Mods / Combat Overhaul: Armory
Author: Maltiez
Side: Both
Created: Oct 22nd 2024 at 8:45 PM
Last modified: 5 days ago
Downloads: 305947
Follow Unfollow 2298
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
armory_1.6.2.zip
1-click install
Requires Combat Overhaul
Adds new weapons, shields and armor.
Changes recipes of plate armor (now you need to forge it).
Please report bugs via official VS discord server.
For consistent black bronze textures use: Purple black bronze mod
Check out also: Visored Helmets
Troubleshooting guide:
If you have any problems with the mod, follow the next steps:
- Fully close the game
- Update Overhaul lib and Combat Overhaul to latest versions
- Remove Cache folder from VS data folder
- Remove duplicate mod archives from Mods folder (and from server mods folder if you play in MP)
- Start the game
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.6.2 | armory | 4657 | 5 days ago | armory_1.6.2.zip | 1-click install | ||
|
Increased speed of long sword one handed attacks | |||||||
| 1.6.1 | armory | 3202 | Nov 25th at 2:56 AM | armory_1.6.1.zip | 1-click install | ||
|
Polish pass over 1h-swords and rework of sabre animations | |||||||
| 1.6.0 | armory | 444 | Nov 24th at 8:59 PM | armory_1.6.0.zip | 1-click install | ||
|
Reworked one-handed swords | |||||||
| 1.5.7 | armory | 7636 | Nov 16th at 3:35 AM | armory_1.5.7.zip | 1-click install | ||
|
Greatsword texture fix | |||||||
| 1.5.6 | armory | 1017 | Nov 15th at 12:32 PM | armory_1.5.6.zip | 1-click install | ||
|
Fixed brigandine protection values | |||||||
| 1.5.5 | armory | 207 | Nov 15th at 8:24 AM | armory_1.5.5.zip | 1-click install | ||
|
Handbook tweaks by actioninja | |||||||
| 1.5.4 | armory | 7943 | Nov 7th at 8:56 AM | armory_1.5.4.zip | 1-click install | ||
|
Increased mail material cost | |||||||
| 1.5.3 | armory | 9999 | Nov 1st at 8:54 AM | armory_1.5.3.zip | 1-click install | ||
|
Adjusted durabilities | |||||||
| 1.5.2 | armory | 2055 | Oct 30th at 7:11 PM | armory_1.5.2.zip | 1-click install | ||
|
Fixed mace durability | |||||||
| 1.5.1 | armory | 3011 | Oct 28th at 2:00 PM | armory_1.5.1.zip | 1-click install | ||
|
Changed long axe tool type to sword so it wont be consumed when chopping trees | |||||||
| 1.5.0 | armory | 368 | Oct 28th at 8:48 AM | armory_1.5.0.zip | 1-click install | ||
|
Weapons durability rebalance | |||||||
| 1.4.1 | armory | 14943 | Oct 19th at 4:36 PM | armory_1.4.1.zip | 1-click install | ||
|
Updated armor models | |||||||
| 1.4.0 | armory | 14438 | Oct 7th at 2:40 AM | armory_1.4.0.zip | 1-click install | ||
|
Added lamellar armor torso and sleeves | |||||||
| 1.3.2 | armory | 864 | Oct 6th at 8:03 PM | armory_1.3.2.zip | 1-click install | ||
|
Reduced delay between pressing block button with light shield and actually blocking to compensate for other latency sources. | |||||||
| 1.3.1 | armory | 3785 | Oct 5th at 7:40 AM | armory_1.3.1.zip | 1-click install | ||
|
Fixed incorrect plate armor blunt protection values | |||||||
| 1.3.0 | armory | 668 | Oct 5th at 12:46 AM | armory_1.3.0.zip | 1-click install | ||
|
Updated armor values to match new balance | |||||||
| 1.2.3 | armory | 8092 | Sep 30th at 10:42 PM | armory_1.2.3.zip | 1-click install | ||
|
Added compatibility with Wildcraft: Trees | |||||||
| 1.2.2 | armory | 3278 | Sep 29th at 10:07 AM | armory_1.2.2.zip | 1-click install | ||
|
Fixed polehammer durability | |||||||
| 1.2.1 | armory | 14771 | Sep 19th at 12:37 PM | armory_1.2.1.zip | 1-click install | ||
|
Animations fixes and tweaks | |||||||
| 1.2.0 | armory | 24660 | Aug 30th at 5:23 AM | armory_1.2.0.zip | 1-click install | ||
|
Added armor piercing bonus to some weapons | |||||||
| 1.1.1 | armory | 8365 | Aug 18th at 9:07 AM | armory_1.1.1.zip | 1-click install | ||
|
Some tweaks and rebalancing to long axe, polehammer and poleaxe | |||||||
| 1.1.0 | armory | 368 | Aug 16th at 2:12 PM | armory_1.1.0.zip | 1-click install | ||
|
Removed javelins quiver (will be added into Quivers and Sheaths mod) | |||||||
| 1.0.2 | armory | 488 | Aug 13th at 12:06 PM | armory_1.0.2.zip | 1-click install | ||
|
Added shield bash to light shields | |||||||
| 1.0.1 | armory | 1042 | Aug 8th at 2:33 PM | armory_1.0.1.zip | 1-click install | ||
|
Fixed armor protection values | |||||||
| 1.0.0 | armory | 183 | Aug 7th at 6:45 PM | armory_1.0.0.zip | 1-click install | ||
|
Updated to support overhaul lib 0.4.0 | |||||||
| 0.2.5 | armory | 1515 | Jul 25th at 9:59 AM | armory_0.2.5.zip | 1-click install | ||
|
Updated tp 1.21 | |||||||
| 0.2.4 | armory | 55640 | Apr 24th at 3:21 AM | armory_0.2.4.zip | 1-click install | ||
|
Fixed sabre recipe Added french translation by Kyane | |||||||
| 0.2.3 | armory | 19342 | Mar 28th at 10:37 AM | armory_0.2.3.zip | 1-click install | ||
|
Changed long-axe smithing recipe | |||||||
| 0.2.2 | armory | 100 | Mar 28th at 9:58 AM | armory_0.2.2.zip | 1-click install | ||
|
Added sabres that deal more damage then 1h swords, but has lower damage tier | |||||||
| 0.2.1 | armory | 2801 | Mar 26th at 5:27 PM | armory_0.2.1.zip | 1-click install | ||
|
Reworked long axe attacks | |||||||
| 0.2.0 | armory | 13466 | Mar 14th at 4:37 AM | armory_0.2.0.zip | 1-click install | ||
|
Armor rebalance Weapon no longer block projectiles | |||||||
| 0.1.7 | armory | 15280 | Feb 25th at 5:17 AM | armory_0.1.7.zip | 1-click install | ||
|
Updated Czech translation Returned scale and brigandine helmet recipes... But they still make little sense to me. | |||||||
| 0.1.6 | armory | 11507 | Feb 14th at 11:05 AM | armory_0.1.6.zip | 1-click install | ||
|
Added compatibility with trees from Floral Zones mods series | |||||||
| 0.1.5 | armory | 8259 | Feb 4th at 3:25 PM | armory_0.1.5.zip | 1-click install | ||
|
Changed spear recipe and make handle be colored be the type of wood used to make handle Minor changes to some other recipes Made quarterstaff block weaker | |||||||
| 0.1.4 | armory | 6195 | Jan 30th at 8:06 AM | armory_0.1.4.zip | 1-click install | ||
|
Qquarterstaff now can block | |||||||
| 0.1.3 | armory | 4081 | Jan 26th at 6:19 PM | armory_0.1.3.zip | 1-click install | ||
|
Updated polish translation | |||||||
| 0.1.2 | armory | 3927 | Jan 24th at 5:33 PM | armory_0.1.2.zip | 1-click install | ||
|
Poleaxe | |||||||
| 0.1.1 | armory | 3043 | Jan 21st at 12:29 PM | armory_0.1.1.zip | 1-click install | ||
|
Riveted helmets (weaker and cheaper alternative to light helmets) | |||||||
| 0.1.0 | armory | 3963 | Jan 18th at 10:17 AM | armory_0.1.0.zip | 1-click install | ||
|
Updated version | |||||||
| 0.0.46 | armory | 2552 | Jan 10th at 10:52 AM | armory_0.0.46.zip | 1-click install | ||
|
Crash fix | |||||||
| 0.0.45 | armory | 111 | Jan 10th at 10:32 AM | armory_0.0.45.zip | 1-click install | ||
|
Tweaks | |||||||
| 0.0.44 | armory | 945 | Jan 7th at 2:23 AM | armory_0.0.44.zip | 1-click install | ||
|
Recipes fixes | |||||||
| 0.0.43 | armory | 488 | Jan 6th at 9:06 AM | armory_0.0.43.zip | 1-click install | ||
|
Recipes fixes | |||||||
| 0.0.41 | armory | 370 | Jan 5th at 11:37 AM | armory_0.0.41.zip | 1-click install | ||
|
Handles | |||||||
| 0.0.40 | armory | 242 | Jan 5th at 4:10 AM | armory_0.0.40.zip | 1-click install | ||
|
Colored shields and swords handles | |||||||
| 0.0.39 | armory | 371 | Jan 4th at 7:46 PM | armory_0.0.39.zip | 1-click install | ||
|
Fixes | |||||||
| 0.0.38 | armory | 732 | Jan 3rd at 8:31 AM | armory_0.0.38.zip | 1-click install | ||
|
Russian translation by Nikolashka | |||||||
| 0.0.37 | armory | 199 | Jan 3rd at 2:53 AM | armory_0.0.37.zip | 1-click install | ||
|
Fixed textures related warnings | |||||||
| 0.0.36 | armory | 237 | Jan 2nd at 6:28 PM | armory_0.0.36.zip | 1-click install | ||
|
Czech translation by Ouk | |||||||
| 0.0.35 | armory | 263 | Jan 2nd at 12:08 PM | armory_0.0.35.zip | 1-click install | ||
|
Quarterstaffs | |||||||
| 0.0.34 | armory | 794 | Dec 30th 2024 at 9:31 PM | armory_0.0.34.zip | 1-click install | ||
|
Helmets recipes tweaks | |||||||
| 0.0.33 | armory | 136 | Dec 30th 2024 at 8:34 PM | armory_0.0.33.zip | 1-click install | ||
|
Ukrainian translation by Gabriel Flame | |||||||
| 0.0.32 | armory | 390 | Dec 30th 2024 at 10:31 AM | armory_0.0.32.zip | 1-click install | ||
|
Tp placeholder animations | |||||||
| 0.0.31 | armory | 765 | Dec 29th 2024 at 7:33 AM | armory_0.0.31.zip | 1-click install | ||
|
Made maces longer so they have better reach Javelins now lose 5 durability on being thrown instead of 1 Some other tweaks | |||||||
| 0.0.30 | armory | 1138 | Dec 23rd 2024 at 8:14 AM | armory_0.0.30.zip | 1-click install | ||
|
Javelins settings | |||||||
| 0.0.29 | armory | 1192 | Dec 17th 2024 at 2:14 PM | armory_0.0.29.zip | 1-click install | ||
|
recipes fix | |||||||
| 0.0.28 | armory | 857 | Dec 14th 2024 at 7:33 PM | armory_0.0.28.zip | 1-click install | ||
|
Rebalanced melee damage, added settings | |||||||
| 0.0.27 | armory | 201 | Dec 14th 2024 at 4:45 PM | armory_0.0.27.zip | 1-click install | ||
|
Long axes Tweaks | |||||||
| 0.0.26 | armory | 2285 | Dec 5th 2024 at 12:38 PM | armory_0.0.26.zip | 1-click install | ||
|
Fixed shields animations | |||||||
| 0.0.25 | armory | 467 | Dec 3rd 2024 at 5:05 PM | armory_0.0.25.zip | 1-click install | ||
|
Halberds Tweaks | |||||||
| 0.0.23 | armory | 230 | Dec 2nd 2024 at 3:01 PM | armory_0.0.23.zip | 1-click install | ||
|
Head leather jerkin. Leather jerking set is early game under-armor effective against blunt damage. | |||||||
| 0.0.22 | armory | 116 | Dec 2nd 2024 at 1:05 PM | armory_0.0.22.zip | 1-click install | ||
|
Scale armor split into parts Tweaks and fixes | |||||||
| 0.0.21 | armory | 282 | Nov 30th 2024 at 7:47 PM | armory_0.0.21.zip | 1-click install | ||
|
Adjusted shields animations | |||||||
| 0.0.20 | armory | 126 | Nov 30th 2024 at 7:04 PM | armory_0.0.20.zip | 1-click install | ||
|
Brigandine armor pieces | |||||||
| 0.0.19 | armory | 235 | Nov 29th 2024 at 5:19 PM | armory_0.0.19.zip | 1-click install | ||
|
Nerfed javelins Fixes | |||||||
| 0.0.18 | armory | 237 | Nov 28th 2024 at 7:45 AM | armory_0.0.18.zip | 1-click install | ||
|
Fixes Buffed javelins | |||||||
| 0.0.17 | armory | 177 | Nov 27th 2024 at 7:02 PM | armory_0.0.17.zip | 1-click install | ||
|
Chainmail armor pieces | |||||||
| 0.0.15 | armory | 129 | Nov 27th 2024 at 3:15 PM | armory_0.0.15.zip | 1-click install | ||
|
Iron great sword Some fixes | |||||||
| 0.0.14 | armory | 282 | Nov 25th 2024 at 7:52 PM | armory_0.0.14.zip | 1-click install | ||
|
Javelins quiver | |||||||
| 0.0.13 | armory | 277 | Nov 24th 2024 at 1:08 PM | armory_0.0.13.zip | 1-click install | ||
|
Two new types of helmets | |||||||
| 0.0.12 | armory | 255 | Nov 23rd 2024 at 3:54 PM | armory_0.0.12.zip | 1-click install | ||
|
Plate armor pieces | |||||||
| 0.0.10 | armory | 342 | Nov 21st 2024 at 1:53 PM | armory_0.0.10.zip | 1-click install | ||
|
Weapons damage and damage tier rebalancing | |||||||
| 0.0.9 | armory | 203 | Nov 20th 2024 at 4:34 PM | armory_0.0.9.zip | 1-click install | ||
|
Ground and toolrack storage Changed durabilities to more vanilla like values | |||||||
| 0.0.8 | armory | 226 | Nov 19th 2024 at 3:52 PM | armory_0.0.8.zip | 1-click install | ||
|
Great sword Fixed sound of blocking | |||||||
| 0.0.7 | armory | 146 | Nov 19th 2024 at 11:28 AM | armory_0.0.7.zip | 1-click install | ||
|
Fixed parry for long and short swords | |||||||
| 0.0.6 | armory | 315 | Nov 16th 2024 at 7:41 PM | armory_0.0.6.zip | 1-click install | ||
|
Long swords, buffed two-handed weapons | |||||||
| 0.0.5 | armory | 565 | Nov 9th 2024 at 12:45 PM | armory_0.0.5.zip | 1-click install | ||
|
Short swords | |||||||
| 0.0.4 | armory | 531 | Oct 31st 2024 at 10:51 PM | armory_0.0.4.zip | 1-click install | ||
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Javelins and pikes | |||||||
| 0.0.3 | armory | 178 | Oct 31st 2024 at 1:17 PM | armory_0.0.3.zip | 1-click install | ||
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Maces and warhammer | |||||||
| 0.0.2 | armory | 343 | Oct 27th 2024 at 7:28 AM | armory_0.0.2.zip | 1-click install | ||
|
Clubs and polehammer | |||||||
| 0.0.1 | armory | 172 | Oct 26th 2024 at 9:23 PM | armory_0.0.1.zip | 1-click install | ||
|
Shields | |||||||
| 0.0.0 | armory | 163 | Oct 22nd 2024 at 8:46 PM | Empty | armory_0.0.0.zip | 1-click install | |
All shields from this mod (except the Heavy Shield) don't seem to be blocking any ranged damage, tested on the latest version.
It is heavy armor, same as plate.
is the bear armor leggings having -%20 walking speed intentional? its hecking light armor not full plate D:
chain leggings aren't craftable at all from what i can find in the handbook. maybe it's somewhere else and i'm blind, but none of the chain leggings are craftable
"reworked 1 handed swords" ok but how. Lmao
What was the rework you did with 1 handed swords? And does this apply to any 1 hand weapon that falls in the swordsman group such as 1h hammers, clubs, maces etc?
Maltiez
Has there been a durability change to the mod? I'm a new player as I've been playing since 1.21 dropped and just haven't updated the game or the mod ubtil today and now my meteoric iron greatsword and mace both have more than max durability dispite having 1/6-1/5 of their durabilty used up before. Has anyone else experienced this or is my game bugged?
hey anyone else having problems with long axes? decided to make one and my bronze shortsword which deals less damage kills a drifter in less then 5 hits but the long axe made out of bronze takes over 10 hits to kill a drifter both weapons do slash damage. this makes no sense went into a kreativ world for some testing and even a steel longaxe needs more hits then a bronze shortsword which makes no sense.
is it intended that iron shortswords are exclusively for slashing in their moveset but bronze and steel are thrusters? Is it a balance thing, a cosmetic decision, does it affect damage type? im pretty sure it affects reach anyhow. If anyone can enlighten me that would be cool.
edit: also yeah i think iron should have a tad bit more durability, like 100 more than current or somesuch.
Have this on my server and the shields show up but nothing else does???
The mod is failing to load when enabled. Wondering if it has to do with the last 2 posts with the errors. I'm kinda new to this game and its modding community as I just got it from my brother in law.
same problem as last post
Latest update seems to be breaking chain leg armor recipes. Error line in log is:
[Error] Grid Recipe with output Item code game:armor-legs-chain-bismuthbronze has and incorrect ingredient pattern length. Ignoring recipe. (Repeat for all chain leg armors)
This was tested with nothing but CO: Armory and dependencies.
VincentMorgan co was never balanced for pvp, people make separate patches for that
I've been meaning to continue the topic of weapon durability, but I see that feedback has been rolling in already. The most recent update making iron equal in durability to bronze looks totally fine. In fact, it was one of the few suggestions I was going to make. To be fair, taking real life into consideration, bronze alloys are indeed tougher than pure iron. Of course, whether if that should be taken into account at the expense of gameplay is a different topic entirely.
The issue isn't with material availability, but instead with how lower total durability means you have to carry spares more often. It leads to a bit of tedium and having a "better" material not alleviate that at least a little bit seemed like a questionable decision. As of the most recent update, at least you're not punished for teching up to the iron age. It lets bronze remain relevant for longer without making you want to skip iron weapons entirely. To be clear, your reasoning for the durability changes were something I partially agreed with.
The durability of steel weapons being lowered in order to increase steel demands sounds like something that's more applicable for a multiplayer environment. Steel will always be a big undertaking for someone playing solo, but that's just how I feel about it. I know the mod is intended for a PvP environment, so I won't expect it to always be balanced around singleplayer or PvE. I suppose it's easy to get used to the usual toughness of steel, so seeing it be lowered will always raise eyebrows. But personally I see merit in changes like that.
Thanks for listening to feedback.
getting this with latest update
I conceeded the point of availability of iron in my arguement under the correct circumstances. But you did not address my point of increased resource consumption, increased time necessity, and actually having to earn that tier of automation through further use of resources and time.
As for brigandine, it is only cheaper in metal costs. A full set, as I stated in my arguement, costs 30 leather to make. I would see making a suit of plate to be less time intensive than making a suit of brigandine. And as for mass-production, by the time you have a helve hammer and enough metal to constitute mass production why would you care for a cheaper recipe to make a worse armor? I don't think you have to change brigandine completely I just do not believe it currently serves a distinct enough niche compared to plate.
And unlike others I do agree with your decision to lock gambeson and tailored gambeson behind tier progression, especially because a clothier could allow a group to reach that progression one tier earlier. I think it adds a meaningful sense of progression to the skin layer armors and greater incentive to diversify classes in multiplayer.
> iron ore is exceedingly rare compared to tin and copper
Not from my experience. I usually have several big iron deposits discovered before I even get to bronze.
> why anyone would use brigandine over plate
Cheaper to make and maintain, easier to mass produce, does not require smiting 7 ingot recipe to make a breastplate and can be made from mass-produced plates.
There are good reasons to lock mid-game and late-game underarmors behind mid-game and late-game material progression.
The wombo combo of making tailored gambeson's require meteoric iron or steel, and reducing iron weapon durability is certainly two of the strangest balancing decisions I've seen come out of modding. I really think you're starting to overcook these mods.
I disagree with the durability nerfs made to iron for two main reasons: availability and ease of use. On base settings, with no mods to change ore generation, iron ore is exceedingly rare compared to tin and copper. In the vanilla game this rarity alone would constitute iron being a direct upgrade to bronze. But say you have an ore gen mod or increased the deposit spawn rate, then availability is no longer an issue and iron being a side-grade is more understandable. Until you take into account the entire blooming process. Blooming being a necessity to work iron is a far more resource and time intensive process as compared to alloying bronze. To alloy bronze all you need is copper and any of the bronze alloy ores to be melted together in a crucible, easy you already know this. But in comparison iron needs to bloomed in a bloomery that first takes fire clay, requiring calcined flint, requiring charcoal or coal to be able to create calcined flint, a quern to grind that flint into dust to then make fire clay then into unfired fire clay bricks, then into fired bricks to finally be made into a bloomery that is not a permanent structure and will require replacing a few bricks after each use. And even after the bloom is made it has to be worked into a useable ingot, a process that takes more charcoal, hammer durability, and time. Not to mention iron has a slightly higher workable temperature than bronze, possibly requiring more time spent reheating individual work items. All in all iron working takes significantly more time and resources than making bronze so if iron is not a direct upgrade to bronze then why should I bother making it and waste more time. Of course turning blooms into ingots and grinding material in a quern can be automated but the automation process takes even more time and resources to even start. And charcoal burning, flint calcification using charcoal, and actually blooming iron are all processes that cannot be automated, taking up even more time.
On an unrelated note, after doing some number comparisons between brigandine and plate I cannot concieve of a reason as to why anyone would use brigandine over plate, or any other amor type for that matter. They have the same negative stats, with plate having overall more armor value and they cover the same column of protection that being the outer column. The only advantage brigandine has over plate is that it uses 13 less ingots to make a full set. Otherwise the cheapest recipe for brigandine uses 30 leather for a full set. That is six huge pelts worth of leather or one barrel and a fifth full of limewater, weak tannin, and strong tannin each to make a full set. Far more time consuming than forging a full set of plate armor, albeit the time spent in the leather making process could be used for other activities. I would suggest making brigandine have less extreme trade offs than full plate armor to add incentive to its use beyond a recipe that appears cheaper at first glance.
Usually you get access to iron immediately after making the first batch of bronze. So iron being strictly better than bronze is not good gameplay wise. It should be an option, not an upgrade. Now iron weapons have better damage and damage tier but lower durability.
Also, steel durability was reduced due to high values having negative effect on steel demand. Meteoric iron just followed to get back to the middle between iron and steel.
If you feel that end game monsters are too strong for your slashing and piercing bronze weapons, you can always use blunt weapons instead. If each weapon was effective against each type of enemies, I would just cut the number of weapons by a factor of 3. Weapons proficiencies do not lock you into a specific weapon, you still can use any other melee weapon. In steel age though, you can use slashing against every enemy, and only the strongest will receive 25% less damage from them.
Drifters and shivers have adjusted animations with some wind up to allow a player to react to them with block or parry. Though they are still quite fast considering the inherent delay between a button pressed on the client and a network packet received by the server letting it know that the player tries to block/parry.
The durability rebalance is honestly rather questionable. Making durability lower than it is in vanilla feels terrible, it'd be nice to at least get some clarification as to why it's been done. If it's some balance decision, it'd be understandable, but right now it feels like an unintentional change. Especially since, as mentioned, iron is weaker than bronze, and meteoric iron/steel are also less durable as a result. Dropping meteoric iron from 1100 (vanilla falx durability) to 750 is pretty drastic.
I'd have to agree with people that sometimes weapons feel to weak the moment higher tier monsters show up. Having to play into the different damage types is fun, but making iron or above weapons basically mandatory for deep cave exploration is divisive. I personally enjoy needing iron for the depths, though. Same goes for damage types. At a certain point a warhammer feeling mandatory doesn't help loadout diversity. Even as a blackguard, slashing weapons need entirely too many hits on the highest tiers of enemies in a game where it's not hard to get swarmed by a dozen at a time. I'm not an expert on game balance, so consider all of these mostly my reported experiences and not a way of telling you how to make your mod.
On the other hand, to me it feels like enemies swing a little too slowly. I don't know if different tiers swing at different speeds. The thought did cross my mind, but I never paid enough attention. Either way, slightly faster swings from enemies, tiered swings or an adjustable multiplier would be a stellar addition. Aside from bears, of course. Bears still swing as fast as ever, and sometimes even bug out and swing with no cooldown (so fast, they skip animations sometimes)
All in all, lovely mods. Even if I don't agree with everything balance-wise, I won't be playing without them. Thanks for your hard work.
Maltiez Is it intentional that Iron spears have a lower durability than tin bronze ones? Server I'm on has them set to 500 durability whereas bismuth is 500, tin is 625, and black are 750 respectfully.
Also curious if you saw my comment about the variant flat-topped kite shields along with different designs for the meteoric/iron short swords
Dreoh I had the same problem. I used the mod updater and it updated the armory mod but not the overhaullib. I had to update the overhaullib manually for it to work
so what, just use
Maltiez it's outdated though
TheElius this is vanilla bug, use this mod to fix it: https://news.kalataka.ru/purpleblackbronze
Kasel Sorry, I don't remember if there was anything else I did other than deleting the entire server mods folder and replacing it.
To explain that, I use the auto-update mod tool and to do so I copy my mod folder from the server to my local folder (after first renaming my local Mods folder to "Mods_" so that i can just rename it after I'm done), and then run the tool, which updates the server mods. Then I (usually) delete the entire Mod folder on the server and upload the now updated Mod folder to the server and rename my "Mods_" folder back to "Mods" for my client-side mods.
So it's possible me deleting the mods folder in the server and replacing it with the updated versions is what fixed it?w
Latest update broke related items for me on my server, if this is something you think I need to figure out how to fix on my end let me know

Edit: Nvm it fixed itself somehow between me restarting server and client a few times
Mod uses vanilla metal textures for plates, there is no bug to fix here.
Are you considering fixing the look of black bronze eventually? as they look more like rusted metal then the ingot or vanilla black bronze metal looks.
You've probably been asked before, but have you considered adding any Eastern Style weapons, I.E. japan, china, korea, etc?
also the Great Sword is missing now
is this a mod conflict?
Sameal Immersive first person mode is not compatabile with combat overhaul
Maltiez i wasnt quite sure where to put this comment so im leaving it here the bug is when i hold any of the modded weapons from here for crossbows while in iommersive first person my camera and character no longer sync up and sort of float walk around
Silly question, any chance for Heater Shields or Flat-top kite shields? In addition, any chance to get a different style of Meteoric/Iron short sword with a more cruciform guard? I love the blade style for it and wish the steel shorlt sword had it, just as I wish the others had the steel sword's hilt.
AdamC Yea I ment Piercing damage, must have had other games on the brain
Maltiez Surely they are referring to Piercing damage.
There is no "thrusting damage" in VS
Is there a reason that the shortswords, forlorn estoc, and the blackguard shortsword all deal slashing damage despite how all of these weapons (besides the iron shortsword), use the trusting animation and not the slash animation? it would make sence if these did trusting damage and not slash, as damage type realting to animation is something thats already a thing in CO, and we already have the falx and sabre for one handed slashing swords. Figured I would ask since thats always bugged me.
Yo, lasted Armory is failing to load due to requiring overhaul lib V0.10.0
I currently have V1.12.3 of overhaul lib
just noticed it in the mod manager
I can't read for shite, sorry it means combat overhaul and there's an update for that
No, specifically added for pvp
Only player armor? Doesn't count against monster protection?
Armor piercing is additional damage tier when used against player armor
How does Armour Piercing work? Does it just lower the effective protection class of the target by the specified amount?
I can't use the weapons to attack. Is this a bug?
This Mod is awesome. If youre after requests, I would love nothing more than knuckles/Gauntlets so I can fulfill the primal urge to punch a shiver in the mouth and watch its puny skull cave like a rotten gourd.
I could be wrong but i think the steel polehammer has the wrong amount of durabilty, unlike other steel weapons even its counterpart the warhammer that uses the same smithable part that have over 2k durabilty the polehammer has 850 which is the iron tier of durabilty
would it be possible to add mod options for sling damage/projectile speed?
nullAurelian Probably too close. handle hits deals 1damage.
Minor but strange bug I've noticed, Scale Sleeves, of all materials, cannot be placed onto an armor stand. Scale shirts still work fine, it's just the scale sleeves. There are no issues when it comes to equipping/unequipping them to the character, so it's literally just a small decorative issue. Did not observe similar behavior with any other armors.
Hello, had a wierd interaction that I don't quite understand.
Scenario: Malefactor, Iron Longaxe, Surface Drifter
Expected result: takes ~2-3 hits to kill (~5.6 damage)
Observed result: ~6-7 hits to kill (~1.7 damage)
Counterpart testing with greatswords and clubs behaved as expected, it's only the longaxe that is operating differently as far as I can tell.
The new update broke obsidian Arrows i think, you cant use or make them now. Not only that the Flint Spear doesnt seem to be functioning, You cant throw or stab with it.
edit 2: It broke a lot of the stone weapons, tried out the Flint mace and it wouldnt swing as well
Edit 3: alright retried and now flint weapons work? Wierd. Obsidian arrows still dont work though
I noticed that the pole hammer has very little range compared to some of the other 2 handed weapons. I'm not sure if it is a bug or if it is intended.
I have been using this mod for ages now, I absolutely LOVE it.
The only problem I have during all that time is that the sabre is objectively better than the shortsword in every way, except needing one more ingot.
Warhammer is the steel mace
Out of curiosity, is there a reason there's not a Steel Mace? I can't seem to find reference to one in the handbook.
Still on the 1.20.12 version since I'm awaiting other mods updating, if that matters.
This version is not registering on my world and I had to revert back to the last one.
well there is only 1 attack move - from side and i tried many diffrent mobs from many angles and distances ... could be doin something wrong but then it would still suck cos that was like good dmg every 10 or more hits
with longsword there is diffrent story, also with qstaff
it was bronze long axe if that helps but pretty sure steel wasnt much diffrence when i was testing stuff on creative
Trampek You sure you're hitting with the axe head and not the shaft? I haven't played long enough to make one, but it stands to reason that could be an issue.
hello
longaxe is sad joke :( just one crap attack but even most sadly it does only 1dmg most of time and really really rarely hits for more
i really regret making lots of them after playing with longsword and deciding to go fully 2handed :(
so I just put this on my server and none of them are showing up in the game. Any tips?
Could repair costs be changed to reflect the new way of crafting armor? Most still use vanilla recepies, and its just wierd to repair scale armor with chain instead of just scales and leather or having to also use leather to repair chain pants.
Thinking about adding the Messer sword?
IndeCision63 I don't know what you downloaded, but the armory_1.1.1.zip contains only JSON and PNG files.
I have SERIOUS doubts that there would be a malware hiding inside a JSON or PNG.
It is not impossible, if there would be some exploitable bug in how the game processes JSON or PNG files, but it is rather unlikely.
What is way more likely in this particular case (considering what the mod consists of), is that your antivirus SW is crazy, OR you somehow downloaded something else.
EDIT: if it gives you any peace, here is the result from virustotal (https://www.virustotal.com/gui/file/fc659fc83d7c266fe2d3eb938dddc5e7010b327790f4a0a0ee7704414995f535?nocache=1)
i'd say if 66 AVs didn't find anything wrong, not even a false positive, your local AV is probably hallucinating.
Shh, dont tell anyone, it was so hard to a build a trojan without using any code via pure json
When i download the mod my anti virus say me this: Trojan:Win32/Bearfoos.A!ml
Anyone have the same problem ?
So for me being a hunter I have a helberds proficency so dose this means the poleaxe the same but we dont understand what other weapons fall in this cagertory.
My friend has a battleaxe proficency so what other are good with this we dont understnad could it be polehammer or what???
Please give me all the weapon for this types??? Please be suspific then telling me look and the wiki or the web or even use comman sense.
this mods seems compl broken in mp
why did he remove the description :(
Hello I was wondering if there was a way to turn off some of the varations of the weapons or turn off the alternaive crafting recipies that uses many many different types of woods to lighten a load on a server?
i was wondering if there was a way to set it or a mod you know on how to hide each part so i can have full armor but only show a few lairs
Hey there, I was wondering if there was in-game guide for this mod? I didn't see one, but maybe I just missed it. It'd be nice for a little run down on the changes made and the new items added
LastXsile oh my god i am SUCH AN IDIOT i downloaded the wrong version of combat overhaul thank you
Beefan This is a vannila issue with Rc 3
Missing textures in multiplayer, spent multiple hours troubleshooting and came to no solution.
Is there a chance on the mod being updated to the current version of the game? It seems to be making problems for one of the players on my server for some reason
Quick question, I was wondering if there were plans to break up the Blackguard/Forlorn Hope armor sets into parts as well. I also noticed that at some point the armor that is broken up into parts has greater defensive capabilities than the same armor in full parts. (For example, Iron cuirass has greater defensive stats than the full default iron chest piece with arms) As a result, it's kinda just better to specifically make the individual parts and equip yourself that way. Also makes the Forlorn and Blackguard armors not as enticing, save for potentially smaller debuffs for wearing the armor... or just for looking cool/displaying it.
Multiplayer Issue, Javelins have question mark blocks covering them. It's normal when I host, but when I play on my friends server it acts like there is missing textures.
Tried:
Armory 0.2.4 and 0.2.5
Overhaul 0.3.9
Overhaul Lib 0.3.11
Not too appreciative of my comment being deleted for simply asking if I can turn off the irritating rustling audio for armour chestplates.
anyone else having the issue of none of the layers actually do ahytning? its stuck on the vanilla 3 slots instead of the layerd system, im not sure if it was taken out of the mod itself or if my thing is just bugging out, even whe i only have the combat over haul mods installed
Edit: reintalling both fixed it
CrimzonEmpireyou probably just are missing (not entirely missing the target probably just not hitting the weakspot anymore) because of the range difference
Poleaxe seems to have hit reg/range issues for its physical model
plus you seem to hold it a little high on the shaft
I'd also like to make note that the Poleaxe is 7.0 damage tier weapon
but it is taking over 4 hits either method of attack to kill basic bowtorns and drifters
where my Iron Halberd was able to 1-2 tap both of him 90% of the time
Hey, do you think this mod will play nice if it's added to an existing file? A little curious, since my group kinda forgot it when we started a server.
Hi I was thinking when winter came upon me...
Wouldnt it be more realistic (and fun?) if gambeson had +1-2deg of temperature, but plate/metal had -1-2deg ?
Technicaly running naked in metal armor should freeze you to death much faster
And Gambeson is a thinck layer of linen, so it should be hot as f...k in it
On the other hand, running in plate in desert should also feel hot... so maybe asking too much of a realism from a game
Nevermind, It is meant to be tier 4, jsut some stuff is labled wrong or i am reading it wrong lol
Is there a reason why the Sabers are one tier below the material they actually are? for examble, Meteoric iron is suppose to be Tier 5, like everyother weapon, but its classified as tier 4? unless I am looking at it wrong?
for some reason this is how armory looks like
game 1.20.12
overhaullib 0.2.10
combatoverhaul 0.3.9
armory 0.2.4
weirdly it happens only on server not on singleplayer
ok... I know this may be a strong ask of this mod. But, Could you add sling bullets? I have seen NO mods that add anything to the sling. So being able to use sling ammo from copper, and onwards to help with its damage output would be nice~ Maltiez
GoldenRobot Yes, exactly like that.
Would love to see more early game polearms, maybe a bronze bardiche for example
Calbain so when you lay down a hot ingot armor pieces should be selectable from the smithing menu?
GoldenRobot
You forge the armor pieces directly from ingots on the anvil.
There are no recipes listed in-mod,

how do we make the plate armor:
The Poleaxe seem to be bugged, it is incredibly hard to hit anything with it, I even tested facetanking (steel plate armor) a bear and i could miss him while aiming at the center of the thing
Iron spears have less durability than tin bronze ones. Looked around, seems to be the only oopsie.
can you fix the animations for the spear?
Would totally use it if the models and textures looked more vanilla
This is good, I like this...
but the textures and models are just... unnaturally smooth... amateur, compared to the base game falx..
https://news.kalataka.ru/show/mod/22373
here's a mod that adds some blackguard stuff, with some fitting weapons.
I love this, but the textures just.... don't feel right...
not sure I will be using it or not...
So some of the armor is just blank white with some red how do i fix this?
Maltiez Is there a reason why Sabres have one less tier of damage compared to the material it actually is?
playing with a friend, they cant use any melee weapons or do damage. animations dont work either. edit:fixed when redownloaded mods.
Animations are missing for me entirely and the hit registering is janky. Anyone else having this issue?
Any thoughts on adding material varients for bows? Like having there be a difference between a yew longbow and an oak longbow? it would nice if there was a bit more material progression and equipment decisions for archers.
Is there a reason why Sabres have one less tier of damage compared to the material it actually is?
Make brigandine armor instead, it is the option
Dude I'm trying to make a set of iron plate armor and it is genuinely a nightmare with this mod. The chestplate took like 8 ingots and I couldn't automate it. Then when I finished it didn't complete, and when I flipped it, a huge amount of voxels now reported to be on the opposite side... after I painstakingly moved them, again it did not work, and when I flipped it, they moved again. The rest of the armor pieces are so insanely labor intensive to make, even without the bugs this is just insane, please make it like vanilla or at least make it an option as this is just torture.
Hello, another french translation for your mod. Can you add it, please ? Thanks ! ☺️
does this mod work in tandum with xskills? like would a halberd benefit from the spearman perk that increases spear damage?
which combat overhaul does it work with?
I LOVE how you actually "fixes" the Bridandine!!!
In the Basegame it seems oddly out of place where its ranked with its Stats etc. compared to the other Armor Variants
For example Protection levels should be vastly higher then the Chain or Scale armors especially for Piercing and Blunt damage as its basically padded armor with lots of small metal plates making it basically rank directly below Plate at least in historic context which you perfectly converted to the mod :)
I think the durability for Warhammers is busted. Polehammer, a steel 2h version of the Warhammer, has a durability of 850. A Warhammer has a durability of 2125. Both require the same Steel Battle Hammer Head, the only difference is a long handle vs a short handle. So why does the 2h weapon have a drastically lower durability by almost 3 time difference?
A steel Quarterstaff by comparison has 1600 durability, can block and parry which a 2h Polehammer can not.
A Steel Halberd has 2125 Durability like the Steel Warhammer.
A Steel Long Axe has 2125 Durability like the Steel Warhammer.
A Steel Greatsword has 2125 Durability like a Steel Warhammer and can block and parry like the Steel Quarterstaff.
A Steel Poleaxe has 2125 durability like the Warhammer, can block and parry, AND deals blunt, slashing, and piercing damage.
It seems like the Polehammer's durability is wrong for some reason.
Karidwen I was having the same issue on my multiplayer session, every time I logged in I kept crashing. Found out, for us at least, the copper armor pieces we had made was causing the crash. Any time I saw someone holding some items from the mod I would crash. Unfortunately we had to remove Combat Overhaul: Armory in MP until a fix is made.
Playing in multiplayer with a friend joining, and after installing this mod, the friend started to crash constantly. Now he cant log in at all and his game shows this:
System.Exception: Don't know how to instantiate collectible behavior of class 'CombatOverhaul:Armor' did you forget to register a mapping?
Is lamellar armor locked out by this mod?
Edit: it's not, for some reason my handbook was bugged and wouldn't pull the recipe up.
Restart the game, make sure all mods are installed correctly
AntisocialCat Adonis Straaw I'm also having the same issue. Missing Textures all around.
Hello, when my girlfriend joins it shows question marks when trying to knap items. We hate tried to delete cache and also redownload the mod. For me it does not show. Any advice ?
That was one of the latest updates, yeah OlafGunnerson
Just got done smithing an iron long axe. Is the moveset supposed to just be alternating overhead right and left shoulder chops, with no parry? Thanks!
ThePhantomX64
click on "files", and then on "show" under changelog section to see it
v0.2.1 Reworked long axe attacks
was added in today's update?
When I joined one of my friends servers and tried to craft flint items, the mod items are showing up as errors with question marks but when we tested it on single player it doesnt cause those issues at all. Not sure if many other people are getting this issue or if its just on our side.
Maltiez!
I have just downloaded both Combat Overhaul and Armory with a fresh copy of the game.
When loading into a world I get Assembly errors, and in addition, when playing multiplayer my friend crashes if he punches me.
We also noticed only in multiplayer that when you attempt to knap flint, items show as error textures with their ID names for example armory:javelin-head. This issue specifically does not occur to the host
I've seen a couple comments in regard to some of these issues but have not found any solutions. Perhaps just to wait for an update, of course.😄
Awesome work, I love you.
Ceepert
Armor stand does not work properly, it needs to be redone, I will do it eventually
I think there may be a bug with the armor stand taking combat overhaul armor. It takes a few pieces no problem but after like 4 pieces the next 2 will get put on, but they are also put in the hands of the stand as if holding the item.
If the hands are blocked (like from a sword) then I cant put on the armor at all.
Is there a fix for that? Some config or other mod that fixes it? Cause I would love to have my adventuring armor on it while doing work at home to not have the hefty debuffs to food and speed when wearing plate armor.
And just putting it in a chest is boring
There seems to be a weird interaction between this mod and Fur clothing that causes the following two server errors when putting on Fur clothes or equipping armor on top of fur clothes:
"Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element ShirtBackTile cannot be found."
"Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element ShirtFrontTile cannot be found."
getting rubberbanding randomly with this mod loaded up, unloading this mod fixes it
The armor changes are confusing. Is there a guide or list or something to help explain the new armor parts and where they fit?
Cthuloid9
It's kind of looking that way, at least for the lower tier armors. The full plate with chain and either leather or gamberson looks like you get a signifigantly less move speed penalty (29% vs Vanilla's 42%, or about a 30% improvement.) And the healing reduction is slightly reduced as well (72% vs 99% still worth pulling off all 9 pieces)
Really just feels like it's all in kind of a weird place tbh. For example; Tailored Gambeson and Improvised Wooden Armor provides more protection than Bronze Lamellar. Sure Improvised has only 150 durability but I mean, you can smack down a tree and cut some grass and have five sets of it ready in a pinch, and if it gets cold outside just throw a couple sets on the fire.
Is the armor rebalance just an across the board nerf to all armor?
One of the cool things that I read from the description of Bullseye was obsidian arrows. Too bad it's incombatible with combat overhaul. Any chance Obsidian arrows will be added here?
After more investigation, this blocks all shields and armour and blocks their recipes from the handbook for Combat Overhaul: Armory. Is there a way to blacklist the recipes so they aren't touched??
Is there a changelog for the armor rebalance?
Any chance of us being allowed to block/parry with stuff like halberds and polehammers?
I wish there were a way to make this compatible with Salty's Manual Tool Crafting.
keep getting this error
[Fatal] Failed network encoding block armory:club-plain-copper: System.NullReferenceException: Object reference not set to an instance of an object.
is there anyway you could make a mod of just the quiver
malefactors have battle axe proficiency, what are exactly a battleaxe? Long axes, yes, Poleaxes, probably, halberds? I don't know
Does Warhammer counts towards Clubs or maces?
About training weapons, if made from harder woods (according to janka hardiness), they could do a significant amount of damage compared to flint and stick, a bit more and attack a bit faster, and more durability, but less than copper
Any chance to add obsidian arrowheads/arrows?
There is something not right with the poleaxe hit detection, the swings are barely usable with only overhead and thrust being somewhat okay. It seems like player always need to aim for the enemy's centre of mass. While halberd has a longer reach, it's way more intuitive and the hits register without having to aim at the exact pixel of model. I managed to tweak the poleaxe settings to be more in-line, but I couldn't make get rid of the collision issue.
Apart from that - great mod.
Azuli I looked at the mod myself because I wanted to see if I needed to fix it for my own server and that doesn't really seem possible with how it's coded. I spent the time smithing them myself anyway and got tin bronze so I could not replicate. If it happened it's probably a vanilla bug.
one of the players on my server seems to have found a wrong recipe. They were smithing tin bronze vambraces, but ended up with steel vambraces.
Hey, I just thought I'd ask something. Is the obsidian javelin supposed to do the same damage as all the other stone javelins while flint does more? I know obsidian spears and stuff do the same damage as flint.
Thank you for the response and the update. I never minded brig/scale helmets being removed, personally, I was just hoping we could protect our necks with a gorget or something. Anything to force my players to forge more items 😁
While I think that overhauling the helmets is neat, I think that we should have the option to still craft the brigandine and scale helmets. Having options is nice especially if a player wants a full set of the same armor :<
Svarrmir
Thanks, i got it now, maybe i read it but totally forgot or didn't even saw it while looking for that.
Ragolution
Yeah, I will probably add training weapons
Wyrtus
Read the description.
Can't find a way to craft the brigandine helmet, any clue?
ребята как в дротики запихнуть в колчан ?
Bit of a feature request; Would it be feasible to add training swords to help players learn block/parry timing? Damage values would probably be pretty low to prevent them from being feasible weapons in real combat, but training with other players has been a bit bloodier than I'd have hoped.
Also is it intentional that no armor protects the neck slot? The ones in the base game do, but there's no gorget or anything to compensate, here.
Is there a wiki? What precisely is the difference between the shields? Some have a block chance listed while others seem to just be for damage reduction, is that it?
question can you change the chain coif so that it doesnt show up when youve got blackguard armor on, cause i wanna equip the chain coif headpiece, it just clips through the armor and makes it look kind of goofy. If not i 100% get it
SlyFox02 I can put them on racks fine if you hold ALT before right clicking
there's a problem with Javilins, for some reason I'm not able to put them on a rack
Any chance of adding one handed parries to other one handed weapons apart from the swords?
before update, CO worked, I don't understand
Running on 64 bit Windows 10.0.22631.0 with 32476 MB RAM
Game Version: v1.20.4 (Stable)
15/02/2025 03:14:42: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, scrapblocks@1.2.0, bettertraders@0.0.9, biggerbackpacks@1.1.1, ceramoscontentfix@1.0.0, chiseltools@1.14.10, combatoverhaul@0.1.26, crazyskincustomization@1.0.1, decor@1.2.1, dyedhardenedclay@1.0.2, dye_recipes_fix@1.1.0, flowers@1.0.1, bovinae@0.1.2, caninae@1.0.28, capreolinae@1.2.3, casuariidae@1.0.20, dinornithidae@1.0.12, elephantidae@1.0.6, felinae@0.2.6, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.6, vombatidae@0.1.3, geoaddons@1.4.0, litbrig@0.7.3, millwright@1.1.8, moremolds@1.4.25, mushroom@1.0.2, temporal_gears_stack@1.0.0, terraprety@6.0.1, viesblocks@2.5.1, game@1.20.4, vsimgui@1.1.7, alchemy@1.6.42, armory@0.1.6, augplantlib@0.0.3, autochisel@1.0.0, betterjonasdevicesfixed@2.0.2, betterruins@0.4.7, cancrops@0.2.11, commonlib@2.6.1, configlib@1.5.1, doubleslabs@0.1.3, electricity@0.0.12, expandedfoods@1.7.3, foodshelves@1.4.4, fromgoldencombs@1.8.11-rc.2, knapster@2.13.0, krpgenchantment@0.6.14, kscartographytable@1.0.1, maltiezcrossbows@0.6.5, maltiezfirearms@0.10.7, medievalexpansionpatch@1.0.1, oneroof@1.7.0, petai@3.0.1, playerlist@2.1.5, rivers@4.1.0, rockstratavariety@0.0.1, rustboundmagic@2.2.2, usefulstuff17patch@1.0.1, traitacquirer@0.9.6, creative@1.20.4, survival@1.20.4, xlib@0.8.13, autoconfiglib@2.0.2, cats@3.0.0, electricityaddon@0.0.18, exoskeletons@0.2.2, em@3.0.0, itemrarity@1.1.4, newworldcrops@0.0.8, playercorpse@1.11.0, stonequarry@3.4.3, xskills@0.8.14, tailorsdelight@1.9.1, theworkingclasses@1.0.3, dressmakers@1.5.1
Involved Harmony IDs: CombatOverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\Entity.cs:line 1156
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 229
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 193
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender_Patch1(EntityShapeRenderer this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 70
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 868
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
hey, for some reason no matter what i do, combat overhaul will not work on LAN. so me and my 4 brothers who use lan to play cant use combat overhaul, firearms, crossbows, and armoury. this is the only place i know of to ask if anyone knows of a fix (or if theres a compat mod i need)
My primary nagging point with the mod is, that spears just feel wrong. I mean they are supposed to be for long range but long range combat just feels wierd and missing enemies with stabbing just feels clunky and unnatural.
I wish that would feel better and closer to the vanilla spears.
My huge gripe with this mod is that althought the weapons are good, armor is still stupidly expensive and doesn't provide enough benefits, i'd like to see a setting where we can go back to base game settings that just provides a % damage reduction. and the spear throwing is too janky and doesn't do nearly as much damage as the base game. still overall with the better pickaxes and axe I'd still like to have this mod in my collection if it didn't override everything else
yeah i am not a fan of the changes to the helmets.
The helmets from this mod suck. They don't cover the neck like the vanilla ones do. It's cool to add features, but don't remove vanilla ones, man.
Do you take weapon requests? I think it would be cool to see one-handed axes, especially ones you can throw. The vanilla axes start the wood chopping animation if the reticle is on a block, and that can mess you up (and they do abyssmal damage).
Any chance we could get a CO addon to allow rapid removal of armor onto an armor stand? One that can handle all layers.
Same as BenjiGojira. Recipe for Scale helmet is missing (can only repair scale helmets, not make them)
While I'm not sure if this is something you could even fix, it appears that any armor pieces you make with this mod do not benefit from the XSkills blacksmith perk which grants a quality (durability) increase. I tested this on both a tin bronze cuirass and full helmet. Would it be possible to create alternate recipes that take the armor's parts instead? i.e. a full plate helmet taking metal plates instead?
Can't wait to install this and it's associated mods and see how it all fits together! I was wondering, since you seem to be very well equipped for VS modding in general, if you'd ever consider making an equipment style mod where tools/weapons in your hotbar or inventory might show up on your back/backpack when not actively selected? I've always thought this would be an awesome visual aid and concept but I can't seem to find any mods that do this sort of thing. Having a bow over your shoulder, or a spear and shield on your back could look really cool!
my friend forged a iron pauldrons and got a copper one, idk what happen, i just want to notified, he make it in two different sessions, maybe that help to fix it.
BOTH the Brigandine and Scale helmets lack any crafting or smithing recipe to make them :<
Does the Poleaxe count for Halberd or Axe proficiency?
Awesome mod. Are there any plans for being able to wear your own swords, perhaps with scabbards?
Is there any way to get the scaled helmet right now?
I feel that the quaterstaff should have the ability to parry and block, they have historacly been used as defensive weapons so it feels odd that they take two hands but you have no defense.
Edit: You did it you beautiful person.
Maltiez, can confirm that with an iron cuirass. Item is completed but does not produce a finished item, still a work-in progress.
It seems that in the latest version, the "vanilla" spear heads added by Combat Overhaul have have placeholder names: game:item-spearhead-iron, game:item-spearhead-meteoriciron, game:item-spearhead-steel. Thanks for your work.
i Wasnt able to complete a piece of copper plate armor, the cuirass, i fully built it but never got a completed peice just a work in progress still.
can you add obscidian weapons like the macuahuitl tepoztopili, pre-columbian cotton armor (if decorated even better :D) and a chimalli pls UWU ?
Does this mod adjust how much material is required for armor? For example does it take more or less steel to make a full suit of plate armor?
Update Combat Overhaul to 0.1.2
javelin throwing causing game crash
18/01/2025 9:44:46 PM: Critical error occurred in the following mod: combatoverhaul@0.1.1
Loaded Mods: combatoverhaul@0.1.1, game@1.20.0, vsimgui@1.1.7, armory@0.1.0, configlib@1.4.3, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, creative@1.20.0, survival@1.20.0
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Vintagestory.API.Common.ItemStack.FromBytes(BinaryReader stream) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 341
at CombatOverhaul.RangedSystems.ProjectileEntity.FromBytes(BinaryReader reader, Boolean fromServer) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 224
at Vintagestory.Client.NoObf.ClientSystemEntities.updateEntityFromPacket(Packet_Entity entitypacket, Entity entity) in VintagestoryLib\Client\Systems\Entities.cs:line 432
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 447
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 269
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
If i use xskills, does the warhammer count as a sword or a tool like a hammer?
Fix your installation
uh... clubs.... fix this pls, this cause crashes
text of console:
crash log:
System.Exception: Error while getting stats for item 'armory:club-plain-copper' on server side: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.MeleeWeaponServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1221
at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1354
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 261
at Vintagestory.Server.ServerSystemBlockSimulation.<OnBeginModsAndConfigReady>b__13_0(Item item) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 313
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 314
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 621
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 535
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Like dentist how can I can make the handle ?
forget it you can awnser saying that the last update fix it the recipie
how can i make a handle
I have to imagine this is the mod that makes armor craftable on the anvil, please please please resize the grids on the work items, took my poor friend like an hour and a half and like 5 ingots to finish a little iron helmet. On the anvil the grid was stupidly massive like it would fit a giant.
What is the reason for removing said recipes? I am curious
Recipes for brigandine and scale helmets are removed
Quarterstaff [metal type] in the English handbook is currently "qearterstaff" [metal type].
Missing craft recipe for metal helmets(like brigandine helmet, only repair recipe) on latests versions
Your weapon storage/display blocks in Crossbows and Firearms are really good, are you thinking of making some for Armory?
I GUESS there's something wrong with leather-related recipes in this. The server-main.log registers a ton of "woodmetalleather" errors because "leather-plain" cannot be resolved. I believe this also happened with ceramos and the polisher item, which uses leather.
Seems like the new item name is "leather-normal-plain"
edit: Actually it seems to throw the error even for colored leather. All of them probably changed names too.
Please, add an option to disable new camera for javelin. Mod combat overhaul has these options, but this mod only give us possibility to change damage multiplier... o.o
Maltiez
I would argue there are some viable gameplay variants, particularly with the currently missing Asiatic laminate style of bow making (gotta love those horse archers with the new mount system, eh?) or simple upgrades to bows (aiming shelves for better stability and aiming speed, etc) like you have with your wonderful crossbows and firearms mods. There's also the possibility of bodkin (more penetration less damage), broadhead arrows (more damage, less penetration), or even blunt arrowheads, given you have a focus on damage types with your combat system, and feature a smiliar situation of ammo types in your wonderful Firearms mod.That's just me dreaming as an avid archery lover though. Either way like I said before, absolutely love the mod.
edit; I also noticed none of the weapons have attack reach as a listed stat now, though they do seem to have different reaches in game. I'm not sure if that's intended, or just an oversight.
ShanaLarisar
Crossbows and firearms are variations of bows in this case. You already have composite fast shooter recurve bow and plain wood heavy shooter long bow, there are no other viable gameplay variants. I think four vanilla ones are enough. If you want material progression, you have arrows made from different materials.
Do you have any plans to add additoinal variatons of bows? Maybe something using (spring) steel, bows reinforced with animal horns or the like, more advanced version of existing longbow/recurve with cut-in draw rests like calfs hair, etc. Given you've made Bullseye and a bow retexture and all. Either way love the mods, thanks for all the hard work!
FYI game crashes on 1.20r3 when you put a cow skull on your new helmet slot!
Will you work on a video for info how to use it? Or you plan on getting some testers to help?
But love the simple fight ^^
Looks like the Night Vision Mask doesn't have a slot assigned and cannot be worn anymore.
I tested the javelins after the changes you made and they feel pretty good, I don't have the same issue with hunting rabbits or non-predatory animals as I did prior to them. I still don't expect to take on a bear with them, but that's a reasonable expectation for what game stage you're supposed to be using them on. Thanks for hearing out the criticism I left earlier.
getting an error that im requireing "combat overhaul" by one of your mods, i didnt see any requireing it tho. im guessing its this one, can you confirm?
can this work on 1.19.8?
Maybe the Javelin could gain a buff by applying a slow and bleed effect on hit
I can kill a bear with a regular spear. Spears have enough knockback and reach that I can actually beat a bear with a flint spear. I've done it multiple times. Meanwhile, I regularly die to even fucking wolfs trying to use javelins because the low reach, low damage, and low knockback combined with their pouncing ability means that engaging at range requires unreasonable time spent kiting, and engaging at melee is a near-guaranteed loss. The spear is just flat-out a better weapon in every way because the javelin's higher ranged damage doesn't matter when both it and a spear need two hits to take down a rabbit. The javelin is just too weak overall, the quiver that lets you carry them without stripping away inventory slots for necessary materials to survive in the stone/copper age requires nails that you can't make without having enough metal to make an anvil, and all these factors combined with the ease of knapping a flint spear and just using that instead means that the javelin is essentially worthless. I wanted to play a Malefactor to shake things up with the javelin but it's just a waste of time.
If anybody else is considering using the javelins, just take it into consideration that they're frustrating, don't offer any particular strengths, have plenty of weaknesses, the Malefactor's proficiency bonus is pointless for what role a javelin is supposed to play, and you will get bodied by wolves, bears, and potentially even drifters since it can take over 5 throws to kill a single surface drifter with one which means you either need to dedicate 5 inventory slots to javelins or kite to pick up thrown javs for every drifter you face. Skip it and just go spear instead, as boring and overdone as it may be.
You won't be able to deal with bears using stone weaponry anyway though, they are too tough for that, just run
Javelins are just genuinely terrible, even on the Malefactors who are supposed to specialize in them. A flint javelin can't reliably take out a rabbit in one hit and they're already up and sprinting away faster than you can go by the time you ready your second javelin to throw. Against a black bear, it took me half an in-game day of constant strafing and recollecting them to bring it down. I'm not expecting a flint javelin to be an "I win button", but it'd be nice to be able to always take down a rabbit in one go given you're spiking it with what amounts to three times its mass. The 30% proficiency speed boost to them doesn't come into play either given you're always going to take a little time to line up your throws, and fighting with javelins in close quarters is a losing proposition because your enemy will just press in through the knockback due to the short range and evenly trade attacks with you (and as a Malefactor you have less HP than other classes to work with, and you're never getting a pet to help distract enemies like the Clockmaker). I'd rather give up the worthless attack speed and exchange it for a 10-15% boost to Javelin damage, which would go a lot towards solving the unreliable rabbit killing and make fighting off wolves and bears in the early stage less (but still) painful.
Just recently tried out the new armor system and it is genuinely awesome. Can't wait to see more!
TwoF
Geology Additions is a mess implementation wise, ask them for compatibility.
Please make the mod compatible with Geology Additions. In your mod you have the ability to create maces and javelins from stone. Geology Additions adds three stones from which you can make stone tools - Gabbro, Quartzite and Diorite. It will be very good.
Maltiez
Perhaps a Pavise would fit well as the Heavy Shield of the steel age? Italian Crossbowmen used them up until the 17th century.
Maltiez
Oh gosh duh, thank you for answering that lol. I should've known. Thanks for these kick ass mods!
RanOutOfSpac
Damage tier
Dumb question, but what does the t mean in for example the javelin says: "One-handed 1(1t) Piercing" ?
Dskater84
May be heater shield, probably as heavy, cause there is no steel age heavy shield.
This is absolutely amazing, now the last thing we need is more armour types and we can go full medieval on the drifters. I love your mods.
Any plans to add a few more medieval shield types?
Is there a description anywhere of how the weapon variants differ from each other in principle?
A combat mod is expected to create a situation where nothing is ideal - everything is selected for the needs and personal style. I think it is assumed here.
For example, the Spear is a universal weapon suitable for close combat with the desire to keep the enemy at a distance, but at the same time it can be used in long-range combat during a throw. The Pike is a spear, but with the loss of the ability to throw with an increase in the effect of keeping the enemy at a distance from itself in close combat. The Javelin is the opposite, the loss of the ability to inflict damage at a distance in close combat, but enhanced characteristics for long-range combat by throwing.
The differences between other weapon variants are not so obvious. I want to know.
Inflectus
Right now there are no such plans
Radiantlunar
XavierDare
Report bugs via discord, moddb commetns are not suitable for this
Are there plans for war axes? I notice they're not on the current weapon roadmap, but I was wondering if that's because they were overlooked or intentionally not wanted. Either way, I love the current roadmap and the models you have made so far!
XavierDare I've got the same problem, i'm gonna try to fix it, i'll let you know if i come up with anything
I cant seem to get the javlin to work. when i attack something with it its acting like im just using my hands
I just recently downloaded 0.0.3, and 30 minutes later it's already version 0.0.4
do you continuously print the mod on a 3D printer?) 🤣
Maltiez
Having an error where all Armory assets lack their textures despite combat being installed as a library. Am I missing another dependency?
I get the feeling combining this (once finished) and the dodge button, plus some steam controller support shenanigans, I could basically make a Darksouls-esque srt up on my controller and play vintage story kinda like that! :0
Good work on all your combat and weapon mods so far dude, I FUCKING LOVE THEM!!!!!!!! (perhaps you might add optional support for Salty's dodge mod on the main Combat Overhaul? hell, I'd be surprised if you make a stamina bar addition to combat overhaul, and have the "Frail" trait balance out less max health with more stamina, and it would be something to see a leveling system too but this feels too long winded. Sorry! ;~;)
Would it be possible to get a screenshot of each "module" as they're added?
Cool mod, thank you for it 👍.
Oh? I dont know what this does and i already love it :p