Mods / Crossbows
Author: Maltiez
Side: Both
Created: Oct 16th 2023 at 10:44 AM
Last modified: Oct 31st at 1:44 AM
Downloads: 292470
Follow Unfollow 2149
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
maltiezcrossbows_1.6.8.zip
1-click install
You can support me on Patreon: 
Required mods: Overhaul lib
Use Config lib to configure the mod
Adds medieval crossbows. They are balanced as slower but harder hitting alternative to bows.
Crossbows are cheaper to craft and use than firearms, and has more damage per shot compared to bows. However, crossbows has less damage per shot than firearms and cant be stored fully loaded, and has less damage per minute than bows, and less accurate than Bullseye bows. Only the simple crossbow becomes obsolete with progression in game, the other three having their own use cases, so one might consider use cases when choosing what to craft or if to upgrade, because more powerful crossbows have their drawbacks and can be an overkill for a specific use case.
Troubleshooting guide:
If you have any problems with the mod, follow the next steps:
- Fully close the game
- Update Overhaul lib to latest version
- 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* |
|---|---|---|---|---|---|---|---|
| 1.6.8 | maltiezcrossbows | 21724 | Oct 31st at 1:44 AM | maltiezcrossbows_1.6.8.zip | 1-click install | ||
|
Some updates to item descriptions | |||||||
| 1.6.7 | maltiezcrossbows | 3180 | Oct 29th at 11:15 AM | maltiezcrossbows_1.6.7.zip | 1-click install | ||
|
Some shapes optimisations | |||||||
| 1.6.6 | maltiezcrossbows | 29150 | Oct 4th at 1:54 PM | maltiezcrossbows_1.6.6.zip | 1-click install | ||
|
Fixed error in config with windlass durability setting | |||||||
| 1.6.5 | maltiezcrossbows | 4808 | Oct 2nd at 1:37 AM | maltiezcrossbows_1.6.5.zip | 1-click install | ||
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Added an error message about ifp | |||||||
| 1.6.4 | maltiezcrossbows | 4479 | Sep 29th at 9:58 AM | maltiezcrossbows_1.6.4.zip | 1-click install | ||
|
Fixed durability bug | |||||||
| 1.6.3 | maltiezcrossbows | 1335 | Sep 28th at 7:53 PM | maltiezcrossbows_1.6.3.zip | 1-click install | ||
|
Rebalanced durabilities Added config options for crossbows durability values | |||||||
| 1.6.2 | maltiezcrossbows | 840 | Sep 28th at 12:54 PM | maltiezcrossbows_1.6.2.zip | 1-click install | ||
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Some fixes + added bolts to survival trader | |||||||
| 1.6.1 | maltiezcrossbows | 70 | Sep 28th at 12:37 PM | maltiezcrossbows_1.6.1.zip | 1-click install | ||
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Some rebalancing:
| |||||||
| 1.6.0 | maltiezcrossbows | 1235 | Sep 28th at 2:16 AM | maltiezcrossbows_1.6.0.zip | 1-click install | ||
|
Rebalanced crossbows and bolts Fixed bug with repeating crossbow and sixth bolt Made trait requirement for composite prod turned off by default | |||||||
| 1.5.4 | maltiezcrossbows | 323 | Sep 27th at 11:53 PM | maltiezcrossbows_1.5.4.zip | 1-click install | ||
|
Fixed issue with crossbows being hard to put onto rack or in ground storage Fixed some typos | |||||||
| 1.5.3 | maltiezcrossbows | 15900 | Sep 14th at 10:58 AM | maltiezcrossbows_1.5.3.zip | 1-click install | ||
|
Added run/walk/swim animations | |||||||
| 1.5.2 | maltiezcrossbows | 12497 | Sep 5th at 9:37 PM | maltiezcrossbows_1.5.2.zip | 1-click install | ||
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Added proficiency description for consistency. | |||||||
| 1.5.1 | maltiezcrossbows | 12107 | Aug 17th at 3:50 PM | maltiezcrossbows_1.5.1.zip | 1-click install | ||
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Added all items to general tab of creative inventory | |||||||
| 1.5.0 | maltiezcrossbows | 196 | Aug 16th at 2:28 PM | maltiezcrossbows_1.5.0.zip | 1-click install | ||
|
Removed quiver (will be added to Quivers and Sheaths) | |||||||
| 1.4.1 | maltiezcrossbows | 375 | Aug 13th at 9:10 AM | maltiezcrossbows_1.4.1.zip | 1-click install | ||
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Added setting for reload speed. Increased projectile speed by 50%. | |||||||
| 1.4.0 | maltiezcrossbows | 755 | Aug 7th at 6:35 PM | maltiezcrossbows_1.4.0.zip | 1-click install | ||
|
Updated to support overhaul lib 0.4.0 | |||||||
| 1.3.0 | maltiezcrossbows | 1176 | Jul 26th at 7:29 AM | maltiezcrossbows_1.3.0.zip | 1-click install | ||
|
Updated to 1.21 | |||||||
| 1.2.0 | maltiezcrossbows | 56708 | Apr 7th at 3:15 PM | maltiezcrossbows_1.2.0.zip | 1-click install | ||
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Support for stats from itemstack attributes | |||||||
| 1.1.0 | maltiezcrossbows | 1751 | Apr 5th at 8:34 PM | maltiezcrossbows_1.1.0.zip | 1-click install | ||
|
Now depends on Overhaul lib instead of Combat Overhaul | |||||||
| 1.0.3 | maltiezcrossbows | 2319 | Apr 3rd at 7:21 AM | maltiezcrossbows_1.0.3.zip | 1-click install | ||
|
Restricted reload while mounted for windlass and stirrup crossbows Added config option to turn off this functionality | |||||||
| 1.0.2 | maltiezcrossbows | 1325 | Apr 2nd at 3:08 PM | maltiezcrossbows_1.0.2.zip | 1-click install | ||
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Now stirrup and windlass crossbows will cancel their reloads when player is in the air (by being knockbacked by enemies or by jumping) | |||||||
| 1.0.1 | maltiezcrossbows | 275 | Apr 2nd at 9:12 AM | maltiezcrossbows_1.0.1.zip | 1-click install | ||
|
Buffed latch crossbow: reduced speed penalties and increased damage tier | |||||||
| 1.0.0 | maltiezcrossbows | 16100 | Mar 8th at 7:15 PM | maltiezcrossbows_1.0.0.zip | 1-click install | ||
|
Some code clean up, removed old deprecated items | |||||||
| 0.6.6 | maltiezcrossbows | 6089 | Feb 28th at 1:10 PM | maltiezcrossbows_0.6.6.zip | 1-click install | ||
|
Changed some smithing recipes | |||||||
| 0.6.5 | maltiezcrossbows | 15918 | Feb 4th at 7:31 PM | maltiezcrossbows_0.6.5.zip | 1-click install | ||
|
Updated Polish translation by Pawelot | |||||||
| 0.6.4 | maltiezcrossbows | 5616 | Jan 30th at 11:05 PM | maltiezcrossbows_0.6.4.zip | 1-click install | ||
|
Fixed bug when dropping crossbow while reloading was not resetting players movement speed penalty | |||||||
| 0.6.3 | maltiezcrossbows | 4012 | Jan 26th at 6:22 PM | maltiezcrossbows_0.6.3.zip | 1-click install | ||
|
Updated polish translation | |||||||
| 0.6.2 | maltiezcrossbows | 4109 | Jan 23rd at 1:14 PM | maltiezcrossbows_0.6.2.zip | 1-click install | ||
|
Changed bolts pile model for crude and cropper bolts | |||||||
| 0.6.1 | maltiezcrossbows | 3069 | Jan 20th at 1:54 PM | maltiezcrossbows_0.6.1.zip | 1-click install | ||
|
Fixed bug when player can move reloading stirrup and windlass crossbow if they has bonus to movement speed | |||||||
| 0.6.0 | maltiezcrossbows | 2876 | Jan 18th at 10:05 AM | maltiezcrossbows_0.6.0.zip | 1-click install | ||
|
Compatibility with CO 0.1.0 Rezeroed crossbows | |||||||
| 0.5.18 | maltiezcrossbows | 1434 | Jan 15th at 9:34 AM | maltiezcrossbows_0.5.18.zip | 1-click install | ||
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Czech translation by Ouk | |||||||
| 0.5.17 | maltiezcrossbows | 1280 | Jan 10th at 2:17 PM | maltiezcrossbows_0.5.17.zip | 1-click install | ||
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Animation tweaks | |||||||
| 0.5.16 | maltiezcrossbows | 922 | Jan 8th at 8:48 AM | maltiezcrossbows_0.5.16.zip | 1-click install | ||
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tp animations | |||||||
| 0.5.15 | maltiezcrossbows | 470 | Jan 7th at 10:03 AM | maltiezcrossbows_0.5.15.zip | 1-click install | ||
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tp animations placeholders | |||||||
| 0.5.13 | maltiezcrossbows | 988 | Jan 4th at 6:23 AM | maltiezcrossbows_0.5.13.zip | 1-click install | ||
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Some tweaks | |||||||
| 0.5.12 | maltiezcrossbows | 715 | Jan 3rd at 8:41 AM | maltiezcrossbows_0.5.12.zip | 1-click install | ||
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Russian translation by Nikolashka | |||||||
| 0.5.11 | maltiezcrossbows | 4371 | Dec 7th 2024 at 8:57 AM | maltiezcrossbows_0.5.11.zip | 1-click install | ||
|
Fixed crossbows "autofire" | |||||||
| 0.5.10 | maltiezcrossbows | 546 | Dec 6th 2024 at 1:25 PM | maltiezcrossbows_0.5.10.zip | 1-click install | ||
|
Added entity model penetration distance of half a block to bolts Made bolts drop less with distance | |||||||
| 0.5.9 | maltiezcrossbows | 583 | Dec 5th 2024 at 12:55 PM | maltiezcrossbows_0.5.9.zip | 1-click install | ||
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Fixed some animations | |||||||
| 0.5.8 | maltiezcrossbows | 873 | Nov 27th 2024 at 1:53 PM | maltiezcrossbows_0.5.8.zip | 1-click install | ||
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Bugfixes | |||||||
| 0.5.7 | maltiezcrossbows | 243 | Nov 27th 2024 at 7:26 AM | maltiezcrossbows_0.5.7.zip | 1-click install | ||
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crash fix | |||||||
| 0.5.6 | maltiezcrossbows | 362 | Nov 25th 2024 at 1:37 PM | maltiezcrossbows_0.5.6.zip | 1-click install | ||
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Quiver that can hold bolts and spanning tools | |||||||
| 0.5.5 | maltiezcrossbows | 456 | Nov 22nd 2024 at 9:33 AM | maltiezcrossbows_0.5.5.zip | 1-click install | ||
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Recipes adjustments, tweaks | |||||||
| 0.5.4 | maltiezcrossbows | 300 | Nov 21st 2024 at 2:11 PM | maltiezcrossbows_0.5.4.zip | 1-click install | ||
|
Damage tiers rebalancing | |||||||
| 0.5.3 | maltiezcrossbows | 223 | Nov 21st 2024 at 10:44 AM | maltiezcrossbows_0.5.3.zip | 1-click install | ||
|
More settings, placeholder tp animations | |||||||
| 0.5.2 | maltiezcrossbows | 308 | Nov 20th 2024 at 11:18 AM | maltiezcrossbows_0.5.2.zip | 1-click install | ||
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Updated to support latest version of CO, requires at least version 0.0.57 of CO | |||||||
| 0.5.1 | maltiezcrossbows | 857 | Nov 9th 2024 at 8:47 AM | maltiezcrossbows_0.5.1.zip | 1-click install | ||
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Fixes and tweaks | |||||||
| 0.5.0 | maltiezcrossbows | 1179 | Oct 22nd 2024 at 2:41 AM | maltiezcrossbows_0.5.0.zip | 1-click install | ||
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Added settings Added bronze and iron variants, recraft old crossbows in new ones | |||||||
| 0.4.2 | maltiezcrossbows | 943 | Oct 9th 2024 at 6:21 AM | maltiezcrossbows_0.4.2.zip | 1-click install | ||
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Fixed flint bolts | |||||||
| 0.4.1 | maltiezcrossbows | 375 | Oct 6th 2024 at 5:32 PM | maltiezcrossbows_0.4.1.zip | 1-click install | ||
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Fixed crash on loading in some cases | |||||||
| 0.4.0 | maltiezcrossbows | 312 | Oct 6th 2024 at 9:48 AM | maltiezcrossbows_0.4.0.zip | 1-click install | ||
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Requires only Combat Overhaul now Most of the settings dont work for now New animations and bullseye aiming. Head bobbing will be reduced in 1.20-pre.6 (asked Tyron on stream to add such option) | |||||||
| 0.3.11 | maltiezcrossbows | 15644 | Jun 6th 2024 at 12:59 PM | maltiezcrossbows_0.3.11.zip | 1-click install | ||
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Ukrainian translation by DeanBro | |||||||
| 0.3.10 | maltiezcrossbows | 2231 | May 18th 2024 at 5:10 PM | maltiezcrossbows_0.3.10.zip | 1-click install | ||
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Russian translation from | |||||||
| 0.3.9 | maltiezcrossbows | 706 | May 15th 2024 at 1:55 PM | maltiezcrossbows_0.3.9.zip | 1-click install | ||
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Fixes | |||||||
| 0.3.8 | maltiezcrossbows | 268 | May 15th 2024 at 9:51 AM | maltiezcrossbows_0.3.8.zip | 1-click install | ||
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Fix bug on crossbows swap when broken | |||||||
| 0.3.7 | maltiezcrossbows | 3662 | May 2nd 2024 at 9:30 PM | maltiezcrossbows_0.3.7.zip | 1-click install | ||
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Fixed stirrup recipe bug | |||||||
| 0.3.6 | maltiezcrossbows | 751 | Apr 30th 2024 at 1:48 PM | maltiezcrossbows_0.3.6.zip | 1-click install | ||
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Fixed stirrup recipe bug | |||||||
| 0.3.5 | maltiezcrossbows | 772 | Apr 28th 2024 at 5:02 PM | maltiezcrossbows_0.3.5.zip | 1-click install | ||
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Recipes adjustments | |||||||
| 0.3.4 | maltiezcrossbows | 1714 | Apr 15th 2024 at 7:34 PM | maltiezcrossbows_0.3.4.zip | 1-click install | ||
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Added ability to use other bronze types for stirrup crossbow, and meteoric iron for latch crossbow | |||||||
| 0.3.3 | maltiezcrossbows | 1358 | Apr 8th 2024 at 12:02 AM | maltiezcrossbows_0.3.3.zip | 1-click install | ||
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Fixed animations while crouching | |||||||
| 0.3.1 | maltiezcrossbows | 1312 | Apr 1st 2024 at 7:33 AM | maltiezcrossbows_0.3.1.zip | 1-click install | ||
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Wallmounts + some bug fixes | |||||||
| 0.3.0 | maltiezcrossbows | 669 | Mar 30th 2024 at 6:05 PM | maltiezcrossbows_0.3.0.zip | 1-click install | ||
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Added latch and repeating crossbows Some bug fixes | |||||||
| 0.2.2 | maltiezcrossbows | 1403 | Mar 17th 2024 at 10:55 AM | maltiezcrossbows_0.2.2.zip | 1-click install | ||
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Added some sounds options to config | |||||||
| 0.2.1 | maltiezcrossbows | 989 | Mar 11th 2024 at 4:50 AM | maltiezcrossbows_0.2.1.zip | 1-click install | ||
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Fixed some bugs in config | |||||||
| 0.2.0 | maltiezcrossbows | 439 | Mar 10th 2024 at 6:05 PM | maltiezcrossbows_0.2.0.zip | 1-click install | ||
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Updated to 1.19, now requires config lib New sounds New animations New recipes Config | |||||||
| 0.2.0-dev.4 | maltiezcrossbows | 578 | Mar 9th 2024 at 8:36 PM | maltiezcrossbows_0.2.0-dev.4.zip | 1-click install | ||
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Unstable dev build. Added some sounds. | |||||||
| 0.2.0-dev.3 | maltiezcrossbows | 443 | Mar 8th 2024 at 9:33 PM | maltiezcrossbows_0.2.0-dev.3.zip | 1-click install | ||
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Unstable dev version. Configured a bunch of transforms. Changed bolts pile. | |||||||
| 0.2.0-dev.2 | maltiezcrossbows | 355 | Mar 8th 2024 at 2:36 PM | maltiezcrossbows_0.2.0-dev.2.zip | 1-click install | ||
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Unstable dev version. Added recipes, set damage and accuracy values. | |||||||
| 0.2.0-dev.1 | maltiezcrossbows | 375 | Mar 8th 2024 at 10:32 AM | maltiezcrossbows_0.2.0-dev.1.zip | 1-click install | ||
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Unstable dev version. Damage and accuracy values are totally wrong. Requires config lib. Moved it to new FSMlib api and reworked/added animations. | |||||||
| 0.1.4 | maltiezcrossbows | 3572 | Dec 12th 2023 at 4:38 AM | maltiezcrossbows_0.1.4.zip | 1-click install | ||
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Compatibility with FSM lib 0.1.11 Now requires Animation Manager library Now your offhand should be empty for reloading crossbows cause it is a two handed operation | |||||||
| 0.1.2 | maltiezcrossbows | 3178 | Nov 1st 2023 at 4:04 AM | maltiezcrossbows_0.1.2.zip | 1-click install | ||
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Support for FSMlib 0.1.10 Goat's foot lever and windlass is placed in inventory and not offhand on successful reload | |||||||
| 0.1.1 | maltiezcrossbows | 496 | Oct 30th 2023 at 7:45 AM | maltiezcrossbows_0.1.1.zip | 1-click install | ||
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Japanese translation updated | |||||||
| 0.1.0 | maltiezcrossbows | 602 | Oct 29th 2023 at 5:02 AM | maltiezcrossbows_0.1.0.zip | 1-click install | ||
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New animations Bolts are placable on the ground Reduced reload times to match animations Full compatibility and support for Bullseye | |||||||
| 0.0.5 | maltiezcrossbows | 924 | Oct 21st 2023 at 5:59 PM | maltiezcrossbows_0.0.5.zip | 1-click install | ||
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Polish translation by Kaofan | |||||||
| 0.0.4 | maltiezcrossbows | 344 | Oct 21st 2023 at 5:29 PM | maltiezcrossbows_0.0.4.zip | 1-click install | ||
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Fixed goat's foot recipe | |||||||
| 0.0.3 | maltiezcrossbows | 388 | Oct 21st 2023 at 10:02 AM | maltiezcrossbows_0.0.3.zip | 1-click install | ||
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Added better fp animations and fixed ground and rack storage Japanese translation by RikeiR | |||||||
| 0.0.2 | maltiezcrossbows | 396 | Oct 21st 2023 at 12:09 AM | maltiezcrossbows_0.0.2.zip | 1-click install | ||
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Small fix of bolts' velocity: they were too slow due to a bug, now they are 1.5 - 3.0 times faster | |||||||
| 0.0.1 | maltiezcrossbows | 498 | Oct 20th 2023 at 6:25 PM | maltiezcrossbows_0.0.1.zip | 1-click install | ||
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Pre-alpha early build | |||||||
May be a bit of a daring request, maybe would be even better to add into the armory mod, but have you thought of adding pavese shield? I mean, there is the square shield already in the overhaul set of mods, but a pavese shield which you can also plant into the ground to have a bit of cover in open field, kinda like real life, would be fabolous. Of course I ask for this having no idea how complex adding such item would be, I can only guess would be hard.
The main reason why I ask for this here is due to the relation between brossbows and pavese shield that was originally created by genovese crossbowmen.
In any case I really appreciate your work anywyas, thank you to improve this game further with this additions!
@paulogabbi those are necessary accessories to have in your inventory in order to be able to reload their namesakes.
sorry to ask, but i can make goat foot and windlass but they are not used in any craft, is this intended ?
Could we consider making the windlass/goat's foot an integrated part of their crossbow? Or maybe allow reloading with something in the offhand? You're never using them with anything else, you can't substitute a goat's foot for a windlass or vice versa, and they don't help with loading any other crossbow either. The items are functionally redundant because they only exist for the sake of the one weapon they enable to actually function. The problem with their current implementation is that you need an empty offhand, but you'll pretty much always have a lantern in your offhand even if nothing else. Which means you need an empty slot on your hotbar, which is - against one's own will - not the case because every item you pick up goes to your hotbar before your bags. So every time you want to reload you have to open your inventory, move something out of your hotbar, and then empty your offhand which has a terrible gameplay flow. The alternative is making them actually work in the offhand but I don't think the crossbows are strong enough to justify sacrificing 3 inventory slots for instead of the 2 for a regular bow and arrows as it stands lol
Venusgate yes i had been doing that
Shadow_Oni
It's a vanilla setting. You can disable it in Settings -> Interface
Ravioli_Lad69 are you pressing F to select bolt type?
... why is there an "Immersive First Person mode is not supported" message telling me to deactivate that option permanently stuck on the bottom of my screen, but the config doesn't seem to have that option in it?
I got ReShade working, btw. I wrote up a quick post about it on the subreddit.
maybe im missing something but i cant actually reload the simple crossbow with crude bolts? it just disables my right click when i have the crossbow equiped
is it works on 1.21.4 ?
Maltiez I agree that there should be a trait requirement for the prods, but could I suggest adding a trait for the clockmaker to be able to create prods as well? Being a sort of engineer class, I would figure they'd know how to create the parts for the crossbows and other (comparatively) advanced machine parts and weapons.
Crossbows and Firearms are balanced against CO. The fact that ppl forced me into separating them, does not change it.
Ah. This was without using CO. Think it is the worst for the Bullseye mod, since that is the "CO archery without CO" mod, and makes Hunter have zero combat benefits, as it replaces the standard bows, meaning there's no weapon left that benefits from the +20% ranged damage class bonus.
For crossbows, means Hunter using Latch can't reach the 15 damage breakpoint to oneshot wolves, even with steel bolts. And again, Hunter left with no benefit when used without CO.
Redpaws No CO ranged weapon should be affected by these vanilla stats
Bug: Damage unaffected by Ranged Damage modifiers, both positive and negative (applies to Bullseye/Crossbows/Firearms)
Unaffected by projectile speed modifiers
Unaffected by bow draw speed modifiers (may be intended)
Edit: All the above is intended
Also, any chance Latch could be buffed from 1.5x to 1.7x? Would let it barely oneshot wolves when using steel bolts (15.3 dmg).
Beautiful work, love how varied they all are. I do wish that the reload had some sounds, though. Is that just a me issue, or do the reloads really not have any audio? There's just the firing sound, nothing else.
Bug: Repeating crossbow visually reloads an extra bolt if you hold down the reload button. Doesn't matter if it is only missing one bolt, or all five, always adds one extra at the end that doesn't count. No extra bolt is used or actually loaded into the crossbow, but it does mean you waste time reloading an extra bolt unless you manually cancel the reload. Edit: Fixed!
Also, buff iron bolts
Perhaps Im crazy but it feels like while aiming crossbows are held up too close to the crosshair, obstructing it.
Edit: Yeah guess I was just crazy and never noticed the "First Person hand y-positon" in the interface settings.
Having issue loading crossbow, infinite loading animation. Throwing it, placing it in a chest & ground doesn't fix it. Happens everytime I load into the game, I end up having to create a new crossbow each time. Affects all variants.
EDIT: After looking through Maltiez's other mods, the Alchemy mod is causing the issue. Both Malt and Ilama are aware.
Any chance the iron bolts (both types) could get buffed to 8 damage? Both to keep it consistent with the progression for the bolts, and to give an actual use for iron bolts over bronze ones. Merely going from 5% to 2% break chance doesn't feel worth the extra effort over just sticking with the abundantly available and much easier to process bronze for the bolts. Besides, with how slow the crossbows fires, even a stack of bronze bolts tend to last for a very, very long time.
Current numbers:
Crude: 5
Copper: 6
Bronze: 7
Iron: 7
Steel: 9
With 1.5.3 issue is gone!
Reverted to Overhaul Lib 1.0.0 and bolts hurt animals. Haven't tried yet with the latest 1.5.3
Updated to 1.5.1 and now bolts fly through the animals. Overhaul Lib is 1.5.1 as well.
Had an issue with not being able to load the crossbow on multiplayer and it was because I wasn't OP-ed, giving me admin role fixed it.
Voodooozo37 Go to Modify World -> Customize -> Multiplayer and torn off class exlucive recipes
Is there a way to craft or get composite prod without bowyer trait? Otherwise I feel it's quite a pity not to be able to progress with crossbows
me and my friend have issues with the crossbows, none of them hit.
they shoot and reload just fine but they just phase through players+enemies we tested with ALL of em.
i have no clue how that could happen because we get no errors.
2. still had 1.2.0 of the crossbow mod
ISSUE FOUND
I cannot search Crossbows in creative Menu but when I click Crossbow Tab I can see everything in it and use it. When you're using A LOT of mods bar is moving and crossbows will disappear in the abyss... Maybe they are under specific tag for you to search them up, but either way you CANT use it in creative unless you craft them.
Im using only mods from you and no one else for the sake of testing.
It would be amazing if you could path it 🙏
Quack Maltiez thanks for making this mod, ranged options felt really too limited in vanilla and that is a nice addition.
The crossbow I made is working well but I also encountered a problem that other reported about the inventory.
I did some tests and the problem lies with the quiver: when I add the quiver to the belt slot the additional inventory slots do not appear and using the normal inventory makes you take the wrong item and on one occasion duplicate the object. Now if I remove one of my bag and put in in again, no need to put it down, just right click on it twice, then the slots appear and both the quiver and the normal inventory work fine. The same situation happens when you remove the quiver: the slot remains but then interracting with them crash your client. If I disconnect and reconnect I also need to play with my bags to make the quiver slots appear. So I guess the inventory UI would need some call for an update and that would solve the issue. Could you have a look at it?
I am using VS 1.20.12 and crossbows 1.2.0 (and I do not want to use Combat Overhaul, just found out the note in the mod description). I am using a mod for bags so I tried with vanilla bags, and without any bag too in my tests.
Also I'm using the Obsidiancraft mod that adds bolts compatible with this mod. Could you consider adding the obsidian bolts, which are crude and without fletching, as an alternative for crossbows that only accept flint bolts?
Regards.
\_o<
The animations dont work in immersive first person mode btw
Mynxae hold alt when placing, otherwise you will try to reload crossbow instead
Hey uh, weird bug. I specifically made a crossbow wallmount to put mine away when I don't need it, had it up there for a bit, then pulled it down to deal with a few annoying bowtorn around my base. Now even after both reloading my world and then restarting the game, it won't let me put my crossbow on the wallmount. I've tried just right-clicking, I've tried shift, control both separately and together, it just keeps trying to aim/reload the crossbow.
For reference, this is a simple crossbow into a copper wallmount. Hope this can be fixed soon! (I have the current latest stable version as well)
1.2.0 version of the mod works perfectly fine on 1.20.12
Can we pretty pretty pretty please get a 1.20.12 update for this and the other mods? Me and my friends love this and your other mods and a lot of them just skipped latest version of 1.20 making them unusable due to bugs
That crossbow quiver causes major glitch when using it, while equiped it rendered my whole inv unusable, i pick up nails and my boards come out, i put it in "empty slot" and game thinks there is my 64x flint, you gotta investigate this, items duplicate (visually only)
No sprint animations?
For anybody experiencing crashes using ranged weapons with CO, it seems to be a bug with older versions of OverhaulLib. Try updating OL and that might fix the issue; worked for me.
so not having crashes but while this was installed i was grabbing items in my inventory and the grabbed item would turn into something else that was also in my inventory, weird i know had to uninstall and check every mod one by one and it really blows i love crossbows..
is this broken? that would suck because this is the ONLY crossbow mod
@Storyteller365
- looks like we need "Combad Overhaul lib" for that. There is "required mods" and has same keyword, so I ignored it. "Firearms mod" does not require overhaul to work, except ammo pouch.
Same thing as well from previous poster; think the author will update later on?
Hmm, not sure if its my instalation/mods, but no recipes are present, nor can I access crossbows in gm 2
To people getting crashes when equipping or using a crossbow, maybe check if you need to update the required overhaul library. I was having the same issue and now things appear to be working on the latest version of that dependency.
Game crashes a few seconds after equipping any crossbow in the hotbar. I have this mod and CO installed.
Uninstalling and using regular bows also causes a similar issue.
is it for anyone else not working on v 1.20.11?
I am having consistent crashes with the recurve bow and a latch crossbow. My game crashes after I equip them from my hotbar. I am using combatoverhaul as well.
Crashed for some reason.
6/6/2025 4:27:27 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, overhaullib@0.2.8, primitivesurvival@3.7.7, game@1.20.11, vsimgui@1.1.8, betterruins@0.4.12, blocksoverlay@4.4.1, carryon@1.8.0, combatoverhaul@0.3.9, commonlib@2.6.1, configlib@1.5.3, expandedfoods@1.7.4, foodshelves@2.0.2, kemono@0.0.28, toolsanimations@1.0.2, toolsmith@1.1.11, creative@1.20.11, survival@1.20.11, armory@0.2.4, playercorpse@1.11.1
Involved Harmony IDs: SomeUnknownMod, CombatOverhaulAuto
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.PerceptionEffects.ApplyToTpPlayer(EntityPlayer entityPlr, Single[] modelMatrix, Nullable`1 playerIntensity) in VintagestoryApi\Client\Render\PerceptionEffects\PerceptionEffects.cs:line 89
at Vintagestory.GameContent.EntityPlayerShapeRenderer.loadModelMatrixForPlayer(Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 356
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch2(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 174
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
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 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
can I use your crossbow model as a base for a model in my own mod? I'll edit it quite substantially but thought I should ask.
Crash without log using the latch crossbow if you aim, stop, aim quickly
Seem to have the same issue with crossbows as firearms. Third person modes everything works correctly, first person it does not.
do crossbows only work with bolts, or would they work with other ammunition as well?
Same problems with errors.
Games saying Entity shape for entity combatoverhaul:spear-scrap-ruined not found or errored, was supposed to be at game:shapes/item/tool/spear/ruined/scrap.json. Entity will be invisible!
Am not using CO - only Crossbow and Overhaul lib.
Blitzy662, I just had the same issue with a fresh server. Worked fine without Crossbows, and Overhaul loaded and as soon as I loaded both instant crash. I have done several efforts to troubleshoot. However, everything so far points to the two mods mentioned as being the sole culprits.
I hope a fix for this is in the works soon, as I would love to have these weapons on the server but with the crash wall, will have to go without for the time being.
can you please make a standalone version where you don't need combat overhaul, or if someone has already made it can i pls have the link
Hi Maltiez, can you update the french translation with that one, please ? Thanks for your mod. 😌
I'm trying to make a modlist with the crossbows as well, but with it and overhaul lib enabled, the game crashes when trying to start a world, the log is as follows
Running on 64 bit Windows 10.0.19045.0 with 16310 MB RAM Game Version: v1.20.7 (Stable) 4/9/2025 11:52:15: Critical error occurred in the following mod: maltiezcrossbows@1.2.0 Loaded Mods: aculinaryartillery@1.2.5, bettertraders@0.0.9, combatoverhaul@0.2.6, moreicons@1.1.0, overhaullib@0.2.4, primitivesurvival@3.7.6, prospecttogether@2.0.2, somedisassemblyrequired@1.2.1, game@1.20.7, vsimgui@1.1.8, animalcages@3.2.2, armory@0.2.0, betterruins@0.4.9, blocksoverlay@4.2.0, carryon@1.8.0-rc.4, combat-overhaul-reanimated@1.0.0, commonlib@2.6.1, configlib@1.5.2, expandedfoods@1.7.4, extrainfo@1.9.8, farseer@1.2.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.11.2, rivers@4.1.0, rpvoicechat@2.3.16, statushudcont@3.2.6, creative@1.20.7, survival@1.20.7, playercorpse@1.11.0 System.Exception: Crossbow should have AnimatableAttachable behavior. at Crossbows.MagazineCrossbowClient..ctor(ICoreClientAPI api, Item item, AmmoSelector ammoSelector) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 54 at Crossbows.MagazineCrossbowItem.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 410 at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 1010 at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass58_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 1015 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254 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
I've no clue what the problem is and can't really decipher the log in my head, if anyone knows and can help then it would be lovely.
Kinda wish that the crossbows had higher damage tiers. The only ones with a higher tier than the longbow are the ones that require Steel, not really much of an upgrade path for ranged users, since you can make longbows super early, and some people never even get to steel. The iron ones should be tier 5-6.
I agree with Spyke1021 that would be more fair and intuitive to players if this mod had the "*Requires Bowyer Trait" requirement listed on the recipe for the Latch and Stirrup Crossbows themselves, rather than hidden in a rather obtuse way as a pre-req ingredient (Composite Prod). I do like that Hunter class could get additional work out of this mod, since IMO it is an underused class, but these two xbows are currently portrated they're a trap for that I'm afraid most players will likely fall for, especially since Combat Overhaul encouragines players to go as Clockmaker specifically because of the class bonuses.
Another alternative might be adding Clockmaker as a class which 'can' craft Composite Prods. I think that that would be a reasonable, though maybe that would muddy the class identity between Hunter and Clockmaker too much.
When ever I try to join a LAN over Internet game the game crashes and spits this at me
Running on 64 bit Windows 10.0.26100.0 with 15575 MB RAM
Game Version: v1.20.7 (Stable)
3/30/2025 11:06:11 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, bettertraders@0.0.9, bullseyecontinued@3.0.0-pre.5, canoemod@1.0.2, floralzonescentralaustralianregion@1.0.9, capreolinae@1.2.5, sirenia@1.0.17, moreclasses@1.2.5, MoreTorchHolders@1.0.0, OresAPlenty@3.3.0, primitivesurvival@3.7.6, prospecttogether@2.0.2, swordz@1.1.8, game@1.20.7, bedspawnv2@1.4.0, betterfirepit@1.1.5, betterruins@0.4.9, carryon@1.8.0-rc.4, commonlib@2.6.1, expandedfoods@1.7.4, immersivewoodchopping@0.7.5, petai@3.3.1, smithingplus@1.4.1, creative@1.20.7, survival@1.20.7, cats@3.1.1, playercorpse@1.11.0, sandwich@1.2.7, wolftaming@3.0.5
System.Exception: Don't know how to instantiate item of class 'Crossbows:MagazineCrossbow' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 323
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 18
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 623
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 435
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 377
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 121
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Any pointers?
I chose clockmaker as my class so I could play with the crossbows and guns from your other mod, but I just realized that I can't make any of the latch or stirrup crossbows in single player because of the Bowyer trait requirement to craft a composite prod. I think adding either another trait requirement or a replacement item may be a good idea as a way to get it without having to play in multiplayer or cheating it in.
Is there a way to change the mod so that crossbows can be stored loaded?
Does anyone know what specifically ties this mod to Combat Overhaul?
Hey, Maltiez !
Just wanted to let you know, that using ReShade with your crossbows makes them invisible. Even just the bare fact of patching the .exe, not the specific ReShade effects
by any chance are you lacking somebody to find the corresponding audio for each of the xbows? Cause I can of dislike them as their is no satisfying sound when reloading. I could theoretically help you with that
Running on 64 bit Windows 10.0.22631.0 with 32654 MB RAM
Game Version: v1.20.4 (Stable)
2025-03-06 오후 6:17:29: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, buzzwords@1.7.0, combatoverhaul@0.1.29, decor@1.2.1, extrachests@1.9.0, fixedpaths@1.0.2, geoaddons@1.4.0, hangingoillamps@1.0.3, immersiveorecrush@2.2.1, linearpower@0.3.4, millwright@1.1.8, prospecttogether@2.0.2, terraprety@6.0.2, translocatorengineeringredux@1.5.6, game@1.20.4, alchemy@1.6.48, ancienttools@1.5.24, animalcages@3.2.0, armory@0.1.7, egocaribautomapmarkers@4.0.1, bedspawnv2@1.4.0, betterruins@0.4.7, butchering@1.8.1, carryon@1.8.0-pre.1, commonlib@2.6.1, expandedfoods@1.7.4, fendragonbcs@0.1.6, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, hudclockpatch@1.0.0, hydrateordiedrate@1.9.7, maltiezcrossbows@0.6.6, maltiezfirearms@0.10.7, oneroof@1.8.2, claywheel@1.1.2, stonebakeoven@1.1.6, creative@1.20.4, survival@1.20.4, epxandedbloodbread@1.0.0, helvehammerext@1.7.0, playercorpse@1.11.0, sausages@0.0.8, stonequarry@3.4.3, xinvtweaks@1.7.0
System.Collections.Generic.KeyNotFoundException: The given key '-#cfbd59' was not present in the dictionary.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 514
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
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
this happens when i unequip my quiver
Yes please have a version without combat overhaul dependency! Was so good in v1.19. So sad to see it needing it now. Same for Firearms mod.
I'd also like a standalone version of this mod.
I am curious as to the likelyhood of this mod being made standalone from combat overhaul (Not nescarily from your other mod for ranged combat overhaul, bullseye) once you finish updating that mod to 1.20?
Maltiez
I have a a bug submission and observation that leads into a request as well. love the mod dude!
with the goat's foot cross bow: starting the reload sequence after firing it is difficult/delayed in a way that feels like a bug. I find myself having to press right click repeatedly to get the animation started. its maybe a half to 3/4 second delay but its enough to be intterrupting to the flow.
on a similar note for flow interruption but not a bug: the reload animation for the goats foot does not complete until the lever is put back in your pocket. which makes sense for balance purposes, but the cross bow string is latched to the mechanism part way thorugh the reload. and since your hands are off screen for the end portion of the animation it is hard to determine when the cocking animation is over and it is incredibly easy to interrupt it and have to start all over. this feels really bad since i literally watched the string get lached into place before magically unlatching. is it possible to set the cocking as complete at that point? even if there is this an animation that has to finish before an arrow can be pulled out and placed? I just want the cocking completion to be tied to the actual visual queue so i stop screwing it up and having my immersion broken.
Hey Maltiez. It no longer happens in 1.20.3 but I was referring to the Simple Crossbow.
What, what is basic crossbow? No crossbow can oneshot bear
Very cool mod, all crossbows are well animated and look awesome. My only gripe with it is that even the basic crossbow is very overpowered, to the point of killings bears with one shot. In comparison the Arquebus (from the Firearms mod) takes 4-5 shots to take down a bear and takes wayyy more materials to craft.
If the player dies when reloading a windlass crossbow, they can't move after respawning, only by spawning in a crossbow then reloading it.
I'm sure you've heard this already, but there are no reloading sfx anymore. Just when firing.
I would prefer it if the limbs had a more angular shape
Hold alt
How do you store crossbows on the ground? When I try it just reloads
So, cranequin when? It does feel pretty advanced compared to our technology in VS, but you can make a very complex recipe for it.
The crafting recipe for the repeating crossbow only takes nails and strips if they're made out of copper, and nothing else. Seems like an oversight.
how do i enable the 3rd person animations? they are not running for the guns crossbows or any of the weapons animations from combat overhaul.
Slutalia
make sure you have the latest version of the game, CO, this mod, and you dont have duplicates in your mods folder
hello, thanks for great mod :3 Unfortunately, after last updates of Combat overhaul mod i cant use it: right mouse click doesnt nothing and i cant to aim. It doesnt work with/without winde at left hand
Cranequin crossbow would be cool
crude flint bolt recipe get a 0 damage with 100% break. they don't break if don't hit a target but if it hit really make 0 damage. is intended dat a bolt that use flint tips dont make damage?
atm the rest of the bolts under iron level work as intended. gj
glitchero626
via VS official discord server
Hi, how do I send you the translation es-419?
The only thing missing is a stone bow. A type of crossbow designed to fire pellets made of stone, clay, or lead.
Hi, Maltiez
For some reason I still can't use my crossbow (even with my offhand empty)?
Any thoughts as to why this might be? :/
Maltiez
Oh! Okay, thanks ^^
Razvandicoot
Not empty offhand
Hello there!
For some reason I can't load my crossbows?
Is there a known problem that causes this?
repeater crossbows do more damage than non-repeating crossbows due to having signifacantly less reload time, i reccomend maybe buffing normal crossbows reload rate to make them a little more viable as they dont provide much alpha strike potential.
also repeating crossbows like to eat stuff like clay, quartz, ore chunks. i dont know why.
Would be nice if the archer skill from xskills applied to crossbow.
Hey, I was wondering if these were supposed to do damage? I shoot one at a mob, it does the little ding, but as far as I can tell there is no damage done to the enemy? Anyone encounter this before?
Really like the mod, thanks!
Russian translation https://drive.google.com/drive/folders/1W2HOmOmpE-FO3tcM41qsGOUbdtBfZBMv?usp=sharing
ArchertheArbiter
Should be fixed in latest release
Hi, having an issue where I'm making a stirrup for the stirrup crossbow, but the stirrup given for the tin bronze varient is bismuth bronze instead (Has a rustier look instead of a clean bronze) when in the forge menu. I have all the parts for the crossbow, but I am unable to make it. This is the only thing that I can see being wrong, as I think both parts need to be either tin bronze of bismuth bronze, not one or the other.
I think I forgot that I had something else in my other hand in game. Problem solved. I am just a bit stupid. Maltiez
Perdous
Channel in official VS discord server was the issue tracker link, changed link to just invitation to this server: https://discord.gg/CkJjdrB
Since the Issue Tracker does not seem to work, I will say it here. I just got back into my world/server and there I was unable to load my already span goats foot crossbow. Maybe it is worth looking into that. (the models and animation are gorgeous btw)
Man, crossbows used to be OP before guns existed. They still kinda OP if you have some proficiency.
@Maltiez
I know that "Issue tracker" leads to the discord but like I said, it doesnt work for me. Anyhow, another issue is for whatever reason the crossbows are transparent for me, no idea why that is
Caydet
Issue tracker link is link to official VS discord server
Tbh, I dunno how is it possible to brick crossbow. Cant reproduce the bug. Need more info.
I would post this on the discord but thats not possible since... well either the discord dont exist or, discord is having a meltdown again. Anyways, the latch crossbow seems to have some issues. After dying with it in my main hand it stopped working, only hanging in my right hand, unable to reload it.
P.S no relogging doesnt help it.
P.P.S It's more spesifically after I died with a lantern in my off hand, while holding the crossbow.
Love this mod! The new crossbows are super fun. I've found the repeating crossbow to be super useful underground, has saved my butt a couple time now. Thank you for the mod and the updates!
@Maltiez We do have the latest version (0.4.1). I've only tested the latest version of Crossbows (0.3.1). I can provide logs if necessary? Maybe it's a conflict with something else we have, which would be a shame, but also doens't make sense as 0.2.2 works just fine with everything else
P.P.S we're on VS 1.19.7 now and 0.2.2 works just fine
Drakoflame
Make sure you have latest FSMlib version
Currently having an issue where the crossbows aren't being registered with the new update. I believe that it is this mod causing the issue, as Firearms itself works fine, but the crossbow mod does not load (on our server all relivant items are black squares with broken names). I'd love to update to get the two new crossbows but at the moment it's just not working :(
Hey about those Latch crossbow i am not sure if it's because of other mods but I can see my bolt still there when firing and only after a full reload does it vanish and gets replaced
+It seems to also bug out when you pick something up and it lands in your off hand, I would upload some pictures on the Discord
Otherwise love it
KyoKyoshi
hold right mouse button
How to reload?
GmanAmatin
Check out mod's post in "mods" forum in official VS discrod server (or even "mods general" channel)
Also crossbows of each age are not direct upgrades, they all have their niches.
Will there be an iron crossbow sometime in the future? Having that gap between bronze and steel for Crossbows is a bit awkward to deal with.
Which version of the mod should I use for 1.19.3?
not compatible with 1.19.3?
Super excicted for this in 1.19!
Dj3dzx
Yeah, I finally was able to overcome my burnout and start updating it.
AM I DREAMING? OMG OMG OMG OMG
I really love this mod but it's currently broken D: could you update it to the current version of the game?
epic mod. cant wait for 1.19 release :)
day 5 of asking for htis mod to be updated
jbbfjasbfjhhBBU~!uHGGIhIASHDI~!!
AAAAA
Ima guess thiws will be updated soon? I hope so cuz i need my crossbow fix, I mean i aint addicted i can stop any time.
Falco
I may add this ammo selection feature later
"the loading aid gets put back into the offhand slot after use" - Now you need offhand empty for loading and drawing in case of earlier crossbows
Colecionador_00
I might add compatibility later, currently I dont have time and energy for this
Tsimshianic
I'll make 'Extra' mod later (much later) and add all the stuff that dont fit into main Firarms and Crossbows mods
Riotset
Thanks, it is much appreciated
Hi Maltiez, the crossbows mod, have a problem of compatibilite with mod Xskills?
With bullseye there is a key binding (default F) that allows you to switch the ammo for your bow. It would be neat if this could also be done for crossbows?
Also it would be nice if the loading aid gets put back into the offhand slot after use.
Would also be neat if it tied into xskills' archery system.
I would love to see a Repeating Crossbow (Chu-ko-nu)
I really love all your weapon mods, they are so high quality and it feels like they should be included in the base game. I just want to say thank you for all the effort you put in these gems.
@Maltiez Yup, that is totally true! When I was loading the crossbow it definitely felt real cause refiling it was so slow! But that is how its supposed to be xD Its really cool you managed to capture that in this mod!
TheNiteFox
I'm happy you having fun with these mods.
Crossbows are finicky intentionally, so I can make them deal more damage without harming the balance to much. Btw irl most of the time that you loose loading muzzle loader or heavy crossbow is spent fiddling with ammunition and loading equipment.
Yup totally understand, and yeah the error is 100% harmless it doesnt even make my computer run hotter lol. I did try out the mod and though loading the crossbow is a little finicky I absolutely love it! I just recenelty watched the British Musketeers and both your mods kind of have the same vibe as the weapons in that show haha ^_^
TheNiteFox
Missing recipes are for bolts. There are more types of arrow heads than types of bolts (cause gold and silver bolts does not make sense, and filnt and obsidian are not in vanilla... I think). It is annoying to have these errors in a log, yes, but they are harmless.
Iron and bronze bolts intentionally have the same damage. They are same tire of bolts and the reason to have iron bolts instead of bronze is having more iron in stockpiles than bronze, that should be a quite often situation (iron actually is easier to find, at least for me).
On serverside Main.txt Got an error saying the crafting recipe & grid recipe for the maltiezcrossbows in flint, gold, silver & obsidian - could not be resolved. Is this suppose to be another type of crossbow available in-game? If it is then it's not showing up.
Oh and I just figured out what this error is! The Bolts - flint, gold, silver & obsidian don't show up in game at all! Crude, copper, bronze x3 , iron x2 , and steel are the only ones that show up in-game.
Just wanted to let you know, but everything else is working just fine :)
Also just a sidenote - The Iron bolts should definitely do +8 dmg instead of +7, with a break chance between 5-7 maybe, cause as of right now there is now reason to use them, they have the same breakchance & dmg as bronze ones, which should definitely be changed in the future. That is just my opinion though, absolutely great mod though!
tta say amazing work on this and the firearms mod man doing amazing.
Nice work ^^ And I see ya Also Like Tod's work. ^^
TimSithis
Fixed. Update FSMlib to 0.1.8.
TimSithis
Nope it is a bug, I'll fix in an hour or less.
Not sure if it's a bug. But I seems to Lose all, My Bolts..even Steel on A Hit..Is that Wanted?
Shion
Actually, even if it is not drawn, you should have the same behavior. Hold Alt to bypass it (like in Firearms).
Once the crossbow is pulled, you can't place it on the ground or do anything else that is triggered by RMB without having any bolts in the inventory.
Bullseye mod support would also be nice.
Fynneberg
Fixed in 0.0.4
It seems like the goats foot is currently uncraftable, as the game automatically recognizes the nails and stripes in combination with the steel plates as steel plaques in the crafting screen and not as the goats foot despite the arrangement. Is there a workaround for that?
@RikeiR
I think the Japanese file contains unnecessary "w" in lines 7 and 9.
I think it's probably just a simple erasure.
@Maltiez
Done.
RikeiR
Please send it via discord here: https://discord.com/channels/302152934249070593/1135402924290359336
Thank you for making a great mod.
I have uploaded the Japanese translation file.
ja.json
Decided to uninstall all three and reinstalling them, that fixed it (I probably should have done that before). Wish I knew and could tell you why the crossbows disabled the firearm things. But thanks for taking your time regardless.
Fynneberg
Not sure if you mean that all three mods work together, but I just tested it again, and it worked. This was my mods folder content:
Indeed I have the newest version, after doing that it started behaving this way, after changing back and forth between versions and activating/deactivating the crossbow mod with varying degrees of success I'm now successfully playing with the newest version of Firearms and newest version of FSM lib.
Fynneberg
Make sure that you dont have older fsm lib versions installed as well
Looking forward to this mod develop, already love the firearms. Just a headsup, installing the new fsm update and using this mod together with firearms seems to break using firearms (couldn't aim or reload a flask anymore, the reload key bind option disappears aswell as log notifications regarding the loaded/unloaded state. Putting the comment here as the interference seems to be caused by this mod after some uninstalling and reinstalling.
Log in case it helps:
"System.Exception: Don't know how to instantiate item of class 'NoMelee' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 192
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 563
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 381
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 334
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
"
YAY! Now I can pass trought all ages with a ranged weapon!
I love it..My Buddys and I love your Guns thank you so much for such nice work.
Vogi
Thanks!
These models are stunning!