Mods / Combat Overhaul

Category: #Weapons
Author: Maltiez
Side: Both
Created: May 20th at 10:02 PM
Last modified: 20 hours ago
Downloads: 10055
Follow Unfollow 231

Latest file for v1.20.0-pre:
combatoverhaul_0.0.57.zip 1-click install


You can support me on Patreon:


Alpha test (playable, but some features are still missing)

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

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

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

Has Config lib support.

Dev version with animations editor and debug tools, requires ImGui, press Ctrl+L to access the tools: github.com/maltiez2/CombatOverhaul/releases

Check out Combat Overhaul: Armory mod for new weapons, shields and armor.

Description

  • accurate colliders hit detection instead of vanilla selection
  • enemies receive different damage depending on where they are hit
  • Bullseye aiming system
  • detailed armor system
  • new block and parry mechanics
  • armor, blocks and parries protect specific parts of player's body
  • different enemies have protection against different types of damage
  • different weapons deals different types of damage

About stats:

  • manipulation speed affects attack speed of melee weapons and reload speed of ranged weapons
  • steady aim affects drift and twitch of crosshair while aiming ranged weapons
  • proficiency affects attack speed of a specific melee weapon type or reload speed of range weapon type

Vanilla ranged damage, accuracy, distance and speed stats do not affect weapons anymore.

List of proficiencies:

  • Bows (bowsProficiency)
  • Crossbows (crossbowsProficiency)
  • Firearms (firearmsProficiency)
  • One-handed swords (oneHandedSwordsProficiency)
  • Two-handed swords (twoHandedSwordsProficiency)
  • Spears (spearsProficiency)
  • Javelins (javelinsProficiency)
  • Maces (macesProficiency)
  • Clubs (clubsProficiency)

Controls

  • Melee
    • LMB to attack
    • RMB to block or parry
    • Hold RMB + mouse wheel to change grip position on spear
    • Hold RMB + click LMB to throw spear
    • Hold Alt to interact with environment while holding weapons

Axe and pickaxe animations:

Compatibility

Some data

Table that shows how much a specific armor tier reduces damage from specific enemies:

 

Known problems

  • If Field of View and First person mode FoV are not equal then collider of a weapon and weapon model don't match
  • Immersive First person Mode is not supported, and won't be supported in the future

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.57 121 20 hours ago Show combatoverhaul_0.0.57.zip Install now
v0.0.55 150 1 day ago Show combatoverhaul_0.0.55.zip Install now
v0.0.54 250 3 days ago Show combatoverhaul_0.0.54.zip Install now
v0.0.53 51 3 days ago Show combatoverhaul_0.0.53.zip Install now
v0.0.52 346 6 days ago Show combatoverhaul_0.0.52.zip Install now
v0.0.51 25 6 days ago Show combatoverhaul_0.0.51.zip Install now
v0.0.50 97 Nov 13th at 8:58 PM Show combatoverhaul_0.0.50.zip Install now
v0.0.49 163 Nov 12th at 4:46 PM Show combatoverhaul_0.0.49.zip Install now
v0.0.48 49 Nov 12th at 11:21 AM Show combatoverhaul_0.0.48.zip Install now
v0.0.47 165 Nov 11th at 12:04 PM Show combatoverhaul_0.0.47.zip Install now
v0.0.46 27 Nov 11th at 9:25 AM Show combatoverhaul_0.0.46.zip Install now
v0.0.45 31 Nov 11th at 8:36 AM Show combatoverhaul_0.0.45.zip Install now
v0.0.44 288 Nov 9th at 10:20 AM Show combatoverhaul_0.0.44.zip Install now
v0.0.43 838 Oct 31st at 10:16 AM Show combatoverhaul_0.0.43.zip Install now
v0.0.42 246 Oct 29th at 7:02 AM Show combatoverhaul_0.0.42.zip Install now
v0.0.41 522 Oct 25th at 11:10 PM Show combatoverhaul_0.0.41.zip Install now
v0.0.40 197 Oct 24th at 8:22 PM Show combatoverhaul_0.0.40.zip Install now
v0.0.38 170 Oct 23rd at 4:10 PM Show combatoverhaul_0.0.38.zip Install now
v0.0.37 210 Oct 22nd at 2:17 AM Show combatoverhaul_0.0.37.zip Install now
v0.0.36 52 Oct 21st at 10:40 PM Show combatoverhaul_0.0.36.zip Install now
v0.0.35 40 Oct 21st at 10:01 PM Show combatoverhaul_0.0.35.zip Install now
v0.0.34 186 Oct 20th at 8:32 PM Show combatoverhaul_0.0.34.zip Install now
v0.0.33 186 Oct 20th at 8:14 AM Show combatoverhaul_0.0.33.zip Install now
v0.0.32 271 Oct 17th at 5:18 PM Show combatoverhaul_0.0.32.zip Install now
v0.0.31 126 Oct 16th at 1:50 PM Show combatoverhaul_0.0.31.zip Install now
v0.0.30 125 Oct 15th at 3:08 PM Show combatoverhaul_0.0.30.zip Install now
v0.0.29 110 Oct 14th at 6:09 PM Show combatoverhaul_0.0.29.zip Install now
v0.0.28 159 Oct 13th at 1:52 PM Show combatoverhaul_0.0.28.zip Install now
v0.0.27 36 Oct 13th at 1:23 PM Show combatoverhaul_0.0.27.zip Install now
v0.0.26 117 Oct 12th at 9:08 PM Show combatoverhaul_0.0.26.zip Install now
v0.0.25 71 Oct 12th at 2:30 PM Show combatoverhaul_0.0.25.zip Install now
v0.0.24 88 Oct 11th at 10:51 PM Show combatoverhaul_0.0.24.zip Install now
v0.0.23 49 Oct 11th at 8:05 PM Show combatoverhaul_0.0.23.zip Install now
v0.0.22 118 Oct 10th at 7:36 PM Show combatoverhaul_0.0.22.zip Install now
v0.0.21 154 Oct 9th at 4:46 PM Show combatoverhaul_0.0.21.zip Install now
v0.0.20 100 Oct 9th at 8:48 AM Show combatoverhaul_0.0.20.zip Install now
v0.0.19 139 Oct 8th at 11:07 AM Show combatoverhaul_0.0.19.zip Install now
v0.0.17 96 Oct 7th at 11:12 AM Show combatoverhaul_0.0.17.zip Install now
v0.0.16 79 Oct 6th at 9:39 PM Show combatoverhaul_0.0.16.zip Install now
v0.0.15 67 Oct 6th at 6:47 PM Show combatoverhaul_0.0.15.zip Install now
v0.0.14 46 Oct 6th at 4:30 PM Show combatoverhaul_0.0.14.zip Install now
v0.0.13 63 Oct 6th at 11:13 AM Show combatoverhaul_0.0.13.zip Install now
v0.0.12 38 Oct 6th at 9:47 AM Show combatoverhaul_0.0.12.zip Install now
v0.0.11 435 Oct 5th at 4:39 PM Show combatoverhaul_0.0.11.zip Install now
v0.0.10 1694 Oct 4th at 8:27 PM Show combatoverhaul_0.0.10.zip Install now
v0.0.9 68 Oct 4th at 5:18 PM Show combatoverhaul_0.0.9.zip Install now
v0.0.8 230 Sep 28th at 2:37 PM Show combatoverhaul_0.0.8.zip Install now
v0.0.7 95 Sep 27th at 6:26 PM Show combatoverhaul_0.0.7.zip Install now
v0.0.6 488 Aug 16th at 11:50 AM Show combatoverhaul_0.0.6.zip Install now
v0.0.5 425 Jul 21st at 3:30 PM Show combatoverhaul_0.0.5.zip Install now
v0.0.4 117 Jul 20th at 5:13 PM Show combatoverhaul_0.0.4.zip Install now

84 Comments (oldest first | newest first)

💬 CoolBee, 3 hours ago

Nachi

Hey I know im a bit late to the party but i know a quick fix to it. its not perfect as it will disable the shield function, but the rest of the mod functions fine as i know so far. I will update here if i find a better fix.

Fix:
simply remove the Shield.json from the following directory starting from your Mods Folder
Mods/combatoverhaul_ 0.0.10/assets/combatoverhaul/patches/weapons.

hope this helps until dev finds a fix.

💬 Cmdr_Fil, 3 days ago

I'm curious, will you make a version thats stable for 1.19.8? If not thats fine!

💬 Nachi, 6 days ago

I'm running 0.0.10 on the 1.19.8 client, but I just had a multitude of crashes after making an iron-maple shield and scrolling over it. The crashes only stopped after I turned off Combat Overhaul. Switched the shield to offhand while I had the mod turned off and went in, and it works in offhand, but crashed as soon as I switched it back to mainhand as a test.

 

Running on 64 bit Windows 10.0.22621.0 with 16249 MB RAM
Game Version: v1.19.8 (Stable)
11/14/2024 12:21:29 PM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.11, primitivesurvival@3.6.5, sortablestorage@2.2.6, translocatorengineeringredux@1.5.2, game@1.19.8, alchemy@1.6.35, betterfirepit@1.1.4, carryon@1.7.4, combatoverhaul@0.0.10, configureeverything@2.1.0, danatweaks@3.2.2, expandedfoods@1.7.2, fieldsofsalt@1.2.1, knapster@2.11.2, levelup@1.2.9, nbcartographer@2.0.10, petai@2.2.6, sailboat@1.3.1, sleepvote@1.0.7, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.5, configlib@1.3.13, em@2.7.0, feverstonehorses@1.6.1, wolftaming@2.1.3, bricklayers@2.5.6, entitiesconfiguration@1.0.9, statushudcont@2.1.1
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 67
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 100
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 11/14/2024 12:13:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1efc
Faulting application start time: 0x0x1db36b83de56b73
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 51c3a359-2133-401d-8c81-c3d127683a8a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/14/2024 12:11:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x13d8
Faulting application start time: 0x0x1db36b8078dd628
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 084d6ff5-8837-48e6-ba1c-d302552c2a11
Faulting package full name:
Faulting package-relative application ID: }

💬 MaltiezAuthor, Nov 12th at 4:46 PM

Annastasija

Should be fixed in 0.0.49

💬 Annastasija, Nov 12th at 12:59 PM

Same as the comment below me, can't hit anything with Spear, mace or Javelin. Can't kill anything XD

💬 nightingazer, Nov 11th at 9:33 PM

On 1.20-pre.13 when I'm using a spear, mace or javelin I just can't hit an enemy (I haven't check it with any other weapon that is touched by this mod). Viusally it clearly lands, but there is no damage or reaction from the enemy. When I'm hitting an enemy with a knife or an axe I clearly hear and see the impact

💬 MaltiezAuthor, Nov 11th at 9:26 AM

TwoF

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

💬 TwoF, Nov 11th at 9:19 AM

I have the same error.
If the CO mods tab was previously open in the creative inventory (at least this definitely works with crossbows), then exiting the creative inventory and entering it again causes a crash.
I don't know if switching to a tab not related to CO mods when closing the inventory helps, but if you don't do this, a crash occurs.
CO Armory does not have these problems.

💬 Resserfi, Nov 10th at 11:41 AM

I have an issue that is when i open the inventory and close it with the mod and then i open it again the game crashes in 1.20-pre.11

Maltiez

💬 BulletJustice, Nov 9th at 6:39 PM

I dont think blocking with right click would be very spear use friendly.. can't throw them then? (in the context of a lightweight mod for just rightclick block... it just wouldn't mesh well with being only about that is what I mean)

💬 MaltiezAuthor, Nov 6th at 6:53 AM

Calamity

Yeah, I think it is possible. I wont do it though, I have enough work to do already.

💬 Calamity, Nov 5th at 5:05 PM

@Maltiez

is it possible to make a very lightweight mod to allow blocking with right click your mod is the only mod that does this

💬 MaltiezAuthor, Nov 5th at 8:59 AM

Michaloid

No, I cant.

💬 MaltiezAuthor, Nov 5th at 8:58 AM

LegitBanana

I can add such setting, but I think if you want throwable weapon better to use javelins from Armory mod.

💬 Michaloid, Nov 5th at 2:41 AM

Good mod, the only thing i don't like is how you have to right click with the shield like mc. I like how it is on vanilla right now. Can you make a toggle in the future?

💬 LegitBanana, Nov 4th at 10:31 PM

is there a way i can increase spear throwing distance?

💬 MaltiezAuthor, Nov 1st at 10:52 AM

Farrowe

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

💬 Farrowe, Nov 1st at 10:27 AM

This is a somewhat large ask, but how would one go about obtaining compatibility between this mod and the Kobold Player Model mod?

I ask because loading a new creative world with just these two mods gives an error involving being unable to find the the json file for the regular humanoid model (Log)

💬 NoEnemies, Oct 31st at 11:37 AM

Maltiez

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

💬 MaltiezAuthor, Oct 31st at 9:46 AM

NoEnemies

Can you send me client-main and server-main logs after crash via official VS discord server?

P.S. should be fixed in 0.0.43

💬 NoEnemies, Oct 31st at 9:44 AM

it seems no matter what i really do this mod just doesnt work on my server. Even when I am not using other mods excep imgui for compat ofc as it crashes the clients every few minutes

💬 Shannelot, Oct 30th at 12:44 AM

Just seconding what MyruiC said. I seem to be unable to throw flint spears (or any spear for that matter). Thought it was a grip issue, tried at every grip on the spear to no avail. Also thought it was a mod conflict, so I turned off all my mods other than this one, but the issue persisted. Regardless, cool mod, will definitely be using it once 1.20 officially releases it.

💬 BurtsBEEs, Oct 28th at 3:28 PM

Now that i've tried it, is there a posibilty to be able to toggle the armour system on and off. mabe in Config lib?

💬 MyuriC, Oct 26th at 9:18 PM

Gotcha - will do! 

💬 MaltiezAuthor, Oct 26th at 6:32 PM

MyuriC

Ask Minerz author to add compatibility

No idea whats up with spears, should work fine. Moddb is bad place for debugging this stuff, use VS discord.

💬 MyuriC, Oct 26th at 6:12 PM

Fair point. 

My issue is still at hand. Minerz - Miner Helmet not being equipable and not being able to throw Flint Spears. 

💬 MaltiezAuthor, Oct 26th at 5:30 PM

If someone wants to continue AMlib and FSMlib and revive firearms and crossbows version that use them, be my guest, I dont have time, energy and good reason to maintain them.

💬 MyuriC, Oct 26th at 4:03 PM

Not compatible with the Mining Helmet. Once taken off - you cannot requip it as it belongs into the 3 armor slots. And cannot equip the Helmet into the armor slots of the combat overhaul mod.

(Minerz is the Helmet from - from the Miner Class)

I also can't seem to throw spears with hold right and click left. Keeps doing mele.

I like what you are trying to achieve with this mod. Tho locking Firearms and Crossbows behind this mod...

💬 MaltiezAuthor, Oct 26th at 9:03 AM

LordWungus

hold alt

💬 MaltiezAuthor, Oct 26th at 9:03 AM
💬 LordWungus, Oct 26th at 8:25 AM

Did you remove the ability to lean spears against walls? I'm following the ingame prompt but it just goes into the aiming animation

💬 MaltiezAuthor, Oct 25th at 8:51 PM

Matija301

Update game to latest version

💬 Matija301, Oct 25th at 6:30 AM

When starting the new world I have a crash log:
Running on 64 bit Windows 10.0.19045.0 with 16273 MB RAM
Game Version: v1.20.0-pre.5 (Unstable)
25.10.2024. 8:23:39: Critical error occurred in the following mod: combatoverhaul@0.0.40
Loaded Mods: game@1.20.0-pre.5, combatoverhaul@0.0.40, hudclock@3.4.0, creative@1.20.0-pre.5, vsimgui@1.1.0, survival@1.20.0-pre.5, configlib@1.3.17
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 69
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 441
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 979
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 969
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 785
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

What could cause such crash? Do you have any idea on what should I do?

Thank you in advance!

💬 WillToLive, Oct 24th at 8:56 PM

So, is crossbows and firearms already a part of the mod? Im playing on 1.19.8 and wanting to keep them but i really love the stylization and feel of this mod. Would hate to have to exclude one or the other.

Thanks for making such great mods Maltiez

💬 MaltiezAuthor, Oct 24th at 7:24 PM

Chlamydia

update the game

💬 Chlamydia, Oct 24th at 6:35 PM

I was using version 0.0.26 and it worked fine despite few missing things. Newest versions don't work though, either on new world or old save, I get crashes while loading the game. I tried versions from 34 to 38. No success. :( Help.

https://pastebin.com/1dtX0hyZ

💬 MaltiezAuthor, Oct 24th at 2:31 AM

RachelTGG

Hold Alt to interact with stuff

You can't attack with shield up anyway.

💬 RachelTGG, Oct 24th at 1:38 AM

Is there any way to make able to swap spear from throwing to melee when using a shield too? also, cant open doors while holding a spear

 

💬 MaltiezAuthor, Oct 23rd at 12:58 PM

Wandour

probably not, not tested

💬 Wandour, Oct 23rd at 12:31 PM

is this compatible with xskills?

💬 MaltiezAuthor, Oct 22nd at 8:47 PM

KickstandJack

spears are throwable, unless you use outdated version

💬 KickstandJack, Oct 22nd at 7:17 PM

Maybe this is the wrong place to ask this, is throwing a spear completely taken out or am I just not looking in the right places? Thanks.

💬 MaltiezAuthor, Oct 22nd at 2:24 AM

RachelTGG

Remove a mod that changes falx animation in player model or changes player model. No idea what it is. Use VS discord for help and bug reports, moddb is not really suitable for this.

💬 RachelTGG, Oct 22nd at 1:38 AM

Getting crashes somwhat often

https://pastebin.com/yWQkpenU

 

💬 MaltiezAuthor, Oct 21st at 6:41 PM

AFoxInAviators

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

💬 AFoxInAviators, Oct 21st at 6:25 PM

Latest update seems to have broken something, tried even on fresh world with no mods other than CO installed, always CTD while loading world.

Crash Log

💬 MaltiezAuthor, Oct 20th at 7:08 AM

RachelTGG

not implemented yet

💬 RachelTGG, Oct 20th at 2:41 AM

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

 

💬 Plurificico, Oct 19th at 3:08 PM

is it compatible with toolworks?

💬 MaltiezAuthor, Oct 18th at 6:37 PM

Keeroi

Sorry, but I dont have energy to support two versions, you will have to wait for 1.20.

💬 Keeroi, Oct 18th at 9:12 AM

Hey, first thanks for the ebic mod. It's cool I like. anyways, I'm playing on 1.19.8 and I have a crash happen exactly when I try to switch my shield to an empty hand by pressing "x". Here's the log:

 

Running on 64 bit Windows 10.0.22631.0 with 32555 MB RAM
Game Version: v1.19.8 (Stable)
10/18/2024 2:11:21 AM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.2.1, betterdrifters@2.1.3, bf@0.0.2, darcesdrifters@1.0.0, machairodontinae@1.0.9, TA_plainsandvalleys@1.0.5, primitivesurvival@3.6.5, saltandsands@1.0.2, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, alchemycompat@1.0.0, alchemy@1.6.35, betterruins@0.3.7, combatoverhaul@0.0.10, expandedfoods@1.7.2, herbarium@1.3.0, hudclock@3.4.0, hydrateordiedrate@1.4.0, moreanimals@1.3.5, pelaguswinds@1.0.0, petai@2.2.6, removetraders@0.0.2, rivers@3.1.0, sailboat@1.3.1, solidshields@1.0.1, th3dungeon@0.2.1, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.5, cats@2.0.3, feverstonewilds@1.5.0-rc.2, wildcraftfruit@1.2.2, wildcrafttree@1.2.0, wolftaming@2.1.3
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 82
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 85
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10/16/2024 4:45:35 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1c38
Faulting application start time: 0x0x1db1fb02c720f9c
Faulting application path: C:\Users\Atom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Atom\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 03378508-1d4b-4c3f-8764-cb43f7df9354
Faulting package full name:
Faulting package-relative application ID: }

 

When I remove the mod, everything works again. I understand you said I should use 1.20, but no other mods are updated atm so I was wondering if there's any chance of you going back and updating the 1.19.8 version? Thanks very much anyways

💬 MaltiezAuthor, Oct 17th at 8:12 PM

Ordelia

Use pre.6

💬 Ordelia, Oct 17th at 7:35 PM

I'm confused what's causing it, but running the mod on 1.20.0-pre.5 even standalone seems to cause a crash (Log is from trying to run it with Plains and Valleys but the same happens alone)
Log on pastebin

💬 MaltiezAuthor, Oct 17th at 7:00 PM

Thranos

Compatibility is possible, but I dont have time to do it on my own. The author of weapon pack should make compatibility patches.

💬 Thranos, Oct 17th at 6:17 PM

Would compat with WeaponPackAlpha (the continued one) be possible as well? It's become my server's go-to melee mod.

💬 MaltiezAuthor, Oct 15th at 5:06 PM

Linek

It will, but they will have vanilla hit boxes (not accurate) and they will not have resists, so you weapon will deal full damage to them.

But we will work with FotSA author on patches for their mods.

💬 Linek, Oct 15th at 3:29 PM

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

💬 MaltiezAuthor, Oct 15th at 7:51 AM

vulesk95

I'll make `air whiffing` sound for tools configurable

I'll return ping sound on projectile hit, probably make it configurable

💬 Ardent1, Oct 15th at 6:28 AM

Just like Corat, I love this mod.

The new responsive hit detection in 1.20 + this mod make combat so good I actually enjoy it and seek it out. The longer spear insanely useful for hunting and makes 3 block pillars a thing of the past. The bow animations look great, and the lower arrow break chance is a god-send. A much appreciated feature is the addition of iron+ spears to the roster, which is conspicuously missing in vanilla.

The tool animations also look good and their speed and weight (and collision) actually make sense compared to, say, the vanilla pickaxe 1.20 'lightly tapping the rock' animation, but the new 'air whiffing' sound that tools play every swing is insanely annoying.

I also found it difficult to tell when my arrow actually hit a mob, there is a collision sound but it seems to be localized to the impact so it can be hard to hear depending on your distance. Maybe add a config toggle for the classic ding sound?

TBH, I already cannot live with this mod or it's predecessors (iron spears cough cough). When Firearms 1.20 releases, my life will be complete again.

Keep up the great work!

💬 Galena, Oct 13th at 6:56 PM

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

💬 Thranos, Oct 13th at 12:18 PM

It's unfortunate that Firearms and Crossbows are being tied to this for 1.20, due to how drastic and far-reaching the changes it makes are, plus compat issues.
It's put me in the awkward position of having to tell my players they're either losing their modded ranged weapons (Crossbows/Firearms) or their modded melee weapons (WeaponPackAlpha) once the server gets updated to 1.20.

Unless I've misunderstood something, that is?

💬 MaltiezAuthor, Oct 12th at 12:13 AM

Boyarde

can be incompatibility with some mod, it will be nice if you ping me in VS discord server and send client-main log

💬 Boyarde, Oct 11th at 11:16 PM

When I chopped down a tree, every log was unstackable and took up its own slot. This only started after installing v0.0.23, behavior was normal earlier today before.

💬 Corat, Oct 11th at 10:30 PM

I just want to take a moment to praise you for the addition of your layered armor system. It's incredibly immersive, historically accurate, and the rework adds a lot more sophistication to this game that the combat sorely lacks. The small details like being unable to wear plate/chain in combination with scale are awesome. The varied attack animations are such a huge improvement from the old "true" damage colliders where you were stuck with 1 attack that made the falx hit walls and get you killed. I look forward to your addition of firearms and potentially future melee weapons (maybe a collab with another creator that's already made the models?) to add the finishing touch of even more varied melee combat that would truly make me unable to live without this mod.

Thank you so much for creating this and I wish you the best in future endeavors. 

Some suggestions that to me seem like "more simple" changes to code that are feasible in the short term are: Show only the outermost layer of armor to remove clipping until there are actually individual armor pieces, make gambeson/jerkin mandatory to be worn under chain/plate/scale, only apply movespeed penalty to outermost worn armor (Exception being adding chainmail under plate and the difference should be only about 5%.), with previous change: make the armor movement speed in line with vanilla (so plate doesn't have 80% movespeed, nor the 60% that you have fully armored), change arrows to piercing damage alongside crossbow bolts, rebalance crafting recipes to make sense with required gambeson wearing and the improvement to brigandine armor (Make chainmail require no jerkin, remove chainmail from plate recipe, make brigandine require more plates), reduce blunt protection of lamellar (why does it have the same stat as brigandine?) 

If you're ever looking for a 3D modeler to create objects to fill your newly made slots in armor interface as opposed to everything taking up multiple slots, I'd enjoy every bit of it!

💬 joceville, Oct 11th at 11:28 AM

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

💬 MaltiezAuthor, Oct 9th at 5:46 PM

Wyrtus

You can lean it against 3 block tall wall, but yeah, you cant but it into rack.

💬 Wyrtus, Oct 9th at 5:41 PM

Sorry to bother, but noticed it's unable to store spears on racks and also on the ground, is it a bug?

💬 MaltiezAuthor, Oct 9th at 6:23 AM

If you count all the prototypes and canceled projects, this mod is in development for over half a year, so it is quite snailing pace actually

💬 Vyse, Oct 9th at 5:28 AM

Godspeed, I hope progress on this keeps going well

💬 MaltiezAuthor, Oct 8th at 9:16 AM

Ok, I'll try to add back throwability to spears. It is not that straight forward code wise, but I figure something out.

💬 Thranos, Oct 8th at 7:29 AM

Would base spear throwability be on a toggle? I'd really like to keep that enabled, and with this mod being required for Crossbows, I'd really rather not have to lose one thing to keep the other.

💬 MaltiezAuthor, Oct 7th at 2:04 PM

Neo_O

Yeah, spears are not throwable anymore. The idea was to add javelins instead of vanilla spears, and then spears, but then I reduced the scope of this mod. I will make addon later with throwable javelins that will be more like vanilla spears.

💬 Neo_O, Oct 7th at 1:57 PM

im testing mod and works very good with a bunch of other mods. also the skins and the animations are awesome.

the pirece throught entities and the damage are a bit op but with a very satisfactory feeling (probably cos im using level up).

the major change is i can't throw spears anymore. im missing something or is temporal while mod is in alpha?

amazing work!

💬 MaltiezAuthor, Oct 7th at 7:18 AM

Crius

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

💬 Crius, Oct 7th at 12:59 AM

I know you are probably busy with the 1.20 preparations but, running on a fresh generated world with 1.19.8, literally less than a minute in the world, after breaking a stone to get the first flint stone, the game crashed to desktop (single player).

This is the error message:

```

Running on 64 bit Windows 10.0.19045.0 with 32620 MB RAM
Game Version: v1.19.8 (Stable)
07/10/2024 02:13:46: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, atwatersedge@1.5.0, chiseltools@1.12.9, clickuptorches@1.1.1, cwcolors@1.0.9, cwmodular@1.0.9, cwtall@1.0.9, cwwide@1.0.9, decor@1.1.5, driftershaveloot@1.0.0, DrystoneParity@1.0.0, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, lastingarmor@1.0.6, millwright@1.1.5, leadroof@1.3.4, primitivesurvival@3.6.5, rope-bridges@1.1.0, rustandrot@1.0.3, swordz@1.1.8, thatchexpanded@1.1.1, visibleore@1.0.1, game@1.19.8, vtr@4.0.4, egocaribautomapmarkers@3.1.0, bedspawnv2@1.2.0, betterfirepit@1.1.4, betterhewnfencegates@1.0.0, betterruins@0.3.7, butchering@1.6.8, chickenfeed@1.1.3, combatoverhaul@0.0.10, commonlib@2.3.7, expandedfoods@1.7.2, farmlanddropssoil@1.4.0, foodshelves@1.3.1, herbarium@1.3.0, hydrateordiedrate@1.3.7, improvedhandbookrecipes@1.0.0, jayuscookbook@1.0.2, sailboat@1.3.0, kcmathpatch@1.0.0, kcmftospatch@1.0.0, oneroof@1.0.2, OutlawCompForRustRot@1.2.3, pelaguswinds@1.0.0, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@3.1.0, rustboundmagic@1.9.74, shovelimpervioustosnow@1.0.0, stepup@1.2.0, stickydirt@0.1.0, stonerailings@1.2.2, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, worldconfiggui@1.0.1, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, tailorsdelight@1.7.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.GetElementTransformMatrix(Matrixf matrix, ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 351
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 327
at CombatOverhaul.Colliders.ShapeElementCollider..ctor(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 245
at CombatOverhaul.Colliders.CollidersEntityBehavior.SetColliderElement(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityBehavior.cs:line 137
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.ReplaceAnimator(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 86
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 05/10/2024 11:15:26, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0xde4
Faulting application start time: 0x01db170f3755d8c8
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report ID: 38d7adc7-45b1-47cd-98c6-e8c394c237a5
Faulting package full name:
Faulting package-relative application ID: }

```

Every attempt at launching the world again ends up in an immediate crash to desktop.

Quick link to the first line of the error log stack: github.com/maltiez2/CombatOverhaul/blob/master/source/Base/Colliders/EntityCollider.cs#L351

 

 

 

 

 

💬 EndlessOats, Oct 2nd at 7:40 AM

This would be sick if you localized it to 1.20's entity targeting when that gets full released

💬 FrazierFr, Sep 29th at 10:05 AM

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

 

💬 Herbetussy, Jul 26th at 2:25 PM

None of my worlds load, just loading forever.

💬 MaltiezAuthor, Jul 23rd at 10:21 AM

Vesk

Noleadge

KenigVovan

Better to discuss in discord if you want to help, there is a post in official VS discord server: https://discord.com/channels/302152934249070593/1260976245374582886

💬 Cantos, Jul 22nd at 12:07 PM

What does the mod do exactly?

EDIT:
Any particular overhaul you're aiming for? Might be interested in helping on the code side depending.

💬 KenigVovan, Jul 21st at 9:21 AM

Hi, I don't know if I'd be somehow helpfull in content part, but if I can help let me know

💬 Noleadge, Jul 21st at 7:33 AM

im not skilled but i love your work and im interested

 

💬 Dov3, Jul 20th at 8:26 PM

<3

💬 Vesk, Jul 20th at 6:56 PM

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

(edit comment delete)