Mods / WeaponPack Alpha- Expanding your armory
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 2:39 AM
Last modified: Sep 6th 2022 at 3:49 AM
Downloads: 23864
Follow Unfollow 181
Latest file for v1.17.2:
AlphaWeaponPack_v1.3.1.zip
1-click install
Heres my patreon if you'd like to support me: Patreon
Weaponpack alpha currently adds 24 new weapon types; most with multiple metal variants. Also it attempts to fix the struggles of the current combat system, including new ways to defeat armored players in PVP.
The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions.
Other version links- Alpha/Beta/Gamma
This mod changes swing sound/throwing sound with a "swoosh" to make melee combat feel a little better.
All weapons are given a breakdown in the handbook guide for AWP, in there you will be able to see the statistics of each new weapon such as- Damage, Speed, Durability, Vs Armor, and what kind of swing delay weapons have.
Weapons:
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.1 | 13058 | Sep 6th 2022 at 3:49 AM | Show | AlphaWeaponPack_v1.3.1.zip | Install now | |
v1.3.0 | 494 | Sep 5th 2022 at 4:33 AM | Show | AlphaWeaponPack_v1.3.0.zip | Install now | |
v1.2.4 | 5450 | Jan 28th 2022 at 4:46 AM | Show | AlphaWeaponPack_v1.2.4.zip | Install now | |
v1.2.3 | 496 | Jan 25th 2022 at 10:44 AM | Show | AlphaWeaponPack_v1.2.3.zip | Install now | |
v1.1.3 | 1341 | Oct 20th 2021 at 12:55 AM | Show | AlphaWeaponPack_v1.1.3.zip | Install now | |
v1.1.2 | 1284 | Aug 23rd 2021 at 4:45 AM | Show | AlphaWeaponPack_v1.1.2.zip | Install now | |
v1.1.1 | 1186 | Apr 18th 2021 at 6:57 PM | Show | ST-AlphaWeaponPack1.1.1.zip | Install now | |
v1.1.0 | 555 | Apr 6th 2021 at 2:40 AM | Show | ST-AlphaWeaponPack1.1.0 .zip | Install now |
hi, do you think you can do more pre-columbian weapons ? like iroquoi war-club, weapons froms central and south america etc...
Heads up, the bone club crashes my game when I swing it. Tried it twice. I am using other mods but not too many.
FinEnarah
I just checked the mods files. All weapons are classified as either "sword" or "spear" so they should get the bonus from XSkills.
Just for curiosity's sake, is this mod compatible with XSkills? I'd like to know if I'm getting the dmg bonus from Spearman perk, by using a naginata.
For those waiting for an update; https://mods.vintagestory.at/show/mod/6522 is one that seems to work for me so far
When I attack with the spontoon my game crashes. Just thought you should know
I hope an update comes for this! It looks awesome!
Waiting for a update of this and the Gamma version
Mr1k3 hoping for an update!🙏 Probably one of the best weapons mods out there!
This mod became my favorite. I really hope you have plans to update it to 1.18. Thank you for your work!
I also plead for an update to 1.18, it' would be highly appreciated. Thank you!
Or if I can contribute/help with that, let me know.
Mr1k3
It no longer works correctly in version 1.18. just the Javelins, Bush knife and Mambele, they work fine.
The rest of the weapons crash the game when i click to use.
It is the best weapon mod out there so far. Please update to the new version. if you can Please. THANK YOU.
Second that request for the javelin and chakri. They are at present, very unbalanced. Otherwise, loving the mod.
Might be just me, but could the javelins be rebalanced to be more expensive and not stack so high? The cost of entry is pretty low, and their low chance to shatter on hit (save for bone, which might be a bug) make them seem like a no-brainer when picking them over bow and arrows (and even spears). A stack size of 3-5 might be a better option, along with a reduction in melee damage and thrown damage too, though whatever you think works. Other than this, our server has had lots of fun exploring the weapons and using them; this is a slick mod.
EDIT: It might be more than just a bug with bone javelins. I think that, because they have no associated durability, they always break when hitting the ground. Might need to set DamageStackOnImpact = false or similar.
ru translate for AWP
Is this working for the last version?
It say "For Game version: v1.17.2"
Please update the mod to v1.17.9
Thanks you.
Ziru
Can you please not spam perfectly working mods with this crap?
gndrneutralnoun
You can't do that with a config option, Mr1k3 would have to add grid crafting recipes for that.
Mr1k3
Speaking of the bushknife, it and some of the other weapons feel a little overtuned. I've been using the same copper tachi for 4 months in-game and it's just now starting to get into red durability. Bushknives are great and last forever, but require a measly 50 copper to make for some reason. Could you please crank down how durable some of these weapons are and adjust the metal requirements a little? I'm still in the copper age and these items feel a little OP for this early on.
Great mod, though I feel like the throwing weapon stack sizes may be a bit overkill. Over four hundred chakri from a single ingot?
Do you think you could add a config option or something that lets you use bush knives as regular knives in crafting recipes? I find myself in need of a knife to craft things out in the wild a lot, but with how useful the bush knife is, I end up carrying both items with me.
Heya. I'm using the xskills mod, and I can't figure out what weapon type a weapon is. The warhammer seems like a hammer, and the epsilon axe seems like an axe, but testing and the animation they use makes me think most, if not all of the weapons in this pack are just sword-typed. I just need to know what to level up for damage. Assuming swords.
The bush knifes is so useful and amazing!
Thank you for updating it Mr1k3. I sent you a friend request on discord, and you can also reach us both on the Temporal Tribes discord. We'd be happy to help test your mod later today so it runs smoothly for everyone.
Edit: The update worked! Thank you for the blazing fast turnaround.
I went and converted the mod's .cs files over into a single .dll, as well as cleaned up internal names for the item classes, hopefully that fixes, or at least is a step closer to fixing the incompatibility with linux. The new names are now correctly based on PascalCase so I'm hoping that plays better with the case sensitive linux platform.
Please let me know if you are still having issues with the 1.3.1 release.
Thomas_Jefferson Doornydew I recall issues with linux when trying to load modid's with capital letters, maybe it has similar issues when loading all lowercase item classes. Would either of you be willing to contact me through discord so I can test my fix since I dont have access to a linux machine?
Doorny had this issue on the Temporal Tribes server. We restarted multiple times removing our new batch of mods one-by-one to determine the cause, and your mod was found to be the offender. If you could fix it for him, we'd all greatly appreciate it!
when i try to join a server running this on my STEAMDECK (Arch Linux)
i get the error="Dont know how to instantiate item of class "nnd" did you forget to register a mapping?"
Doesnt work with Linux
I think you might want to consider renaming the halberd to "poleaxe", it looks a lot more like a poleaxe than a halberd I think. Seeing one in-game is really appreciated though. I always wanted one and this one looks really good :D
You have made tools gorund storable, but there is no mention in changelog about it
I essentially remade the entire mod for this update, the 9 new weapons is now 24 and all weapon models have been updated now that I have a bit more modeling experience under my belt. This update includes the new feature of swing speeds, so now different weapon types will have faster or slower swing speeds, and they also have custom swing delays so the sword combat feels far more responsive since the delay is set to 0. Also this update addresses PVP and includes ways to deal with armored players, but that usually comes at a cost. Throwing weapons have been overhauled, in addition to two new types- the mambele and chakri, and stone age weaponry has been expanded on.
Looking forward to the massive update
While the current version is working fine on 1.17, a massive update I have been working on is very close to release so you can expect to see it soon.
It would be great if you make all of them ground storable.
All vanilla tools are ground storable according to the wiki https://wiki.vintagestory.at/index.php?title=Ground_Storage
Can you update for newest 1.7 rc5 please would love to use this along with the range one.
Any chance of MoreMetals compatability?
Add translate pls
I was wondering if there is any possibility of making the Katar a fast-striking weapon that deals low damage per-strike and has increased durability to compensate. It would also be neat to have it gain attack speed if used with another Katar in the offhand, although I don't know how hard it would be to animate a second attacking animation or account for sharing the durability loss on-hit with the offhand. I'd only be guessing, since I've not looked at the code for any of this.
Great mod and nice additions to the game. I have one other thing to mention: I'd argue that the throwing spears might be stepping on the power of bows a little, but that's more because bows are under-powered a bit in my opinion. I'd rather do like you have here and more of a permanent loss of ammo tradeoff for greater damage on bows as well. /opinion
Destragon
oops, forgot to mention that in the post, added that now. Also that was a mistake in the description, spears still only output 128 items, I just doubled the stack size to 256.
I could possibly implement break chances if I somehow merged the spear and arrow classes into a single one, but for simplicity I just kept it as the spear class, at least for now. If I added durabilty, they would not re-stack to one slot with seperate durabilities, if i made it a single item with durabilty, you'd have to pick it up each time after throwing. Also I sort of prefer; personally, to not have to worry about going out and looking for all my spears after combat, I wanted a similar feel to Terraria consumable weapons, a throw and forget type thing. It'd aslo be hard balancing the whole break chance thing compared to this implementation.
I'll be keeping an eye on the damage numbers though, just like the katar, and adjust accordingly if I see fit. My logic for the massive damage is that they have half/quarter of the "effective" durability as the katar- the lowest durability melee weapon, so they should at least deal similar damage, also they help the ranged classes have more options throughout the game
Thanks for the update. I like the new swing sounds. You should mention them in the mod description here though.
256 throwing spears from one ingot sounds a little much to me. I know they are one-use, but they do a ton of damage and are easy to use without requiring any launcher item. By the way, why did you decide on making them single use unlike arrows in the base game?
I kinda liked the flax wrapping on the gladius, but oh well.
1.2.4-
Clarity, documentation, QOL, and slight balance update-
As stated before, auto-downloads should be fixed now.
Hey, I have some feedback and random thoughts:
All the weapon models are awesome by the way. Thanks for the mod.
The auto-download issue should be fixed now, I also have an update coming soon.
not autodownloading for some reason.(still a very cool mod tho)
mod is not automatically downloading on 1.16 servers.
1.2.3-
I know everyone wants a 1.16 update for this, but I want to wait for the combat changes that are constantly being made to the base game right now to calm down a little, that way I can make changes that will hopefully work for more than just one prerelease. Mod does still work in 1.16 just does not have the swing time changes applied to its swords yet.
I see that you're updating you other mods to 1.16, is this planned to be updated as well?
Has anyone tested this with 1.16.0?
-updated russian translations thanks to ZigTheHedge!
1.1.2 update:
I will no longer be updating the hardcore version as I need to find a better way to implement harder recipes into a single mod. But it's not efficient to keep up with essentially two versions of the same mod, and I just feel like the hardcore version is not really worth maintaining unless I get enough people who want it.
Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 15 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear.
Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 72 spears in total which is important because they are a single-use item meaning they will break when they hit anything and cant be retrieved. They do less damage and have less ranged when used as a direct weapon as compared to a vanilla spear.
Other changes this update include slight buffing to scrap weapons and the club, overall tweaks to increase damage across the board but also reduced range overall. The halberd and heavy spear are now fully implemented with respect to attack speeds, they will now attack at the rate of the spear with a similar animation.
Also removed resin from pine logs recipe, flax twine to rope, and the plank needed to make the macuahuitl so now it takes a whole log.
Nice mod :D, Only one thing for me is you should have renamed your Longblade to Longsword to not get it confused with the default Longblade.
Any plans on adding new bows such as metal reinforced short, long, or recurve bows? I hate how there is only the basic bow in the game and better damage arrows are all consumable to having a better pound draw weight bow to make flint arrows do some good damage and metal arrows hit even harder. I know you have the better archery mod but a better bow progression would feel nicer to make a play style out of.