
Mods / Vanilla armory
Author: TakeoTheWolf
Side: Both
Created: Apr 24th at 7:47 AM
Last modified: 3 days ago
Downloads: 2744
Follow Unfollow 81
Recommended download (for Vintage Story v1.20.x):
vanilla-armory_119.zip
1-click install
as it turns out, all those ruined weapons have models for un-ruined variants. this mod adds playable weapons using the un-ruined weapon models, and it does so without; adding unnecessary hoops to jump through to get them, a thousand variations of handle color, or locking them behind later teir metals.
four varieties each of; swords, maces, axes, spears, and knives. all available in every metal the falx is.
normal spears in iron and steel.
restoring ruined weapons to relics. (currently only axes).
quivers in four tiers.
iron and steel lamellar.
sturdy leather armor.
improvised bone and wood armor.
buckler shields.
make lamellae in crafting grid.
changed basic spear stats to have damage tiers for both thier melee and ranged damage.
comming soon, restoring more ruined weapons to powerful relics.
If you need an adjustment made for a specific server need I might be able to help make a branch with you.
these weapons were mathematically balanced. but feedback is welcome.
compatible with bloodshed.
it is grindstone compatible with Still Necessaries.
xskills compatible (though there is no skill for maces. if someone wants to make one maces use vanilla club item type I would greatly apreciate).
kemono compatible.
these mods are not required.
(add-ons will be seperate mods that add content to this mod)
I plan on making it add-ons for more vanilla tools and re-alloy.
mostly a note for myself: will make an add-on for mithril, orachalcum, adamantium. need to figure out world gen stuff first. also for titanium and for falxvars for poison and bleed. that's a lot of addons planned
Is it compatible with combat overhaul?
yeah thats what i mean, so thank you
IronDragon7410 you can use both at the same time without any problem if that's what you mean. but toolsmith currently doesn't support weapons.
Is this compatible with toolsmith?
Nyphra yeah axes use axe, swords use swordsman, spears use spear. the baselard, khanjar, dagger, and stiletto use knife. all items here use vanilla itemtypes so they are compatible with xskills by defualt, but I really would like to make skills, I just don't know how.
maces use item club type becuase that's how they are in vanilla with their ruined variants but itemtype hammer would probably be better until a club skill is made you're right. only if they were hammers you could forge with them 😆. since that code is baked into the itemtype.
Heya, I can see you've got xskills compatibility and mention there isn't a skill for maces, but what about things like the axes, bardiche and the like? I assume axes would fall under the tool mastery skill but I'm not certain about the rest.
If axes did fall under the tool mastery skill though, could maces also be classed as hammers (as they are both blunt weapons)?
Dalbojev the error means it's failing to generate the recipe for electrum lamellae. that's all, no harm, everything should work as intended still.
[Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-electrum in Grid recipe
[Error] Grid Recipe 'game:recipes/grid/lamellae.json': Output Item code game:metallamellae-electrum cannot be resolved
It seems to me it cant read the file or am i wrong
Kida_Mei of course. let me know if you have any other issues or feedback with the mod.
Thank you for being so quick on a fix!! Repairing works perfectly now! :)
Lohostege you misread the mod description
How do we customize the colors/wood of the handles, there is no in-game guide, or guide on the mod page where I can figure out how to change the handle colors.
CupOfMoths
I just increased the range to 0.73m.
knife-generic type knives don't have a range defined and so they defualt to fist range. which origionally I had assumed was 1m (which is really the cuase of the disbalance for range). on a side note the range is distance from the center of the characters upper torso, weird.
I balanced the weapons mathematically against the falx using ratios as an example this is how the copper dagger was balanced origionally.
durability = 13 (325)
power = 10 (3.8)
tier = 15 (3)
range = 2 (0.5)
note that the numbers add up to 40, the falx would have a 10 in each category.
I have since been adjusting balance based on practical use, but it is not perfect. as for usefullness of knives I haven't done much combat with them but they are especially suited against fast enemies such as rust and rot rotwalkers or in pvp. please try this new balance patch and let me know if it is still to short.
be nice to kemono their doing their best, this mod maintains vanilla animations to be fully compatible with kemono. though ponies will have a different upper torso position than seraphs and kemono, that's something that nobody could help save for making pony exclusive versions of mods.
but why do the knives have shorter range than the vanilla knives...? It makes them virtually worthless outside of pretty display pieces.
Edit: unless this is a problem exclusively with Kemono, in which case can't be helped- that mod is utter spaghetti.
Kida_Mei problems on my end I just checked and it's a naming problem. will have it fixed soon.
Dalbojev I leave my notes floating around the mod files, I know it's bad practice but it does not har, the funtionality of the mod just cuases some error logs on startup.
CupOfMoths the knife type weapons have a range defined as 0.63 meters. if it's a creature with similar eye level to you then yeah almost touching is required, if it is significantly shorter than you crouching is required, that's how it went in my testing without kemono installed. if a range is not defined I'm pretty sure it defaults to 2m like fists.
It throws out syntax errors when i load my game [Error] Syntax error in json file 'vanillaarmoury:recipes/smithing/notes on smithing.txt Failed deserializing notes on smithing.txt: Additional text encountered after finished reading JSON content: v. Path" line 1 position 3
Is this normal as i understand it its just extra text. but why is it there? This is one of the few syntax errors i get. Is it a mod incompability? Im not new to moding, but new to this game. Any help would be appreciated
Repair recipes for the base-game lamellar armor seem to be broken. As far as I know I don't have any mods that should change lamellar recipes, and I notice if I remove the vanilla armory lamellar folders entirely from my server's mod install directory they start working again. It could absolutely be a mod conflict that I'm unaware of, but I wanted to bring it to your attention just in case!
EDIT: I just realized we have All Classes installed, and while it doesn't directly change the lamellar recipe per se I know it adds some armor repair kits, and those still show up as a repair option. Could that pose a conflict?
I'm not sure if this is on the side of Kemono or not, but I've noticed that with short blades such as the Khanjar, Baselard, and Stiletto, it is almost impossible to actually use them as a weapon. My guess is that the range of the weapon might not be defined properly, or at all. For proper context, in order to actually land an attack with any of these three blades, you have to be almost sharing the same block as your target while crouching. I would imagine this is not intended behavior, although I have not tried this mod without the Kemono mod installed at this moment.
safwyl do you have any mods that might change how spears work?
edit: nevermind that's my bad I forgot /atributes.
thank you modmaker 3000🙏
Getting this error on start, fyi
9.5.2025 18:42:15 [Server Error] Patch 0 (target: game:itemtypes/tool/spear.json) in vanillaarmory:patches/speargenerictier.json failed because supplied path /damageTierByType is invalid: The json path /damageTierByType was not found. No such element 'damageTierByType' at the root path
I accidently retained the adress for the voulge when copying to make the names for the warfork 😭. thank you Silver_Glaceon for letting me know. it should be fixed now. also it's good to know for certain it's compatible with kemono I was only 90% sure it would be.
Noticed a minor issue regarding some weapon names, namely the voulge and the war fork getting mixed up.
https://imgur.com/a/5LCYtsh
On another note, been loving the mod! Appreciate how it retains uses the vanilla animations, makes it compatible with the kemono mod. c:
crumps
thanks, let me know what you think of it.
All good!!! I just spotted it, wasn't sure if it was anything important. Appreciate the mod :) just added it to my server very excited
crumps
they're just text files they can't hurt you. 😂 but really there is no problem just a couple errors since the game can't read what it's not supposed to read.
Hey just to let you know i spotted these errors on loadup with my server
7.5.2025 16:59:45 [Server Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/spear/notes.txt': Failed deserializing notes.txt: Unexpected character encountered while parsing value: a. Path '', line 0, position 0.
7.5.2025 16:59:45 [Server Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/bloodshed notes.txt': Failed deserializing bloodshed notes.txt: Unexpected character encountered while parsing value: h. Path '', line 0, position 0.
7.5.2025 16:59:45 [Server Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/balance update changes.txt': Failed deserializing balance update changes.txt: Unexpected character encountered while parsing value: c. Path '', line 0, position 0.
ElusiveEnigma
that's a more recent change. the claymore was range 4m but I got reports that 4m is too long range. so even though the claymore model is longer the range was reduced for balance purposes.
Alright, how about the range of the arming swords? Those are at 3.5m while the claymore and spear are also 3.5m
Ah! I did not know they were smaller. They have the same icon as the default game shields, but I saw the stat reduction, so I had not built it yet to save on materials. Thanks!
ElusiveEnigma
it is intentional. they are smaller cheaper shields, so the stat reduction on them makes sense no? you'll also find that these smaller shields won't get in the way of your aim when using a bow, that's really the primary reason I added them.
It seems you added some shield variants but the shield stats do not match vanilla stats. Is this intended?
safwyl
I didn't want it to look odd when not using bloodshed and also want to stick with vanilla animations for compatibility and ease.
but thank you!
You might consider adding a blocking animation for use with bloodshed, can be done by setting/changing heldTpUseAnimation in item json
ImLostAgain
during my initial statting proccess I put all the weapon models up on racks and compared the size that way to determine what the stat would be for each of them.
those initial ranges are maintained through to this most recent patch.
range would be less powerful if shivers were less eratic or there were another fast enemy but you're absolutely correct that range in a lightly modded game is very powerful. I play with rust and rot (a patched version I set up for myself) and it has some fast enemies in it so in my own experience it's not too unbalanced.
I'm spending some time with it, The gear we had already made retained its current dura, so we're actually not even feeling the changes yet, so i can't comment on it in good faith.
That being said, 2 extra bars for 125 extra dura is off to me, on paper. I find that the range of the weapons massively solved combat. At the minute im leaning on range too high, dura too low for material cost, but again, early stages and not enough exposure to really advise on it as of yet.
ImLostAgain
the way the durability is calculated changed. if any of the multiple ingot weapons ended up less durable than the falx however I made a mistake.
I'm going to use copper for explanation. a copper falx has 250 durability. when I made the weapon stats for the claymore for example I gave it a half rating for durability but then added durability for being made from additional material. origionally this bonus durability was 250 per aditional ingot for copper, I had changed this to be a multiplier instead of a flat bonus. so the copper claymore has 125 x 3 (375) instead of 125 + 250 + 250 (625). this did result in lower durability for all the affected weapons though.
this is likely not the final balance and any feedback is apreciated.
I'm a little confused by the change to make weapons that require more material also be less durable?
NateDoesLife
yes you smith them.
after I get the spears implemented I will make the ability to restore ruined weapons.
(ranseur, boar spear, voulge, war fork. the throwing spears for iron meteoric iron and steel are implemented.)
How do you go about crafting these?
Is it just standard smithing or does it utilize the "ruined" variants at all?
Endurance
balance primarily. I've taken a lot of time to make sure each weapon has unique stats from each other while being balanced against each other. though as the description says, they are not yet fully balanced and the four extra variations of spear are not implemented yet.
this mod uses vanilla animations and should therefore be compatible with model swaps such as kemono (though I have not tested)
this mod is compatible with still necessaries grindstone.
I plan on supporting this mod with add-ons and compatibility with other mods.
What are the differences between this mod and Ancient armory?
ImLostAgain
honestly it's weird that the recipe doesn't work with the knife type weapons becuase they are catagorized as knives. but yeah these are supposed to be weapons and not tools so that'll be low on my priorities. sorry.
ManaWei
use combat overhual armory. there is more than enough weapons in that mod.
this mod does not change any smithing mechanics, so it's compatible with smithing plus, a seperate add-on would need to be made for the broken tool heads for these weapons and let me worry about finishing the mod first please?
Hi, the Baselard also doesn't work for scraping pelts. I understand if you don't want to add the recipes to "fix" this. Cheers for the mod.
you could also look into compatability with Combat Overhaul, and Smilthing Plus, those are some popular mods.. and shouldn't be too much work you are not already doing..
Posted my previous comment before I saw yours. I definitely think you should make the durability change for multi-ingot weapons. As for weighting the stats differently, as I just posted about, back-of-the-envelope I think it would make the balance a bit better. However, I haven't done nearly as much math and spreadsheeting as you so I just wanted to suggest it as something to consider. It might not scale well with metal tiers, or maybe there's something else entirely I'm missing about it.
Again thanks for making a great mod! Cheers!
thank you Devonushka
I think if you statted the copper Falx like this, you'd get much more compelling numbers:
Copper Falx
durability = 250 (25 per point) 10 pts
power = 3.8 (0.2533 per point) 15 pts
tier = 2 (0.4 per point) 5 pts
range = 2.5 (0.125 per point) 20 pts
I'm ranking the importance of the stats, with range being most important, then power, then durability, then tier.
Devonushka
thank you yes this feedback is quite helpful.
I considered weighing teir differently but the numbers became weirder than they already are. but I'll experiment with that if you think it will make it overall more balanced.
Hey so I hope you're open to some balancing feedback. First I tried out all the weapons in creative by spawning in a bunch of mosters and killing them. Then I looked at their stats and looked through all your balance notes.txt files til I understood your point-based system. The biggest thing that stuck out is that the Claymore is stupidly overpowered.
I took a minute to figure out why and I've identified the issue in your balancing algorithm. The 2 and 3 ingot material bonus should be based on the durability of that weapon, not of the Falx.
Tin Bronze Falx
durability 450 (45)
power 4.5 (0.45)
tier 3 (0.3)
range 2.5 (0.25)
Tin Bronze Claymore
durability 5 (225)
power 14 (6.3)
tier 5 (1.5)
range 16 (4)
3 ingot material bonus (900 durability)
The Claymore only has a 5, meaning that it's durability is supposed to be its weakness. This would be the case if it was a 1-ingot weapon; it would have only half the durability of the falx at 225 durability. However, its durability is 1125. That's an equivalent of 375 durability per ingot, almost as much as the Falx!
Instead, I believe the 2 and 3 ingot material bonus should be calculated on the durability of the weapon. This would put the Tin Bronze Claymore 3 ingot material bonus at 450, for a total durability of 675. At 675 durability you're actually paying twice as much to upkeep the Claymore compared to the Falx, which seems much more fair for how strong it is.
Besides that, I think you're maybe over-weighting the weapon tier and under-weighting range because of the linear scale you're using. As a test I placed two surface drifters and two double headed drifters in pits and killed them with a copper Falx and copper Claymore.
Copper Falx
Hits to kill surface drifter: 4
Hits to kill double headed drifter: 10
Copper Claymore
Hits to kill surface drifter: 3
Hits to kill double headed drifter: 10
The copper Falx is giving up either 1.25m of range or 2 entire points of damage for a kind of negligible amount of damage efficiency against high tier enemies. Range in particular is really strong because it lets you avoid damage much more easily. The Claymore in particular feels like I can be poking stuff completely out of harms way.
Anyway just my thoughts, sweet mod I appreciate you making it!
ImLostAgain
it indeed was an animation issue
it was trying to determine how long it would take to harvest but couldn't becuase I had not attached that property to any of the knives (oops). I'll have that fixed very soon
ImLostAgain
I'm looking into the crash.
System.NullReferenceException: Object reference not set to an instance of an object.
this is the error in question, I'm not a coder sadly so this will take a little while to figure out. probably no more a day or two though.
Devonushka
I'll eventually combine those into a single documentation so as not to cuase mutiple errors, sorry for flooding your logs.
These errors are caused by some notation the author left in for anyone thats interested in peeking at the files and cause no harm.
Getting the following errors on load:
27.4.2025 21:37:54 [Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/axes/balance notes.txt': Failed deserializing balance notes.txt: Error parsing undefined value. Path '', line 1, position 1.
27.4.2025 21:37:54 [Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/blade/ballance notes.txt': Failed deserializing ballance notes.txt: Unexpected character encountered while parsing value: g. Path '', line 0, position 0.
27.4.2025 21:37:54 [Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/knife/balance notes.txt': Failed deserializing balance notes.txt: Unexpected character encountered while parsing value: l. Path '', line 0, position 0.
27.4.2025 21:37:54 [Error] Syntax error in json file 'vanillaarmory:itemtypes/tool/spear/notes.txt': Failed deserializing notes.txt: Unexpected character encountered while parsing value: g. Path '', line 0, position 0.
27.4.2025 21:37:54 [Error] Syntax error in json file 'vanillaarmory:recipes/smithing/notes on smithing.txt': Failed deserializing notes on smithing.txt: Additional text encountered after finished reading JSON content: v. Path '', line 1, position 3.
They seem harmless, but still probably not good to leave these in.
Awesome thanks for your response. I'll be trying your mod out!
Sure thing, here's crash report:
https://pastebin.com/WM7f9qaP
Used Copper Baselard to carve a just-now killed Sow for the loot. Instant CTD upon inputting CTRL+Right click. Tested 3 times.
ImLostAgain
I'm going to need more details.
Devonushka
I did not realize ancient armory exsisted. well imidiately I can say ancient armory is for 1.20.x unstable builds though I doubt any incompatibility with stable builds.
I did a lot of spreadsheeting to make sure no two weapons have the same stats, and that's why the maces and spears are not yet implemented becuase I'm still working on their balance.
also I'm using only vanilla animations so it should be compatible with character model replacements such as kemono or kobold.
Crash when using copper Baselard to carve. 1.20.9.
I'm wondering your thoughts comparing your mod to Ancient Armory, which does a similar thing:
https://mods.vintagestory.at/ancientarmory
I was unhappy with the balancing in Ancient Armory, the weapons in that mod all use the exact same stats as the Falx or Spear.
DecaByte
Still Necessaries
Grindstone for what mod did you make this compatible with?
icehorse
no they would disapear, these weapons do not have stats in the base game.
If I added this mod then removed it from my world, would the weapons still be in my world?
DecaByte
they don't effect anything no, I should probably remove the pngs but the text files are there for anyone who want's to unzip the mod and read how I did the balancing and see what's to come.
The text & pgn files cause erors on the logs. But i don't think it affects anything. Just an fyi.