Has Config lib support. Install it to configure the mod.
Immersive first person camera mode is not supported. Incompatible with Bullseye.
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.
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
Rare bug when you cant hit entities (with melee and ranged weapons) even if you clearly hit its model. If you encounter this bug immediately send client-main, server-main and client-debug logs to me in official VS discord server
Creatures resists rebalance. Now if your weapon tier is equal or more than creature resist you deal 100%, if one less - 75%, if two or more less - 50% of weapon damage.
Reduced the scope of the mod. Now it does not add any new items besides steel and iron spears (recipes for them will come a bit later). Mod changes falxes, spears and bows. Mod changes how armor work. Mod adds accurate colliders to some entities (will be added to all vanilla later)
This is still pre-alpha version. but already playable. If you remove this mod take off all your armor beforehand to not loose it. No tp animations for now.
In development pre alpha build with more stuff working, not ready for playing in survival worlds. Incompatible with AMlib, and all the mods that use this library (they will be included into this mod instead)
First Pre-Alpha test. Requires ImGui mod installed (is used for dev. tools).
You can find already working weapons in "CO - Test" creative tab. No recipes added, not ready for survival worlds. Some items from "Combat Overhaul" tab work, but most of them dont.
Only drifters and straw dummy have proper colliders and resists.
Is there anyway to disable the armor changes in config? I love a lot of your mods that require this, but I find the armor changes a bit to non-vanilla, and it seems that this mod does not support other mods that add armor (specifically in my case the ElectricityAddon mod).
With the most recently updated version: bow animations aren't playing; crossbows won't work; and firearms won't work. Reverting to v0.1.3 fixes this. I am also able to break blocks while aiming the bow.
@quppeq, I installed animation manger lib for 1.19 as well and removed it for the 1.20 update my animations work fine but anyone installing the mod for 1.20 don't have the animations at all. as for removing modsby server do you mean removing it in the server config file? or something else i don't understand what you mean by that part
Vlask You updated from 1.19? Clients should remove modsbyserver. I installed animationmanagerlib for 1.19 (and removed in the 1.20 update), but this mod still worked on the client side. After removing modsbyserver - everything is fine
I'm loving this mod. The better mining and woodcutting animations are my favourite. Haven't noticed any issues in multiplayer either though it's just me and one friend on a server hosted in my closet.
1.20 seems to have a bug with this. (no other mods interacting with weapons) While cutting down a tree or mining an ore, randomly, your character will stop swinging the tool you're using and you'll lose all of your progress on the block. It's really frustrating. The only solution is to drop the weapon or mouse off it, but that doesn't always fix it. I've had players on my server say they've cut the same tree down six times without actually having it go through.
Hey man! I love the firearms mod, I'll probably keep using it with the 1.19 version until it inevitably crashes. But I need to add my own few cents on something you talked about just below.
You mentioned about there being pretty much two options in regards to the mod scenario, which is either constructive feedback or just not using the mod to a person who asked for things to be optional.
I don't agree with that comment, I suppose you do you as the mod creator and all, but modularity is key for mods and I particularly liked that the firearms mod was pretty plug and play and specifically only brought in firearms with no other dependency other than the animation libs, in the future it would seem that this will change as the combat overhaul will become a prerequisite and I wasn't looking into deeply changing the mechanics of the game along with bringing in firearms. I understand the maintenance aspect as a developer, but that is definitely constructive criticism. You don't exist to serve other people regardless, and I respect whichever way you go with this.
I'm seeing a bug on the Passion Project Gaming server where weapons will just stop working, where you can't attack at all. They also run the gun mod and guns will just interrupt mid-reload. Running on 1.20 stable.
Same with javelins. They are also missing from the spawn menu in creative (you can still make the head and craft it yourself if you want to crash the game lol).
A standalone version of this mod with just the hit detection and bullseye aiming would go hard. The armor/weapon overhauls and addition of weak spots feels like unnecessary bloat. (The new anims for mining & woodcutting are super cute too, would love to see those in vanilla)
Maltiez, Ok! Specifically, I like the locational damage on creatures, but I really don't think damage should be locational on players. I definitely think the main problem for me is the "unlucky scenarios" (as mentioned by Liznerd) where you sometimes take damage as if you just weren't wearing armor at all. Most of my dislikes are small nitpicks that I can get used to pretty easily, but occasionally taking full damage (sometimes enough to kill) due to an unlucky hit from the enemy you're fighting is just not fun, regardless of the realism. My other issue is with certain offhand restrictions, like being unable to use a bow with an item in your offhand. Why not just disable the item while the bow is out? it just feels a bit clunky.
9ghtX armor definitely does stack - more you wear, less dmg you take, and only the top layer takes damage (from what i've noticed) All weapons rely on the models hitting each other - both with ranged and melee weapons. You will definitely kill drifters faster if you aim the spear at the appriximate location of their heads, or if you do a swing from above with the sword. This mod even makes you hit certain enemies specifically in weakspots in order to kill them (for example - the bell's "bell" (head) takes 0 dmg, you can only kill it if you attack it from behind (its "spine"), and the eidolon boss only takes damage if you hit it in the head-face.) There are currently no markers to indicte that you have hit the weak spot, which would be a very useful thing, and even though you can check the combat log for the specifics (type of damage, amount of damage, where you've been hit or where you've hit the enemy), the combat log can very quickly be cluttered if you are fighting a large amount of enemies or tnaky enemies, and it actively lags your game if you fight while having it opened. This is probably an issue that needs to be resolved.
Sevie The armor system is balanced to a degree - you can ignore some armor parts, or wear lighter armor - IF you're fighting against low-tier enemies, or against a small amount of enemies. It is very much possible to dodge, parry, block, or even just keep your distance and use terrain to your advantage most of the times. Drawbacks exist, but the damage mobs deal now is so high that any armor is almost always better than none. And if you are a ranged guy - armor really if one of your least concerns. However, this is definitely an issue with how you can get instakilled by an unlucky scenario (a bear running out of the bushes has just one-hit me in the neck one time, despite me wearing plate armor everywhere else), which are more than likely to happen if you are not playing VERY slowly and carefully (and boringly). And, while the new armor UI is quite big, it's not that much of an issue. What is more of an issue is how much inventory space this armor can take, with you barely being able to take it off to heal or sleep during a travel, especially if you've got a full set.
Both of these issues can (and the first one definitely should - it is very unfun to have a chance of immediate death just to get a slight speed/accuracy bonus) be resolved, and in different ways. For the armor system there probably are three ways: Easy way would be to adjust the protection values of lighter armor types. Make them give some percentage of their protection value to the unprotected parts of the body that are on the same layer with them. Maybe leave such protection only applied against NPC attacks, so that the PVP (if there will be any) remains as punishing (and therefore fun). Easier way is to adjust the damage multiplier for the bodyparts. Head recieves twice as much, and the neck takes even more. Maybe make those smaller for the player, in PVE (PVP same as above). And the easiest way - is just to increase the amount of health a player can have in the world settings. You can do it yourself, and it is justified by the fact that everything deals more damage with this mod.
For the UI - having a separate/toggleable/adjustable window, and perhaps a way to craft a fully combines three-layer set from plate/brigandine + chain + gambeson, to reduce inventory clutter. Otherwise this particulr issue is quite small, and some inventory management freaks from the depths of Escape from Tarkov may even enjoy it (I do).
I'd personally make the long axes cost less iron to make, or deal a bit more damage, since their hitbox makes it very hard to land a hit in most cases, more so an accurate one. And maybe make greatswords just 0.5 dmg stronger, so that the iron ones could one-hit any surface drifters when hitting their arms/torso (because it is that satisfying).
Hello there! Been enjoying this mod for a while, but i've recently noticed a small compatibility issue between Combat Overhaul and In Dappled Groves. There appears to be an issue where Combat Overhaul adds in the abiltiy to chop placed logs with an axe to make firewood, whilst i used to enjoy this, this interferes with a stepped system in 'In Dappled Groves' that adds in splitting the logs in to halves and then the firewood in to halves.
Could you please add a compatibility patch between your amazing mod and IDG?
My main thoughts ideas are:
a: Add a patch that turns off the log-to-firewood system when IDG is detected, maybe with a notice in chat or a popup to notifiy this has happened (To avoid confusion) b: Add a wood-chopping block that is made by combining an axe with a couple rocks, and make this the surface logs need to be placed on to chop them in to firewood directly, and remove the direct system (placing the log on the ground and using axe to chop it in to firewood)
Adding on to what Elytra said: I appreciate the effort put into this, I definitely think vanilla combat is lacking in certain aspects, and there are parts of this mod that I REALLY like! but can we please have config options to disable some of these massive changes? I understand the need to keep the code centralized, however, certain features currently make the it more unfun to play with (this is subjective, of course). Being able to disable certain parts of the overhaul in the config would do a lot for this mod. For example; I dislike the new armor system. the large new armor UI is fairly intrusive, and locational damage makes most vanilla armor feel completely useless, as you'll randomly take huge damage unless you're using full plate armor. it's a very subjective system that i'm sure some people can appreciate, but it is way too much for me.
I'm curious how armor works. For example, I can wear brigantine and camisole at same time as they are on different armor layers. Does their armor points stack or it works like "outer layer takes damage first, then inner layers when outer is broken"? And about hit detection. It works only for ranged weapons (throwing spear, bows and etc.) or for melee too? Is there point to try for example aim in head with spear in melee or doesn't work? And will be there any marker (sound or visual effect) that player has hitted weak spot or particular body part?
I really like this mod for new combat things and axe-pickaxe mechanic and stuff that adds second mod!
Hey! Just noticed the damage and damage tier of the Gold and Silver falxes (5.2 and 5 respectively) are lower than the Steel falx (5.5 and 7), despite requiring a steel falx blade? Unsure if the actual values are correct but that's what it displays on the tooltips ingame. Durability is the same (2125)
does this mod alter the recipe for the blackguard shortsword ? we have this mod running on our server & a player is unable to create the sword from the vanilla recipe. when searching the weapon within the handbook, no crafting recipe is shown.
I've noticed a couple of compatibility issues with this mod when i run it with other mods. Like whenever I try to us a class extender mod, anytime I pick hunter or check my traits as a hunter my game crashes. Also some of the weapons from the AlphaWeaponPack also crash when used. i'm thinking it's trying to use the old animations and causing conflict with this mod reuslting in another crash. I just wanted to let you know what i've found and hope this'll help with any compatibility on your end.
I've been checking up on this mod, and I'm looking forward to trying it, but I have to agree with Sevie that it's unfortunate that it is a dependency for your other works. I think Firearms is excellent and would have recommended it for our server with the new update, along with Crossbows, but can longer do so with them being tied to a work-in-progess overhaul. Of course this is your vision, and all your mods look great, but I think you'd get a lot more people using your stuff if the overhaul was an optional module (if possible).
The armor balancing is kind of absurd imo. Even the lightest armor like leather offers big debuffs (with barely any protection), and the best armors, while highly protective, have absolutely debiliating debuffs. Like I'd rather not wear any of this stuff
Testing out the mod as VS 1.20 stable draws nearer, and have to say I am really enjoying everything so far. The mod is an ambitious endeavor Maltiez, and well done! And the rate of updates and bug fixes you are turning out is nutz. Your drive to see the project completed is impressive. I know there are still some issues and balancing to work out, but I hope you'll keep at it! Finally armor and armor types mean something, along with damage types and value in where you land your hits. Immersive combat needs this sort of system.
I feel like this mod is a bit too much. I love some of the features here, like the new pickaxe/axe/shovel mining, but I wish this stuff was seperated into it's own mod. Why make such sweeping changes to the game and then also make multiple other content mods dependant on such huge changes? Personally, i'd prefer the new tool animations, firearms, and crossbows WITHOUT the overcomplicated armor and weapon mechanics.
Hey I loved the mod but it was really tested ? im on the resonace archives and it is imposible to beat the boss I mean I have full iron the best of the healings and food I can bring but I cant even use my greatsword because I dont see with out the lamp I already tried alone and with firends and I dont think that the intented way it is bring steel beacuse theres more bosses after this one even do with steel sword u dont do the damage require for the battle, actually im on creative with my friend now and he is doing more damage with his hand than me with an iron longsword, idk but this dosent fell like balance to me, like i said I liked the mod a lot but I cant figth the bosses sooo the mod it is a bit broken, it looks like the iron sword and the bow woked ass intented, they do damage but it is imposible to aim in that boss idk if im doing something wrong or what but at this moment i cant beat the boss with this mod with out easy
Devit Most of the information you're looking for can be found up above. Check the google spreadsheet. It shows all the enemies and animals, and what damage type they cause along with the damage amount. In game the handbook shows what damage types the armor will protect you from, along with the max. You ALSO need to layer your armor. Each layer may protect better from certain attacks. (Skin, Middle, Outer layers)
That is just for the torso level. (Except Body leather jerkin is torso, arms, and hands) You will want to do this for the feet and/or legs, the arms, head etc. There are more options for the layers than I mentioned. Some better than others against specific attacks. Tailored Gambeson has like 8 blunt protection which is quite nice but harder to make for the "skin" layer
You can type "Skin"\ "Middle"\ "Outer"\ "Feet" etc. to find armor easier in the handbook. May take some messing around
Kamikadze Sadly there is no way to disable most of changes this mod does. If you want to use Crossbow/Firearms, in 1.20, you are forced to use these changes. I really recommend playing your first run without it.
This mod makes 2/3 armors in the game completly useless. There is no information how armor affects dmg, what type dmg enemies do or anything like that. Your weapon choice will be Exteremly limited because enemies have really high resistances to certain types.
Hello, I download this mod just for working crossbows and I dont want change too much in game because this would be my first playtrought. To have all same like on vanilla should I just unclick all checkboxes in Combat Overhall settings or should I also change something in slidebars or leave every setting as default?
Hello! I am getting an error when using the server hosting Pingprefect this is the error any help would be very nice!
Game Version: v1.20.0-pre.13 (Unstable)
1/4/2025 6:19:10 PM: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.MeleeWeaponServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1203
at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1335
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 261
at Vintagestory.Server.ServerSystemBlockSimulation.<OnBeginModsAndConfigReady>b__13_0(Item item) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 313
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 314
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 623
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 540
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crash written to file at "Data\Logs\server-crash.log"
Each of these mods can add compatibility for combat overhaul, I added compat on a few custom weapons I made on a private mod; even if there's no template, they can use code from any mod already compatible (like scraps for example)
it seems that your mod has some difficulties with your own mods? Or am i missing something here, because when i load Combat overhaul with the crosbow and firearms mod the game seems to struggle to find the dll's and stuff. 3.1.2025 12:30:10 [Error] [combatoverhaul] An exception was thrown when trying to load assembly: 3.1.2025 12:30:10 [Error] [combatoverhaul] Exception: Assembly with same name is already loaded at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly) at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath) at System.Reflection.Assembly.LoadFrom(String assemblyFile) at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34 at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455 at System.Linq.Enumerable.SelectListIterator`2.MoveNext() at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList() at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454
this seems to be a problem for every mod of yours. should i delete some redundant files or what? because when i played in 1.19.8 everything was fine
3.1.2025 12:30:11 [Error] [maltiezcrossbows] Exception: C:\Users\domin\AppData\Roaming\VintagestoryData\Cache\unpack\maltiezcrossbows_0.5.12.zip_3cc50c50a4eb\crossbows.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 462
Ok, I don't think you'd be able to do this even if I sent some money on your patreon (I can't, got too many personal costs lately, and my country's money isn't worth much already) but I'd better ask just to make sure.
My guess is this isn't a problem on your side, but on the other mod's side. Do you think you can make your mod compatible with the Kemono mod? I'm not talking about the ponies, that'd be an animation and coding nightmare, I'm sure. I'm talking about the more humanoid options. They just freeze when trying to swing any weapon.
Hello! Not sure if anyone else has encountered this bug, but whenever I try to hunt fish with a flint spear in the water, it won't take damage through melee attacks. When I threw my spear, the fish would die successfully, but then one of my spears disappeared completely and the other one is forever floating in the water and I can't pick it up. I tried killing fish with my flint knife and there was no issue there...
Is there any plan to possibly add the polehammer variants to other metals, or at least to Iron and Meteoric Iron? Would appreciate an earlier polehammer option for the reach and blunt damage it offers but not have to wait till steel to get it.
it is possible to know how the damage are calculated ? like with a tier 3 piercing weapon dealing 4 damage, how many does it count on a level 4 percing protected enemy ? but it will be better with the fomrula
I confirm that "opening" (right-clicking) a quiver causes a crash-to-desktop in-game. 1.20-rc5 using 0.0.100.
Running on 64 bit Windows 10.0.19045.0 with 32697 MB RAM Game Version: v1.20.0-rc.5 (Unstable) 12/24/2024 12:03:34 AM: Critical error occurred in the following mod: combatoverhaul@0.0.100 [...loaded mods...] System.NullReferenceException: Object reference not set to an instance of an object. at CombatOverhaul.Armor.ClothesSlot.EmptyBag(ItemStack stack) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 63 at CombatOverhaul.Armor.ClothesSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 23 at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 442 at CombatOverhaul.Armor.ArmorInventory.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 257 at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 958 at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 754 at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459 at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564 at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 158 at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390 at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431 at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198 at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
Devit Most of the dangerous 'monster' types have either low, or no blunt resistance. Bells, some unique monsters, bowtorns like you said, etc. You use guns to take out high priority targets like those, then use melee or crossbows for everything else. They're great for farming temportal storms if you have a built defensive area though. Muskets will oneshot practically everything except for bears.
ShanaLarisar Guns are really slow to realod so they are impractical to use for temporal storms, at best maybe hunting, but then most animals have blunt protection & even strongest musket cant kill bear with single hit. So the "gun" gameplay is just having multiple 2-shot rifles preloaded. Good maybe against bowtorns cuz they are resistant to everything but blunt
Another bug if found while testing this mod, Javelins are absoultly op with shields, It allows shooting javelins while completly shielded. Edit: that would be op if shields worked correctly, as it stands, most enemies will clip into player and ignore shield completly,
Honestly bows just kinda suck with Combat Overhaul. The highest damage tier you can get is 5 piercing, compared to 7 with a windlass or 6 with a goatsfoot, and sure you're shooting a little slower, but using a goats foot crossbow and a bronze bolt you do 17.5 damage at tier 6, compared to 6.5 at tier 5 with a recurve. Hell, even a longbow is only doing 9 damage at tier 5.
By the time a hunter can fire a recurve 3 times for a total of 27 at t5, anyone else has already fired their first shot of a goats foot, reloaded, and fired again for 35 damage at t6. A windlass would be 30.1 t7 damage PER SHOT with a bronze bolt. You're doing more that 3 times as much damage than a longbow, with two penetration tiers higher. And hell, that doesn't even include firearms for how insanely good they are.
Class balance is bad: Ranger feels much weaker with his lack of ranged dmg bonus, reload speed is not that good replacement.
meanwhile Blackguard has both +30% dmg and +30% attack speed and to add to everything, he doesnt really have any ranged pentaly [slightly shaky aim is not affecting anything]
Clockmaker got crossbow proficiency, but lost his +25% dmg vs mechanical, so overall weaker & focuses on ranged
do you know if this mod will be combatable with mods that add more weapons like ancient armory?.. we are interested in using these combat overhaul mods but also already have the extra weapons in world and do not know how those weapons will be effected. i dont want to breaks something to find out...lol
any way to disable the personally ugly aiming system? If not is the mod going to stick with this new system? The weapons and all the stuff is cool but it's getting too complicated for me
I dont want to work on sling and throwing stones. I might eventually rework them, but not in the near future. Also anyone can make an addon to rework them.
Is there some way for us to edit which classes recieve which proficiencies? I looked around in server files/the mod .zip itself, but couldn't find anything related to it.
tbh mele dmg buff is great but i still have problem that you nedd something about 40 hit with steel falx to kill bell i also tested two headed drifter and copper javelins have bigger dmg than steel weapons and kill it faster. And mobs have slash and pierce armor but still falx is best mele weapon and warhammer have lower dmg even when enemies have 0 blunt def.
Blazha that's the weirdest and least relevant type of criticism that can possibly added for the COMBAT overhaul mod. You complaining about the sounds axes and pickaxes make in a minecraft style game is ridiculous by itself lol
The sound of swinging axes and pickaxes is just awfull. Either tune it down or remove it. Do you have any idea how fast you need to swing this tools to produce this kind of sound? You can go for realism and try recording the sound yourself :P
I ran into an odd situation while playing with this mod, not sure if it's a bug (in rc1 1.20) or your mod. Does this mod by any chance touch the spawning rate of any mobs?
I keep getting the same crash thegerman is getting. Only idential mods are the extra creatures fauna ones. Any idea what to disable or is this due to this mod and 1.20's changes?
Before trying to "fix" combatoverhaul drives me crazy, im keeping it on regardless :p or is there a light at the end of the tunnel?
Edit: Wooo latest release fixed it (i think) I havn't had a crash and forced to cheat in the stuff that dissapeared! <3
The only things I don't like about this mod are the armor and damage changes and the spear attack direction indicator, makes me not want to use the mod. Maybe make them optional in the mod settings.
One small suggestion that I have would be to make the wood chopping animation produce four separate pieces of firewood instead of a single stack of four, similar to the mod Immersive Wood Chopping. There is also an issue when holding an axe, shovel, or pickaxe where there is no longer any head bobbing. You might also changle the idle axe animation so that the character holds it in one hand when not in use making it similar to vanilla but I suppose that is just personal preference. Just some small things before final release, really loving this mod so far though!
Hi, I'm just trying out the new update for v1.20RC (0.89), I was previously using the one for v1.20Pre (0.85), both on game version v1.20RC. With 0.85 I was getting the new tool animations, and weapon animation with 0.89 I don't have any tool or weapon animations (however, I do have access to the weapons)
Making proper tp animations requires a lot of work, hence time and energy, I dont have enough of those. It is a bit sad that 1.20 crossbows and firearms wont have tp item animations from 1.19 version, though.
Firearms basic tp animations (like with crossbows) will come a bit later.
Will this mod ever support 3rd person animations for other players? The first person animations are amazing, but it looks very weird when other players don't swing their weapons 'correctly' or even aim their weapons with crossbow or firearms mod.
Edit: It seems crossbow aiming is shown in 3rd person that's my bad, but the firearms don't work. I suppose that is more of an issue with the firearms mod then.
I know it is alpha version so probably just FYI, I can see that shovel animations are very good if you dig something from distance but if you are close to the block you are digging, animation speeds up and it looks weird
Would it be possible to make the Armor window of the C menu (character, weather stats, nutrition, armor) work with Immersive Mouse Mode again? It makes leaving beds while keeping an eye on the time really difficult, among other issues. If the fancy modular Armor window is closed, the issue immediately vanishes, so I'm pretty sure it's from Combat Overhaul.
For some reason I've got all the new weapons and stuff from combat overhaul: armoury but the controls are the same as vanilla. In fact, all new items added only have duravility stat and I cannot use the new weapons as I should. Like using a mace to hit enemies, cover myself with a shield, throw a javelin...
>accurate colliders hit detection instead of vanilla selection >enemies receive different damage depending on where they are hit Wow. I almost refuse to believe this is real. How did you manage to pull that off on the engine?
How are creatures from other mods treated if they are not in the compatibility list? Do they behave like vanilla having no weak points or damage type vulnerability, what about the damage they deal to you?
Could you correct the first person immersive camera, since every time i look down my character just compenetrate the soil., Sorry i read now the "Known problems", think i'll suffer in silence for the rest of my life
"Update early, update often" taken to heart, I see! Don't burn yourself out, but I have to say that the pace of development on your mods is incredible.
I need to find someone that know how to work with xskills and how it works in general to create patch. Right now I dont have time and energy to figure this out myself.
PerkCuss
Have you tried looking into config with Config lib installed?
Is there a way to turn off the tool animation changes or maybe consider renaming the mod to animation overhal mod since you're doing both combat tools? I like the idea of the mod, and want better combat, which I think this mod does great, but really dislike the tool stuff.
You said you can't, but could you explain a bit why you can't remap the block button to a different key?
I never use a shield anymore because it makes interacting with objects finnicky. So half the time you block, and half the time you interact with the item like intended. It makes it a really tedious experience to even carry a shield, and changing the key or making it shift again would resolve that issue entirely. I'm just wondering why that's not possible, becuase it would make shields about 100% more useful.
Hey I know im a bit late to the party but i know a quick fix to it. its not perfect as it will disable the shield function, but the rest of the mod functions fine as i know so far. I will update here if i find a better fix.
Fix: simply remove the Shield.json from the following directory starting from your Mods Folder Mods/combatoverhaul_ 0.0.10/assets/combatoverhaul/patches/weapons.
I'm running 0.0.10 on the 1.19.8 client, but I just had a multitude of crashes after making an iron-maple shield and scrolling over it. The crashes only stopped after I turned off Combat Overhaul. Switched the shield to offhand while I had the mod turned off and went in, and it works in offhand, but crashed as soon as I switched it back to mainhand as a test.
Running on 64 bit Windows 10.0.22621.0 with 16249 MB RAM Game Version: v1.19.8 (Stable) 11/14/2024 12:21:29 PM: Critical error occurred in the following mod: combatoverhaul@0.0.10 Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.11, primitivesurvival@3.6.5, sortablestorage@2.2.6, translocatorengineeringredux@1.5.2, game@1.19.8, alchemy@1.6.35, betterfirepit@1.1.4, carryon@1.7.4, combatoverhaul@0.0.10, configureeverything@2.1.0, danatweaks@3.2.2, expandedfoods@1.7.2, fieldsofsalt@1.2.1, knapster@2.11.2, levelup@1.2.9, nbcartographer@2.0.10, petai@2.2.6, sailboat@1.3.1, sleepvote@1.0.7, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.5, configlib@1.3.13, em@2.7.0, feverstonehorses@1.6.1, wolftaming@2.1.3, bricklayers@2.5.6, entitiesconfiguration@1.0.9, statushudcont@2.1.1 System.DivideByZeroException: Attempted to divide by zero. at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112 at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 67 at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 100 at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874 at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540 at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684 at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
On 1.20-pre.13 when I'm using a spear, mace or javelin I just can't hit an enemy (I haven't check it with any other weapon that is touched by this mod). Viusally it clearly lands, but there is no damage or reaction from the enemy. When I'm hitting an enemy with a knife or an axe I clearly hear and see the impact
I have the same error. If the CO mods tab was previously open in the creative inventory (at least this definitely works with crossbows), then exiting the creative inventory and entering it again causes a crash. I don't know if switching to a tab not related to CO mods when closing the inventory helps, but if you don't do this, a crash occurs. CO Armory does not have these problems.
I dont think blocking with right click would be very spear use friendly.. can't throw them then? (in the context of a lightweight mod for just rightclick block... it just wouldn't mesh well with being only about that is what I mean)
Good mod, the only thing i don't like is how you have to right click with the shield like mc. I like how it is on vanilla right now. Can you make a toggle in the future?
This is a somewhat large ask, but how would one go about obtaining compatibility between this mod and the Kobold Player Model mod?
I ask because loading a new creative world with just these two mods gives an error involving being unable to find the the json file for the regular humanoid model (Log)
it seems no matter what i really do this mod just doesnt work on my server. Even when I am not using other mods excep imgui for compat ofc as it crashes the clients every few minutes
Just seconding what MyruiC said. I seem to be unable to throw flint spears (or any spear for that matter). Thought it was a grip issue, tried at every grip on the spear to no avail. Also thought it was a mod conflict, so I turned off all my mods other than this one, but the issue persisted. Regardless, cool mod, will definitely be using it once 1.20 officially releases it.
If someone wants to continue AMlib and FSMlib and revive firearms and crossbows version that use them, be my guest, I dont have time, energy and good reason to maintain them.
Not compatible with the Mining Helmet. Once taken off - you cannot requip it as it belongs into the 3 armor slots. And cannot equip the Helmet into the armor slots of the combat overhaul mod.
(Minerz is the Helmet from - from the Miner Class)
I also can't seem to throw spears with hold right and click left. Keeps doing mele.
I like what you are trying to achieve with this mod. Tho locking Firearms and Crossbows behind this mod...
When starting the new world I have a crash log: Running on 64 bit Windows 10.0.19045.0 with 16273 MB RAM Game Version: v1.20.0-pre.5 (Unstable) 25.10.2024. 8:23:39: Critical error occurred in the following mod: combatoverhaul@0.0.40 Loaded Mods: game@1.20.0-pre.5, combatoverhaul@0.0.40, hudclock@3.4.0, creative@1.20.0-pre.5, vsimgui@1.1.0, survival@1.20.0-pre.5, configlib@1.3.17 System.NullReferenceException: Object reference not set to an instance of an object. at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 69 at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 441 at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 979 at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 969 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 785 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
What could cause such crash? Do you have any idea on what should I do?
So, is crossbows and firearms already a part of the mod? Im playing on 1.19.8 and wanting to keep them but i really love the stylization and feel of this mod. Would hate to have to exclude one or the other.
I was using version 0.0.26 and it worked fine despite few missing things. Newest versions don't work though, either on new world or old save, I get crashes while loading the game. I tried versions from 34 to 38. No success. :( Help.
Remove a mod that changes falx animation in player model or changes player model. No idea what it is. Use VS discord for help and bug reports, moddb is not really suitable for this.
Hey, first thanks for the ebic mod. It's cool I like. anyways, I'm playing on 1.19.8 and I have a crash happen exactly when I try to switch my shield to an empty hand by pressing "x". Here's the log:
Running on 64 bit Windows 10.0.22631.0 with 32555 MB RAM Game Version: v1.19.8 (Stable) 10/18/2024 2:11:21 AM: Critical error occurred in the following mod: combatoverhaul@0.0.10 Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.2.1, betterdrifters@2.1.3, bf@0.0.2, darcesdrifters@1.0.0, machairodontinae@1.0.9, TA_plainsandvalleys@1.0.5, primitivesurvival@3.6.5, saltandsands@1.0.2, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, alchemycompat@1.0.0, alchemy@1.6.35, betterruins@0.3.7, combatoverhaul@0.0.10, expandedfoods@1.7.2, herbarium@1.3.0, hudclock@3.4.0, hydrateordiedrate@1.4.0, moreanimals@1.3.5, pelaguswinds@1.0.0, petai@2.2.6, removetraders@0.0.2, rivers@3.1.0, sailboat@1.3.1, solidshields@1.0.1, th3dungeon@0.2.1, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.5, cats@2.0.3, feverstonewilds@1.5.0-rc.2, wildcraftfruit@1.2.2, wildcrafttree@1.2.0, wolftaming@2.1.3 System.DivideByZeroException: Attempted to divide by zero. at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112 at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 82 at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 85 at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874 at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540 at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684 at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
When I remove the mod, everything works again. I understand you said I should use 1.20, but no other mods are updated atm so I was wondering if there's any chance of you going back and updating the 1.19.8 version? Thanks very much anyways
I'm confused what's causing it, but running the mod on 1.20.0-pre.5 even standalone seems to cause a crash (Log is from trying to run it with Plains and Valleys but the same happens alone) Log on pastebin
The new responsive hit detection in 1.20 + this mod make combat so good I actually enjoy it and seek it out. The longer spear insanely useful for hunting and makes 3 block pillars a thing of the past. The bow animations look great, and the lower arrow break chance is a god-send. A much appreciated feature is the addition of iron+ spears to the roster, which is conspicuously missing in vanilla.
The tool animations also look good and their speed and weight (and collision) actually make sense compared to, say, the vanilla pickaxe 1.20 'lightly tapping the rock' animation, but the new 'air whiffing' sound that tools play every swing is insanely annoying.
I also found it difficult to tell when my arrow actually hit a mob, there is a collision sound but it seems to be localized to the impact so it can be hard to hear depending on your distance. Maybe add a config toggle for the classic ding sound?
TBH, I already cannot live with this mod or it's predecessors (iron spears cough cough). When Firearms 1.20 releases, my life will be complete again.
It's unfortunate that Firearms and Crossbows are being tied to this for 1.20, due to how drastic and far-reaching the changes it makes are, plus compat issues. It's put me in the awkward position of having to tell my players they're either losing their modded ranged weapons (Crossbows/Firearms) or their modded melee weapons (WeaponPackAlpha) once the server gets updated to 1.20.
When I chopped down a tree, every log was unstackable and took up its own slot. This only started after installing v0.0.23, behavior was normal earlier today before.
I just want to take a moment to praise you for the addition of your layered armor system. It's incredibly immersive, historically accurate, and the rework adds a lot more sophistication to this game that the combat sorely lacks. The small details like being unable to wear plate/chain in combination with scale are awesome. The varied attack animations are such a huge improvement from the old "true" damage colliders where you were stuck with 1 attack that made the falx hit walls and get you killed. I look forward to your addition of firearms and potentially future melee weapons (maybe a collab with another creator that's already made the models?) to add the finishing touch of even more varied melee combat that would truly make me unable to live without this mod.
Thank you so much for creating this and I wish you the best in future endeavors.
Some suggestions that to me seem like "more simple" changes to code that are feasible in the short term are: Show only the outermost layer of armor to remove clipping until there are actually individual armor pieces, make gambeson/jerkin mandatory to be worn under chain/plate/scale, only apply movespeed penalty to outermost worn armor (Exception being adding chainmail under plate and the difference should be only about 5%.), with previous change: make the armor movement speed in line with vanilla (so plate doesn't have 80% movespeed, nor the 60% that you have fully armored), change arrows to piercing damage alongside crossbow bolts, rebalance crafting recipes to make sense with required gambeson wearing and the improvement to brigandine armor (Make chainmail require no jerkin, remove chainmail from plate recipe, make brigandine require more plates), reduce blunt protection of lamellar (why does it have the same stat as brigandine?)
If you're ever looking for a 3D modeler to create objects to fill your newly made slots in armor interface as opposed to everything taking up multiple slots, I'd enjoy every bit of it!
Would base spear throwability be on a toggle? I'd really like to keep that enabled, and with this mod being required for Crossbows, I'd really rather not have to lose one thing to keep the other.
Yeah, spears are not throwable anymore. The idea was to add javelins instead of vanilla spears, and then spears, but then I reduced the scope of this mod. I will make addon later with throwable javelins that will be more like vanilla spears.
I know you are probably busy with the 1.20 preparations but, running on a fresh generated world with 1.19.8, literally less than a minute in the world, after breaking a stone to get the first flint stone, the game crashed to desktop (single player).
ElegantChimp I agree, even just a config to re-enable the vanilla armor slots would be nice.
Is there anyway to disable the armor changes in config? I love a lot of your mods that require this, but I find the armor changes a bit to non-vanilla, and it seems that this mod does not support other mods that add armor (specifically in my case the ElectricityAddon mod).
I found myself unable to wear gambeose armor or helmets of any kind after updating to 0.1.4. I moved back to 0.1.3 but the issue persist.
With the most recently updated version: bow animations aren't playing; crossbows won't work; and firearms won't work. Reverting to v0.1.3 fixes this. I am also able to break blocks while aiming the bow.
Maltiez does this not work with all classes mod? with the weapon bonus ects?
@quppeq,
I installed animation manger lib for 1.19 as well and removed it for the 1.20 update my animations work fine but anyone installing the mod for 1.20 don't have the animations at all. as for removing modsby server do you mean removing it in the server config file? or something else i don't understand what you mean by that part
Vlask You updated from 1.19? Clients should remove modsbyserver. I installed animationmanagerlib for 1.19 (and removed in the 1.20 update), but this mod still worked on the client side. After removing modsbyserver - everything is fine
animations for anyone other than the host for all the weapons don't work, even if the non-host players have the mod installed locally
I'm loving this mod. The better mining and woodcutting animations are my favourite. Haven't noticed any issues in multiplayer either though it's just me and one friend on a server hosted in my closet.
This mod causes a LOT of animation desync in multiplayer
Is there a way to disable the armor system, or at the very least re-enable the vanilla armor slots for compatability reasons?
1.20 seems to have a bug with this. (no other mods interacting with weapons) While cutting down a tree or mining an ore, randomly, your character will stop swinging the tool you're using and you'll lose all of your progress on the block. It's really frustrating. The only solution is to drop the weapon or mouse off it, but that doesn't always fix it. I've had players on my server say they've cut the same tree down six times without actually having it go through.
Can this be added to an existing world?
Hey man! I love the firearms mod, I'll probably keep using it with the 1.19 version until it inevitably crashes. But I need to add my own few cents on something you talked about just below.
You mentioned about there being pretty much two options in regards to the mod scenario, which is either constructive feedback or just not using the mod to a person who asked for things to be optional.
I don't agree with that comment, I suppose you do you as the mod creator and all, but modularity is key for mods and I particularly liked that the firearms mod was pretty plug and play and specifically only brought in firearms with no other dependency other than the animation libs, in the future it would seem that this will change as the combat overhaul will become a prerequisite and I wasn't looking into deeply changing the mechanics of the game along with bringing in firearms. I understand the maintenance aspect as a developer, but that is definitely constructive criticism. You don't exist to serve other people regardless, and I respect whichever way you go with this.
I'm seeing a bug on the Passion Project Gaming server where weapons will just stop working, where you can't attack at all. They also run the gun mod and guns will just interrupt mid-reload. Running on 1.20 stable.
Seems as all animations are broken with the weapons.
Same with javelins. They are also missing from the spawn menu in creative (you can still make the head and craft it yourself if you want to crash the game lol).
Throwing a spear crashes the game in 1.20
A standalone version of this mod with just the hit detection and bullseye aiming would go hard. The armor/weapon overhauls and addition of weak spots feels like unnecessary bloat. (The new anims for mining & woodcutting are super cute too, would love to see those in vanilla)
Maltiez, Ok! Specifically, I like the locational damage on creatures, but I really don't think damage should be locational on players. I definitely think the main problem for me is the "unlucky scenarios" (as mentioned by Liznerd) where you sometimes take damage as if you just weren't wearing armor at all. Most of my dislikes are small nitpicks that I can get used to pretty easily, but occasionally taking full damage (sometimes enough to kill) due to an unlucky hit from the enemy you're fighting is just not fun, regardless of the realism. My other issue is with certain offhand restrictions, like being unable to use a bow with an item in your offhand. Why not just disable the item while the bow is out? it just feels a bit clunky.
9ghtX
armor definitely does stack - more you wear, less dmg you take, and only the top layer takes damage (from what i've noticed)
All weapons rely on the models hitting each other - both with ranged and melee weapons. You will definitely kill drifters faster if you aim the spear at the appriximate location of their heads, or if you do a swing from above with the sword. This mod even makes you hit certain enemies specifically in weakspots in order to kill them (for example - the bell's "bell" (head) takes 0 dmg, you can only kill it if you attack it from behind (its "spine"), and the eidolon boss only takes damage if you hit it in the head-face.)
There are currently no markers to indicte that you have hit the weak spot, which would be a very useful thing, and even though you can check the combat log for the specifics (type of damage, amount of damage, where you've been hit or where you've hit the enemy), the combat log can very quickly be cluttered if you are fighting a large amount of enemies or tnaky enemies, and it actively lags your game if you fight while having it opened. This is probably an issue that needs to be resolved.
Sevie
The armor system is balanced to a degree - you can ignore some armor parts, or wear lighter armor - IF you're fighting against low-tier enemies, or against a small amount of enemies. It is very much possible to dodge, parry, block, or even just keep your distance and use terrain to your advantage most of the times. Drawbacks exist, but the damage mobs deal now is so high that any armor is almost always better than none. And if you are a ranged guy - armor really if one of your least concerns.
However, this is definitely an issue with how you can get instakilled by an unlucky scenario (a bear running out of the bushes has just one-hit me in the neck one time, despite me wearing plate armor everywhere else), which are more than likely to happen if you are not playing VERY slowly and carefully (and boringly). And, while the new armor UI is quite big, it's not that much of an issue. What is more of an issue is how much inventory space this armor can take, with you barely being able to take it off to heal or sleep during a travel, especially if you've got a full set.
Both of these issues can (and the first one definitely should - it is very unfun to have a chance of immediate death just to get a slight speed/accuracy bonus) be resolved, and in different ways.
For the armor system there probably are three ways:
Easy way would be to adjust the protection values of lighter armor types. Make them give some percentage of their protection value to the unprotected parts of the body that are on the same layer with them. Maybe leave such protection only applied against NPC attacks, so that the PVP (if there will be any) remains as punishing (and therefore fun).
Easier way is to adjust the damage multiplier for the bodyparts. Head recieves twice as much, and the neck takes even more. Maybe make those smaller for the player, in PVE (PVP same as above).
And the easiest way - is just to increase the amount of health a player can have in the world settings. You can do it yourself, and it is justified by the fact that everything deals more damage with this mod.
For the UI - having a separate/toggleable/adjustable window, and perhaps a way to craft a fully combines three-layer set from plate/brigandine + chain + gambeson, to reduce inventory clutter.
Otherwise this particulr issue is quite small, and some inventory management freaks from the depths of Escape from Tarkov may even enjoy it (I do).
I'd personally make the long axes cost less iron to make, or deal a bit more damage, since their hitbox makes it very hard to land a hit in most cases, more so an accurate one. And maybe make greatswords just 0.5 dmg stronger, so that the iron ones could one-hit any surface drifters when hitting their arms/torso (because it is that satisfying).
Okay so a friend pointed out to me i can just use ConfigLib to do this as it's an option in there.
Sorry for any disruption!
Hello there! Been enjoying this mod for a while, but i've recently noticed a small compatibility issue between Combat Overhaul and In Dappled Groves.
There appears to be an issue where Combat Overhaul adds in the abiltiy to chop placed logs with an axe to make firewood, whilst i used to enjoy this, this interferes with a stepped system in 'In Dappled Groves' that adds in splitting the logs in to halves and then the firewood in to halves.
Could you please add a compatibility patch between your amazing mod and IDG?
My main thoughts ideas are:
a: Add a patch that turns off the log-to-firewood system when IDG is detected, maybe with a notice in chat or a popup to notifiy this has happened (To avoid confusion)
b: Add a wood-chopping block that is made by combining an axe with a couple rocks, and make this the surface logs need to be placed on to chop them in to firewood directly, and remove the direct system (placing the log on the ground and using axe to chop it in to firewood)
Look forward to your response! :D
ConfigLib provides the compatibiliy i was after
There is only two options for dealing with features you dont like:
1) provide constructive and specific feedback to improve a feature
2) dont use the mod
I wont add settings to disable whole parts of the mod, because it will hurt it in the long run, and also will be a maintenance hell
Adding on to what Elytra said:
I appreciate the effort put into this, I definitely think vanilla combat is lacking in certain aspects, and there are parts of this mod that I REALLY like! but can we please have config options to disable some of these massive changes?
I understand the need to keep the code centralized, however, certain features currently make the it more unfun to play with (this is subjective, of course). Being able to disable certain parts of the overhaul in the config would do a lot for this mod. For example; I dislike the new armor system. the large new armor UI is fairly intrusive, and locational damage makes most vanilla armor feel completely useless, as you'll randomly take huge damage unless you're using full plate armor. it's a very subjective system that i'm sure some people can appreciate, but it is way too much for me.
Love the mod. Any chance for compatibility with Rust and Rot? :)
I'm curious how armor works. For example, I can wear brigantine and camisole at same time as they are on different armor layers. Does their armor points stack or it works like "outer layer takes damage first, then inner layers when outer is broken"?
And about hit detection. It works only for ranged weapons (throwing spear, bows and etc.) or for melee too? Is there point to try for example aim in head with spear in melee or doesn't work? And will be there any marker (sound or visual effect) that player has hitted weak spot or particular body part?
I really like this mod for new combat things and axe-pickaxe mechanic and stuff that adds second mod!
Hey! Just noticed the damage and damage tier of the Gold and Silver falxes (5.2 and 5 respectively) are lower than the Steel falx (5.5 and 7), despite requiring a steel falx blade? Unsure if the actual values are correct but that's what it displays on the tooltips ingame. Durability is the same (2125)
It does not
does this mod alter the recipe for the blackguard shortsword ? we have this mod running on our server & a player is unable to create the sword from the vanilla recipe. when searching the weapon within the handbook, no crafting recipe is shown.
Yeah that's understandable. No disrespect intended toward your efforts, it's merely a suggestion.
I've noticed a couple of compatibility issues with this mod when i run it with other mods. Like whenever I try to us a class extender mod, anytime I pick hunter or check my traits as a hunter my game crashes. Also some of the weapons from the AlphaWeaponPack also crash when used. i'm thinking it's trying to use the old animations and causing conflict with this mod reuslting in another crash. I just wanted to let you know what i've found and hope this'll help with any compatibility on your end.
99% of Firearms, Crossbows and Armory code is in CO, without CO they are just a bunch of models with recipes.
I've been checking up on this mod, and I'm looking forward to trying it, but I have to agree with Sevie that it's unfortunate that it is a dependency for your other works. I think Firearms is excellent and would have recommended it for our server with the new update, along with Crossbows, but can longer do so with them being tied to a work-in-progess overhaul. Of course this is your vision, and all your mods look great, but I think you'd get a lot more people using your stuff if the overhaul was an optional module (if possible).
The armor balancing is kind of absurd imo. Even the lightest armor like leather offers big debuffs (with barely any protection), and the best armors, while highly protective, have absolutely debiliating debuffs. Like I'd rather not wear any of this stuff
Testing out the mod as VS 1.20 stable draws nearer, and have to say I am really enjoying everything so far. The mod is an ambitious endeavor Maltiez, and well done! And the rate of updates and bug fixes you are turning out is nutz. Your drive to see the project completed is impressive. I know there are still some issues and balancing to work out, but I hope you'll keep at it! Finally armor and armor types mean something, along with damage types and value in where you land your hits. Immersive combat needs this sort of system.
I feel like this mod is a bit too much. I love some of the features here, like the new pickaxe/axe/shovel mining, but I wish this stuff was seperated into it's own mod. Why make such sweeping changes to the game and then also make multiple other content mods dependant on such huge changes? Personally, i'd prefer the new tool animations, firearms, and crossbows WITHOUT the overcomplicated armor and weapon mechanics.
Hey I loved the mod but it was really tested ?
im on the resonace archives and it is imposible to beat the boss I mean I have full iron the best of the healings and food I can bring but I cant even use my greatsword because I dont see with out the lamp I already tried alone and with firends and I dont think that the intented way it is bring steel beacuse theres more bosses after this one even do with steel sword u dont do the damage require for the battle, actually im on creative with my friend now and he is doing more damage with his hand than me with an iron longsword, idk but this dosent fell like balance to me, like i said I liked the mod a lot but I cant figth the bosses sooo the mod it is a bit broken, it looks like the iron sword and the bow woked ass intented, they do damage but it is imposible to aim in that boss idk if im doing something wrong or what but at this moment i cant beat the boss with this mod with out easy
The players on my server aren't a fan of needing the offhand empty to use bows, is there a setting to disable this dependancy?
Devit Most of the information you're looking for can be found up above. Check the google spreadsheet. It shows all the enemies and animals, and what damage type they cause along with the damage amount. In game the handbook shows what damage types the armor will protect you from, along with the max. You ALSO need to layer your armor. Each layer may protect better from certain attacks. (Skin, Middle, Outer layers)
Example: Skin Layer: Body Leather Jerkin. Protetion levels (Slashing-1, Blunt-2)
Middle Layer: Chain Copper Body Armor. Protection levels (Slashing-4)
Outer Layer: Copper Cuirass. Protection levels (Piercing-4, Slashing-6, Blunt-1)
That is just for the torso level. (Except Body leather jerkin is torso, arms, and hands) You will want to do this for the feet and/or legs, the arms, head etc. There are more options for the layers than I mentioned. Some better than others against specific attacks. Tailored Gambeson has like 8 blunt protection which is quite nice but harder to make for the "skin" layer
You can type "Skin"\ "Middle"\ "Outer"\ "Feet" etc. to find armor easier in the handbook. May take some messing around
Kamikadze
Sadly there is no way to disable most of changes this mod does.
If you want to use Crossbow/Firearms, in 1.20, you are forced to use these changes.
I really recommend playing your first run without it.
This mod makes 2/3 armors in the game completly useless.
There is no information how armor affects dmg, what type dmg enemies do or anything like that.
Your weapon choice will be Exteremly limited because enemies have really high resistances to certain types.
You can make it vanilla, so if you dont want significant changes dont play with it.
Hello, I download this mod just for working crossbows and I dont want change too much in game because this would be my first playtrought. To have all same like on vanilla should I just unclick all checkboxes in Combat Overhall settings or should I also change something in slidebars or leave every setting as default?
Report bugs in discord with client-main and server-main logs attached
Hello! I am getting an error when using the server hosting Pingprefect this is the error any help would be very nice!
Ourcasula
Each of these mods can add compatibility for combat overhaul, I added compat on a few custom weapons I made on a private mod; even if there's no template, they can use code from any mod already compatible (like scraps for example)
Is there already compatibilty or is there planned compatibility for other weaponry and armor mods? Such as Swordz or Ancient Armory?
Thanks!
RE: I uninstalled the game now and reinstalled it completely. same error. is there some other mod i need? or is it conflicting?
Maltiez
it seems that your mod has some difficulties with your own mods? Or am i missing something here, because when i load Combat overhaul with the crosbow and firearms mod the game seems to struggle to find the dll's and stuff.
3.1.2025 12:30:10 [Error] [combatoverhaul] An exception was thrown when trying to load assembly:
3.1.2025 12:30:10 [Error] [combatoverhaul] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454
this seems to be a problem for every mod of yours. should i delete some redundant files or what? because when i played in 1.19.8 everything was fine
3.1.2025 12:30:11 [Error] [maltiezcrossbows] Exception: C:\Users\domin\AppData\Roaming\VintagestoryData\Cache\unpack\maltiezcrossbows_0.5.12.zip_3cc50c50a4eb\crossbows.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 462
Dov47
It is a bug, will fix it
Is there a way to disable PvP with this mod? I have allowPVP serverconfig off, but when I swing the sword I still do dmg to friends
Ok, I don't think you'd be able to do this even if I sent some money on your patreon (I can't, got too many personal costs lately, and my country's money isn't worth much already) but I'd better ask just to make sure.
My guess is this isn't a problem on your side, but on the other mod's side. Do you think you can make your mod compatible with the Kemono mod? I'm not talking about the ponies, that'd be an animation and coding nightmare, I'm sure.
I'm talking about the more humanoid options. They just freeze when trying to swing any weapon.
Hello! Not sure if anyone else has encountered this bug, but whenever I try to hunt fish with a flint spear in the water, it won't take damage through melee attacks. When I threw my spear, the fish would die successfully, but then one of my spears disappeared completely and the other one is forever floating in the water and I can't pick it up. I tried killing fish with my flint knife and there was no issue there...
Shaikh
Yeah, already done, other metal variants of polehammer are clubs.
Is there any plan to possibly add the polehammer variants to other metals, or at least to Iron and Meteoric Iron? Would appreciate an earlier polehammer option for the reach and blunt damage it offers but not have to wait till steel to get it.
Maltiez
thats not an issue in vanillia, but makes a lot of difference in this mod because attack type matters.
Is it somehow possible to run Firearms & Crossbow without all these other changes that this mod provides?
How do I actually view my current proficiencies?
Ask Tyron about that, I haven't touched sling
Sling deals piercing dmg, while guns do blunt.
How is a rock projectile more sharp than small bullets
it is normal that the clockmaker don't have the Precise trait ? maybee is not your or one of your mod but the only on that change trait is your so...
it is possible to know how the damage are calculated ? like with a tier 3 piercing weapon dealing 4 damage, how many does it count on a level 4 percing protected enemy ? but it will be better with the fomrula
Report crashes in discord with client-main and server-main logs attached
0.0.103 javelin quiver still crashes
0.0.103. Still quiver crash.
Will third person animations ever be implemented?
I don't know if it's rc.6's bug, but when freezing with animation of hands crossed, it looks really off-place
quiver crash still exists (javelin quiver. version 0.0.101)
I confirm that "opening" (right-clicking) a quiver causes a crash-to-desktop in-game. 1.20-rc5 using 0.0.100.
Running on 64 bit Windows 10.0.19045.0 with 32697 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/24/2024 12:03:34 AM: Critical error occurred in the following mod: combatoverhaul@0.0.100
[...loaded mods...]
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Armor.ClothesSlot.EmptyBag(ItemStack stack) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 63
at CombatOverhaul.Armor.ClothesSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 23
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 442
at CombatOverhaul.Armor.ArmorInventory.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 257
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 958
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 754
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 158
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
Devit
Most of the dangerous 'monster' types have either low, or no blunt resistance. Bells, some unique monsters, bowtorns like you said, etc. You use guns to take out high priority targets like those, then use melee or crossbows for everything else. They're great for farming temportal storms if you have a built defensive area though. Muskets will oneshot practically everything except for bears.
ShanaLarisar
Guns are really slow to realod so they are impractical to use for temporal storms, at best maybe hunting, but then most animals have blunt protection & even strongest musket cant kill bear with single hit.
So the "gun" gameplay is just having multiple 2-shot rifles preloaded. Good maybe against bowtorns cuz they are resistant to everything but blunt
Another bug if found while testing this mod, Javelins are absoultly op with shields, It allows shooting javelins while completly shielded.
Edit: that would be op if shields worked correctly, as it stands, most enemies will clip into player and ignore shield completly,
Devit
Honestly bows just kinda suck with Combat Overhaul. The highest damage tier you can get is 5 piercing, compared to 7 with a windlass or 6 with a goatsfoot, and sure you're shooting a little slower, but using a goats foot crossbow and a bronze bolt you do 17.5 damage at tier 6, compared to 6.5 at tier 5 with a recurve. Hell, even a longbow is only doing 9 damage at tier 5.
By the time a hunter can fire a recurve 3 times for a total of 27 at t5, anyone else has already fired their first shot of a goats foot, reloaded, and fired again for 35 damage at t6. A windlass would be 30.1 t7 damage PER SHOT with a bronze bolt. You're doing more that 3 times as much damage than a longbow, with two penetration tiers higher.
And hell, that doesn't even include firearms for how insanely good they are.
using any quiver causes game to crash
Crashing after a min or so in game
Running on 64 bit Windows 10.0.19045.0 with 32717 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/22/2024 3:20:51 PM: Critical error occurred in the following mod: combatoverhaul@0.0.98
Loaded Mods: ancientarmory@1.0.6, betterloot@1.0.7, scrapblocks@1.1.0, bettersticks@1.2.0, bettertraders@0.0.7, canoemod@1.0.2, combatoverhaul@0.0.98, decor@1.2.0, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.2, floralzonesneozeylandicregion@1.0.6, caninae@1.0.22, capreolinae@1.1.11, casuariidae@1.0.14, dinornithidae@1.0.5, felinae@0.2.1, machairodontinae@1.0.15, pantherinae@1.1.15, rhinocerotidae@1.0.9, sirenia@1.0.10, juicyores@1.0.0, longtermfood@0.1.1, molds@0.1.3, morefuel@1.0.5, primitivesurvival@3.7.4, RelightTorches@1.0.0, SergTweaks@1.1.0, sortablestorage@2.2.8, game@1.20.0-rc.5, vsimgui@1.1.7, armory@0.0.29, betterruins@0.4.2, butchering@1.7.3, commonlib@2.6.1, decayingcreatures@0.1.1, fieldsofsalt@1.2.2, foodshelves@1.4.4, maltiezcrossbows@0.5.11, maltiezfirearms@0.9.6, spearexpantion@0.2.3, creative@1.20.0-rc.5, survival@1.20.0-rc.5, wildfarmingrevival@1.3.3, detailedanimals@0.3.3, playercorpse@1.11.0, stonequarry@3.4.2
Involved Harmony IDs: CombatOverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 415
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.CreateColliders(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 167
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 824
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Class balance is bad:
Ranger feels much weaker with his lack of ranged dmg bonus, reload speed is not that good replacement.
meanwhile Blackguard has both +30% dmg and +30% attack speed and to add to everything, he doesnt really have any ranged pentaly [slightly shaky aim is not affecting anything]
Clockmaker got crossbow proficiency, but lost his +25% dmg vs mechanical, so overall weaker & focuses on ranged
do you know if this mod will be combatable with mods that add more weapons like ancient armory?.. we are interested in using these combat overhaul mods but also already have the extra weapons in world and do not know how those weapons will be effected. i dont want to breaks something to find out...lol
Thanks
when i try to use spear, its constantly twitching, and i can't do anything with it, could you help me?
Can I disable the replacement of new spear models with old ones?
any way to disable the personally ugly aiming system? If not is the mod going to stick with this new system? The weapons and all the stuff is cool but it's getting too complicated for me
With armory installed? Yes.
Are the brigandine helmets supposed to be uncraftable?
I dont want to work on sling and throwing stones. I might eventually rework them, but not in the near future. Also anyone can make an addon to rework them.
sling aiming is not bullseye style and sling only deals 2.5 damage. with bullseye it dealt 8
GyroZ
check out config
is there '.bullseye set aimstyle fixed' alternative for this mod?
Is there some way for us to edit which classes recieve which proficiencies? I looked around in server files/the mod .zip itself, but couldn't find anything related to it.
tbh mele dmg buff is great but i still have problem that you nedd something about 40 hit with steel falx to kill bell i also tested two headed drifter and copper javelins have bigger dmg than steel weapons and kill it faster. And mobs have slash and pierce armor but still falx is best mele weapon and warhammer have lower dmg even when enemies have 0 blunt def.
Blazha that's the weirdest and least relevant type of criticism that can possibly added for the COMBAT overhaul mod. You complaining about the sounds axes and pickaxes make in a minecraft style game is ridiculous by itself lol
The sound of swinging axes and pickaxes is just awfull. Either tune it down or remove it. Do you have any idea how fast you need to swing this tools to produce this kind of sound? You can go for realism and try recording the sound yourself :P
I ran into an odd situation while playing with this mod, not sure if it's a bug (in rc1 1.20) or your mod. Does this mod by any chance touch the spawning rate of any mobs?
I keep getting the same crash thegerman is getting. Only idential mods are the extra creatures fauna ones. Any idea what to disable or is this due to this mod and 1.20's changes?
Before trying to "fix" combatoverhaul drives me crazy, im keeping it on regardless :p or is there a light at the end of the tunnel?
Edit: Wooo latest release fixed it (i think) I havn't had a crash and forced to cheat in the stuff that dissapeared! <3
Would you mind doing a tutorial video in the future for creating a weapon and how to do its animations n such?
I'd like to learn how it all works to see if I can take a crack at making some weapons and animations :)
gg
I'd like to see an compatibility with electric armor from ElectricityAddon.
The only things I don't like about this mod are the armor and damage changes and the spear attack direction indicator, makes me not want to use the mod.
Maybe make them optional in the mod settings.
experiencing a crash in my home after most recent update heres the pastebin https://pastebin.com/v06e3K0q
One small suggestion that I have would be to make the wood chopping animation produce four separate pieces of firewood instead of a single stack of four, similar to the mod Immersive Wood Chopping. There is also an issue when holding an axe, shovel, or pickaxe where there is no longer any head bobbing. You might also changle the idle axe animation so that the character holds it in one hand when not in use making it similar to vanilla but I suppose that is just personal preference. Just some small things before final release, really loving this mod so far though!
Hi, I'm just trying out the new update for v1.20RC (0.89), I was previously using the one for v1.20Pre (0.85), both on game version v1.20RC. With 0.85 I was getting the new tool animations, and weapon animation with 0.89 I don't have any tool or weapon animations (however, I do have access to the weapons)
UrbanizedGnu
Making proper tp animations requires a lot of work, hence time and energy, I dont have enough of those. It is a bit sad that 1.20 crossbows and firearms wont have tp item animations from 1.19 version, though.
Firearms basic tp animations (like with crossbows) will come a bit later.
Will this mod ever support 3rd person animations for other players? The first person animations are amazing, but it looks very weird when other players don't swing their weapons 'correctly' or even aim their weapons with crossbow or firearms mod.
Edit: It seems crossbow aiming is shown in 3rd person that's my bad, but the firearms don't work. I suppose that is more of an issue with the firearms mod then.
I know it is alpha version so probably just FYI, I can see that shovel animations are very good if you dig something from distance but if you are close to the block you are digging, animation speeds up and it looks weird
I see that changelog- thanks for the speedy response!
just updated and now crashing here is the pastebin link with crash report https://pastebin.com/EUjEEeNB
Would it be possible to make the Armor window of the C menu (character, weather stats, nutrition, armor) work with Immersive Mouse Mode again? It makes leaving beds while keeping an eye on the time really difficult, among other issues. If the fancy modular Armor window is closed, the issue immediately vanishes, so I'm pretty sure it's from Combat Overhaul.
For some reason I've got all the new weapons and stuff from combat overhaul: armoury but the controls are the same as vanilla. In fact, all new items added only have duravility stat and I cannot use the new weapons as I should. Like using a mace to hit enemies, cover myself with a shield, throw a javelin...
The 1.20 version is for 1.20, there is an older one for 1.19.8, scroll down to see it in the downloads
Does this work with 1.19.8?
>accurate colliders hit detection instead of vanilla selection
>enemies receive different damage depending on where they are hit
Wow. I almost refuse to believe this is real. How did you manage to pull that off on the engine?
How are creatures from other mods treated if they are not in the compatibility list? Do they behave like vanilla having no weak points or damage type vulnerability, what about the damage they deal to you?
Gotta say, the modularized armor? Really, really cool.
Could you correct the first person immersive camera, since every time i look down my character just compenetrate the soil., Sorry i read now the "Known problems", think i'll suffer in silence for the rest of my life
No, you either have to update your game version to 1.20, or wait for rc.1 or 1.20 release and update it then.
Just asking, can I use 1.20.xx prealpha version for 1.19.8 since it's declared stable? :3
"Update early, update often" taken to heart, I see! Don't burn yourself out, but I have to say that the pace of development on your mods is incredible.
Auro
I need to find someone that know how to work with xskills and how it works in general to create patch. Right now I dont have time and energy to figure this out myself.
PerkCuss
Have you tried looking into config with Config lib installed?
Would love to see an XSkills patch for this with Skills for the new weapon types
Is there a way to turn off the tool animation changes or maybe consider renaming the mod to animation overhal mod since you're doing both combat tools?
I like the idea of the mod, and want better combat, which I think this mod does great, but really dislike the tool stuff.
GongoDada
I know, I will fix it at some point
hi, when i throw a spear it doesn't replace the spear with the ones in the inventory...
wary_asparagus
hold alt to interact with items and stuff, now you should never interact with stuff unless you hold alt
You said you can't, but could you explain a bit why you can't remap the block button to a different key?
I never use a shield anymore because it makes interacting with objects finnicky. So half the time you block, and half the time you interact with the item like intended. It makes it a really tedious experience to even carry a shield, and changing the key or making it shift again would resolve that issue entirely. I'm just wondering why that's not possible, becuase it would make shields about 100% more useful.
Nachi
Hey I know im a bit late to the party but i know a quick fix to it. its not perfect as it will disable the shield function, but the rest of the mod functions fine as i know so far. I will update here if i find a better fix.
Fix:
simply remove the Shield.json from the following directory starting from your Mods Folder
Mods/combatoverhaul_ 0.0.10/assets/combatoverhaul/patches/weapons.
hope this helps until dev finds a fix.
I'm curious, will you make a version thats stable for 1.19.8? If not thats fine!
I'm running 0.0.10 on the 1.19.8 client, but I just had a multitude of crashes after making an iron-maple shield and scrolling over it. The crashes only stopped after I turned off Combat Overhaul. Switched the shield to offhand while I had the mod turned off and went in, and it works in offhand, but crashed as soon as I switched it back to mainhand as a test.
Running on 64 bit Windows 10.0.22621.0 with 16249 MB RAM
Game Version: v1.19.8 (Stable)
11/14/2024 12:21:29 PM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.11, primitivesurvival@3.6.5, sortablestorage@2.2.6, translocatorengineeringredux@1.5.2, game@1.19.8, alchemy@1.6.35, betterfirepit@1.1.4, carryon@1.7.4, combatoverhaul@0.0.10, configureeverything@2.1.0, danatweaks@3.2.2, expandedfoods@1.7.2, fieldsofsalt@1.2.1, knapster@2.11.2, levelup@1.2.9, nbcartographer@2.0.10, petai@2.2.6, sailboat@1.3.1, sleepvote@1.0.7, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.5, configlib@1.3.13, em@2.7.0, feverstonehorses@1.6.1, wolftaming@2.1.3, bricklayers@2.5.6, entitiesconfiguration@1.0.9, statushudcont@2.1.1
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 67
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 100
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 11/14/2024 12:13:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1efc
Faulting application start time: 0x0x1db36b83de56b73
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 51c3a359-2133-401d-8c81-c3d127683a8a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/14/2024 12:11:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x13d8
Faulting application start time: 0x0x1db36b8078dd628
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 084d6ff5-8837-48e6-ba1c-d302552c2a11
Faulting package full name:
Faulting package-relative application ID: }
Annastasija
Should be fixed in 0.0.49
Same as the comment below me, can't hit anything with Spear, mace or Javelin. Can't kill anything XD
On 1.20-pre.13 when I'm using a spear, mace or javelin I just can't hit an enemy (I haven't check it with any other weapon that is touched by this mod). Viusally it clearly lands, but there is no damage or reaction from the enemy. When I'm hitting an enemy with a knife or an axe I clearly hear and see the impact
TwoF
Vanilla bug, should have been fixed in latest version of the game
I have the same error.
If the CO mods tab was previously open in the creative inventory (at least this definitely works with crossbows), then exiting the creative inventory and entering it again causes a crash.
I don't know if switching to a tab not related to CO mods when closing the inventory helps, but if you don't do this, a crash occurs.
CO Armory does not have these problems.
I have an issue that is when i open the inventory and close it with the mod and then i open it again the game crashes in 1.20-pre.11
Maltiez
I dont think blocking with right click would be very spear use friendly.. can't throw them then? (in the context of a lightweight mod for just rightclick block... it just wouldn't mesh well with being only about that is what I mean)
Calamity
Yeah, I think it is possible. I wont do it though, I have enough work to do already.
@Maltiez
is it possible to make a very lightweight mod to allow blocking with right click your mod is the only mod that does this
Michaloid
No, I cant.
LegitBanana
I can add such setting, but I think if you want throwable weapon better to use javelins from Armory mod.
Good mod, the only thing i don't like is how you have to right click with the shield like mc. I like how it is on vanilla right now. Can you make a toggle in the future?
is there a way i can increase spear throwing distance?
Farrowe
It should be done on kobold player model mod side. Try asking the author.
This is a somewhat large ask, but how would one go about obtaining compatibility between this mod and the Kobold Player Model mod?
I ask because loading a new creative world with just these two mods gives an error involving being unable to find the the json file for the regular humanoid model (Log)
Maltiez
Yes I can do that, I wasnt expecing a response so fast thank you very much
NoEnemies
Can you send me client-main and server-main logs after crash via official VS discord server?
P.S. should be fixed in 0.0.43
it seems no matter what i really do this mod just doesnt work on my server. Even when I am not using other mods excep imgui for compat ofc as it crashes the clients every few minutes
Just seconding what MyruiC said. I seem to be unable to throw flint spears (or any spear for that matter). Thought it was a grip issue, tried at every grip on the spear to no avail. Also thought it was a mod conflict, so I turned off all my mods other than this one, but the issue persisted. Regardless, cool mod, will definitely be using it once 1.20 officially releases it.
Now that i've tried it, is there a posibilty to be able to toggle the armour system on and off. mabe in Config lib?
Gotcha - will do!
MyuriC
Ask Minerz author to add compatibility
No idea whats up with spears, should work fine. Moddb is bad place for debugging this stuff, use VS discord.
Fair point.
My issue is still at hand. Minerz - Miner Helmet not being equipable and not being able to throw Flint Spears.
If someone wants to continue AMlib and FSMlib and revive firearms and crossbows version that use them, be my guest, I dont have time, energy and good reason to maintain them.
Not compatible with the Mining Helmet. Once taken off - you cannot requip it as it belongs into the 3 armor slots. And cannot equip the Helmet into the armor slots of the combat overhaul mod.
(Minerz is the Helmet from - from the Miner Class)
I also can't seem to throw spears with hold right and click left. Keeps doing mele.
I like what you are trying to achieve with this mod. Tho locking Firearms and Crossbows behind this mod...
LordWungus
hold alt
Did you remove the ability to lean spears against walls? I'm following the ingame prompt but it just goes into the aiming animation
Matija301
Update game to latest version
When starting the new world I have a crash log:
Running on 64 bit Windows 10.0.19045.0 with 16273 MB RAM
Game Version: v1.20.0-pre.5 (Unstable)
25.10.2024. 8:23:39: Critical error occurred in the following mod: combatoverhaul@0.0.40
Loaded Mods: game@1.20.0-pre.5, combatoverhaul@0.0.40, hudclock@3.4.0, creative@1.20.0-pre.5, vsimgui@1.1.0, survival@1.20.0-pre.5, configlib@1.3.17
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 69
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 441
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 979
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 969
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 785
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
What could cause such crash? Do you have any idea on what should I do?
Thank you in advance!
So, is crossbows and firearms already a part of the mod? Im playing on 1.19.8 and wanting to keep them but i really love the stylization and feel of this mod. Would hate to have to exclude one or the other.
Thanks for making such great mods Maltiez
Chlamydia
update the game
I was using version 0.0.26 and it worked fine despite few missing things. Newest versions don't work though, either on new world or old save, I get crashes while loading the game. I tried versions from 34 to 38. No success. :( Help.
https://pastebin.com/1dtX0hyZ
RachelTGG
Hold Alt to interact with stuff
You can't attack with shield up anyway.
Is there any way to make able to swap spear from throwing to melee when using a shield too? also, cant open doors while holding a spear
Wandour
probably not, not tested
is this compatible with xskills?
KickstandJack
spears are throwable, unless you use outdated version
Maybe this is the wrong place to ask this, is throwing a spear completely taken out or am I just not looking in the right places? Thanks.
RachelTGG
Remove a mod that changes falx animation in player model or changes player model. No idea what it is. Use VS discord for help and bug reports, moddb is not really suitable for this.
Getting crashes somwhat often
https://pastebin.com/yWQkpenU
AFoxInAviators
You are using version 0.0.11 according to logs, it is not the latest
Latest update seems to have broken something, tried even on fresh world with no mods other than CO installed, always CTD while loading world.
Crash Log
RachelTGG
not implemented yet
Cant attack with axes anymore? Is that intented or just not a implemented feature?
is it compatible with toolworks?
Keeroi
Sorry, but I dont have energy to support two versions, you will have to wait for 1.20.
Hey, first thanks for the ebic mod. It's cool I like. anyways, I'm playing on 1.19.8 and I have a crash happen exactly when I try to switch my shield to an empty hand by pressing "x". Here's the log:
Running on 64 bit Windows 10.0.22631.0 with 32555 MB RAM
Game Version: v1.19.8 (Stable)
10/18/2024 2:11:21 AM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.2.1, betterdrifters@2.1.3, bf@0.0.2, darcesdrifters@1.0.0, machairodontinae@1.0.9, TA_plainsandvalleys@1.0.5, primitivesurvival@3.6.5, saltandsands@1.0.2, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, alchemycompat@1.0.0, alchemy@1.6.35, betterruins@0.3.7, combatoverhaul@0.0.10, expandedfoods@1.7.2, herbarium@1.3.0, hudclock@3.4.0, hydrateordiedrate@1.4.0, moreanimals@1.3.5, pelaguswinds@1.0.0, petai@2.2.6, removetraders@0.0.2, rivers@3.1.0, sailboat@1.3.1, solidshields@1.0.1, th3dungeon@0.2.1, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.5, cats@2.0.3, feverstonewilds@1.5.0-rc.2, wildcraftfruit@1.2.2, wildcrafttree@1.2.0, wolftaming@2.1.3
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 82
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 85
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10/16/2024 4:45:35 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1c38
Faulting application start time: 0x0x1db1fb02c720f9c
Faulting application path: C:\Users\Atom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Atom\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 03378508-1d4b-4c3f-8764-cb43f7df9354
Faulting package full name:
Faulting package-relative application ID: }
When I remove the mod, everything works again. I understand you said I should use 1.20, but no other mods are updated atm so I was wondering if there's any chance of you going back and updating the 1.19.8 version? Thanks very much anyways
Ordelia
Use pre.6
I'm confused what's causing it, but running the mod on 1.20.0-pre.5 even standalone seems to cause a crash (Log is from trying to run it with Plains and Valleys but the same happens alone)
Log on pastebin
Thranos
Compatibility is possible, but I dont have time to do it on my own. The author of weapon pack should make compatibility patches.
Would compat with WeaponPackAlpha (the continued one) be possible as well? It's become my server's go-to melee mod.
Linek
It will, but they will have vanilla hit boxes (not accurate) and they will not have resists, so you weapon will deal full damage to them.
But we will work with FotSA author on patches for their mods.
Will this mod work with animal mods such as the Fauna od the Stone Adge series?
vulesk95
I'll make `air whiffing` sound for tools configurable
I'll return ping sound on projectile hit, probably make it configurable
Just like Corat, I love this mod.
The new responsive hit detection in 1.20 + this mod make combat so good I actually enjoy it and seek it out. The longer spear insanely useful for hunting and makes 3 block pillars a thing of the past. The bow animations look great, and the lower arrow break chance is a god-send. A much appreciated feature is the addition of iron+ spears to the roster, which is conspicuously missing in vanilla.
The tool animations also look good and their speed and weight (and collision) actually make sense compared to, say, the vanilla pickaxe 1.20 'lightly tapping the rock' animation, but the new 'air whiffing' sound that tools play every swing is insanely annoying.
I also found it difficult to tell when my arrow actually hit a mob, there is a collision sound but it seems to be localized to the impact so it can be hard to hear depending on your distance. Maybe add a config toggle for the classic ding sound?
TBH, I already cannot live with this mod or it's predecessors (iron spears cough cough). When Firearms 1.20 releases, my life will be complete again.
Keep up the great work!
Excuse me, does this mod not match with animationmanager only for 1.20 or 1.19 too?
It's unfortunate that Firearms and Crossbows are being tied to this for 1.20, due to how drastic and far-reaching the changes it makes are, plus compat issues.
It's put me in the awkward position of having to tell my players they're either losing their modded ranged weapons (Crossbows/Firearms) or their modded melee weapons (WeaponPackAlpha) once the server gets updated to 1.20.
Unless I've misunderstood something, that is?
Boyarde
can be incompatibility with some mod, it will be nice if you ping me in VS discord server and send client-main log
When I chopped down a tree, every log was unstackable and took up its own slot. This only started after installing v0.0.23, behavior was normal earlier today before.
I just want to take a moment to praise you for the addition of your layered armor system. It's incredibly immersive, historically accurate, and the rework adds a lot more sophistication to this game that the combat sorely lacks. The small details like being unable to wear plate/chain in combination with scale are awesome. The varied attack animations are such a huge improvement from the old "true" damage colliders where you were stuck with 1 attack that made the falx hit walls and get you killed. I look forward to your addition of firearms and potentially future melee weapons (maybe a collab with another creator that's already made the models?) to add the finishing touch of even more varied melee combat that would truly make me unable to live without this mod.
Thank you so much for creating this and I wish you the best in future endeavors.
Some suggestions that to me seem like "more simple" changes to code that are feasible in the short term are: Show only the outermost layer of armor to remove clipping until there are actually individual armor pieces, make gambeson/jerkin mandatory to be worn under chain/plate/scale, only apply movespeed penalty to outermost worn armor (Exception being adding chainmail under plate and the difference should be only about 5%.), with previous change: make the armor movement speed in line with vanilla (so plate doesn't have 80% movespeed, nor the 60% that you have fully armored), change arrows to piercing damage alongside crossbow bolts, rebalance crafting recipes to make sense with required gambeson wearing and the improvement to brigandine armor (Make chainmail require no jerkin, remove chainmail from plate recipe, make brigandine require more plates), reduce blunt protection of lamellar (why does it have the same stat as brigandine?)
If you're ever looking for a 3D modeler to create objects to fill your newly made slots in armor interface as opposed to everything taking up multiple slots, I'd enjoy every bit of it!
why do i hold a spear in one hand and cant throw it?
Wyrtus
You can lean it against 3 block tall wall, but yeah, you cant but it into rack.
Sorry to bother, but noticed it's unable to store spears on racks and also on the ground, is it a bug?
If you count all the prototypes and canceled projects, this mod is in development for over half a year, so it is quite snailing pace actually
Godspeed, I hope progress on this keeps going well
Ok, I'll try to add back throwability to spears. It is not that straight forward code wise, but I figure something out.
Would base spear throwability be on a toggle? I'd really like to keep that enabled, and with this mod being required for Crossbows, I'd really rather not have to lose one thing to keep the other.
Neo_O
Yeah, spears are not throwable anymore. The idea was to add javelins instead of vanilla spears, and then spears, but then I reduced the scope of this mod. I will make addon later with throwable javelins that will be more like vanilla spears.
im testing mod and works very good with a bunch of other mods. also the skins and the animations are awesome.
the pirece throught entities and the damage are a bit op but with a very satisfactory feeling (probably cos im using level up).
the major change is i can't throw spears anymore. im missing something or is temporal while mod is in alpha?
amazing work!
Crius
Yeah, this stuff should be already fixed in later versions for 1.20.
I know you are probably busy with the 1.20 preparations but, running on a fresh generated world with 1.19.8, literally less than a minute in the world, after breaking a stone to get the first flint stone, the game crashed to desktop (single player).
This is the error message:
```
Running on 64 bit Windows 10.0.19045.0 with 32620 MB RAM
Game Version: v1.19.8 (Stable)
07/10/2024 02:13:46: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, atwatersedge@1.5.0, chiseltools@1.12.9, clickuptorches@1.1.1, cwcolors@1.0.9, cwmodular@1.0.9, cwtall@1.0.9, cwwide@1.0.9, decor@1.1.5, driftershaveloot@1.0.0, DrystoneParity@1.0.0, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, lastingarmor@1.0.6, millwright@1.1.5, leadroof@1.3.4, primitivesurvival@3.6.5, rope-bridges@1.1.0, rustandrot@1.0.3, swordz@1.1.8, thatchexpanded@1.1.1, visibleore@1.0.1, game@1.19.8, vtr@4.0.4, egocaribautomapmarkers@3.1.0, bedspawnv2@1.2.0, betterfirepit@1.1.4, betterhewnfencegates@1.0.0, betterruins@0.3.7, butchering@1.6.8, chickenfeed@1.1.3, combatoverhaul@0.0.10, commonlib@2.3.7, expandedfoods@1.7.2, farmlanddropssoil@1.4.0, foodshelves@1.3.1, herbarium@1.3.0, hydrateordiedrate@1.3.7, improvedhandbookrecipes@1.0.0, jayuscookbook@1.0.2, sailboat@1.3.0, kcmathpatch@1.0.0, kcmftospatch@1.0.0, oneroof@1.0.2, OutlawCompForRustRot@1.2.3, pelaguswinds@1.0.0, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@3.1.0, rustboundmagic@1.9.74, shovelimpervioustosnow@1.0.0, stepup@1.2.0, stickydirt@0.1.0, stonerailings@1.2.2, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, worldconfiggui@1.0.1, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, tailorsdelight@1.7.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.GetElementTransformMatrix(Matrixf matrix, ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 351
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 327
at CombatOverhaul.Colliders.ShapeElementCollider..ctor(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 245
at CombatOverhaul.Colliders.CollidersEntityBehavior.SetColliderElement(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityBehavior.cs:line 137
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.ReplaceAnimator(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 86
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 05/10/2024 11:15:26, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0xde4
Faulting application start time: 0x01db170f3755d8c8
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report ID: 38d7adc7-45b1-47cd-98c6-e8c394c237a5
Faulting package full name:
Faulting package-relative application ID: }
```
Every attempt at launching the world again ends up in an immediate crash to desktop.
Quick link to the first line of the error log stack: github.com/maltiez2/CombatOverhaul/blob/master/source/Base/Colliders/EntityCollider.cs#L351
This would be sick if you localized it to 1.20's entity targeting when that gets full released
La version 0.0.8 nous permet un impercu de la suite et c'est très positif.
None of my worlds load, just loading forever.
Vesk
Noleadge
KenigVovan
Better to discuss in discord if you want to help, there is a post in official VS discord server: https://discord.com/channels/302152934249070593/1260976245374582886
What does the mod do exactly?
EDIT:
Any particular overhaul you're aiming for? Might be interested in helping on the code side depending.
Hi, I don't know if I'd be somehow helpfull in content part, but if I can help let me know
im not skilled but i love your work and im interested
<3
🐺I'd love to help balancing/testing! Not sure what else I could do, but will give it a shot!