Mods / Ancient Armory

Tags: #Weapons
Author: Medvhe
Side: Both
Created: Mar 7th 2024 at 8:19 PM
Last modified: Oct 15th at 6:02 PM
Downloads: 99306
Follow Unfollow 1021

Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
AncientArmory1.1.8.zip  1-click install


This mod tweaks all the unused vanilla weapon models and integrates them into the latest version for the game. 1.21.X

All items should be fully craftable, some with semi custom animations, like the claymore.

Many of the original models are rescaled, balanced, and tweaked to better fit the game's style and gameplay.

I hope you enjoy the weapons! 

(It also adds my own longsword and falchion as a bonus!)

 

Update note summary:

v1.1.7 / 1.1.8 (1.20.X, 1.21.X)

  • Base mod first person animation fixes, model holding adjustments.
  • Base mod balancing adjustments. (Gladius, Arming, Spears, Durability etc)
  • Creative inventory tab, handbook changes.
  • CO damage type fixes.
  • Stillnecessaries scaling, adjustment fixes.

 

v1.1.3 / 1.1.4 (same update, just for 1.20.X, and 1.21.X)

Compatibility:

  • Combat Overhaul (base)
  • Combat Overhaul + Armory
  • Kemono

 

(Base Combat Overhaul is balanced in my own way, and all weapons have directional attacks.)

(Combat Overhaul + Armory is balanced nearly 1 to 1 how Armory does each weapon type.)

  • XSkills is still confirmed to be compatible after brief checking!

 

v1.0.8 Polishing Update:

Adjustments:

  • UI Icons adjusted, including in the forging menu.
  • Model adjustments, pommel textures, sword, knife crafting blade models added.

 

Displays and Compatibility:

 

Forging:

  • All weapons adjusted in the forging tong hold.
  • Adjusted the forging shapes of some axe heads.

 

v1.0.7

  • Added all crafting recipes to all the knives and axes. 
  • Axes now have much slower wood (and plant) cutting speeds.
  • All axes had a slight buff in their damage values.

 

  • Added the Spanish translations provided by: C4BR3R4!
  • All weapons (except for knives and spears) can now be attached to the elk, with custom models!

 

 

To my knowledge all the relevant 1.21.0 changes were incorporated into the mod!

(Sorry for the long radio silence.)

v1.0.2

Axes have proper hit timing now.

The Longsword now swings faster than the Claymore.

Added a Falchion.

v1.0.1

Added Ukrainian by request, thanks to DeanBro!

Added further crafting functionality to the Warhammer, and all Axes.

(ore crushing, log chopping)

 

(In the future I might restrict the weapon crafting, by making the ruined variants necessary to be found.)

If there are any bugs, or you feel something should be improved, please feel free to give feedback!

 

Mod Compatibility:

 

Supported Languages:

English

Spanish thanks to C4BR3R4!

Ukrainian thanks to DeanBro!

Russian thanks to Koba1878!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.8 ancientarmory
1.21.2 - 1.21.5
18011 Oct 11th at 7:50 PM AncientArmory1.1.8.zip 1-click install

Base mod animation changes:

  • Adjusted the longsword, claymore, and slow falx attacks in the first person view.
  • Added a faster stab animation for the gladius and arming sword.
  • Adjusted the gladius hold.
  • Adjusted the knife holds.

 

Base mod balancing adjustments:

  • Slightly buffed the damage of the gladius in the bronze tier.
  • Slightly buffed the mace damages.
  • The voulge has higher attack dmg, slightly lower reach, and the lowest thrown spear damage now.
  • The fork has a slightly higher reach, with a slightly lower thrown damage than the other spears now.
  • The durability values were adjusted to be more like vanilla values on most weapons.
  • Removed the unnecessary wood mining speed attributes from my longswords and falchions.

 

Creative Inventory, handbook adjustments:

  • Separated the weapon parts to another creative tab.
  • The handbook now states that CO changes the Maces into their correct type.

 

Combat Overhaul (base) patch adjustments:

  • The warhammer has a blunt attack type with two handed stances as well now.
  • Fixed other maces sometimes having Piercing damage types, every mace is blunt now.
  • Changed the tool attribute to mace on the maces, just in case.

 

Combat Overhaul: Armory patch adjustments:

  • Adjusted the gladius hold.
  • Adjusted the damage values on the gold and silver spears.

 

Stillnecessaries patch adjustments:

  • Rescaled and readjusted all weapons on the grindstone.

 

Misc. adjustments:

  • Variable naming changes. (changed most to camelCase)

 

Descoped configlib support for this update, will most likely come with the next one!

 

1.1.7 ancientarmory 195 Oct 11th at 7:49 PM AncientArmory1.1.7.zip 1-click install

THIS IS FOR VERSIONS 1.20.X, without figurehead crafting!

 

Base mod animation changes:

  • Adjusted the longsword, claymore, and slow falx attacks in the first person view.
  • Added a faster stab animation for the gladius and arming sword.
  • Adjusted the gladius hold.
  • Adjusted the knife holds.

 

Base mod balancing adjustments:

  • Slightly buffed the damage of the gladius in the bronze tier.
  • Slightly buffed the mace damages.
  • The voulge has higher attack dmg, slightly lower reach, and the lowest thrown spear damage now.
  • The fork has a slightly higher reach, with a slightly lower thrown damage than the other spears now.
  • The durability values were adjusted to be more like vanilla values on most weapons.
  • Removed the unnecessary wood mining speed attributes from my longswords and falchions.

 

Creative Inventory, handbook adjustments:

  • Separated the weapon parts to another creative tab.
  • The handbook now states that CO changes the Maces into their correct type.

 

Combat Overhaul (base) patch adjustments:

  • The warhammer has a blunt attack type with two handed stances as well now.
  • Fixed other maces sometimes having Piercing damage types, every mace is blunt now.
  • Changed the tool attribute to mace on the maces, just in case.

 

Combat Overhaul: Armory patch adjustments:

  • Adjusted the gladius hold.
  • Adjusted the damage values on the gold and silver spears.

 

Stillnecessaries patch adjustments:

  • Rescaled and readjusted all weapons on the grindstone.

 

Misc. adjustments:

  • Variable naming changes. (changed most to camelCase)

 

Descoped configlib support for this update, will most likely come with the next one!

 

 

1.1.6 ancientarmory 10150 Sep 24th at 8:14 PM AncientArmory1.1.6.zip 1-click install

Model and Texture adjustments:

  • Fixed a transparent side on the edge of the vanilla sabre model.
  • Adjusted the texturing of the vanilla sabre model.
  • Adjusted the tip of my longsword model, so that it's tip texture no longer overlaps with the blade.

 

Combat Overhaul (base) patch adjustments:

Config Lib recommended, My suggested settings for the directional cursor scale: 0.1 or 0.15, and transparency: 0.5 ;)

  • Adjusted the ready, and idle animations of all 1, and 2 handed weapons. (The animation transitions should be a lot smoother now, with longer ready states.)
  • Added a separate idle shoulder hold for the warhammer, bardiche, and bearded axe.
  • Adjusted the damage values of the spears.
  • Spears can also be used with an occupied off hand now. (With penalties to damage, and attack types.)
  • The claymore can be used with an occupied off hand now. (With penalties to damage, and a slight walk speed debuff.)

 

Combat Overhaul: Armory patch adjustments:

  • The claymore now has the same idle animation as other great swords, if the offhand is used.

 

(If there are any more fixes or adjustments needed, please let me know!)

 

1.1.5 ancientarmory 214 Sep 24th at 8:13 PM AncientArmory1.1.5.zip 1-click install

THIS IS FOR VERSIONS 1.20.X, without figurehead crafting!

 

Model and Texture adjustments:

  • Fixed a transparent side on the edge of the vanilla sabre model.
  • Adjusted the texturing of the vanilla sabre model.
  • Adjusted the tip of my longsword model, so that it's tip texture no longer overlaps with the blade.

 

Combat Overhaul (base) patch adjustments:

Config Lib recommended, My suggested settings for the directional cursor scale: 0.1 or 0.15, and transparency: 0.5 ;)

  • Adjusted the ready, and idle animations of all 1, and 2 handed weapons. (The animation transitions should be a lot smoother now, with longer ready states.)
  • Added a separate idle shoulder hold for the warhammer, bardiche, and bearded axe.
  • Adjusted the damage values of the spears.
  • Spears can also be used with an occupied off hand now. (With penalties to damage, and attack types.)
  • The claymore can be used with an occupied off hand now. (With penalties to damage, and a slight walk speed debuff.)

 

Combat Overhaul: Armory patch adjustments:

  • The claymore now has the same idle animation as other great swords, if the offhand is used.

 

(If there are any more fixes or adjustments needed, please let me know!)

 

1.1.4 ancientarmory 5549 Sep 15th at 4:30 PM AncientArmory1.1.4.zip 1-click install

CO (base) patch adjustments:

  • The bearded axe, bardiche, and warhammer can be used both 1h, and 2h  (with slight damage nerfs in 1h)
  • One handed directional attacks have their own animation sets now.
  • Fixed sometimes not being able to attack with one handed weapons if the offhand is used. (Lanterns, shields..)
  • Some minor damage adjustments.

 

CO:Armory patch adjustments:

  • The bearded axe, bardiche, and warhammer can be used both 1h, and 2h  (with slight damage nerfs in 1h)
  • Some minor damage adjustments.

 

Compatibility QuickPatch:

  • Kemono
  • (It's reverting to the vanilla animations if kemono is installed, and adjusting some items, but at least all weapons should work with it now!)

 

1.1.3 ancientarmory 229 Sep 15th at 4:29 PM AncientArmory1.1.3.zip 1-click install

THIS IS FOR VERSIONS 1.20.X, without figurehead crafting!

(should be the last 1.20.X patch)

 

CO (base) patch adjustments:

  • The bearded axe, bardiche, and warhammer can be used both 1h, and 2h  (with slight damage nerfs in 1h)
  • One handed directional attacks have their own animation sets now.
  • Fixed sometimes not being able to attack with one handed weapons if the offhand is used. (Lanterns, shields..)
  • Some minor damage adjustments.

 

CO:Armory patch adjustments:

  • The bearded axe, bardiche, and warhammer can be used both 1h, and 2h  (with slight damage nerfs in 1h)
  • Some minor damage adjustments.

 

Compatibility QuickPatch:

  • Kemono
  • (It's reverting to the vanilla animations if kemono is installed, and adjusting some items, but at least all weapons should work with it now!)

 

1.1.0 ancientarmory 1277 Sep 11th at 9:06 PM AncientArmory1.1.0.zip 1-click install

Compatibility:

 

(Base Combat Overhaul is balanced in my own way, and all weapons have directional attacks.)

(Combat Overhaul + Armory is balanced nearly 1 to 1 how Armory does each weapon type.)

Config Lib recommended (My recommended settings for the directional cursor scale: 0.1, and transparency: 0.5 ;) )

 

(The balancing for both CO patch sets might be tweaked in the future, but both should be fine.)

 

  • XSkills is still confirmed to be compatible after brief checking!
  • The handbook should contain each weapon type found in A.A. for XSkills.

(Though if you find any specific issues, please report it here, thank you!)

 

Adjustments:

  • Removed rip harvesting off of drifters on most weapons.

 

 

1.0.9 ancientarmory 124 Sep 11th at 9:05 PM AncientArmory1.0.9.zip 1-click install

THIS IS FOR VERSIONS 1.20.X, without figurehead crafting!

 

Compatibility:

  • Combat Overhaul (base)
  • Combat Overhaul + Armory

 

(Base Combat Overhaul is balanced in my own way, and all weapons have directional attacks.)

(Combat Overhaul + Armory is balanced nearly 1 to 1 how Armory does each weapon type.)

 

(The balancing for both CO patch sets might be tweaked in the future, but both should be fine.)

 

  • XSkills is still confirmed to be compatible after brief checking!
  • The handbook should contain each weapon type found in A.A. for XSkills.

(Though if you find any specific issues, please report it here, thank you!)

 

Adjustments:

  • Removed rip harvesting off of drifters on most weapons.

 

1.0.8 ancientarmory 2582 Sep 7th at 4:26 PM AncientArmory1.0.8.zip 1-click install

Polishing Update:

UI Icons:

  • Readjusted most of the inventory icons for the weapons.
  • Readjusted the crafting item icons in the forging menu to no longer overlap.

 

Model adjustments:

  • Adjusted the pommel textures of my longsword and falchion.
  • Adjusted most ground storage alignments, crafting blades, and heads included.
  • Swords have tangs and custom models for the crafting blades now.
  • Knives also have custom crafting models now.

 

Displays and Compatibility:

 

Forging:

  • All weapons adjusted in the forging tong hold.
  • Adjusted the forging shapes of some axe heads.

 

Sound Fix:

  • Weapons have a swing sound now like vanilla tools.

 

Special Thanks to:

  • Maltiez, VinterNacht for helping out with a crash fix on armorstands!
  • yksb for motivation and visual advice!

 

1.0.7 ancientarmory 3296 Aug 31st at 1:14 PM AncientArmory1.0.7.zip 1-click install

Balancing tweaks:

  • Added all crafting recipes to all the knives. (1.21.0 additions included)
  • Added all crafting recipes to all the axes.

 

  • Axes now have much slower wood (and plant) cutting speeds.
  • (The Bardiche is the most combat focused one with the worst utility capabilities.)
  • All axes had a slight buff in their damage values.

 

  • The battle axe has the falx attack animation now.
  • Voulges have the claymore's attack animation now. (two handed swing instead of stabbing)

 

Additions:

  • Added the Spanish translations provided by: C4BR3R4!
  • All weapons (except for knives and spears) can now be attached to the elk, with custom models!

 

Compatibility:

 

To my knowledge all the relevant 1.21.0 changes were incorporated into the mod!

(Sorry for the long radio silence.)

 

1.0.6 ancientarmory 27839 Dec 16th 2024 at 7:39 PM AncientArmory1.0.6.zip 1-click install

Fix for 1.20

As well as a slight nerf to the axes, to make the dps more even.

1.0.5 ancientarmory 12039 Aug 4th 2024 at 6:45 PM AncientArmory1.0.5.zip 1-click install

Reverted the Warhammers ability to smith, and crush ore, as the weapon balancing needed it.

(The double nugget problem in the handbook is also gone now.)

Added a new slowed down falx animation to the Falchion, and all Maces + Warhammer except for the Morningstar, which has a shorter range, and the normal falx speed (faster).

(The Maces and Wh got a damage, and slight range buff because of the slower attacks.)

 

Added compatibility to stillnecessaries with the great help of dashr!

dashr also made handbook entries for the weapons!

 

Xskills support should be improved now, and each weapon has the following type:

 

Bearded - axe, Battle - axe, Bardiche - axe;

 

Gladius - sword, Arming - sword, Claymore - sword, Saber - sword;

 

Flanged - sword, Morningstar - sword, Spiked - sword, Warhammer - sword;

 

Longsword - sword, Falchion - sword;

 

Dagger - knife, Stiletto - knife, Khanjar - knife, Baselard - knife;

 

Boar - spear, Voulge - spear, Fork - spear, Ranseur - spear

1.0.4 ancientarmory 1172 Jul 25th 2024 at 6:41 PM AncientArmory1.0.4.zip 1-click install

Fixed Axe drop scaling.

Other dropped item rescaling adjustments.

1.0.3 ancientarmory 1293 Jul 16th 2024 at 10:48 PM AncientArmory1.0.3.zip 1-click install

Small hotfix.

Adjusted/remade the falchions blade to be a bit broader, and shorter.

Fixed a minor issue on the longswords model.

1.0.2 ancientarmory 601 Jul 13th 2024 at 9:22 PM AncientArmory1.0.2.zip 1-click install

Axes have proper hit timing now.

The longsword now swings faster than the claymore.

Added a Falchion.

Enjoy and, if any bug occurs, please report to me to get a fix out!

1.0.1 ancientarmory 2828 Jun 4th 2024 at 5:44 PM AncientArmory1.0.1.zip 1-click install

Added Ukrainian by request, thanks to DeanBro!

Added further crafting functionality to the Warhammer, and all Axes.

The warhammer now crushes ores, the axes now chop logs into firewood.

The mod should work fine with all 1.19 versions, if however any bug occurs, please report to me to get a fix out!

Hope you enjoy! :)

1.0.0 ancientarmory 6355 Mar 16th 2024 at 6:12 PM AncientArmory1.0.0.zip 1-click install

The first proper release!

Fixed every issue, that I have found (hopefully most/all)

(For example some exceptions were thrown on server boot up, because of an oversight in bladed weapon loading.)

Axes have decreased wood cutting speed, because they made normal axes mostly obsolete, now its more balanced.

Knives have a slightly slower plant cutting speed, so that the old knives are not completely obsolete (just mostly).

Sword smithing was slightly reworked, the crossguards, and pommels are more separated (but still in one item smithing, every blade still only needs 1 ingot, except for the claymore needing 2).

Some weapon crafting heads/blades were rescaled and readjusted, to be more consistent with their complete counterparts.

Gladius values were adjusted in bronze tier, to be a bit better.

Spear values were adjusted in bronze tier, to be a bit better.

(xskills should still be compatible.)

This should be a first "complete" release, I hope you enjoy it!

0.9.7 ancientarmory 853 Mar 11th 2024 at 3:40 PM AncientArmory0.9.7.zip 1-click install

Update notes:

Added my own longsword to the mod.

The longsword has 2.7 range, 5.9 Dmg (on steel), Tier 5 highest, slowest speed (custom)

(same speed as claymore, but only 1 ingot to smith)

Added smithing hammer functionality to the Warhammer.

Added Russian translation by request.

Thanks to the translation work of: Koba1878!

Adjusted claymore, and longsword animation.

Minor model adjustment on longsword.

Minor scaling, and positioning adjustment.

0.9.5 ancientarmory 497 Mar 10th 2024 at 3:06 PM AncientArmory0.9.5.zip 1-click install

Update notes:

Added compatibility to 1.18.15, it should also work on all 1.19 versions.

All smithing recipes are reworked. (Claymore blade needs 2 ingots now, everything else needs 1, and all the shapes are new)

Further holding adjustments.

All weapons are further balanced (bringing even bigger differences):

(all the stats are taken from steel tier as a reference, all of these scale down with metals gradually)

Knives:

Dagger has 1.9 range, 4.3 Dmg, Tier 5 highest, medium speed

Stiletto has 1.7 range, 4.6 Dmg, Tier 5 highest, medium speed

Khanjar has 1.8 range, 4.8 Dmg, Tier 4 highest, medium speed

Baselard has 1.9 range, 4.3 Dmg, Tier 5 highest, medium speed

Axes:

Bearded Axe has 2.1 range, 5.3 Dmg, Tier 4 highest, fastest speed

Battle Axe has 2 range, 5.3 Dmg, Tier 5 highest, fastest speed

Bardiche has 2.3 range, 5.3 Dmg, Tier 4 highest, fastest speed

(axes also function as normal axes, aka cutting wood)

Swords:

Arming Sword has 2.6 range, 5.4 Dmg, Tier 5 highest, medium speed

Claymore has 2.9 range, 7.5 Dmg, Tier 5 highest, slowest speed (custom)

Sabre has 2.5 range, 5.9 Dmg, Tier 4 highest, fast speed

Gladius has 2.5 range, 5.5 Dmg, Tier 5 highest, medium speed

Maces:

Flanged Mace has 2.3 range, 5.6 Dmg, Tier 5 highest, fast speed

Morningstar has 2.1 range, 5.6 Dmg, Tier 5 highest, fast speed

Spiked Mace has 2.3 range, 5.6 Dmg, Tier 5 highest, fast speed

Warhammer has 2.3 range, 5.6 Dmg, Tier 5 highest, fast speed

Spears:

Boar has 3.5 range, 5.3 Dmg, Tier 5 highest, medium speed

Voulge has 3.5 range, 5.3 Dmg, Tier 5 highest, medium speed

Fork has 3.5 range, 5.3 Dmg, Tier 5 highest, medium speed

Ranseur has 3.5 range, 5.3 Dmg, Tier 5 highest, medium speed

 

All weapons should work with xskills in theory:


Knives: Tool Mastery,

Axes: Tool Mastery,

Swords: Swordsman,

Maces: Swordsman,

Spears: Spearman

 

If there are any bugs, or you feel something should be improved, please feel free to give feedback!


144 Comments (oldest first | newest first)

💬 ChiefKrogan, 3 days ago

Thanks! We are honestly tugging at straws with what's causing the crash. I'm at a point where my main suspect is the windows 11 on hosts pc. But who knows.

💬 Medvhe , 3 days ago

I will include the fix for that in the next small patch, however in my own server that has caused no crashing!

💬 ChiefKrogan, 3 days ago

Hey man I'm getting this error and I'm trying to pin down if this is why my and friends server crashes. Any idea what's the cause?

[Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-iron using shape ancientarmory:shapes/crafting/claymoreblade
[Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-meteoriciron using shape ancientarmory:shapes/crafting/claymoreblade
[Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-steel using shape ancientarmory:shapes/crafting/claymoreblade

💬 Medvhe , 4 days ago

I don't have much time lately, but I am working on a small patch to add the Polish lang, and smaller fixes, the other bigger features will come later!

💬 Levioso, 6 days ago

Do you know if this is compatible with Smithing Plus? It's a very simple patch if not.

💬 Burgersim, Nov 26th at 8:06 PM

Hey there I was wondering it seems that the ruines voulge is not working as a spear would in ancient armory. it doesn't show the damage type and when throwing it doesn't work with holding RMB and and then clicking LMB like the other spears do in CO. Might this be an issue with this mod?

💬 Eusz, Nov 25th at 7:46 PM

Medvhe

Hi, I translated your mod into Polish, it would be great if you could add it to it.

💬 Medvhe , Nov 4th at 4:55 PM

Hi!

Going to look into it when I can, and thank you!

💬 Teax, Nov 4th at 4:21 PM (modified Nov 4th at 4:23 PM)

Medvhe

got similiar errors, only with this mod loaded.No other client or server mods.

What I know for sure, iron and tin bronze ingots are placed on the ground in our world. Black bronze could be placed too, but i dont know that for sure.

Same goes for the claymoreblade. Dont know if this is placed somewhere.

 

Spoiler
4.11.2025 17:17:50 [Warning] Texture asset 'ancientarmory:textures/block/metal/ingot/iron.png' not found (defined in Shape file ancientarmory:shapes/crafting/flangedhead).
4.11.2025 17:17:50 [Warning] Texture asset 'ancientarmory:textures/block/metal/ingot/blackbronze.png' not found (defined in Shape file ancientarmory:shapes/crafting/morningstarhead).
4.11.2025 17:17:50 [Warning] Texture asset 'ancientarmory:textures/block/metal/ingot/tinbronze.png' not found (defined in Shape file ancientarmory:shapes/crafting/spikedhead).
4.11.2025 17:17:50 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-iron using shape ancientarmory:shapes/crafting/claymoreblade
4.11.2025 17:17:50 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-meteoriciron using shape ancientarmory:shapes/crafting/claymoreblade
4.11.2025 17:17:50 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-steel using shape ancientarmory:shapes/crafting/claymoreblade

 

RikuKlayton

ancient weapon support is already confirmed by JonR (toolsmith author) after he finishes the vanilla weapon implementation into toolsmith.

💬 Wilm4RRrr, Oct 31st at 5:44 PM

Is there a way to prevent my battleaxe for chopping trees or firewood getting pulled into my hands when a normal axe breaks?

💬 RikuKlayton, Oct 31st at 12:23 AM

May I suggest adding compatibility with the Toolsmith mod? I love the idea of customizing tools as much as I do with weapons with handles and bindings

 

-Riku

💬 ChiefKrogan, Oct 27th at 7:59 PM

Medvhe I have around 180~ mods so since it's on my side I doubt it's something that can be found. Tho from a fev other error mesages I got it seems like it may have problems with either the meatal leaf mod that adds said leaf for chiseling and/or lathe mod. Neither of those should be interacting with your armory, but I saw this and Ignis having error messages containing metal leaf in their recips. I should have saved those too I didn't think about it at the time. Lathe would be my other guess as it provides alternative handles so maybe it was trying to read them? But after testing it out all works fine with this mod, no crashes, all recipes are craftable and work. Seems to me it's just mods being temperamental. 

That you very much for your time and trying to replicate the issue! Also I had this exact mod list on 1.21.0 and updated straight to 1.21.5 two days ago - that's when I started getting errors. Quite likely it's the other mods, as some of them are not yet updated. Have a great day!

💬 Medvhe , Oct 27th at 5:51 PM

ChiefKrogan

Hi!
I can't seem to be able to reproduce the issue, in either a vanilla game or with my modlist, are you running a modded game and what mods, if you are?
Also what version of the game are you playing in?

💬 ChiefKrogan, Oct 27th at 5:28 PM

I get this error when loading up. I don't know if it actaully does anything as I just started a new world.

Spoiler!
27.10.2025 18:23:03 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-iron using shape ancientarmory:shapes/crafting/claymoreblade
27.10.2025 18:23:03 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-meteoriciron using shape ancientarmory:shapes/crafting/claymoreblade
27.10.2025 18:23:03 [Error] Missing mapping for texture code #meteoriciron during shape tesselation of item ancientarmory:aa-bladehead-claymore-steel using shape ancientarmory:shapes/crafting/claymoreblade
💬 Medvhe , Oct 27th at 4:16 PM

FYI, update is sadly delayed, can't work on it for a few days, so won't release soon sadly!

💬 Medvhe , Oct 26th at 8:34 PM

DoctorRogue

Hi!
I could look into turning the (without CO) clubs from swords to actual clubs, if that is now possible!

On the other hand I would like to try and limit new additions to the mod now to preserve the scope of it, but I could possibly work on a clubs sub-mod/addition as a separate download! :)
No idea when I'll be able to work on it, but I might look into making it a thing! :)

💬 DoctorRogue, Oct 25th at 8:32 AM

I know its a very tall ask (especially seeing as you are doing this for free, ily for it btw), but could you add some weapons that are categorized as Clubs? (Such as a Kanabo for example), while not historically accurate (for the Kanabo at least) some modded classes grant proficiency with clubs, and currently with vanilla clubs are locked to wood/scrap tier progression (IE Tier 2) and there is no alternative, as they are the only 2 club type weapons in the entire game (and I also just really like beating things with sticks).

If not, very understandable (as again, it would be a very big ask considering its 3d models and adding new recipes), but thank you regardless :).

💬 Medvhe , Oct 23rd at 6:30 PM

UnidentifiedErr

Hi!
In a few days I can most likely push out an update that will let you edit them easier! (no promises on the timeline, but hopefully!) 

DarkMotron

Hi!
I think I made the new colliders in the upcoming update better for it, no promises on a date, but it's being worked on!

💬 DarkMotron, Oct 22nd at 2:10 AM

also having issues with the warhammer's reach, it wasn't possible to hit the crawling drifters under any means. I even went into gm2 to so they'd stand still to make sure I wasn't missing somehow and couldn't hit them from any angle with it

💬 UnidentifiedErr, Oct 20th at 5:46 AM

Medvhe I encountered a problem when I unzipped and zipped the mod again; the game cannot load the mod anymore

💬 Medvhe , Oct 19th at 9:47 AM (modified Oct 19th at 9:48 AM)

UnidentifiedErr

Hi!
Right now they can be manually edited in the itemtypes jsons, attackPowerByType, and durabilityByType!

I am going to work on adding ConfigLib support later, where you will be able to modify those values in the Mod Settings!

Just taking a smaller break to game again! :)

💬 DrDumbass, Oct 17th at 10:43 AM

Medvhe Thanks for the reply! Totally up to you, my man! I'm an axe-aholic by trade and was just curious, haha. Love the mod!

💬 UnidentifiedErr, Oct 16th at 7:25 PM

Hi, can I ask where and how to modify some of the weapons' stats? Such as dmg and durability

 

💬 Medvhe , Oct 16th at 4:39 PM (modified Oct 16th at 4:43 PM)

Silentfox

Hi!

I didn't really plan on it before, but I might make guilded variants now, since there is demand!

(Just no promises on when!)

DrDumbass

Hi!
Back when I started the mod I really didn't like the double axe's model, and intentionally left it out, and forgot about it since, but I might add it if you want it!

BearBerryCloth

Hi!
Yes the mod supports both base Combat Overhaul on it's own, and CO & Armory as well!

(The patches have differences: Base CO has directional attacks on all weapons, with CO & Armory some use directional, some use combo attacks the way Armory handles it!)
Enjoy! :)

💬 BearBerryCloth, Oct 16th at 4:25 PM

Does this work without Combat Overhauled? I'm new to mods:)

💬 DrDumbass, Oct 16th at 10:52 AM

Will there be plans to add the double axe from the game files as well?

💬 Silentfox, Oct 16th at 1:29 AM

Are there any plans on adding golden and silver versions of the weapons? Specifically the steel+gold/silver. I love these weapons and want drip versions of them lol.

💬 Medvhe , Oct 5th at 2:58 PM (modified Oct 5th at 2:59 PM)

Hi Goudunn!
That's intended, as the CO:Armory axes have the combo attacks as well, and I wanted to stay true to Armory mechanics!

(With base CO, all weapons have directional attacks, however.)

And thank you for the kind words! :)

💬 Goudunn, Oct 4th at 7:22 PM

I don't know if anyone pointed it out yet but here's a fun fact:
If you use this mod and Combat Armory berdiche won't have directional attacks. Didn't try this on other weapons.
Btw thank you Author so much for this mod and it's axes!

💬 Medvhe , Oct 3rd at 1:11 PM

Hi!

Oh, that part of the handbook was written before CO support, and without CO it still applies.

I'll probably reword it, that it only applies without CO.

💬 Gumbyohson, Oct 3rd at 8:54 AM (modified Oct 3rd at 8:57 AM)

Medvhe, just confirming that this page in the handbook for your mod is no longer accurate then?

Spoiler
"ancientarmory:ancientarmory-help-text": "Ancient Armory

This mod tweaks all the unused vanilla weapon models, and integrates them into the latest version for the game.
All items should be fully craftable, some with semi custom animations, like the claymore.
Many of the original models are rescaled, balanced, and tweaked to better fit the games style, and gameplay.

Weapon types
There are currently several weapon types in this mod and thus, categorization is relevant if a player is using the Xskills or Level UP mod.

These weapons can be divided into the following categories:

Axes
Bearded axe
Battle axe
Bardiche

Swords
Gladius
Arming Sword
Claymore
Sabre
Longsword
Falchion
Flanged Mace*
Morningstar*
Spiked Mace*
Warhammer*

Knives
Dagger
Stiletto
Khanjar
Baselard

Spears
Boar
Voulge
Fork
Ranseur

*The reason why maces are now categorized as swords is because the vanilla 'Hammer' code is unfortunately not editable and therefore every mace would hit as fast as a hammer, which in turn would greatly affect the balance of the game."

I can see that the actual proficiency on the Warhammer is "Maces" but this causes some confusion for me.

💬 Exonis, Oct 3rd at 8:29 AM (modified Oct 3rd at 8:43 AM)

Sorry I was mistaken. It's not affecting gameplay.

💬 Medvhe , Oct 2nd at 3:29 PM

Hi Vanra!

Proper Configlib support will most likely come in an upcoming update, just no promises on the date for now!

Hi Exonis!

I don't quite see where or how they are classified as one handed swords, their proficiency is set for maces, and their tags are the same (aside from twohanded) as CO:Armory maces.

I see their tool attribute is not a mace, does it affect gameplay?
If it does I'll probably push out a quickfix, if not I'll just include the edit in the next bigger update.

Thank you!

💬 Exonis, Oct 2nd at 12:33 PM (modified Oct 2nd at 12:41 PM)

I noticed the mace and such are classified as one handed swords, is this intentional?
If its not too much trouble, would it be possible to classify them under the CO weapon types standard?

many thanks

💬 Vanra, Sep 29th at 12:53 PM

Just want to point out that CO compatibility is not working with config weapon damage multipliers. 

💬 LunaTheFox, Sep 28th at 6:46 PM

sweet thank you! :3

💬 Medvhe , Sep 28th at 11:05 AM

Oh yeah, tha main VS discord has modding channels, the people there are very friendly and helpful! :)

💬 LunaTheFox, Sep 28th at 3:45 AM (modified Sep 28th at 3:46 AM)

Do you know if there is a general modding discord where people can discuss things like what I was asking you?

💬 LunaTheFox, Sep 28th at 12:45 AM

Thank you!

💬 Medvhe , Sep 27th at 9:21 AM (modified Sep 27th at 9:33 AM)

Hi Alice!

I might work on configlib support in the future!

When I have the time again, I'll also look into making the spears a bit more varied, I like those suggestions!

💬 Medvhe , Sep 27th at 9:19 AM

Hi Luna!

The kemono models seems to have a custom bodyparts that don't line up with the vanilla player model, so animations have to be custom made (or maybe converted, if possible?) for those models.

I frankly didn't want to make custom animations, so I just reverted my weapons to have the vanilla attacks, as they are already converted by kemono.

As far as I figured custom animations can be patched for them by patching in additional anims for kemono/shapes/entity/kemono/main/kemono0

Also the same under horse/main/horse0.json

Hope this helps!

💬 AliceDescartes, Sep 27th at 5:19 AM

Hello!

Can we please have a config file or some way to tweak each individual weapon's range and damage?

I was playing with others and we noticed all 4 spear types introduced in this mod all have the same range, melee dmg and thrown dmg.
We wanted to tweak them individually per type in order to, for example, make the voulge better at melee but worse thrown than say, the ranseur.

However our attempts at messing with the files have not been fruitful.
It would be great. Thanks.

💬 LunaTheFox, Sep 27th at 3:14 AM

I'm trying to add compatibility with kemono for animations from the firearms mod, any chance you can give a quick explination on how you made your mod compatible?

💬 AtomicQuote, Sep 26th at 7:16 PM

ah i see that makes sense, thank you for the clarification

💬 luxferens, Sep 26th at 5:41 PM

I'm sure someone has already suggested this but I think it would be a cool option for the crafting recipe to require the broken variant of the tool when adding the stick to the completed forged metal piece as a sort of blueprint maybe. I think that would make it feel like it's more apart of the story progression or something. In any case I will just refrain from crafting any that I haven't found the broken variants of, for my own immersion :).

💬 Medvhe , Sep 26th at 11:41 AM

Hi!

I only made the claymore usable with one hand in base CO, CO + Armory just has the idle pose added, like the other great swords!

💬 AtomicQuote, Sep 25th at 8:43 PM (modified Sep 25th at 8:46 PM)

for me the claymore is still unusable with an occupied offhand in 1.1.6 with combat overhaul

 

💬 Stoon, Sep 15th at 5:27 PM

Had a little panic attack when someone couldn't update to 1.1.2 glad to see it's not a big deal :)

💬 Medvhe , Sep 15th at 4:41 PM

Sorry for the deletion of 1.1.1 and 1.1.2, but I wanted to combine the kemono patch with the last one, there should be no more deletions!

💬 blacksheepboy, Sep 15th at 3:19 AM

This looks awesome! Just going to add my +1 for you having to find the ruined variant first to study. Seems like it'd be such a cool concept.

 

(Though my seraph does have a little book that tells him how to make everything else...)

💬 Nico_Nico_Nyx, Sep 12th at 8:55 PM

Medvhe Thank you for your quick answer ^^ I've hung my warhammer on the wall and forged a gladius instead I need the one-handed to wield a lantern in my other hand

💬 Medvhe , Sep 12th at 7:32 PM

demonsage

Hi!
I will look into adding more 1 handed functionality to them, including the wh, also full directional attacks on all weapons are only on base CO, as Armory handles 1h weapons (and others) with combos instead of directions, and I wanted to honor those decisions!

Nico_Nico_Nyx

I mainly used the colliders from CO, so it will not be an exact match with vanilla, but I'll see what I can do!

💬 Nico_Nico_Nyx, Sep 12th at 4:45 PM

I don't know if this is because how combat overhauld handles hitboxes, but I feel like the range of the warhammer was significantly nerfed. With vanilla I can easily hit at a good distance for good damage, but with CO (and Armory) I have to almost be in their face to hit them.

💬 demonsage, Sep 12th at 4:03 PM (modified Sep 12th at 4:03 PM)

Hi again! I did some testing because for some reason i wasnt able to use the bearded axe, battle axe, or warhammer with a shield equipped (tin bronze versions, didnt test with better metals) and without combat overhaul or CO: Armory all 3 of them can be used with the shield, with just Combat Overhaul and not CO: Armory you can only use the battle axe with the shield (you just put the other 2 on your shoulder like a spear), and with both Combat Overhaul and CO: Armory enabled you cant use any of them with the shield equipped, they also lose their directional attacks when both are installed. Hopefully its just some stange issue on my end but i will keep testing to see! Again, i love the mod and hopefully can figure out how to use the weapons one handed because they're so awesome!!

💬 Medvhe , Sep 12th at 7:01 AM (modified Sep 12th at 7:06 AM)

Hi!

In the current reupload the battle axe is now one handed in both base CO, and Armory!

(The bearded axe can be both as well!)

I might add a 1h mode for the warhammer, but I treat it more as a maul in CO.

I want to allow the armory warhammer to be the smaller 1h one!

💬 demonsage, Sep 12th at 6:47 AM (modified Sep 12th at 6:47 AM)

Would it be possible to add a one handed version of the axes and warhammer or make the current ones usable in one hand? Love the mod btw!!

💬 Medvhe , Sep 11th at 8:18 AM

The next patch will have compatibility support for 2 highly requested mods btw ;))

💬 chasiubao_, Sep 11th at 7:27 AM

Medvhe Appreciate it. I'm hosting a 1.20.12 server with this in it, so that would be a nice alternative to not having to worry about any more errors.

💬 Medvhe , Sep 11th at 7:13 AM

I could make a 1.20 only version of the upcoming update I'm working on!

💬 chasiubao_, Sep 10th at 7:09 PM

I'm getting this massive block of errors regarding the 'figureheads' that this mod touches? I'm on 1.20.12 using 1.0.8 because it claims to support both old and new versions, but instead, I get a massive dump from what I assume is supposed to be touching new 1.21 content? I think I'll just remove this recipe from the files, but I didn't expect this. https://pastebin.com/KbJw6r3q 

💬 Canyew, Sep 8th at 4:46 AM

Any possible chance with Xskills compatiblity since they just updated to 1.21?

💬 Medvhe , Sep 7th at 4:26 PM

Issue is now fixed, and added some more fixes to 1.0.8!

💬 Medvhe , Sep 7th at 8:51 AM

Hi!
I'm going to delete this release until I can fix the CTD issue, and thank you for notifying!

💬 MrJewsbury, Sep 7th at 12:58 AM (modified Sep 7th at 1:04 AM)

Medvhe
Encountered a bug, no error message just straight CTD when placing a meteoric longsword on an armour stand in MP
Armour stand had full iron plate on it.

Tested in singleplayer with only some simple clientsides, same thing, however the singleplayer world is now completely unusable and causes CTD on login

edit - looking into this, Falchion and longsword both cause CTD, might be something due to the change in arm position?

Crash Report
Game Version: v1.21.0 (Stable)07/09/2025 01:54:34: Critical error occurredLoaded Mods: ancientarmory@1.0.7, game@1.21.0, danatweaks@3.5.2, infinitumpickupmod@1.2.3, playerlist@2.1.5, statushudcont@3.3.1, creative@1.21.0, survival@1.21.0, zinkmodautoclay@1.0.3System.NullReferenceException: Object reference not set to an instance of an object.

 

💬 Antar, Sep 2nd at 12:29 AM

I was about to suggest it but I already see you mentioned implementing the limitation of having to study the ruined variants before crafting them. Definitely support that change, it would be a great reward from exploration!

💬 Vargur, Sep 1st at 7:51 PM

Just wanted to second the Combat Overhaul idea - imho they don't even need to be different stats than the weapons already included in CO, more variety is a plus even if they perform the same. 

💬 Medvhe , Sep 1st at 7:34 PM

LunaTheFox Shadoclawx

Hi!
Unfortunately the problem seems to be a vanilla issue, where if you log into the game with an item in your hand.

You cannot attack with any item, even in vanilla, until you scroll on your hotbar out, and back to the item.

I found the issue even with vanilla tools.

 

Naftali

Hi!
I found no true conflict between the mods, my new items just didn't have the extra firewood output, as mine used vanilla values, which didn't interfere with the changes made to the vanilla items by TrullyWoods.

However I added compatibility to the mod, and now my items have the higher crafting outputs as well! (Given you have TrullyWoods installed ofc.)

💬 Naftali, Sep 1st at 4:32 AM

There apears to be a conflict between R.TrullyWoods and your mod, where all vanilla wood logs gives 4 firewood insteasd of the 28 that TrullyWoods gives

💬 LunaTheFox, Sep 1st at 12:16 AM (modified Sep 1st at 12:21 AM)

So for some reason I can't attack with a two handed weapon (I tested with a meteoric Iron claymore), am I suposto do something besides simply clicking? Essentially I am having the same issue  as Shadoclawx

💬 Medvhe , Aug 31st at 1:54 PM (modified Aug 31st at 1:54 PM)

Trungad

Hi!
Sorry for the long wait, I do intend to try and add more compatibility when I have the time for it!
And I'd say Combat Overhaul is fairly high on that list, so we'll see!

Bobosaw

Hi!
Yes, all two handed weapons use two hands to swing!

💬 Bobosaw, Aug 31st at 1:32 PM

Are two handed weapons held in two hands or one?

💬 Trungad, Aug 31st at 1:31 PM

This is really awesome, and something i expected the actual vintage story devs to do... atlas they are kinda slow, any chance to make these compatable with Combat overhaul

💬 FatherSarge, Aug 27th at 8:17 PM
💬 Dumblore, Aug 27th at 9:53 AM

Does this work in 1.21 full release?

💬 FatherSarge, Aug 16th at 3:47 AM (modified Aug 26th at 7:10 PM)

Still works great in 1.21.0-rc4, any chance of making some of the weapons(or all of em, yolo) attachable to the elk? 

Speaking of attaching stuff, Purposeful Storage has some storage options that would be cool to have for a lot of your weapons too (compat is done through your end, idk if SONZINA has put a tutorial up yet on how to do it but the functionality it there)
https://news.kalataka.ru/purposefulstorage

And compatibility with quivers and sheaths would be awesome (just updated to not require combat overhaul anymore!!)

💬 C4BR3R4, May 19th at 8:11 AM

Hi, i translated mod to Spanish Spain (es-es)

💬 Alderyte, May 5th at 4:51 AM

Hi there! Any chance there could be toolsmith added compat? Or would that be on Toolsmith's end?

💬 Shadoclawx, Apr 27th at 8:10 PM

Having an issue with the animations. When I go to hit an entity, I just menacingly point the weapon at them and nothing happens. No swing, no damage. Not sure what's going on as I have Overhaullib and tried seeing if Combat Overhaul would help the situation.

💬 JaceEhnon, Mar 31st at 7:53 AM

I tried reaching out to the Kemono mod dev about the compatibility issue, i got this answer: ''someone needs to write an animation patch compatibility mod for it, theres builtin way in kemono already to support custom anims for other mods but i havent publically documented it''.

Now i'm very far from a programmer or animator or any of that.. so i can only hope to reach out to Medvhe for this matter, see if something can be done about it.

The mod so far looks great and sufficently balanced (maybe minus the wood chopping part sometimes), i hope i will get to download it for our own server someday, we prefer having custom characters first and foremost for the time being..

i'll try to keep watch for any updates about this matter!

💬 Sprisky, Mar 24th at 7:34 PM

Filling what I considered to be a critical hole in the vinilla game's progression and thematic style, I was excited to implement this mod in my ever-expanding collection, however, after playing around with the mod a fair bit I found that the following weapons cannot be used alongside Xeth's 'Kemono' mod due to some form of incompatibility:

Khanjars, Daggers, Baselards, Bearded Axes, Bardishes, Battle Axes, Warhammers, Claymores, Spiked maces, and Flanged maces.

Judging from similar comments in the thread, it looks like mods that alter player model cause some form of conflict, and wether or not this is a fixable (that is, relatively easy to fix) is beyond me, but compatibility would be nice on account of this being such a great mod. Other than this, the mod is great and I may end up sacrificing the Kemonos mod in favor of this one. Keep up the good work!

💬 Corrmac, Mar 14th at 10:17 PM

I'm not experienced in modding, but I'd love to see these weapon variants work with Combat Overhaul's animations and stats.

💬 ChristsRisen, Mar 10th at 5:43 AM

Paeddy Medvhe 

thats a vanilla glitch. i dont have this mod. it seems to happen to the weapons you pick up in ruins. they arent gone they are just invisible and end up coming back usually. being that this mod uses those weapons your gonna see it happen. unless someone can figure out the code thats causing it.

💬 el_shift, Feb 28th at 4:31 AM

Great! Love the idea of using vanilla assets!

💬 Medvhe , Feb 22nd at 3:58 PM

Hi!

Sorry for the silence, I haven't had much time to update the mod in recent times. (however it does seem to work on 1.20.4)

I will try to focus on fixing the issues, and adding the crafting tables to the knives, axes, as well as try to work on compatibility with other mods, I'm just not sure when I'll be able to, hopefully soon!

💬 DUCATISLO, Feb 20th at 12:58 PM

update when

💬 Paeddy, Feb 16th at 12:12 PM

Hey Medvhe, there is currently a glitch with all spear kinds of weapon when you attack and open the inventory or sometimes even just switching makes the weapon disappear/invisible when you click the slot by mouse the weapon appaers again. If you need video proof tell me a way to send it to you.

Medvhe

💬 Admonitor, Feb 6th at 9:18 PM

Would love to test these out with Combat Overhaul, any news on compatibility?

💬 Dark_Rarity, Feb 6th at 8:33 AM

It works in 1.20.1?

💬 disputedname, Jan 25th at 2:44 AM

Will it be updated to 1.20.1?

💬 Phelan21, Jan 18th at 8:32 PM

As much as I love how these look, there is almost zero reason to actually use the swords, they do barely more damage than the falx, but swing MUCH slower (the falx is almost twice as fast I think?), and the small range advantage isn't anywhere near enough to make up for that (the polearms have an actual range advantage - AND even attack faster than the swords...)

The daggers are even worse, they should be significantly faster due to the other disadvantages (range, damage), but are almost as slow as the swords. And can't be used like vanilla knives for cutting up food, scraping hides, ...

I haven't fiddled around with the axes and maces yet, but so far, the only weapons I actually use are the polearms, and it's almost all due to how much faster the falx swings :/

💬 PetraTheSquishy, Jan 18th at 8:24 AM

Hey @medvhe love the mod! But I also wanted to let you know that it- sadly -seems to have an issue with the SImple Fox Player modle mod. I'll be letting the mod maker for that mod know there are some issues as well.

The issue is that when the player is a fox-model (They're cute!) the fox doens't use the animations for the Warhammer or Claymore, however, it still attacks just fine with other weapons. Though it could be the fox player model having problems and not you mod. Either way, just though tto let ya know!

Edit:
after further testing, it is the Flacheon, Flanged Mace, Longsword, Claymord, Breacih Axe, and there are some broken animations. Otherwise, the mod is playable with majority of content.

💬 Chickend, Jan 7th at 3:23 AM

Hello!
I love that you are able to bring in these weapons into the game.
I was wondeirng if you intended the spears and other 2-handers to be resting oddly on the shoulder as it seems to rest on the side of the shoulder rather than on top of the shoulder looking quite awkward from a third person view.
Only the claymore seemed to be aligning properly from what I have seen.

💬 Medvhe , Dec 29th 2024 at 3:36 PM

3kyP WickedSchnitzel

Hi!
I couldn't reproduce the issue with the mace, it might be another mod that breaks it.

I'll look into it, but with no other (conflicting) mods there should be zero texture issues!

💬 3kyP, Dec 29th 2024 at 1:20 PM

Tin bronze flanged mace seems to don't work, attack didn't work on any button, can you fix it?

💬 WickedSchnitzel, Dec 29th 2024 at 5:44 AM

There seem to be some sort of texture issues, mentioned in https://github.com/anegostudios/VintageStory-Issues/issues/4243#issuecomment-2564557323

💬 Shaikh, Dec 26th 2024 at 11:16 AM

Happy holidays and love the mod, adds so much variety. Looking forward to the compatability for Combat Overhaul!

💬 Medvhe , Dec 18th 2024 at 8:20 PM

RIVVION

That was actually my future plan for this mod, to incorporate the ruined variants into the crafting, so it definitely will be a thing, just not sure how soon. :)

💬 RIVVION, Dec 17th 2024 at 11:50 AM

Can you please make a mod variant or a config toggle that changes the each respective weapon's crafting recipe into the metal part, the ruined weapon itself, and the stick in the crafting grid?
That would be really nice!

If possible. I hope the ruined weapon isn't consumed but worn down slightly through its durability like the crafting recipes that use a hammer/saw,
This instead of consumption would allow a player to make the restored weapon out of more than just one metal, as their survival world progresses gaining access to more metal types.
It would also allow a player to make more than just a single weapon. Maybe if it took 25% of the durability it would allow someone to make 4 swords of any metal out of one ruined weapon, for trading or their own use!
but if we could tweak how much durability is taken each time in the config, that would allow anyone to change it into whatever they need!

My discord is Rivvion, so if you end up making this a reality, please send a ping in the discord my way!

Keep up the good work!!!

💬 Medvhe , Nov 2nd 2024 at 11:32 AM

Torisk_Ablinsky

I could look into it later when I have time again, I won't be able to work on anything substantial until the end of Dec., but after it, I could definitely check!

💬 Torisk_Ablinsky, Oct 27th 2024 at 7:52 PM

I wonder if you'll eventually add support for Combat Overhaul in 1.20? I hope so, because I wanna use these weapons in conjunction with the vanilla weapons (unless youy're working on CO:A but it's aright if you are.)

💬 Medvhe , Aug 17th 2024 at 1:05 PM

DrBubba Arthopleura

I could try to make a separate weapon display mod later on, when I get more time! :)

(No promises, as I am a bit on the busy side as of late, but we'll see!)

💬 DrBubba, Aug 16th 2024 at 2:05 PM

Arthopleura

 

Yeah, that's the issue.  Tool racks work, but they're not the best way to "display" something.  More useful for easy access.  Thanks though!  I can't wait to get to the point of being able to craft these. :)

💬 Arthopleura, Aug 16th 2024 at 10:10 AM

DrBubba, isn't it possible to use tool racks ?

 

Edit : I actually think i see what you mean ... tool racks are not the prettiest way to showcase a weapon indeed, but sadely if this was your issue i don't know any mods for this

💬 DrBubba, Aug 11th 2024 at 8:10 PM

Is there a recommended mod(s) for displaying these on walls somehow?  Pretty weapons are one of my favorite decoration options.  This looks fantastic.

💬 CKitt, Aug 9th 2024 at 7:01 PM

Medvhe

That makes sense to me, especially the handbook duplication bug. I'll have to consider whether to add that feature back in or not, but I'm glad it's at least an option. Thanks for the thorough explanation!

💬 Medvhe , Aug 5th 2024 at 12:21 PM

CKitt

Yeah, sorry about it, but there were sadly multiple reasons why I decided to revert it, for example:

The ore crushing made the handbook display every nugget twice in the obtained by menu (Because of how the games code handles it)

The Warhammer played the small smithing hammers anim every time you hit an entity, making the attack look weak. (Also has to do with how the game handles hammers)

And as a bonus having it designated as a sword makes the Xskills integration make more sense for it than a hammer tool. (ik that sounds kinda weird, but far as I know hammers are not weapons but are in Tool Mastery, or something of the sorts)

I kinda liked its ability as a smithing hammer, but I'd have to rewrite some of the games code for it to be done properly, which I think is a bit too much for a weapon mod to do.

It had a good run, but also if you want it to still have that feature, just replace the club file in the mod to the old one, and add the nuggets file back, and it should work again!

alucard666

I don't think so, I'd have to look into it later!

💬 alucard666, Aug 4th 2024 at 11:51 PM

does this have toolworks integration?

💬 CKitt, Aug 4th 2024 at 7:15 PM

Thanks for humoring me so long on the warhammer being usable at the anvil. I had great fun with it!

Out of curiousity, why did weapon balance require removing that feature? Animation speed, I imagine?

💬 Medvhe , Aug 4th 2024 at 6:53 PM

dashr

Thank you for the help again! :)

💬 dashr, Aug 4th 2024 at 6:51 PM

Medvhe This is a big improvement over the previous version. Keep up the great work!

💬 Vexin_Irso, Jul 29th 2024 at 12:22 AM

Medvhe Why does the character hole the falchion like a greatsword? Is there a way to change that?

Edit: Nevermind, figured out a way to change it!

💬 RanOutOfSpac, Jul 16th 2024 at 3:03 PM

Medvhe Oh heck yeah dude! It's definitely an improvement! Thanks a bunch!

💬 Medvhe , Jul 15th 2024 at 2:18 PM

RanOutOfSpac

I actually released a new update, with a faster ls, and a falchion, though I might drop a hotfix to make the falchions blade a bit broader, and shorter soon!

💬 RanOutOfSpac, Jul 15th 2024 at 4:19 AM

Medvhe I see! Okay cool thanks for responding and no worries, take as long as you need! I'll keep messing with it myself in the mean time :D

💬 Medvhe , Jul 13th 2024 at 11:59 AM

RanOutOfSpac

Hi!

Because of life stuff I had less time to work on the mod lately, but the speed of the longsword has been bothering me as well (tho it should take one less hit to kill things with it) I do want to make it faster in the next update, however I'm not sure that alone will be enough for a release. So that should be in the next update :)

I might work on releasing the new update with configlib support + faster ls swing + and maybe a new falchion, just need to have time.

GVLT

Hi!

I may or may not have added that as an oversight, I don't think its possible to use it for that, I'll prob remove those.

💬 GVLT, Jul 12th 2024 at 5:58 PM

Hi, I see that claymore have stats for wood cutting and leaf cutting. But how do I use it for that purpose?

💬 RanOutOfSpac, Jul 12th 2024 at 10:01 AM

Hey there! First of all, this is currently my favorite weapon mod on here that I've found, so fantastic job.

I was just wondering if there's a way I can edit attack speed for weapons myself? I found range, damage, tiers even mining speed, but for the life of me I can't find attack speed in the files. I personally find the balancing a bit out of whack after doing some testing in creative mode. The Longsword you made is my favorite by far and the unique animation that goes with is great too, but testing shows that it's extremely slow speed makes it inferior to weapons that have the default animations still by quite a bit. The hits to kill is basically the same as much faster weapons too. Basically I wanna just edit attacks speeds to what I think is balanced without bothering you about it IF possible. Again, fantastic work. This is legit the weapon mod I've been waiting for. 

💬 Vexin_Irso, Jun 21st 2024 at 12:49 PM

Medvhe

I was thinking something like a falchion? Maybe a Spatha?

💬 Medvhe , Jun 18th 2024 at 6:54 PM

DUCATISLO

a !

Vexin_Irso

Hi!

I could definitely try my hand at making more models, I only specifically made the longsword for VS so far, what do you have in mind?

(I might not have a lot of time for it lately, but I might spare some for the mod again)

💬 Vexin_Irso, Jun 17th 2024 at 2:44 PM

This is so sexy. Are you open to commissions/adding more swords??? Love it dude.

💬 DUCATISLO, Jun 4th 2024 at 6:49 PM

a

💬 Medvhe , Jun 4th 2024 at 2:20 PM

DeanBro

Hi!

I will add it to the mod, this patch will only have the language addition nevermind I added the wh, and axe crafting.

YourAverageJoe

Hi!
I will definitely try to add more balancing tweaks, crafting, as well as mod compatibility later down the line, sadly I've been a bit busy lately, so the mod will have to wait a bit.

I will also look into ConfigLib later on.

I hope you enjoy it so far, and if any major issue comes up with the mod (like sth breaking from updates) please let me know!

💬 YourAverageJoe, May 29th 2024 at 5:06 AM

Hello!

Wanted to say, love that you've added the ruined weapons into the game with different metal tiers. This is just about exactly what I was looking for with melee weapons (plenty of great options already out there for ranged weapons).

Two questions:

1) will you consider rebalancing/making these weapons compatible with vanilla tools/weapons and other mods, such as Bullseye? Adjusting weapon speeds (khanjar faster than a sabre to offset attack range, for example)? 

2) any thought to allowing user configuration, like ConfigLib? 

I imagine it's been quite a bit of work just to get this off the ground as it is, but figured I'd ask to see what the roadmap for this mod is like.

💬 DeanBro, May 25th 2024 at 7:57 AM

Hello! I have translated your mod.

 

 

💬 SpacemanSpliff, Apr 9th 2024 at 10:22 PM

I really enjoy this mod. Thank you for your work.

💬 Medvhe , Apr 7th 2024 at 5:58 PM

Zxerre

Thank you!
I might add those crafting features to the items later, when I get some time again!

For now, at least the vanilla items still beat them in those areas, might not even be a bad thing.

Felkin25

Hi!

I only did some light testing, but the mod should work fully with 1.19.7.

If you find any issues please let me know however!

💬 Felkin25, Apr 7th 2024 at 5:24 AM

Hello!

It works for the 1.19.7?

💬 Zxerre, Apr 4th 2024 at 9:08 PM

These feel great, looking amazing, and are customizable in the config files.

I like using these over their vanilla counterparts, but they don't seem to work in the crafting grid. The warhammer doesn't crush ore from mining, the axes don't chop logs into firewood, and I think its a mod but the knives don't work for cutting firewood into sticks.

💬 Moby_, Mar 14th 2024 at 2:24 PM

niiiiiiiiiiiiiiiiiiiiiiiiiiiice, they look so good!

💬 Mendall, Mar 12th 2024 at 11:12 PM

Holy cow those weapons are beautiful, I want these if only to decorate with. Great work.

💬 CKitt, Mar 11th 2024 at 3:53 PM

Wow, that was fast! I'll give it a try tonight, I've been delighted with your mod so far.

💬 Medvhe , Mar 11th 2024 at 3:10 PM

CKitt

The warhammer also functions as a smithing hammer now :)

(I also added a longsword of my own design.)

💬 CKitt, Mar 10th 2024 at 4:29 PM

So far, I've been enjoying it quite a lot! Even though I've only used 0.9.4 so far, the change in experience between the falx and warhammer has been great. It's such a minor thing, but it feels better to use that than the falx.

💬 Medvhe , Mar 10th 2024 at 3:49 PM

CKitt

I would gladly look into making it a smithing hammer + the current functionality.

I won't be able to work on the mod for at least 1 or 2 days, but I will see into it!

I hope you enjoy it so far!

💬 CKitt, Mar 10th 2024 at 3:41 PM

I saw your newest patchnotes, about the various axes being able to be used as normal for cutting wood, and I have to ask: any plan to make the warhammer also work as a smithing hammer? It wouldn't be particularly useful, but it would sure entertain me to swing that around to smith items!

💬 CKitt, Mar 8th 2024 at 9:53 PM

I can have a warhammer in Vintage Story? Even if it's basically just a different model and functions as the same metal tier of falx in terms of damage? Sold! I look forward to trying your mod this evening.

💬 Medvhe , Mar 8th 2024 at 5:10 PM

wojtek16

Hi!

It should work in 1.19.3, but the only version I truly tested is 1.19.4, so no guarantees,  if you do test it, I would be very thankful!

💬 Medvhe , Mar 8th 2024 at 5:07 PM

ShanaLarisar

Hi!

I didn't really consider xskills compatibility yet, but I do believe it should work.

bearded axes, battle axes, and the bardiche work as normal axes, so most likely should work with Tool Mastery,
gladius, arming sword, claymore, sabre, flanged mace, morningstar, spiked mace, warhammer should work with Swordsman,
dagger, stiletto, khanjar, and baselard are all knives, so most likely Tool Mastery,
boar, voulge, fork, and ranseur are set as spears, so they should work with Spearman
 
Keep in mind, I haven't really tested the mod with xskills, so this is not certain, if I am wrong please give feedback and I will gladly work towards better compatibility!
💬 DUCATISLO, Mar 8th 2024 at 4:18 PM

i think some day this might get official like getting blue prints on the recipe to make these weapons

💬 wojtek16, Mar 8th 2024 at 3:30 PM

Do you know if you might back port this or if it works in 1.19.3? I can test it out in singlplayer and can try to get it going on my friend's server to test if you think it might work :)

 

Looks AWESOME!

💬 umbrage, Mar 8th 2024 at 3:04 PM

This looks fantastic. 😎

💬 ShanaLarisar, Mar 8th 2024 at 2:22 PM

Is this compatible with xskills, and if so could you list which weapons would benefit from which perks?

Love the mod so far!

💬 Medvhe , Mar 7th 2024 at 11:38 PM

Hi!

I was definitely inspired by Lore Weapons, and wanted to make my own rendition of implementing these unused weapons.

I really loved what LWs was trying to accomplish, however I think it's a bit rough around the edges and quite a few necessary features are missing, like a proper translation, fitting animations for the weapons, the weapons sizes were not consistent, and generally too big, maces were not implemented. In it's current state Lore Weapons is not working properly with the current game versions, and the mod has not been updated since june last year. So I decided to make my own mod of the idea.

I gave every weapon an animation that was most fitting to its size, I scaled all of them differently compared to LW, to fit the characters hands better, gave the larger weapons such as the claymore, voulge, ranseur etc. an idle animation. (The shovel over shoulder rest). Some of the weapons are restricted by metal types, for example: arming sword, claymore, sabre etc. can only be made in iron and up.

The claymore now uses two hands to swing, the balancing in this mod is also similar to vanilla, but the weapons are better differentiated by damage here, there are generally more balance differences between the weapons. I sadly didn't exactly follow a change log as this project was admittedly quite ad hoc.

I plan to further balance the weapons, and most likely bring different smithing recipes to my current ones.

In short: the idea is the same, the implementation is imo visibly different.

I hope my answer was at least somewhat useful!

💬 dotyerts, Mar 7th 2024 at 10:35 PM

Hello, I'm curious about the differences in your mod in comparison to the mod Lore Weapons - Vintage Story Mod DB . Thank you

Thank you

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