animations still by quite a bit. The hits to kill is basically the same as much faster weapons too. Basically I wanna just edit attacks speeds to what I think is balanced without bothering you about it IF possible. Again, fantastic work. This is legit the weapon mod I've been waiting for.
Medvhe
I was thinking something like a falchion? Maybe a Spatha?
DUCATISLO
a !
Vexin_Irso
Hi!
I could definitely try my hand at making more models, I only specifically made the longsword for VS so far, what do you have in mind?
(I might not have a lot of time for it lately, but I might spare some for the mod again)
This is so sexy. Are you open to commissions/adding more swords??? Love it dude.
a
DeanBro
Hi!
I will add it to the mod, this patch will only have the language addition nevermind I added the wh, and axe crafting.
YourAverageJoe
Hi!
I will definitely try to add more balancing tweaks, crafting, as well as mod compatibility later down the line, sadly I've been a bit busy lately, so the mod will have to wait a bit.
I will also look into ConfigLib later on.
I hope you enjoy it so far, and if any major issue comes up with the mod (like sth breaking from updates) please let me know!
Hello!
Wanted to say, love that you've added the ruined weapons into the game with different metal tiers. This is just about exactly what I was looking for with melee weapons (plenty of great options already out there for ranged weapons).
Two questions:
1) will you consider rebalancing/making these weapons compatible with vanilla tools/weapons and other mods, such as Bullseye? Adjusting weapon speeds (khanjar faster than a sabre to offset attack range, for example)?
2) any thought to allowing user configuration, like ConfigLib?
I imagine it's been quite a bit of work just to get this off the ground as it is, but figured I'd ask to see what the roadmap for this mod is like.
Hello! I have translated your mod.
I really enjoy this mod. Thank you for your work.
Zxerre
Thank you!
I might add those crafting features to the items later, when I get some time again!
For now, at least the vanilla items still beat them in those areas, might not even be a bad thing.
Felkin25
Hi!
I only did some light testing, but the mod should work fully with 1.19.7.
If you find any issues please let me know however!
Hello!
It works for the 1.19.7?
These feel great, looking amazing, and are customizable in the config files.
I like using these over their vanilla counterparts, but they don't seem to work in the crafting grid. The warhammer doesn't crush ore from mining, the axes don't chop logs into firewood, and I think its a mod but the knives don't work for cutting firewood into sticks.
niiiiiiiiiiiiiiiiiiiiiiiiiiiice, they look so good!
Holy cow those weapons are beautiful, I want these if only to decorate with. Great work.
Wow, that was fast! I'll give it a try tonight, I've been delighted with your mod so far.
CKitt
The warhammer also functions as a smithing hammer now :)
(I also added a longsword of my own design.)
So far, I've been enjoying it quite a lot! Even though I've only used 0.9.4 so far, the change in experience between the falx and warhammer has been great. It's such a minor thing, but it feels better to use that than the falx.
CKitt
I would gladly look into making it a smithing hammer + the current functionality.
I won't be able to work on the mod for at least 1 or 2 days, but I will see into it!
I hope you enjoy it so far!
I saw your newest patchnotes, about the various axes being able to be used as normal for cutting wood, and I have to ask: any plan to make the warhammer also work as a smithing hammer? It wouldn't be particularly useful, but it would sure entertain me to swing that around to smith items!
I can have a warhammer in Vintage Story? Even if it's basically just a different model and functions as the same metal tier of falx in terms of damage? Sold! I look forward to trying your mod this evening.
wojtek16
Hi!
It should work in 1.19.3, but the only version I truly tested is 1.19.4, so no guarantees, if you do test it, I would be very thankful!
ShanaLarisar
Hi!
I didn't really consider xskills compatibility yet, but I do believe it should work.
i think some day this might get official like getting blue prints on the recipe to make these weapons
Do you know if you might back port this or if it works in 1.19.3? I can test it out in singlplayer and can try to get it going on my friend's server to test if you think it might work :)
Looks AWESOME!
This looks fantastic. 😎
Is this compatible with xskills, and if so could you list which weapons would benefit from which perks?
Love the mod so far!
Hi!
I was definitely inspired by Lore Weapons, and wanted to make my own rendition of implementing these unused weapons.
I really loved what LWs was trying to accomplish, however I think it's a bit rough around the edges and quite a few necessary features are missing, like a proper translation, fitting animations for the weapons, the weapons sizes were not consistent, and generally too big, maces were not implemented. In it's current state Lore Weapons is not working properly with the current game versions, and the mod has not been updated since june last year. So I decided to make my own mod of the idea.
I gave every weapon an animation that was most fitting to its size, I scaled all of them differently compared to LW, to fit the characters hands better, gave the larger weapons such as the claymore, voulge, ranseur etc. an idle animation. (The shovel over shoulder rest). Some of the weapons are restricted by metal types, for example: arming sword, claymore, sabre etc. can only be made in iron and up.
The claymore now uses two hands to swing, the balancing in this mod is also similar to vanilla, but the weapons are better differentiated by damage here, there are generally more balance differences between the weapons. I sadly didn't exactly follow a change log as this project was admittedly quite ad hoc.
I plan to further balance the weapons, and most likely bring different smithing recipes to my current ones.
In short: the idea is the same, the implementation is imo visibly different.
I hope my answer was at least somewhat useful!
Hello, I'm curious about the differences in your mod in comparison to the mod Lore Weapons - Vintage Story Mod DB . Thank you
Thank you