Mods / The Remnants
Author: MrFistycuffs
Side: Both
Created: Jan 10th at 7:15 PM
Last modified: 4 days ago
Downloads: 1503
Follow Unfollow 71
Latest file for v1.20.0:
Remnants 1.0.2.zip
1-click install
The Remnants
No choice, no mercy lingered there.
Through twisting void, their bodies cast,
With lands untouched and nature grew.
An ancient curse, a lingering fate.
Includes Five Brand New and Five Reimagined Classes
- Made with multiplayer in mind to help fill the gaps left by the base game class system, but still kept single player balancing in mind for some unique playing experience.
- Each class has been given a more focused role within a community, as well as unique crafts to given to each of them.
- Designed with compatibility in mind, this mod is fairly lightweight, and should be compatible with most content mods, as long as there is no conflicts with a listed recipe or rebalance for the base game classes.
- Note: When you start a new world to select a class, your starting gear will populate in your hotbar. As you scroll through the classes, it will fill up your hotbar but don't worry! When you select the class you want to start with it will only give you the appropriate items.
New Classes
A farming & husbandry focused class, the Serf is imagined as those who feed and provide for the masses of the settlement they serve, with great bonuses to harvesting both produce and animals.
Starting Gear: Copper Scythe
A defensive combat focused class, the Hedge Knight is imagined as those who desire to protect those around them, holding off the hordes of enemies as their allies continue their work or escape.
*Includes a buff to the Forlorn Hope Estoc, to make its durability comparable to the blackguard shortsword.
Starting Gear: Wicker Shield, Scrap Mace
An exploration focused class, the Wanderer is imagined as those who want to live and explore the far reaches of the wilderness, staying away from civilization for extended periods of time.
*The Lantern accepts a variety of Jonas parts and scrap lantern to be crafted.
Starting Gear: Scrap Spear, Poultices
A mining & industry focused class, the Ironmonger is imagined as those who delve deep in caverns to harvest the riches they find, often being the most important member of a mining expedition.
*Makeshift bomb is made with any clay, blasting powder, and a crucible.
Starting Gear: Ore Blasting Bombs
A ranged combat focused class, the Yeoman is imagined as those with expertise in using bows, providing invaluable ranged coverage of their allies or long range defense of their settlement.
*Includes a rebalance of the bows, the longbow has been buffed and is class specific, with the recurve being allowed for all classes.
Starting Gear: Crude Bow, Crude Arrows
Reimagined Classes
A pure loot gathering focused class; the Malefactor is imagined as those who are solely designated for gathering materials and supplies from the wilds & ruins and bringing it home.
*Wicker pack can also be made with papyrus.
Starting Gear: Copper Knife
A forestry & foraging focused class; the Woodsman, (formerly the Hunter), is imagined as being those whose domain is focused on the wilderness surrounding any burgeoning settlement.
Starting Gear: Sling
A Technical & crafting focused class; The Gearsmith, (formerly the Clockmaker), is imagined as those whose knowledge of mechanicals makes them highly valuable in processing scraps & maintaining systems.
*Rusty gear craft will accept any hammer and chisel.
Starting Gear: Scrap Bomb, Scrap Weapon Kit
A general utility & crafting focused class; the Guildsman, (formerly the Tailor), is imagined as those who prefer tasks behind the safety of walls, perfect for those who want to leave the dangerous tasks in the wilds to others.
Starting Gear: Rusty Gears
A high damage combat focused class, the Blackguard is imagined as those whose primary desire is slaying all manner of dangers, both natural & otherworldly.
Starting Gear: Scrap Blade, Bandages
Roadmap & Future Additions
- New items for each character, along with new bits of lore to help uncover the past of the Seraphs.
- New classes to expand into additional areas of the game.
- Ensure future compatibility with popular overhaul mods.
Known Issues
Compatibility
Added compatibility with Combat Overhaul, all weapon proficiencies should apply properly with the appropriate weapons. Written with Armory and the other Combat Overhaul additions in mind.
Ensure that “Modify Vanilla Classes” setting to true! It is on by default, and setting it off can cause crashing.
Traits are separated along the lines of three types of classes,
Combat Focused
Hedge Knight
Yeoman
Blackguard
Middling at Combat
Ironmonger
Wanderer
Woodsman
Not Combat Focused
Serf
Guildsman
Gearsmith
Malefactor
Other Mods You Should Check Out
- My friend made a mod too! "Expanded Molds" By RowdyArt, a man with a larger brain than I, whom came up with a lovely array of new bulk molds for mid to late game bulk metal casting.
- Don't like the starting gear? Use the The Remnants Lite - Vintage Story Mod DB
- Want to start without clothes? (I don’t judge) Check out Destitute - Vintage Story Mod DB.
Disclaimer: I have never made mod before my brain is smal. Please let me know if there are any bugs you discover in the comments, or feel free to message me on the VS discord.
Inspiration: "Division of Labor" by ironphildo69, and everyone helping me out in the official discord! <3
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.2 | 426 | 4 days ago | Show | Remnants 1.0.2.zip | Install now | |
v1.0.1 | 274 | 6 days ago | Show | Remnants 1.0.1.zip | Install now | |
v1.0.0 | 803 | Jan 10th at 7:32 PM | Show | Remnants 1.0.0.zip | Install now |
Sirix
Looks like that was an issue with checking the "Modifiy Vanilla Classes" false, it will cause crashing until you turn it to true, save settings, and restart your world or make a new world. This is due to how compatibility works between the classes and CO, if you uncheck “Modify Vanilla Classes”, the mod is now still trying to add a trait which no longer exists, still working on my ConfigLib files, but the mod will always work fine as long as you have that “Modify Vanilla Classes” setting to true. I updated the CO compatibility section to make sure people know to do that.
Cuddly_Khan
Working through that now through ConfigLib, although at the moment you cant sync server settings for patches that apply to assets in config folder, so it would only work for singleplayer without being a pain for everyone on a server. Right now I was going to release a “Lite” version of my mod that is a mirror, just with no starting equipment, that way people can just select which one they would prefer.
Would it be possible to add two config options, one that disables the starting gear, and another that disables starting with clothes?
When I click on the traits tab I get a crash related to "quarterstaffProficiency". This is with combat overhaul installed and it happens regardless if I have Modify Vanilla Classes set to true or false.
Running on 64 bit Windows 10.0.19045.0 with 32678 MB RAM
Game Version: v1.20.1 (Stable)
1/24/2025 7:44:11 AM: Critical error occurred
Loaded Mods: backpackpackStandardcontinued@1.0.0, BetterGrass@0.0.3, scrapblocks@1.1.0, bettertraders@0.0.9, chargedjump@1.0.4, combatoverhaul@0.1.11, dodgemaster@1.0.2, elephantidae@1.0.2, sirenia@1.0.13, spheniscidae@1.0.5, immersiveorecrush@2.0.2, long-term_food@0.1.5, manualscraping@1.2.1, manualtoolcrafting@1.3.1, morecrystals@1.3.0, primitivesurvival@3.7.5, qolcraft@2.0.0, theremnants@1.0.1, sirixbetterstorage2123@1.0.0, spyglass@0.5.2, TemporalTechnology@1.0.4, terraprety@6.0.1, game@1.20.1, vsimgui@1.1.7, apegrapes@1.2.0, armory@0.1.1, betterruins@0.4.6, carryon@1.8.0-pre.1, TrapdoorLadder@1.0.0, commonlib@2.6.1, configlib@1.4.3, danatweaks@3.3.10, foodshelves@1.4.4, hydrateordiedrate@1.7.1, maltiezcrossbows@0.6.1, rivers@4.1.0, rockstratavariety@0.0.1, statushudcont@3.2.2, th3dungeon@0.4.0, creative@1.20.1, survival@1.20.1, weatherthestorm@1.1.0, xlib@0.8.8, autoconfiglib@2.0.2, playercorpse@1.11.0, xinvtweaks@1.6.9, xskills@0.8.9
System.Collections.Generic.KeyNotFoundException: The given key 'quarterstaffProficiency' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.CharacterSystem.<>c__DisplayClass15_0.b__1(String code) in VSSurvivalMod\Systems\Character\Character.cs:line 148
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at Vintagestory.GameContent.CharacterSystem.getClassTraitText() in VSSurvivalMod\Systems\Character\Character.cs:line 150
at Vintagestory.GameContent.CharacterSystem.composeTraitsTab(GuiComposer compo) in VSSurvivalMod\Systems\Character\Character.cs:line 136
at Vintagestory.Client.NoObf.GuiDialogCharacter.ComposeGuis() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 128
at Vintagestory.Client.NoObf.GuiDialogCharacter.onTabClicked(Int32 tabindex) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 151
at Vintagestory.API.Client.GuiElementHorizontalTabs.SetValue(Int32 selectedIndex, Boolean callhandler) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 288
at Vintagestory.API.Client.GuiElementHorizontalTabs.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 271
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
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 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1908
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
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 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1878
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
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
Thank you so much for the update!
Izenhof CHR3S Brutus MikeSyrup AzuliBluespots Windle bringitonwimps
Well you don't have to worry about it anymore lol, all the weapon traits should apply based on each class now if you have CO installed.
Where is this magical config file to disable the "modify vanilla classes"
The config does not seem to exist
The closest is the following but changing it does not change anything
"code": "modify_vanilla_classes",
"type": "boolean",
"ingui": "combatoverhaul:setting-modify_vanilla_classes",
"default": true
CHR3S
Brutus
MikeSyrup
Its “Modify Vanilla Classes” option, then restart your world and the traits will correct themselves.
@RowdyArt And the single option would be?
For anyone wanting compatibility with CO it is possible to disable the CO trait overhaul included in that mod with a single option ticked to "off" in the config settings. This will allow the traits from this mod to show through properly and you will still be able to play with all CO features.
Can this mod be made compatible with Combat Overhaul, please?
Loving the mod, but with combat overhaul installed it seems as if Yeoman has vanilla blackguard traits, hedge knight seems to have the vanilla hunter stats and the Ironmonger has vanilla clockmaker stats.
AzuliBluespots Cuddly_Khan
Working with mod authors to try and see what ways foward I have for compatibility patching, CO has alot of moving parts that touchs a lot of parts of the game, including the class system.
EndlessOats
That.....is a very good idea, I never thought about that! I think it is because I have always played with the game option of always drop clutter items on. But I will put it on the list!
very unique! i like how the different classes feel like their debuffs are actually related to their professions, instead of just being tacked on like vanilla ones. having two combat-focused classes to choose from is also really nice, and adds some much needed variety to multiplayer servers.
that being said, i wish the guildsman didn't have such crippling debuffs! i get the reason for them being fragile, but personally i would never pick a class with such heavy debuffs, even as a challenge (coming from someone who regularly plays as a tailor). the -25% melee damage makes it too much for me.
+1 on the combat overhaul compatibility, this is a really interesting take on classes, and if it has a synnergy with Combat Overhaul, it's going to be my go-to class mod for a while.
Hey, are there any plans of making this compatible with Xskills? Specifically for the different skill bonuses for each class.
Pretty cool, but I notice that with the Wanderer class you can craft lanterns out of jonas lights, but there's no buff that makes it so you can pick them up without them shattering. I think the idea of a mobile class is kind of broken by the requirement of a quern in order to make glue for making what's supposed to be an "on the fly" kind of item. Consider adding a buff that makes it so they can pick up ruins/just jonas lights without glue regardless of world setting (or even just have a chance to).
Love the poem!
glad to hear it !! ive been reading the new entries and such of all the new and overhauled classes and i can imagine them having really fun and varied weapon proficiencies that fit both the playstyle and their lore :DD
Windle
I will look into it, never used the combat overhaul mod myself, but the idea of custom proficiencies are too good to not get compatibility for!
this looks suuuuper interesting and i really like the addition of a wandering class !! are there any plans with adding compat with https://mods.vintagestory.at/combatoverhaul ? would be cool to see what this mod would look like with their weapon proficiency system !!
ok, I'll test it out and let you know.. thanks!
bringitonwimps
Should be, the remnants replaces the base game classes, and the all classes mod adds to that list, just loaded it up with both no problem, and there shouldn't be any conflicts with recipes, but let me know if you run into serious issues.
This is some great stuff. Love your visioning and balancing for this mod. :)
do you know if this will be compatible with the all classes mod?.. I like this but I don't want to force all my players to reclass again, already moved from more classes to all classe once.
Oh wow, this looks by far like the best class mod I've seen yet. I especially love how the base classes were reworked and the idea of giving each class some starting equipment.
I'm definitely going to follow this, want to see how it expands in the future.