
Mods / Combat Overhaul: Armory
Tags:
#Weapons
Author: Maltiez
Side: Both
Created: Oct 22nd 2024 at 8:45 PM
Last modified: Apr 24th at 3:21 AM
Downloads: 112929
Follow Unfollow 985
Author: Maltiez
Side: Both
Created: Oct 22nd 2024 at 8:45 PM
Last modified: Apr 24th at 3:21 AM
Downloads: 112929
Follow Unfollow 985
Latest release (for outdated Vintage Story v1.20.7):
armory_0.2.4.zip
1-click install
Requires Combat Overhaul
Adds new weapons, shields and armor.
Please report bugs via official VS discord server.
Brigandine and scale helmets are no longer craftable. Instead, you have open, light and riveted helmets to choose from.
Weapons:
- shields - Done
- short swords - Done
- long swords - Done
- great sword - Done
- clubs - Done
- maces - Done
- polehammer - Done
- warhammer - Done
- pikes - Done
- javelins - Done
- poleaxe - Done
- halberds - Done
- long-axes - Done
- quarterstaffs - Done
Vanilla armor split into parts:
- Plate - Done
- Chainmail - Done
- Brigandine - Done
- Scale - Done
Other stuff
- Javelins quiver - Done
Compatibility:
- Floral zones - compatible with new wood types
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.2.4 | 7302 | Apr 24th at 3:21 AM | Show | armory_0.2.4.zip | 1-click install | |
v0.2.3 | 17931 | Mar 28th at 10:37 AM | Show | armory_0.2.3.zip | 1-click install | |
v0.2.2 | 45 | Mar 28th at 9:58 AM | Show | armory_0.2.2.zip | 1-click install | |
v0.2.1 | 2681 | Mar 26th at 5:27 PM | Show | armory_0.2.1.zip | 1-click install | |
v0.2.0 | 12923 | Mar 14th at 4:37 AM | Show | armory_0.2.0.zip | 1-click install | |
v0.1.7 | 14282 | Feb 25th at 5:17 AM | Show | armory_0.1.7.zip | 1-click install | |
v0.1.6 | 11238 | Feb 14th at 11:05 AM | Show | armory_0.1.6.zip | 1-click install | |
v0.1.5 | 8067 | Feb 4th at 3:25 PM | Show | armory_0.1.5.zip | 1-click install | |
v0.1.4 | 6079 | Jan 30th at 8:06 AM | Show | armory_0.1.4.zip | 1-click install | |
v0.1.3 | 3992 | Jan 26th at 6:19 PM | Show | armory_0.1.3.zip | 1-click install | |
v0.1.2 | 3726 | Jan 24th at 5:33 PM | Show | armory_0.1.2.zip | 1-click install | |
v0.1.1 | 2945 | Jan 21st at 12:29 PM | Show | armory_0.1.1.zip | 1-click install | |
v0.1.0 | 3802 | Jan 18th at 10:17 AM | Show | armory_0.1.0.zip | 1-click install | |
v0.0.46 | 2479 | Jan 10th at 10:52 AM | Show | armory_0.0.46.zip | 1-click install | |
v0.0.45 | 56 | Jan 10th at 10:32 AM | Show | armory_0.0.45.zip | 1-click install | |
v0.0.44 | 887 | Jan 7th at 2:23 AM | Show | armory_0.0.44.zip | 1-click install | |
v0.0.43 | 431 | Jan 6th at 9:06 AM | Show | armory_0.0.43.zip | 1-click install | |
v0.0.41 | 312 | Jan 5th at 11:37 AM | Show | armory_0.0.41.zip | 1-click install | |
v0.0.40 | 190 | Jan 5th at 4:10 AM | Show | armory_0.0.40.zip | 1-click install | |
v0.0.39 | 313 | Jan 4th at 7:46 PM | Show | armory_0.0.39.zip | 1-click install | |
v0.0.38 | 673 | Jan 3rd at 8:31 AM | Show | armory_0.0.38.zip | 1-click install | |
v0.0.37 | 147 | Jan 3rd at 2:53 AM | Show | armory_0.0.37.zip | 1-click install | |
v0.0.36 | 184 | Jan 2nd at 6:28 PM | Show | armory_0.0.36.zip | 1-click install | |
v0.0.35 | 209 | Jan 2nd at 12:08 PM | Show | armory_0.0.35.zip | 1-click install | |
v0.0.34 | 744 | Dec 30th 2024 at 9:31 PM | Show | armory_0.0.34.zip | 1-click install | |
v0.0.33 | 84 | Dec 30th 2024 at 8:34 PM | Show | armory_0.0.33.zip | 1-click install | |
v0.0.32 | 331 | Dec 30th 2024 at 10:31 AM | Show | armory_0.0.32.zip | 1-click install | |
v0.0.31 | 714 | Dec 29th 2024 at 7:33 AM | Show | armory_0.0.31.zip | 1-click install | |
v0.0.30 | 1075 | Dec 23rd 2024 at 8:14 AM | Show | armory_0.0.30.zip | 1-click install | |
v0.0.29 | 1134 | Dec 17th 2024 at 2:14 PM | Show | armory_0.0.29.zip | 1-click install | |
v0.0.28 | 806 | Dec 14th 2024 at 7:33 PM | Show | armory_0.0.28.zip | 1-click install | |
v0.0.27 | 145 | Dec 14th 2024 at 4:45 PM | Show | armory_0.0.27.zip | 1-click install | |
v0.0.26 | 2220 | Dec 5th 2024 at 12:38 PM | Show | armory_0.0.26.zip | 1-click install | |
v0.0.25 | 414 | Dec 3rd 2024 at 5:05 PM | Show | armory_0.0.25.zip | 1-click install | |
v0.0.23 | 181 | Dec 2nd 2024 at 3:01 PM | Show | armory_0.0.23.zip | 1-click install | |
v0.0.22 | 66 | Dec 2nd 2024 at 1:05 PM | Show | armory_0.0.22.zip | 1-click install | |
v0.0.21 | 227 | Nov 30th 2024 at 7:47 PM | Show | armory_0.0.21.zip | 1-click install | |
v0.0.20 | 69 | Nov 30th 2024 at 7:04 PM | Show | armory_0.0.20.zip | 1-click install | |
v0.0.19 | 172 | Nov 29th 2024 at 5:19 PM | Show | armory_0.0.19.zip | 1-click install | |
v0.0.18 | 187 | Nov 28th 2024 at 7:45 AM | Show | armory_0.0.18.zip | 1-click install | |
v0.0.17 | 126 | Nov 27th 2024 at 7:02 PM | Show | armory_0.0.17.zip | 1-click install | |
v0.0.15 | 77 | Nov 27th 2024 at 3:15 PM | Show | armory_0.0.15.zip | 1-click install | |
v0.0.14 | 217 | Nov 25th 2024 at 7:52 PM | Show | armory_0.0.14.zip | 1-click install | |
v0.0.13 | 220 | Nov 24th 2024 at 1:08 PM | Show | armory_0.0.13.zip | 1-click install | |
v0.0.12 | 190 | Nov 23rd 2024 at 3:54 PM | Show | armory_0.0.12.zip | 1-click install | |
v0.0.10 | 287 | Nov 21st 2024 at 1:53 PM | Show | armory_0.0.10.zip | 1-click install | |
v0.0.9 | 155 | Nov 20th 2024 at 4:34 PM | Show | armory_0.0.9.zip | 1-click install | |
v0.0.8 | 178 | Nov 19th 2024 at 3:52 PM | Show | armory_0.0.8.zip | 1-click install | |
v0.0.7 | 87 | Nov 19th 2024 at 11:28 AM | Show | armory_0.0.7.zip | 1-click install | |
v0.0.6 | 263 | Nov 16th 2024 at 7:41 PM | Show | armory_0.0.6.zip | 1-click install | |
v0.0.5 | 501 | Nov 9th 2024 at 12:45 PM | Show | armory_0.0.5.zip | 1-click install | |
v0.0.4 | 482 | Oct 31st 2024 at 10:51 PM | Show | armory_0.0.4.zip | 1-click install | |
v0.0.3 | 127 | Oct 31st 2024 at 1:17 PM | Show | armory_0.0.3.zip | 1-click install | |
v0.0.2 | 294 | Oct 27th 2024 at 7:28 AM | Show | armory_0.0.2.zip | 1-click install | |
v0.0.1 | 110 | Oct 26th 2024 at 9:23 PM | Show | armory_0.0.1.zip | 1-click install | |
v0.0.0 | 98 | Oct 22nd 2024 at 8:46 PM | Show | armory_0.0.0.zip | 1-click install |
So some of the armor is just blank white with some red how do i fix this?
Maltiez Is there a reason why Sabres have one less tier of damage compared to the material it actually is?
playing with a friend, they cant use any melee weapons or do damage. animations dont work either. edit:fixed when redownloaded mods.
Animations are missing for me entirely and the hit registering is janky. Anyone else having this issue?
Any thoughts on adding material varients for bows? Like having there be a difference between a yew longbow and an oak longbow? it would nice if there was a bit more material progression and equipment decisions for archers.
Is there a reason why Sabres have one less tier of damage compared to the material it actually is?
Make brigandine armor instead, it is the option
Dude I'm trying to make a set of iron plate armor and it is genuinely a nightmare with this mod. The chestplate took like 8 ingots and I couldn't automate it. Then when I finished it didn't complete, and when I flipped it, a huge amount of voxels now reported to be on the opposite side... after I painstakingly moved them, again it did not work, and when I flipped it, they moved again. The rest of the armor pieces are so insanely labor intensive to make, even without the bugs this is just insane, please make it like vanilla or at least make it an option as this is just torture.
Hello, another french translation for your mod. Can you add it, please ? Thanks ! ☺️
does this mod work in tandum with xskills? like would a halberd benefit from the spearman perk that increases spear damage?
which combat overhaul does it work with?
I LOVE how you actually "fixes" the Bridandine!!!
In the Basegame it seems oddly out of place where its ranked with its Stats etc. compared to the other Armor Variants
For example Protection levels should be vastly higher then the Chain or Scale armors especially for Piercing and Blunt damage as its basically padded armor with lots of small metal plates making it basically rank directly below Plate at least in historic context which you perfectly converted to the mod :)
I think the durability for Warhammers is busted. Polehammer, a steel 2h version of the Warhammer, has a durability of 850. A Warhammer has a durability of 2125. Both require the same Steel Battle Hammer Head, the only difference is a long handle vs a short handle. So why does the 2h weapon have a drastically lower durability by almost 3 time difference?
A steel Quarterstaff by comparison has 1600 durability, can block and parry which a 2h Polehammer can not.
A Steel Halberd has 2125 Durability like the Steel Warhammer.
A Steel Long Axe has 2125 Durability like the Steel Warhammer.
A Steel Greatsword has 2125 Durability like a Steel Warhammer and can block and parry like the Steel Quarterstaff.
A Steel Poleaxe has 2125 durability like the Warhammer, can block and parry, AND deals blunt, slashing, and piercing damage.
It seems like the Polehammer's durability is wrong for some reason.
Karidwen I was having the same issue on my multiplayer session, every time I logged in I kept crashing. Found out, for us at least, the copper armor pieces we had made was causing the crash. Any time I saw someone holding some items from the mod I would crash. Unfortunately we had to remove Combat Overhaul: Armory in MP until a fix is made.
Playing in multiplayer with a friend joining, and after installing this mod, the friend started to crash constantly. Now he cant log in at all and his game shows this:
System.Exception: Don't know how to instantiate collectible behavior of class 'CombatOverhaul:Armor' did you forget to register a mapping?
Is lamellar armor locked out by this mod?
Edit: it's not, for some reason my handbook was bugged and wouldn't pull the recipe up.
Restart the game, make sure all mods are installed correctly
AntisocialCat Adonis Straaw I'm also having the same issue. Missing Textures all around.
Hello, when my girlfriend joins it shows question marks when trying to knap items. We hate tried to delete cache and also redownload the mod. For me it does not show. Any advice ?
That was one of the latest updates, yeah OlafGunnerson
Just got done smithing an iron long axe. Is the moveset supposed to just be alternating overhead right and left shoulder chops, with no parry? Thanks!
ThePhantomX64
click on "files", and then on "show" under changelog section to see it
v0.2.1 Reworked long axe attacks
was added in today's update?
When I joined one of my friends servers and tried to craft flint items, the mod items are showing up as errors with question marks but when we tested it on single player it doesnt cause those issues at all. Not sure if many other people are getting this issue or if its just on our side.
Maltiez!
I have just downloaded both Combat Overhaul and Armory with a fresh copy of the game.
When loading into a world I get Assembly errors, and in addition, when playing multiplayer my friend crashes if he punches me.
We also noticed only in multiplayer that when you attempt to knap flint, items show as error textures with their ID names for example armory:javelin-head. This issue specifically does not occur to the host
I've seen a couple comments in regard to some of these issues but have not found any solutions. Perhaps just to wait for an update, of course.😄
Awesome work, I love you.
Ceepert
Armor stand does not work properly, it needs to be redone, I will do it eventually
I think there may be a bug with the armor stand taking combat overhaul armor. It takes a few pieces no problem but after like 4 pieces the next 2 will get put on, but they are also put in the hands of the stand as if holding the item.
If the hands are blocked (like from a sword) then I cant put on the armor at all.
Is there a fix for that? Some config or other mod that fixes it? Cause I would love to have my adventuring armor on it while doing work at home to not have the hefty debuffs to food and speed when wearing plate armor.
And just putting it in a chest is boring
There seems to be a weird interaction between this mod and Fur clothing that causes the following two server errors when putting on Fur clothes or equipping armor on top of fur clothes:
"Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element ShirtBackTile cannot be found."
"Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element ShirtFrontTile cannot be found."
getting rubberbanding randomly with this mod loaded up, unloading this mod fixes it
The armor changes are confusing. Is there a guide or list or something to help explain the new armor parts and where they fit?
Cthuloid9
It's kind of looking that way, at least for the lower tier armors. The full plate with chain and either leather or gamberson looks like you get a signifigantly less move speed penalty (29% vs Vanilla's 42%, or about a 30% improvement.) And the healing reduction is slightly reduced as well (72% vs 99% still worth pulling off all 9 pieces)
Really just feels like it's all in kind of a weird place tbh. For example; Tailored Gambeson and Improvised Wooden Armor provides more protection than Bronze Lamellar. Sure Improvised has only 150 durability but I mean, you can smack down a tree and cut some grass and have five sets of it ready in a pinch, and if it gets cold outside just throw a couple sets on the fire.
Is the armor rebalance just an across the board nerf to all armor?
One of the cool things that I read from the description of Bullseye was obsidian arrows. Too bad it's incombatible with combat overhaul. Any chance Obsidian arrows will be added here?
After more investigation, this blocks all shields and armour and blocks their recipes from the handbook for Combat Overhaul: Armory. Is there a way to blacklist the recipes so they aren't touched??
Is there a changelog for the armor rebalance?
Any chance of us being allowed to block/parry with stuff like halberds and polehammers?
I wish there were a way to make this compatible with Salty's Manual Tool Crafting.
keep getting this error
[Fatal] Failed network encoding block armory:club-plain-copper: System.NullReferenceException: Object reference not set to an instance of an object.
is there anyway you could make a mod of just the quiver
malefactors have battle axe proficiency, what are exactly a battleaxe? Long axes, yes, Poleaxes, probably, halberds? I don't know
Does Warhammer counts towards Clubs or maces?
About training weapons, if made from harder woods (according to janka hardiness), they could do a significant amount of damage compared to flint and stick, a bit more and attack a bit faster, and more durability, but less than copper
Any chance to add obsidian arrowheads/arrows?
There is something not right with the poleaxe hit detection, the swings are barely usable with only overhead and thrust being somewhat okay. It seems like player always need to aim for the enemy's centre of mass. While halberd has a longer reach, it's way more intuitive and the hits register without having to aim at the exact pixel of model. I managed to tweak the poleaxe settings to be more in-line, but I couldn't make get rid of the collision issue.
Apart from that - great mod.
Azuli I looked at the mod myself because I wanted to see if I needed to fix it for my own server and that doesn't really seem possible with how it's coded. I spent the time smithing them myself anyway and got tin bronze so I could not replicate. If it happened it's probably a vanilla bug.
one of the players on my server seems to have found a wrong recipe. They were smithing tin bronze vambraces, but ended up with steel vambraces.
Hey, I just thought I'd ask something. Is the obsidian javelin supposed to do the same damage as all the other stone javelins while flint does more? I know obsidian spears and stuff do the same damage as flint.
Thank you for the response and the update. I never minded brig/scale helmets being removed, personally, I was just hoping we could protect our necks with a gorget or something. Anything to force my players to forge more items 😁
While I think that overhauling the helmets is neat, I think that we should have the option to still craft the brigandine and scale helmets. Having options is nice especially if a player wants a full set of the same armor :<
Svarrmir
Thanks, i got it now, maybe i read it but totally forgot or didn't even saw it while looking for that.
Ragolution
Yeah, I will probably add training weapons
Wyrtus
Read the description.
Can't find a way to craft the brigandine helmet, any clue?
ребята как в дротики запихнуть в колчан ?
Bit of a feature request; Would it be feasible to add training swords to help players learn block/parry timing? Damage values would probably be pretty low to prevent them from being feasible weapons in real combat, but training with other players has been a bit bloodier than I'd have hoped.
Also is it intentional that no armor protects the neck slot? The ones in the base game do, but there's no gorget or anything to compensate, here.
Is there a wiki? What precisely is the difference between the shields? Some have a block chance listed while others seem to just be for damage reduction, is that it?
question can you change the chain coif so that it doesnt show up when youve got blackguard armor on, cause i wanna equip the chain coif headpiece, it just clips through the armor and makes it look kind of goofy. If not i 100% get it
SlyFox02 I can put them on racks fine if you hold ALT before right clicking
there's a problem with Javilins, for some reason I'm not able to put them on a rack
Any chance of adding one handed parries to other one handed weapons apart from the swords?
before update, CO worked, I don't understand
Running on 64 bit Windows 10.0.22631.0 with 32476 MB RAM
Game Version: v1.20.4 (Stable)
15/02/2025 03:14:42: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, scrapblocks@1.2.0, bettertraders@0.0.9, biggerbackpacks@1.1.1, ceramoscontentfix@1.0.0, chiseltools@1.14.10, combatoverhaul@0.1.26, crazyskincustomization@1.0.1, decor@1.2.1, dyedhardenedclay@1.0.2, dye_recipes_fix@1.1.0, flowers@1.0.1, bovinae@0.1.2, caninae@1.0.28, capreolinae@1.2.3, casuariidae@1.0.20, dinornithidae@1.0.12, elephantidae@1.0.6, felinae@0.2.6, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.6, vombatidae@0.1.3, geoaddons@1.4.0, litbrig@0.7.3, millwright@1.1.8, moremolds@1.4.25, mushroom@1.0.2, temporal_gears_stack@1.0.0, terraprety@6.0.1, viesblocks@2.5.1, game@1.20.4, vsimgui@1.1.7, alchemy@1.6.42, armory@0.1.6, augplantlib@0.0.3, autochisel@1.0.0, betterjonasdevicesfixed@2.0.2, betterruins@0.4.7, cancrops@0.2.11, commonlib@2.6.1, configlib@1.5.1, doubleslabs@0.1.3, electricity@0.0.12, expandedfoods@1.7.3, foodshelves@1.4.4, fromgoldencombs@1.8.11-rc.2, knapster@2.13.0, krpgenchantment@0.6.14, kscartographytable@1.0.1, maltiezcrossbows@0.6.5, maltiezfirearms@0.10.7, medievalexpansionpatch@1.0.1, oneroof@1.7.0, petai@3.0.1, playerlist@2.1.5, rivers@4.1.0, rockstratavariety@0.0.1, rustboundmagic@2.2.2, usefulstuff17patch@1.0.1, traitacquirer@0.9.6, creative@1.20.4, survival@1.20.4, xlib@0.8.13, autoconfiglib@2.0.2, cats@3.0.0, electricityaddon@0.0.18, exoskeletons@0.2.2, em@3.0.0, itemrarity@1.1.4, newworldcrops@0.0.8, playercorpse@1.11.0, stonequarry@3.4.3, xskills@0.8.14, tailorsdelight@1.9.1, theworkingclasses@1.0.3, dressmakers@1.5.1
Involved Harmony IDs: CombatOverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\Entity.cs:line 1156
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 229
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 193
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender_Patch1(EntityShapeRenderer this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 70
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 868
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
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 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
hey, for some reason no matter what i do, combat overhaul will not work on LAN. so me and my 4 brothers who use lan to play cant use combat overhaul, firearms, crossbows, and armoury. this is the only place i know of to ask if anyone knows of a fix (or if theres a compat mod i need)
My primary nagging point with the mod is, that spears just feel wrong. I mean they are supposed to be for long range but long range combat just feels wierd and missing enemies with stabbing just feels clunky and unnatural.
I wish that would feel better and closer to the vanilla spears.
My huge gripe with this mod is that althought the weapons are good, armor is still stupidly expensive and doesn't provide enough benefits, i'd like to see a setting where we can go back to base game settings that just provides a % damage reduction. and the spear throwing is too janky and doesn't do nearly as much damage as the base game. still overall with the better pickaxes and axe I'd still like to have this mod in my collection if it didn't override everything else
yeah i am not a fan of the changes to the helmets.
The helmets from this mod suck. They don't cover the neck like the vanilla ones do. It's cool to add features, but don't remove vanilla ones, man.
Do you take weapon requests? I think it would be cool to see one-handed axes, especially ones you can throw. The vanilla axes start the wood chopping animation if the reticle is on a block, and that can mess you up (and they do abyssmal damage).
Any chance we could get a CO addon to allow rapid removal of armor onto an armor stand? One that can handle all layers.
Same as BenjiGojira. Recipe for Scale helmet is missing (can only repair scale helmets, not make them)
While I'm not sure if this is something you could even fix, it appears that any armor pieces you make with this mod do not benefit from the XSkills blacksmith perk which grants a quality (durability) increase. I tested this on both a tin bronze cuirass and full helmet. Would it be possible to create alternate recipes that take the armor's parts instead? i.e. a full plate helmet taking metal plates instead?
Can't wait to install this and it's associated mods and see how it all fits together! I was wondering, since you seem to be very well equipped for VS modding in general, if you'd ever consider making an equipment style mod where tools/weapons in your hotbar or inventory might show up on your back/backpack when not actively selected? I've always thought this would be an awesome visual aid and concept but I can't seem to find any mods that do this sort of thing. Having a bow over your shoulder, or a spear and shield on your back could look really cool!
my friend forged a iron pauldrons and got a copper one, idk what happen, i just want to notified, he make it in two different sessions, maybe that help to fix it.
BOTH the Brigandine and Scale helmets lack any crafting or smithing recipe to make them :<
Does the Poleaxe count for Halberd or Axe proficiency?
Awesome mod. Are there any plans for being able to wear your own swords, perhaps with scabbards?
Is there any way to get the scaled helmet right now?
I feel that the quaterstaff should have the ability to parry and block, they have historacly been used as defensive weapons so it feels odd that they take two hands but you have no defense.
Edit: You did it you beautiful person.
Maltiez, can confirm that with an iron cuirass. Item is completed but does not produce a finished item, still a work-in progress.
It seems that in the latest version, the "vanilla" spear heads added by Combat Overhaul have have placeholder names: game:item-spearhead-iron, game:item-spearhead-meteoriciron, game:item-spearhead-steel. Thanks for your work.
i Wasnt able to complete a piece of copper plate armor, the cuirass, i fully built it but never got a completed peice just a work in progress still.
can you add obscidian weapons like the macuahuitl tepoztopili, pre-columbian cotton armor (if decorated even better :D) and a chimalli pls UWU ?
Does this mod adjust how much material is required for armor? For example does it take more or less steel to make a full suit of plate armor?
Update Combat Overhaul to 0.1.2
javelin throwing causing game crash
18/01/2025 9:44:46 PM: Critical error occurred in the following mod: combatoverhaul@0.1.1
Loaded Mods: combatoverhaul@0.1.1, game@1.20.0, vsimgui@1.1.7, armory@0.1.0, configlib@1.4.3, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, creative@1.20.0, survival@1.20.0
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Vintagestory.API.Common.ItemStack.FromBytes(BinaryReader stream) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 341
at CombatOverhaul.RangedSystems.ProjectileEntity.FromBytes(BinaryReader reader, Boolean fromServer) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 224
at Vintagestory.Client.NoObf.ClientSystemEntities.updateEntityFromPacket(Packet_Entity entitypacket, Entity entity) in VintagestoryLib\Client\Systems\Entities.cs:line 432
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 447
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 269
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
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
If i use xskills, does the warhammer count as a sword or a tool like a hammer?
Fix your installation
uh... clubs.... fix this pls, this cause crashes
text of console:
crash log:
System.Exception: Error while getting stats for item 'armory:club-plain-copper' on server side: 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 1221
at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1354
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 621
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 535
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Like dentist how can I can make the handle ?
forget it you can awnser saying that the last update fix it the recipie
how can i make a handle
I have to imagine this is the mod that makes armor craftable on the anvil, please please please resize the grids on the work items, took my poor friend like an hour and a half and like 5 ingots to finish a little iron helmet. On the anvil the grid was stupidly massive like it would fit a giant.
What is the reason for removing said recipes? I am curious
Recipes for brigandine and scale helmets are removed
Quarterstaff [metal type] in the English handbook is currently "qearterstaff" [metal type].
Missing craft recipe for metal helmets(like brigandine helmet, only repair recipe) on latests versions
Your weapon storage/display blocks in Crossbows and Firearms are really good, are you thinking of making some for Armory?
I GUESS there's something wrong with leather-related recipes in this. The server-main.log registers a ton of "woodmetalleather" errors because "leather-plain" cannot be resolved. I believe this also happened with ceramos and the polisher item, which uses leather.
Seems like the new item name is "leather-normal-plain"
edit: Actually it seems to throw the error even for colored leather. All of them probably changed names too.
Please, add an option to disable new camera for javelin. Mod combat overhaul has these options, but this mod only give us possibility to change damage multiplier... o.o
Maltiez
I would argue there are some viable gameplay variants, particularly with the currently missing Asiatic laminate style of bow making (gotta love those horse archers with the new mount system, eh?) or simple upgrades to bows (aiming shelves for better stability and aiming speed, etc) like you have with your wonderful crossbows and firearms mods. There's also the possibility of bodkin (more penetration less damage), broadhead arrows (more damage, less penetration), or even blunt arrowheads, given you have a focus on damage types with your combat system, and feature a smiliar situation of ammo types in your wonderful Firearms mod.That's just me dreaming as an avid archery lover though. Either way like I said before, absolutely love the mod.
edit; I also noticed none of the weapons have attack reach as a listed stat now, though they do seem to have different reaches in game. I'm not sure if that's intended, or just an oversight.
ShanaLarisar
Crossbows and firearms are variations of bows in this case. You already have composite fast shooter recurve bow and plain wood heavy shooter long bow, there are no other viable gameplay variants. I think four vanilla ones are enough. If you want material progression, you have arrows made from different materials.
Do you have any plans to add additoinal variatons of bows? Maybe something using (spring) steel, bows reinforced with animal horns or the like, more advanced version of existing longbow/recurve with cut-in draw rests like calfs hair, etc. Given you've made Bullseye and a bow retexture and all. Either way love the mods, thanks for all the hard work!
FYI game crashes on 1.20r3 when you put a cow skull on your new helmet slot!
Will you work on a video for info how to use it? Or you plan on getting some testers to help?
But love the simple fight ^^
Looks like the Night Vision Mask doesn't have a slot assigned and cannot be worn anymore.
I tested the javelins after the changes you made and they feel pretty good, I don't have the same issue with hunting rabbits or non-predatory animals as I did prior to them. I still don't expect to take on a bear with them, but that's a reasonable expectation for what game stage you're supposed to be using them on. Thanks for hearing out the criticism I left earlier.
getting an error that im requireing "combat overhaul" by one of your mods, i didnt see any requireing it tho. im guessing its this one, can you confirm?
can this work on 1.19.8?
Maybe the Javelin could gain a buff by applying a slow and bleed effect on hit
I can kill a bear with a regular spear. Spears have enough knockback and reach that I can actually beat a bear with a flint spear. I've done it multiple times. Meanwhile, I regularly die to even fucking wolfs trying to use javelins because the low reach, low damage, and low knockback combined with their pouncing ability means that engaging at range requires unreasonable time spent kiting, and engaging at melee is a near-guaranteed loss. The spear is just flat-out a better weapon in every way because the javelin's higher ranged damage doesn't matter when both it and a spear need two hits to take down a rabbit. The javelin is just too weak overall, the quiver that lets you carry them without stripping away inventory slots for necessary materials to survive in the stone/copper age requires nails that you can't make without having enough metal to make an anvil, and all these factors combined with the ease of knapping a flint spear and just using that instead means that the javelin is essentially worthless. I wanted to play a Malefactor to shake things up with the javelin but it's just a waste of time.
If anybody else is considering using the javelins, just take it into consideration that they're frustrating, don't offer any particular strengths, have plenty of weaknesses, the Malefactor's proficiency bonus is pointless for what role a javelin is supposed to play, and you will get bodied by wolves, bears, and potentially even drifters since it can take over 5 throws to kill a single surface drifter with one which means you either need to dedicate 5 inventory slots to javelins or kite to pick up thrown javs for every drifter you face. Skip it and just go spear instead, as boring and overdone as it may be.
You won't be able to deal with bears using stone weaponry anyway though, they are too tough for that, just run
Javelins are just genuinely terrible, even on the Malefactors who are supposed to specialize in them. A flint javelin can't reliably take out a rabbit in one hit and they're already up and sprinting away faster than you can go by the time you ready your second javelin to throw. Against a black bear, it took me half an in-game day of constant strafing and recollecting them to bring it down. I'm not expecting a flint javelin to be an "I win button", but it'd be nice to be able to always take down a rabbit in one go given you're spiking it with what amounts to three times its mass. The 30% proficiency speed boost to them doesn't come into play either given you're always going to take a little time to line up your throws, and fighting with javelins in close quarters is a losing proposition because your enemy will just press in through the knockback due to the short range and evenly trade attacks with you (and as a Malefactor you have less HP than other classes to work with, and you're never getting a pet to help distract enemies like the Clockmaker). I'd rather give up the worthless attack speed and exchange it for a 10-15% boost to Javelin damage, which would go a lot towards solving the unreliable rabbit killing and make fighting off wolves and bears in the early stage less (but still) painful.
Just recently tried out the new armor system and it is genuinely awesome. Can't wait to see more!
TwoF
Geology Additions is a mess implementation wise, ask them for compatibility.
Please make the mod compatible with Geology Additions. In your mod you have the ability to create maces and javelins from stone. Geology Additions adds three stones from which you can make stone tools - Gabbro, Quartzite and Diorite. It will be very good.
Maltiez
Perhaps a Pavise would fit well as the Heavy Shield of the steel age? Italian Crossbowmen used them up until the 17th century.
Maltiez
Oh gosh duh, thank you for answering that lol. I should've known. Thanks for these kick ass mods!
RanOutOfSpac
Damage tier
Dumb question, but what does the t mean in for example the javelin says: "One-handed 1(1t) Piercing" ?
Dskater84
May be heater shield, probably as heavy, cause there is no steel age heavy shield.
This is absolutely amazing, now the last thing we need is more armour types and we can go full medieval on the drifters. I love your mods.
Any plans to add a few more medieval shield types?
Is there a description anywhere of how the weapon variants differ from each other in principle?
A combat mod is expected to create a situation where nothing is ideal - everything is selected for the needs and personal style. I think it is assumed here.
For example, the Spear is a universal weapon suitable for close combat with the desire to keep the enemy at a distance, but at the same time it can be used in long-range combat during a throw. The Pike is a spear, but with the loss of the ability to throw with an increase in the effect of keeping the enemy at a distance from itself in close combat. The Javelin is the opposite, the loss of the ability to inflict damage at a distance in close combat, but enhanced characteristics for long-range combat by throwing.
The differences between other weapon variants are not so obvious. I want to know.
Inflectus
Right now there are no such plans
Radiantlunar
XavierDare
Report bugs via discord, moddb commetns are not suitable for this
Are there plans for war axes? I notice they're not on the current weapon roadmap, but I was wondering if that's because they were overlooked or intentionally not wanted. Either way, I love the current roadmap and the models you have made so far!
XavierDare I've got the same problem, i'm gonna try to fix it, i'll let you know if i come up with anything
I cant seem to get the javlin to work. when i attack something with it its acting like im just using my hands
I just recently downloaded 0.0.3, and 30 minutes later it's already version 0.0.4
do you continuously print the mod on a 3D printer?) 🤣
Maltiez
Having an error where all Armory assets lack their textures despite combat being installed as a library. Am I missing another dependency?
I get the feeling combining this (once finished) and the dodge button, plus some steam controller support shenanigans, I could basically make a Darksouls-esque srt up on my controller and play vintage story kinda like that! :0
Good work on all your combat and weapon mods so far dude, I FUCKING LOVE THEM!!!!!!!! (perhaps you might add optional support for Salty's dodge mod on the main Combat Overhaul? hell, I'd be surprised if you make a stamina bar addition to combat overhaul, and have the "Frail" trait balance out less max health with more stamina, and it would be something to see a leveling system too but this feels too long winded. Sorry! ;~;)
Would it be possible to get a screenshot of each "module" as they're added?
Cool mod, thank you for it 👍.
Oh? I dont know what this does and i already love it :p