v0.0.57
v0.0.57
Some tweaks.
If you are using firearms or crossbows mods, make sure to download latest versions of them
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121 |
20 hours ago |
Show |
combatoverhaul_0.0.57.zip |
Install now |
v0.0.55
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150 |
1 day ago |
Show |
combatoverhaul_0.0.55.zip |
Install now |
v0.0.54
v0.0.54
Arrows pile
Bugfixes and tweaks
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250 |
3 days ago |
Show |
combatoverhaul_0.0.54.zip |
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v0.0.53
v0.0.53
Some fixes to animations
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51 |
3 days ago |
Show |
combatoverhaul_0.0.53.zip |
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v0.0.52
v0.0.52
Bug fixes and features for firearms
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346 |
6 days ago |
Show |
combatoverhaul_0.0.52.zip |
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v0.0.51
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25 |
6 days ago |
Show |
combatoverhaul_0.0.51.zip |
Install now |
v0.0.50
v0.0.50
Mining speed of pickaxe affects animation speed, configurable
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97 |
Nov 13th at 8:58 PM |
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combatoverhaul_0.0.50.zip |
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v0.0.49
v0.0.49
Fixed melee weapons not colliding with enemies
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163 |
Nov 12th at 4:46 PM |
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combatoverhaul_0.0.49.zip |
Install now |
v0.0.48
v0.0.48
Fixed rare bug when mod was not loading properly, that could result in weapons and other features not working correctly
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49 |
Nov 12th at 11:21 AM |
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combatoverhaul_0.0.48.zip |
Install now |
v0.0.47
v0.0.47
Fixed bug when block with same id as weapon item behaved like a weapon
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165 |
Nov 11th at 12:04 PM |
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combatoverhaul_0.0.47.zip |
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v0.0.46
v0.0.46
Added new settings for directions selection cursor (used on spears) Fixed some other settings
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27 |
Nov 11th at 9:25 AM |
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combatoverhaul_0.0.46.zip |
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v0.0.45
v0.0.45
Removed flat damage reduction from gambeson
Fixed freezes on receiving damage while wearing armor
Some other tweaks
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31 |
Nov 11th at 8:36 AM |
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combatoverhaul_0.0.45.zip |
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v0.0.44
v0.0.44
New setting for spears throw distance Fixes and tweaks
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288 |
Nov 9th at 10:20 AM |
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combatoverhaul_0.0.44.zip |
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v0.0.43
v0.0.43
Fixed crash when used on server
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838 |
Oct 31st at 10:16 AM |
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combatoverhaul_0.0.43.zip |
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v0.0.42
v0.0.42
Fixed spears not breaking on throwing and going into negative durability
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246 |
Oct 29th at 7:02 AM |
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combatoverhaul_0.0.42.zip |
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v0.0.41
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522 |
Oct 25th at 11:10 PM |
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combatoverhaul_0.0.41.zip |
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v0.0.40
v0.0.40
added setting for aiming difficulty
fixed bug with spear animation rising left hand when holding other items
otehr fixes
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197 |
Oct 24th at 8:22 PM |
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combatoverhaul_0.0.40.zip |
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v0.0.38
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170 |
Oct 23rd at 4:10 PM |
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combatoverhaul_0.0.38.zip |
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v0.0.37
v0.0.37
Fixed bug with animation
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210 |
Oct 22nd at 2:17 AM |
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combatoverhaul_0.0.37.zip |
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v0.0.36
v0.0.36
Fixed improvised and jerkin armor durability
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52 |
Oct 21st at 10:40 PM |
Show |
combatoverhaul_0.0.36.zip |
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v0.0.35
v0.0.35
Doubled all armor durability and then additionally tripled it for torso armor, and doubled for legs
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40 |
Oct 21st at 10:01 PM |
Show |
combatoverhaul_0.0.35.zip |
Install now |
v0.0.34
v0.0.34
Added attacks to axe and pickaxe
Fixed animation bug on reload world with CO item in hands
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186 |
Oct 20th at 8:32 PM |
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combatoverhaul_0.0.34.zip |
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v0.0.33
v0.0.33
Rebalanced spears
Fixed some issues
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186 |
Oct 20th at 8:14 AM |
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combatoverhaul_0.0.33.zip |
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v0.0.32
v0.0.32
Shields rebalance
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271 |
Oct 17th at 5:18 PM |
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combatoverhaul_0.0.32.zip |
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v0.0.31
v0.0.31
Some tweaks
Compatibility with Fantasy Creatures
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126 |
Oct 16th at 1:50 PM |
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combatoverhaul_0.0.31.zip |
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v0.0.30
v0.0.30
Corat finished fixing remaining armor models so they dont clip
Added flat damage reduction to some armor
Reduced damage of drifters attack
Added ping sound on projectile hitting entity (configurable)
Added setting to adjust volume of the whoosh sound of axes and pickaxes swings
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125 |
Oct 15th at 3:08 PM |
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combatoverhaul_0.0.30.zip |
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v0.0.29
v0.0.29
Reworked armor recipes (chain,gambeson,plate and scale) and stats
Lovely Corat reworked most of the armor models so they dont clip through each other
Reworked scrap mace, club and spear
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110 |
Oct 14th at 6:09 PM |
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combatoverhaul_0.0.29.zip |
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v0.0.28
v0.0.28
Fixed crash with axe and pickaxe
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159 |
Oct 13th at 1:52 PM |
Show |
combatoverhaul_0.0.28.zip |
Install now |
v0.0.27
v0.0.27
Updated to pre-6, not compatible with pre-5
Head bobbing now reduced in some animations
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36 |
Oct 13th at 1:23 PM |
Show |
combatoverhaul_0.0.27.zip |
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v0.0.26
v0.0.26
Fixed stone spears not dealing damage when thrown
Changed attack ties and damage type dealt by animals and monsters
Fixed improvised armor
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117 |
Oct 12th at 9:08 PM |
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combatoverhaul_0.0.26.zip |
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v0.0.25
v0.0.25
Goats colliders
More settings
Transforms for weapons (for toolrack and ground storage)
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71 |
Oct 12th at 2:30 PM |
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combatoverhaul_0.0.25.zip |
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v0.0.24
v0.0.24
Shovel and pickaxe animations (can be toggled off in settings using Config lib)
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88 |
Oct 11th at 10:51 PM |
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combatoverhaul_0.0.24.zip |
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v0.0.23
v0.0.23
Improved axe chopping animation and sounds
Splitting log into firewood with RMB with axe
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49 |
Oct 11th at 8:05 PM |
Show |
combatoverhaul_0.0.23.zip |
Install now |
v0.0.22
v0.0.22
Added colliders to deer
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118 |
Oct 10th at 7:36 PM |
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combatoverhaul_0.0.22.zip |
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v0.0.21
v0.0.21
Fixed spear being able to attack through blocks
Added sounds on hitting critical spots and resistant spots on enemy
Some minor fixes and adjustments, requires latest config lib
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154 |
Oct 9th at 4:46 PM |
Show |
combatoverhaul_0.0.21.zip |
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v0.0.20
v0.0.20
Added more stats to armor, changed vanilla classes, added config lib setting for spears aiming and modifying vanilla classes
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100 |
Oct 9th at 8:48 AM |
Show |
combatoverhaul_0.0.20.zip |
Install now |
v0.0.19
v0.0.19
Added ability to throw spears. To throw it hold RMB to aim and then click LMB to throw.
Fixed mouse scroll issue with spear
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139 |
Oct 8th at 11:07 AM |
Show |
combatoverhaul_0.0.19.zip |
Install now |
v0.0.17
v0.0.17
Fixed bug with wrong body type on hitting enemy resulting in wrong damage multiplier
Added sounds to melee weapons
Changed clubs animations
Changed some weapons stats
Added setting for shields protection zones
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96 |
Oct 7th at 11:12 AM |
Show |
combatoverhaul_0.0.17.zip |
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v0.0.16
v0.0.16
Descriptions and club animations
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79 |
Oct 6th at 9:39 PM |
Show |
combatoverhaul_0.0.16.zip |
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v0.0.15
v0.0.15
Made spear head collider larger so you can easier hit targets closer to you (previously you would hit them with shaft dealing 0 damage)
Tweaked spear ready animation
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67 |
Oct 6th at 6:47 PM |
Show |
combatoverhaul_0.0.15.zip |
Install now |
v0.0.14
v0.0.14
Added colliders to animals
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46 |
Oct 6th at 4:30 PM |
Show |
combatoverhaul_0.0.14.zip |
Install now |
v0.0.13
v0.0.13
Fixed colliders not accounting for animations
Added colliders to one of new monsters
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63 |
Oct 6th at 11:13 AM |
Show |
combatoverhaul_0.0.13.zip |
Install now |
v0.0.12
v0.0.12
Some stuff for crossbows
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38 |
Oct 6th at 9:47 AM |
Show |
combatoverhaul_0.0.12.zip |
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v0.0.11
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435 |
Oct 5th at 4:39 PM |
Show |
combatoverhaul_0.0.11.zip |
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v0.0.10
v0.0.10
- fixed crash related to shields
- added config lib support
- added recipes for iron and steel spears
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1694 |
Oct 4th at 8:27 PM |
Show |
combatoverhaul_0.0.10.zip |
Install now |
v0.0.9
v0.0.9
- second animation to falx (via combo)
- second animation for 2-handed spear (with direction selector)
- click instead of hold lmb to attack
- damage log with part of enemy model that was hit and dealt damage
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68 |
Oct 4th at 5:18 PM |
Show |
combatoverhaul_0.0.9.zip |
Install now |
v0.0.8
v0.0.8
More enemy colliders, more fixes
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230 |
Sep 28th at 2:37 PM |
Show |
combatoverhaul_0.0.8.zip |
Install now |
v0.0.7
v0.0.7
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.
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95 |
Sep 27th at 6:26 PM |
Show |
combatoverhaul_0.0.7.zip |
Install now |
v0.0.6
v0.0.6
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)
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488 |
Aug 16th at 11:50 AM |
Show |
combatoverhaul_0.0.6.zip |
Install now |
v0.0.5
v0.0.5
Some work on bows and arrows
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425 |
Jul 21st at 3:30 PM |
Show |
combatoverhaul_0.0.5.zip |
Install now |
v0.0.4
v0.0.4
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.
No third person animations (will be added later).
Seems to work in pvp.
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117 |
Jul 20th at 5:13 PM |
Show |
combatoverhaul_0.0.4.zip |
Install now |
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!