Mods / Combat Overhaul
Author: Maltiez
Side: Both
Created: May 20th 2024 at 10:02 PM
Last modified: 5 days ago
Downloads: 385731
Follow Unfollow 2729
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
combatoverhaul_0.10.12.zip
1-click install
You can support me on Patreon: 
Requires Overhaul lib
Restart the game after installing the mod.
Has Config lib support. Install it to configure the mod.
Immersive first person camera mode is not supported. Incompatible with Bullseye.
If animations are not played, and you deal no damage, it is an installation problem. Try restarting the game, clearing cache, removing duplicate archives from mods folder.
If you install mod on existing world, switch your class to commoner and back using .charsel command to apply new traits.
Please report bugs and give feedback via official VS discord server. Comments on moddb have a big chance to be ignored.
Dev version with animations editor and debug tools, requires ImGui, press Ctrl+L to access the tools: github.com/maltiez2/CombatOverhaul/releases
Check out Combat Overhaul: Armory mod for new weapons, shields and armor.
For in-world interactions and using items while holding weapons or shields, hold Alt.
Player armor efficiency against animals and monsters: google spreadsheet
Dont forget to restart the game after install
Modded armor that does not have manually made compatibility with be auto patched with generated stats, so it can be used with CO. Manually added compatibility by other modders is still a better solution, because stats will make more sense.
To avoid class traits overflowing character selection window use Player Model lib mod.
If you want mods that add armor to be fully compatible with CO (and not just autopatched to be usable) ask their authors to add it, it is quite easy to do.
Use Fueled Wearable Lights to free your offhand for shields and two handed weapons.
Tip for the first story boss: try hitting glowing weak spots, dont hit its armor.
Tools animations were moved into separate mod.
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
Short guide:
Some gameplay footage:
Check out also
Description
- accurate colliders hit detection instead of vanilla selection
- enemies receive different damage depending on where they are hit
- Bullseye aiming system
- detailed armor system
- new block and parry mechanics
- armor, blocks and parries protect specific parts of player's body
- different enemies have protection against different types of damage
- different weapons deals different types of damage
About stats:
- manipulation speed affects attack speed of melee weapons and reload speed of ranged weapons
- steady aim affects drift and twitch of crosshair while aiming ranged weapons
- proficiency affects attack speed of a specific melee weapon type or reload speed of range weapon type
Vanilla ranged damage, accuracy, distance and speed stats do not affect weapons anymore.
List of proficiencies:
- Bows (bowsProficiency)
- Crossbows (crossbowsProficiency)
- Firearms (firearmsProficiency)
- One-handed swords (oneHandedSwordsProficiency)
- Two-handed swords (twoHandedSwordsProficiency)
- Spears (spearsProficiency)
- Javelins (javelinsProficiency)
- Maces (macesProficiency)
- Clubs (clubsProficiency)
Controls
- Melee
- LMB to attack
- RMB to block or parry
- Hold RMB + mouse wheel to change grip position on spear
- Hold RMB + click LMB to throw spear
- Hold Alt to interact with environment while holding weapons
Compatibility
- Better Scrap - compatible
- Fantasy Creatures - compatible
- FotSA - compatible
- Improved Sheep - compatible
Known problems
- If Field of View and First person mode FoV are not equal then collider of a weapon and weapon model don't match Now it is handled automatically
- Immersive First person Mode is not supported, and won't be supported in the future
- Rare bug when you cant hit entities (with melee and ranged weapons) even if you clearly hit its model. If you encounter this bug immediately send client-main, server-main and client-debug logs to me in official VS discord server
- Other mods adding creatures with animations or just animations with no keyframes will produce error mentioning this mod, but these errors are not related to CO, please dont report them
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.10.12 | 8006 | 5 days ago | combatoverhaul_0.10.12.zip | 1-click install | ||
|
Adjusted durabilities | ||||||
| 0.10.11 | 423 | 6 days ago | combatoverhaul_0.10.11.zip | 1-click install | ||
|
Added two config options for bows zoom when aiming | ||||||
| 0.10.10 | 3480 | Oct 29th at 10:38 AM | combatoverhaul_0.10.10.zip | 1-click install | ||
|
Rebalanced weapons durability Fixed metal chain dupe | ||||||
| 0.10.9 | 14821 | Oct 19th at 3:49 PM | combatoverhaul_0.10.9.zip | 1-click install | ||
|
Reworked armor models | ||||||
| 0.10.8 | 11849 | Oct 10th at 11:59 PM | combatoverhaul_0.10.8.zip | 1-click install | ||
|
Reworked armor repair recipes | ||||||
| 0.10.7 | 1825 | Oct 10th at 9:26 AM | combatoverhaul_0.10.7.zip | 1-click install | ||
|
Added "Big head" trait to clockmaker and removed "Trembling aim" from tailor. Removed "(Combat Overhaul)" text from traits names to reduce text clutter. | ||||||
| 0.10.6 | 742 | Oct 9th at 11:58 PM | combatoverhaul_0.10.6.zip | 1-click install | ||
|
Added new trait to blackguard and to malefactor | ||||||
| 0.10.5 | 3841 | Oct 7th at 2:51 PM | combatoverhaul_0.10.5.zip | 1-click install | ||
|
Added sling to survival goods trader | ||||||
| 0.10.4 | 2638 | Oct 6th at 12:34 PM | combatoverhaul_0.10.4.zip | 1-click install | ||
|
Fixed scrap spear | ||||||
| 0.10.3 | 1050 | Oct 6th at 12:18 AM | combatoverhaul_0.10.3.zip | 1-click install | ||
|
Reworked gambeson recipes to delay them in material progression and give access to tailored gambeson to all classes | ||||||
| 0.10.2 | 2428 | Oct 5th at 8:30 AM | combatoverhaul_0.10.2.zip | 1-click install | ||
|
Fixed blackguard and forlorn armor values | ||||||
| 0.10.1 | 185 | Oct 5th at 7:35 AM | combatoverhaul_0.10.1.zip | 1-click install | ||
|
Fixed incorrect blunt protection values on plate armor | ||||||
| 0.10.0 | 1064 | Oct 5th at 12:45 AM | combatoverhaul_0.10.0.zip | 1-click install | ||
|
Rebalanced armor and enemies Report to other modders that added compatibility with CO for their armor, they need to update values | ||||||
| 0.9.11 | 5184 | Oct 2nd at 9:33 AM | combatoverhaul_0.9.11.zip | 1-click install | ||
|
Fixed some error messages | ||||||
| 0.9.10 | 588 | Oct 2nd at 2:11 AM | combatoverhaul_0.9.10.zip | 1-click install | ||
|
Added more error messages | ||||||
| 0.9.9 | 5031 | Sep 29th at 7:44 PM | combatoverhaul_0.9.9.zip | 1-click install | ||
|
Buffed sling even more | ||||||
| 0.9.8 | 247 | Sep 29th at 6:17 PM | combatoverhaul_0.9.8.zip | 1-click install | ||
|
Buffed sling bullets | ||||||
| 0.9.7 | 4810 | Sep 27th at 1:41 PM | combatoverhaul_0.9.7.zip | 1-click install | ||
|
Some fixes and tweaks to stagger for drifters on parrying their attacks | ||||||
| 0.9.6 | 3895 | Sep 25th at 2:52 PM | combatoverhaul_0.9.6.zip | 1-click install | ||
|
Fixed bowtorns... But if you want more interresting bowtorns try out 0.9.5 | ||||||
| 0.9.5 | 27 | Sep 25th at 2:49 PM | combatoverhaul_0.9.5.zip | 1-click install | ||
|
Added config option for global melee attack cooldown | ||||||
| 0.9.4 | 11063 | Sep 19th at 12:56 PM | combatoverhaul_0.9.4.zip | 1-click install | ||
|
Some animation fixes | ||||||
| 0.9.3 | 13077 | Sep 9th at 6:36 PM | combatoverhaul_0.9.3.zip | 1-click install | ||
|
Updated to 1.21.1 | ||||||
| 0.9.2 | 9535 | Sep 5th at 5:55 AM | combatoverhaul_0.9.2.zip | 1-click install | ||
|
Adjusted bowtorns | ||||||
| 0.9.1 | 3389 | Sep 3rd at 2:13 AM | combatoverhaul_0.9.1.zip | 1-click install | ||
|
Added config options to configure bowtorns range and projectile speed | ||||||
| 0.9.0 | 466 | Sep 2nd at 11:05 PM | combatoverhaul_0.9.0.zip | 1-click install | ||
|
Fixed animals and monsters stats, added stats descriptions, reworked bowtorn | ||||||
| 0.8.3 | 669 | Sep 2nd at 8:42 PM | combatoverhaul_0.8.3.zip | 1-click install | ||
|
Fixed bear stats | ||||||
| 0.8.2 | 376 | Sep 2nd at 5:43 PM | combatoverhaul_0.8.2.zip | 1-click install | ||
|
Fixed crude bow textures | ||||||
| 0.8.1 | 135 | Sep 2nd at 5:03 PM | combatoverhaul_0.8.1.zip | 1-click install | ||
|
Adde setting to allow melee weapons to hit terrain | ||||||
| 0.8.0 | 1783 | Sep 1st at 9:39 PM | combatoverhaul_0.8.0.zip | 1-click install | ||
|
Added ability to remap direction controls keys | ||||||
| 0.7.1 | 14531 | Aug 18th at 9:35 AM | combatoverhaul_0.7.1.zip | 1-click install | ||
|
Blackguard can now block projectiles with melee weapons | ||||||
| 0.7.0 | 639 | Aug 14th at 8:28 AM | combatoverhaul_0.7.0.zip | 1-click install | ||
|
Removed quiver and sling pouch, will add them in separate mod. Take them off before updating to this mod version. | ||||||
| 0.6.4 | 225 | Aug 13th at 11:11 AM | combatoverhaul_0.6.4.zip | 1-click install | ||
|
Added bash attacks to shields | ||||||
| 0.6.3 | 229 | Aug 12th at 4:25 PM | combatoverhaul_0.6.3.zip | 1-click install | ||
|
Added sling pouch for storing sling bullets and sling itself | ||||||
| 0.6.2 | 78 | Aug 12th at 12:22 PM | combatoverhaul_0.6.2.zip | 1-click install | ||
|
More tweaks to slings | ||||||
| 0.6.1 | 25 | Aug 12th at 11:53 AM | combatoverhaul_0.6.1.zip | 1-click install | ||
|
Some fixes and tweaks to sling | ||||||
| 0.6.0 | 24 | Aug 12th at 11:31 AM | combatoverhaul_0.6.0.zip | 1-click install | ||
|
Reworked sling | ||||||
| 0.5.5 | 688 | Aug 9th at 6:23 PM | combatoverhaul_0.5.5.zip | 1-click install | ||
|
Reworked how some settings work, reworked falx animations | ||||||
| 0.5.4 | 142 | Aug 9th at 11:58 AM | combatoverhaul_0.5.4.zip | 1-click install | ||
|
Fixed deer colliders | ||||||
| 0.5.3 | 115 | Aug 9th at 4:34 AM | combatoverhaul_0.5.3.zip | 1-click install | ||
|
Rebalanced spear and arrows projectiles speeds and motion | ||||||
| 0.5.2 | 147 | Aug 8th at 6:56 PM | combatoverhaul_0.5.2.zip | 1-click install | ||
|
Fixed moose colliders. Balanced vanilla hide armor. | ||||||
| 0.5.1 | 79 | Aug 8th at 2:32 PM | combatoverhaul_0.5.1.zip | 1-click install | ||
|
Buffed scale armor | ||||||
| 0.5.0 | 175 | Aug 7th at 6:32 PM | combatoverhaul_0.5.0.zip | 1-click install | ||
|
Updated to support overhaul lib 0.4.0 | ||||||
| 0.4.6 | 401 | Aug 5th at 6:11 PM | combatoverhaul_0.4.6.zip | 1-click install | ||
|
Crash fix | ||||||
| 0.4.5 | 93 | Aug 5th at 12:31 PM | combatoverhaul_0.4.5.zip | 1-click install | ||
|
Fixed spears ground transform | ||||||
| 0.4.4 | 1339 | Jul 26th at 7:06 AM | combatoverhaul_0.4.4.zip | 1-click install | ||
|
Fixed monsters animations | ||||||
| 0.4.3 | 164 | Jul 25th at 9:39 AM | combatoverhaul_0.4.3.zip | 1-click install | ||
|
Fixed armor in inventory | ||||||
| 0.4.2 | 112 | Jul 24th at 4:02 PM | combatoverhaul_0.4.2.zip | 1-click install | ||
|
Fixed creature json patches | ||||||
| 0.4.1 | 62 | Jul 24th at 10:49 AM | combatoverhaul_0.4.1.zip | 1-click install | ||
|
Added bone and erel arrows to be compatible with bows. Added setting for offhand empty requirement for bow. | ||||||
| 0.4.0 | 869 | Jul 16th at 5:18 PM | combatoverhaul_0.4.0.zip | 1-click install | ||
|
Updated to pre.3 | ||||||
| 0.3.10 | 10773 | Aug 18th at 8:33 PM | combatoverhaul_0.3.10.zip | 1-click install | ||
|
Added setting to disable tp and fp animations in case of bad performance when a lot of players are in same area | ||||||
| 0.3.9 | 57220 | Apr 18th at 11:21 AM | combatoverhaul_0.3.9.zip | 1-click install | ||
|
Returned message about ifp | ||||||
| 0.3.8 | 2538 | Apr 16th at 9:14 AM | combatoverhaul_0.3.8.zip | 1-click install | ||
|
Added setting for alternative control scheme for attack directions | ||||||
| 0.3.7 | 1094 | Apr 15th at 11:45 AM | combatoverhaul_0.3.7.zip | 1-click install | ||
|
Added setting for bow screenshake effect Added French translation by Wailwolf | ||||||
| 0.3.6 | 1202 | Apr 14th at 9:42 AM | combatoverhaul_0.3.6.zip | 1-click install | ||
|
Reduced penalties for blackguard armor | ||||||
| 0.3.5 | 6054 | Apr 8th at 4:02 PM | combatoverhaul_0.3.5.zip | 1-click install | ||
|
Turned on armor auto patcher | ||||||
| 0.3.4 | 1417 | Apr 7th at 2:41 AM | combatoverhaul_0.3.4.zip | 1-click install | ||
|
Added penetration resistance stats to entities | ||||||
| 0.3.3 | 225 | Apr 7th at 12:10 AM | combatoverhaul_0.3.3.zip | 1-click install | ||
|
A bit rebalanced bows and arrow damage tiers | ||||||
| 0.3.2 | 814 | Apr 6th at 3:49 PM | combatoverhaul_0.3.2.zip | 1-click install | ||
|
Moved tool animations into separate mod | ||||||
| 0.3.1 | 873 | Apr 5th at 9:41 PM | combatoverhaul_0.3.1.zip | 1-click install | ||
|
Bug fix | ||||||
| 0.3.0 | 179 | Apr 5th at 8:17 PM | combatoverhaul_0.3.0.zip | 1-click install | ||
|
Now requires Overhaul lib to work | ||||||
| 0.2.17 | 1131 | Apr 5th at 8:20 AM | combatoverhaul_0.2.17.zip | 1-click install | ||
|
Fixed render variants model not rendering properly in first person (affects bayonet model from Firearms) | ||||||
| 0.2.16 | 497 | Apr 5th at 12:33 AM | combatoverhaul_0.2.16.zip | 1-click install | ||
|
Fixed projectiles description Fixed bug with negative damage tier for projectiles | ||||||
| 0.2.14 | 327 | Apr 4th at 8:58 PM | combatoverhaul_0.2.14.zip | 1-click install | ||
|
Fixed bug with javelins and spears not being replaced when thrown | ||||||
| 0.2.13 | 385 | Apr 4th at 4:44 PM | combatoverhaul_0.2.13.zip | 1-click install | ||
|
Meteoric iron and steel arrows add 1 and 2 to damage tier now | ||||||
| 0.2.12 | 301 | Apr 4th at 11:09 AM | combatoverhaul_0.2.12.zip | 1-click install | ||
|
Fixed armor auto patcher | ||||||
| 0.2.10 | 1353 | Apr 3rd at 8:36 AM | combatoverhaul_0.2.10.zip | 1-click install | ||
|
Fixed some animation bugs | ||||||
| 0.2.9 | 5019 | Mar 30th at 10:32 AM | combatoverhaul_0.2.9.zip | 1-click install | ||
|
Returned functionality that turns off invulnerability frames | ||||||
| 0.2.8 | 1658 | Mar 29th at 10:53 AM | combatoverhaul_0.2.8.zip | 1-click install | ||
|
Fixed camera flying in ifp | ||||||
| 0.2.7 | 3224 | Mar 27th at 10:50 AM | combatoverhaul_0.2.7.zip | 1-click install | ||
|
Added CO support to armor stand | ||||||
| 0.2.6 | 2170 | Mar 26th at 6:35 AM | combatoverhaul_0.2.6.zip | 1-click install | ||
|
Made bags that can hold stuff depending on wildcard specified to support domains | ||||||
| 0.2.5 | 1570 | Mar 25th at 9:52 AM | combatoverhaul_0.2.5.zip | 1-click install | ||
|
Adjusted aiming animation following aiming cursor and made it adjust for FOV too, but not ideally. | ||||||
| 0.2.4 | 121 | Mar 25th at 8:20 AM | combatoverhaul_0.2.4.zip | 1-click install | ||
|
Added compatibility with Improved Sheep | ||||||
| 0.2.3 | 2919 | Mar 23rd at 4:09 PM | combatoverhaul_0.2.3.zip | 1-click install | ||
|
Added obsidian arrow Fixed crash related to OnReceivedClientPacket | ||||||
| 0.2.2 | 2255 | Mar 22nd at 4:21 PM | combatoverhaul_0.2.2.zip | 1-click install | ||
|
Fixed bug that removed erel arrow item | ||||||
| 0.2.1 | 9740 | Mar 14th at 10:29 AM | combatoverhaul_0.2.1.zip | 1-click install | ||
|
Some stats adjustments | ||||||
| 0.2.0 | 266 | Mar 14th at 4:35 AM | combatoverhaul_0.2.0.zip | 1-click install | ||
|
Armor rebalance Creatures damage rebalance Weapons cant block projectile, only shields can | ||||||
| 0.1.30 | 2795 | Mar 11th at 2:45 PM | Empty | combatoverhaul_0.1.30.zip | 1-click install | |
| 0.1.29 | 14479 | Feb 27th at 3:48 PM | combatoverhaul_0.1.29.zip | 1-click install | ||
|
Probably fixed bug with ranged weapons waving in the wind | ||||||
| 0.1.28 | 240 | Feb 27th at 1:45 PM | combatoverhaul_0.1.28.zip | 1-click install | ||
|
Added armor auto patcher. All modded armor that does not have built-in compatibility with CO will be automatically patched to work with CO. Manual compatibility is still better, though. | ||||||
| 0.1.27 | 15431 | Feb 15th at 7:57 AM | combatoverhaul_0.1.27.zip | 1-click install | ||
|
Fixed metal dupe related to chain mail | ||||||
| 0.1.26 | 1917 | Feb 14th at 9:20 AM | combatoverhaul_0.1.26.zip | 1-click install | ||
|
Updated entity patches broken by 1.20.4 changes | ||||||
| 0.1.25 | 3698 | Feb 10th at 7:05 AM | combatoverhaul_0.1.25.zip | 1-click install | ||
|
Fixed erel patches | ||||||
| 0.1.24 | 7000 | Feb 5th at 8:31 PM | combatoverhaul_0.1.24.zip | 1-click install | ||
|
Tunred back on feature with differently colored item slots for quivers... Please report any crashes related to slots, colors and dictionaries. | ||||||
| 0.1.23 | 2908 | Feb 3rd at 10:20 PM | combatoverhaul_0.1.23.zip | 1-click install | ||
|
Some tweaks, some fixed Reduced cost of chainmail | ||||||
| 0.1.22 | 8627 | Jan 29th at 1:14 PM | combatoverhaul_0.1.22.zip | 1-click install | ||
|
Reworked wolves AI, now they have one main attack with windup and cooldown, and secondary quick attack with ~30 sec cooldown (in vanilla wolves attacks without cooldown or windup). | ||||||
| 0.1.20 | 2134 | Jan 28th at 12:45 PM | combatoverhaul_0.1.20.zip | 1-click install | ||
|
Hotfix for nulref exception | ||||||
| 0.1.19 | 413 | Jan 28th at 9:40 AM | combatoverhaul_0.1.19.zip | 1-click install | ||
|
Attempt to fix multiplayer tp animations #6 | ||||||
| 0.1.17 | 2744 | Jan 26th at 8:48 PM | combatoverhaul_0.1.17.zip | 1-click install | ||
|
Fixed quiver emiting light Speed up bows loading animations | ||||||
| 0.1.16 | 714 | Jan 26th at 4:33 PM | combatoverhaul_0.1.16.zip | 1-click install | ||
|
Attempt to fix multiplayer tp animation #5 | ||||||
| 0.1.15 | 1357 | Jan 26th at 12:18 AM | combatoverhaul_0.1.15.zip | 1-click install | ||
|
Attempt to fix tp animations in multiplayer #4 | ||||||
| 0.1.14 | 542 | Jan 25th at 9:25 PM | combatoverhaul_0.1.14.zip | 1-click install | ||
|
Attempt to fix idle tp animations #3 | ||||||
| 0.1.12 | 3569 | Jan 24th at 11:36 PM | combatoverhaul_0.1.12.zip | 1-click install | ||
|
Fixed multiplayer idle animations bug Fixed pickaxe trying to pick ore with too high tier Fixed and adjusted tp axe and pickaxe animations | ||||||
| 0.1.11 | 1151 | Jan 24th at 11:43 AM | combatoverhaul_0.1.11.zip | 1-click install | ||
|
Now hands fov is automatically adjusted to match camera fov when holding CO item | ||||||
| 0.1.10 | 470 | Jan 24th at 6:32 AM | combatoverhaul_0.1.10.zip | 1-click install | ||
|
Fixed bug when player cant hit enemy infront of a wall when their weapon collides with the wall Fixed some crashes related to animators | ||||||
| 0.1.9 | 1950 | Jan 22nd at 7:15 PM | combatoverhaul_0.1.9.zip | 1-click install | ||
|
Fixed bug when player dies reloading a weapon it stays slowed down until they takes the weapon again. | ||||||
| 0.1.8 | 738 | Jan 22nd at 11:58 AM | combatoverhaul_0.1.8.zip | 1-click install | ||
|
Fixed shader bug that resulted in white outline of weapons rendered instead of weapon model Fixed probable memory leak | ||||||
| 0.1.6 | 1093 | Jan 21st at 9:50 PM | combatoverhaul_0.1.6.zip | 1-click install | ||
|
Fixed error log spam in case of vanilla bug with entity model Added some features for exoskeletons mod | ||||||
| 0.1.5 | 2506 | Jan 20th at 1:23 PM | combatoverhaul_0.1.5.zip | 1-click install | ||
|
Fixed bug with weapons ground storage Fixed some animations bugs | ||||||
| 0.1.4 | 1448 | Jan 19th at 6:36 PM | combatoverhaul_0.1.4.zip | 1-click install | ||
|
Fixed bug with players not being able to use tool/weapon after other player selects tool/weapon Tweaked some animations | ||||||
| 0.1.3 | 861 | Jan 19th at 11:25 AM | combatoverhaul_0.1.3.zip | 1-click install | ||
|
Fixed bug with arrow dealing damage multiple times in a row | ||||||
| 0.1.2 | 2658 | Jan 18th at 11:01 AM | combatoverhaul_0.1.2.zip | 1-click install | ||
|
Spear throwing crash fix | ||||||
| 0.1.1 | 209 | Jan 18th at 10:44 AM | combatoverhaul_0.1.1.zip | 1-click install | ||
|
Some features for exoskeletons | ||||||
| 0.1.0 | 231 | Jan 18th at 10:05 AM | combatoverhaul_0.1.0.zip | 1-click install | ||
|
Second chance mechanics Reworked whole mod to doubles instead of floats, should fix some collision test bugs Rezeroed bows | ||||||
| 0.0.141-dev.141 | 1884 | Jan 15th at 7:50 PM | combatoverhaul_0.0.141.zip | 1-click install | ||
|
Armor tweaks | ||||||
| 0.0.139-dev.139 | 290 | Jan 15th at 11:29 AM | combatoverhaul_0.0.139.zip | 1-click install | ||
|
Fixes and tweaks | ||||||
| 0.0.138-dev.138 | 897 | Jan 13th at 12:55 PM | combatoverhaul_0.0.138.zip | 1-click install | ||
|
Tweaks and fixes | ||||||
| 0.0.136-dev.136 | 578 | Jan 12th at 8:56 AM | combatoverhaul_0.0.136.zip | 1-click install | ||
|
Tweaks | ||||||
| 0.0.135-dev.135 | 607 | Jan 11th at 4:47 PM | combatoverhaul_0.0.135.zip | 1-click install | ||
|
Tweaks and fixes | ||||||
| 0.0.134-dev.134 | 363 | Jan 11th at 11:57 AM | combatoverhaul_0.0.134.zip | 1-click install | ||
|
Tweaks + new setting | ||||||
| 0.0.133-dev.133 | 730 | Jan 10th at 10:27 AM | combatoverhaul_0.0.133.zip | 1-click install | ||
|
Tweaks | ||||||
| 0.0.132-dev.132 | 927 | Jan 8th at 8:47 AM | combatoverhaul_0.0.132.zip | 1-click install | ||
|
fixes | ||||||
| 0.0.131-dev.131 | 128 | Jan 8th at 5:42 AM | combatoverhaul_0.0.131.zip | 1-click install | ||
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Animation system tweaks | ||||||
| 0.0.128-dev.128 | 277 | Jan 7th at 10:07 PM | combatoverhaul_0.0.128.zip | 1-click install | ||
|
Player torso following camera pitch | ||||||
| 0.0.127-dev.127 | 359 | Jan 7th at 3:01 PM | combatoverhaul_0.0.127.zip | 1-click install | ||
|
fix | ||||||
| 0.0.126-dev.126 | 256 | Jan 7th at 9:47 AM | combatoverhaul_0.0.126.zip | 1-click install | ||
|
New tp animations system, can be buggy or cause performance issues, report them via discord. | ||||||
| 0.0.125-dev.125 | 262 | Jan 7th at 2:11 AM | combatoverhaul_0.0.125.zip | 1-click install | ||
|
Fixed quiver crash | ||||||
| 0.0.124-dev.124 | 825 | Jan 5th at 11:29 AM | combatoverhaul_0.0.124.zip | 1-click install | ||
|
Fixes | ||||||
| 0.0.123-dev.123 | 335 | Jan 5th at 3:27 AM | combatoverhaul_0.0.123.zip | 1-click install | ||
|
Collectible behavior for setting item textures from stack attributes (required for armory) | ||||||
| 0.0.122-dev.122 | 849 | Jan 3rd at 7:27 PM | combatoverhaul_0.0.122.zip | 1-click install | ||
|
Updated to rc.8 | ||||||
| 0.0.119-dev.119 | 434 | Jan 3rd at 6:10 PM | combatoverhaul_0.0.119.zip | 1-click install | ||
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Fixed players not be able to to damage on server with pvp turned off | ||||||
| 0.0.118-dev.118 | 219 | Jan 3rd at 5:52 PM | combatoverhaul_0.0.118.zip | 1-click install | ||
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fixed armor stand | ||||||
| 0.0.117-dev.117 | 341 | Jan 3rd at 11:41 AM | combatoverhaul_0.0.117.zip | 1-click install | ||
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Fixed bug with player being able to attack players while pvp turned off | ||||||
| 0.0.116-dev.116 | 241 | Jan 3rd at 8:25 AM | combatoverhaul_0.0.116.zip | 1-click install | ||
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Russian translation by Nikolashka | ||||||
| 0.0.115-dev.115 | 375 | Jan 2nd at 6:25 PM | combatoverhaul_0.0.115.zip | 1-click install | ||
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Czech translation by Ouk | ||||||
| 0.0.114-dev.114 | 351 | Jan 2nd at 12:13 PM | combatoverhaul_0.0.114.zip | 1-click install | ||
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Quarterstaff proficiency | ||||||
| 0.0.113-dev.113 | 254 | Jan 2nd at 10:26 AM | combatoverhaul_0.0.113.zip | 1-click install | ||
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Fixes | ||||||
| 0.0.112-dev.112 | 600 | Jan 1st at 11:10 AM | combatoverhaul_0.0.112.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.111-dev.111 | 521 | Dec 31st 2024 at 11:30 PM | combatoverhaul_0.0.111.zip | 1-click install | ||
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Fixes and tweaks Reduced bell hp significantly | ||||||
| 0.0.110-dev.110 | 588 | Dec 30th 2024 at 8:22 PM | combatoverhaul_0.0.110.zip | 1-click install | ||
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ifp error message fix | ||||||
| 0.0.109-dev.109 | 310 | Dec 30th 2024 at 4:22 PM | combatoverhaul_0.0.109.zip | 1-click install | ||
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Ukrainian translation byGabriel Flame | ||||||
| 0.0.108-dev.108 | 316 | Dec 30th 2024 at 10:30 AM | combatoverhaul_0.0.108.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.107-dev.107 | 822 | Dec 29th 2024 at 10:43 AM | combatoverhaul_0.0.107.zip | 1-click install | ||
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Fixed quivers being broken by XSkills | ||||||
| 0.0.106-dev.106 | 254 | Dec 29th 2024 at 7:44 AM | combatoverhaul_0.0.106.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.105-dev.105 | 403 | Dec 28th 2024 at 6:24 PM | combatoverhaul_0.0.105.zip | 1-click install | ||
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Tweaks and fixes | ||||||
| 0.0.104-dev.104 | 781 | Dec 26th 2024 at 5:38 PM | combatoverhaul_0.0.104.zip | 1-click install | ||
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Fixed vanilla armor being deleted from vanilla slots when installing the mod | ||||||
| 0.0.103-dev.103 | 485 | Dec 25th 2024 at 11:24 AM | combatoverhaul_0.0.103.zip | 1-click install | ||
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Fixed metal spikes Some armor tweaks | ||||||
| 0.0.102-dev.102 | 364 | Dec 24th 2024 at 10:11 PM | combatoverhaul_0.0.102.zip | 1-click install | ||
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Hopefully this time quiver crash will be fixed | ||||||
| 0.0.101-dev.101 | 472 | Dec 24th 2024 at 7:07 AM | combatoverhaul_0.0.101.zip | 1-click install | ||
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Quiver crash fix | ||||||
| 0.0.100-dev.100 | 374 | Dec 23rd 2024 at 6:26 PM | combatoverhaul_0.0.100.zip | 1-click install | ||
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Fixes and tweaks New stats for exoskeletons | ||||||
| 0.0.99 | 406 | Dec 22nd 2024 at 11:33 PM | combatoverhaul_0.0.99.zip | 1-click install | ||
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Tweaks and fixes | ||||||
| 0.0.98 | 632 | Dec 21st 2024 at 9:33 PM | combatoverhaul_0.0.98.zip | 1-click install | ||
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Interaction tips for weapons | ||||||
| 0.0.97 | 302 | Dec 21st 2024 at 5:39 PM | combatoverhaul_0.0.97.zip | 1-click install | ||
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Fixes and tweaks Features for exoskeletons | ||||||
| 0.0.96 | 924 | Dec 19th 2024 at 3:24 PM | combatoverhaul_0.0.96.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.95 | 1448 | Dec 15th 2024 at 1:33 PM | combatoverhaul_0.0.95.zip | 1-click install | ||
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Nerfed eidolon Fixed and tweaks | ||||||
| 0.0.94 | 506 | Dec 14th 2024 at 6:22 PM | combatoverhaul_0.0.94.zip | 1-click install | ||
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Buffed melee damage, added settings realted to damage | ||||||
| 0.0.93 | 289 | Dec 14th 2024 at 2:12 PM | combatoverhaul_0.0.93.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.92 | 774 | Dec 13th 2024 at 12:11 PM | combatoverhaul_0.0.92.zip | 1-click install | ||
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Probably fixed one of the crashes. Please report any errors in client-main log | ||||||
| 0.0.91 | 1027 | Dec 10th 2024 at 2:55 PM | combatoverhaul_0.0.91.zip | 1-click install | ||
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Tweaks and fixes | ||||||
| 0.0.90 | 589 | Dec 9th 2024 at 3:34 PM | combatoverhaul_0.0.90.zip | 1-click install | ||
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Night vision mask fix | ||||||
| 0.0.89 | 1151 | Dec 7th 2024 at 9:02 AM | combatoverhaul_0.0.89.zip | 1-click install | ||
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Tweaks and fixes | ||||||
| 0.0.88 | 619 | Dec 6th 2024 at 1:22 PM | combatoverhaul_0.0.88.zip | 1-click install | ||
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Added to projectiles ability to penetrate deeper into enemy model, hitting more vulnerable parts | ||||||
| 0.0.87 | 449 | Dec 5th 2024 at 9:18 PM | combatoverhaul_0.0.87.zip | 1-click install | ||
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Probably fixed animator crash | ||||||
| 0.0.86 | 294 | Dec 5th 2024 at 5:08 PM | combatoverhaul_0.0.86.zip | 1-click install | ||
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Added support for new boss Some fixes | ||||||
| 0.0.85 | 353 | Dec 5th 2024 at 12:11 PM | combatoverhaul_0.0.85.zip | 1-click install | ||
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Fixed bows animations, changed shields animations Fixed armor inventory gui dialog grabbing mouse with immersive mouse mode turned on. | ||||||
| 0.0.83 | 503 | Dec 4th 2024 at 6:54 PM | combatoverhaul_0.0.83.zip | 1-click install | ||
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rc.1 update | ||||||
| 0.0.82 | 289 | Dec 4th 2024 at 6:14 PM | combatoverhaul_0.0.82.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.81 | 320 | Dec 3rd 2024 at 4:55 PM | combatoverhaul_0.0.81.zip | 1-click install | ||
|
Fixes and tweaks | ||||||
| 0.0.80 | 376 | Dec 2nd 2024 at 10:45 AM | combatoverhaul_0.0.80.zip | 1-click install | ||
|
Tweaks and fixes | ||||||
| 0.0.79 | 406 | Nov 30th 2024 at 4:37 PM | combatoverhaul_0.0.79.zip | 1-click install | ||
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Armor tweaks Fixes | ||||||
| 0.0.77 | 212 | Nov 30th 2024 at 11:38 AM | combatoverhaul_0.0.77.zip | 1-click install | ||
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New settings for directions cursor Spears now cant attack multiple entities with single attack | ||||||
| 0.0.75 | 441 | Nov 28th 2024 at 4:05 PM | combatoverhaul_0.0.75.zip | 1-click install | ||
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Creatures resists rebalance. Now if your weapon tier is equal or more than creature resist you deal 100%, if one less - 75%, if two or more less - 50% of weapon damage. | ||||||
| 0.0.74 | 339 | Nov 27th 2024 at 7:57 PM | combatoverhaul_0.0.74.zip | 1-click install | ||
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Tweaks | ||||||
| 0.0.73 | 233 | Nov 27th 2024 at 4:00 PM | combatoverhaul_0.0.73.zip | 1-click install | ||
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Block and parry stats in item descriptions Some tweaks and fixes | ||||||
| 0.0.72 | 191 | Nov 27th 2024 at 2:28 PM | combatoverhaul_0.0.72.zip | 1-click install | ||
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Fixes and tweaks | ||||||
| 0.0.71 | 293 | Nov 26th 2024 at 7:37 PM | combatoverhaul_0.0.71.zip | 1-click install | ||
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Rebalanced values for how much specific protection tier (armor tier) reduces damage from specific attack tier | ||||||
| 0.0.70 | 250 | Nov 26th 2024 at 4:19 PM | combatoverhaul_0.0.70.zip | 1-click install | ||
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Bugfix | ||||||
| 0.0.69 | 219 | Nov 26th 2024 at 12:51 PM | combatoverhaul_0.0.69.zip | 1-click install | ||
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Bugfixes | ||||||
| 0.0.68 | 290 | Nov 25th 2024 at 7:29 PM | combatoverhaul_0.0.68.zip | 1-click install | ||
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Sorry for too many update in one day Now when spear or javelin is thrown it will be replaced with another one from inventory | ||||||
| 0.0.67 | 207 | Nov 25th 2024 at 5:15 PM | combatoverhaul_0.0.67.zip | 1-click install | ||
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Fixed lags on projectiles hits Combat log if turned off by default now, can be turned on in config | ||||||
| 0.0.66 | 203 | Nov 25th 2024 at 1:07 PM | combatoverhaul_0.0.66.zip | 1-click install | ||
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New quiver model | ||||||
| 0.0.65 | 211 | Nov 25th 2024 at 9:40 AM | combatoverhaul_0.0.65.zip | 1-click install | ||
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Bugfixes | ||||||
| 0.0.63 | 277 | Nov 24th 2024 at 6:37 PM | combatoverhaul_0.0.63.zip | 1-click install | ||
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Quiver (placeholder model) for waist clothing slot | ||||||
| 0.0.62 | 244 | Nov 24th 2024 at 1:09 PM | combatoverhaul_0.0.62.zip | 1-click install | ||
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Some tweaks to the armor | ||||||
| 0.0.61 | 338 | Nov 23rd 2024 at 4:52 PM | combatoverhaul_0.0.61.zip | 1-click install | ||
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Fixed handbook bug | ||||||
| 0.0.60 | 228 | Nov 23rd 2024 at 3:53 PM | combatoverhaul_0.0.60.zip | 1-click install | ||
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Settings and stuff | ||||||
| 0.0.59 | 232 | Nov 23rd 2024 at 9:49 AM | combatoverhaul_0.0.59.zip | 1-click install | ||
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Fixed crash when swapping weapons with different attack direction selector | ||||||
| 0.0.58 | 448 | Nov 21st 2024 at 1:44 PM | combatoverhaul_0.0.58.zip | 1-click install | ||
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Animals and mobs protection tiers rebalancing Weapon damage and tier rebalancing | ||||||
| 0.0.57 | 362 | Nov 20th 2024 at 11:17 AM | combatoverhaul_0.0.57.zip | 1-click install | ||
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Some tweaks. If you are using firearms or crossbows mods, make sure to download latest versions of them | ||||||
| 0.0.55 | 363 | Nov 19th 2024 at 12:29 PM | combatoverhaul_0.0.55.zip | 1-click install | ||
|
Tweaks and fixes | ||||||
| 0.0.54 | 424 | Nov 17th 2024 at 1:42 PM | combatoverhaul_0.0.54.zip | 1-click install | ||
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Arrows pile Bugfixes and tweaks | ||||||
| 0.0.53 | 220 | Nov 17th 2024 at 9:53 AM | combatoverhaul_0.0.53.zip | 1-click install | ||
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Some fixes to animations | ||||||
| 0.0.52 | 543 | Nov 14th 2024 at 12:45 PM | combatoverhaul_0.0.52.zip | 1-click install | ||
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Bug fixes and features for firearms | ||||||
| 0.0.51 | 193 | Nov 14th 2024 at 11:04 AM | combatoverhaul_0.0.51.zip | 1-click install | ||
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Fixed some bugs | ||||||
| 0.0.50 | 268 | Nov 13th 2024 at 8:58 PM | combatoverhaul_0.0.50.zip | 1-click install | ||
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Mining speed of pickaxe affects animation speed, configurable | ||||||
| 0.0.49 | 330 | Nov 12th 2024 at 4:46 PM | combatoverhaul_0.0.49.zip | 1-click install | ||
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Fixed melee weapons not colliding with enemies | ||||||
| 0.0.48 | 228 | Nov 12th 2024 at 11:21 AM | combatoverhaul_0.0.48.zip | 1-click install | ||
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Fixed rare bug when mod was not loading properly, that could result in weapons and other features not working correctly | ||||||
| 0.0.47 | 349 | Nov 11th 2024 at 12:04 PM | combatoverhaul_0.0.47.zip | 1-click install | ||
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Fixed bug when block with same id as weapon item behaved like a weapon | ||||||
| 0.0.46 | 199 | Nov 11th 2024 at 9:25 AM | combatoverhaul_0.0.46.zip | 1-click install | ||
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Added new settings for directions selection cursor (used on spears) | ||||||
| 0.0.45 | 218 | Nov 11th 2024 at 8:36 AM | combatoverhaul_0.0.45.zip | 1-click install | ||
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Removed flat damage reduction from gambeson Fixed freezes on receiving damage while wearing armor Some other tweaks | ||||||
| 0.0.44 | 465 | Nov 9th 2024 at 10:20 AM | combatoverhaul_0.0.44.zip | 1-click install | ||
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New setting for spears throw distance | ||||||
| 0.0.43 | 1019 | Oct 31st 2024 at 10:16 AM | combatoverhaul_0.0.43.zip | 1-click install | ||
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Fixed crash when used on server | ||||||
| 0.0.42 | 427 | Oct 29th 2024 at 7:02 AM | combatoverhaul_0.0.42.zip | 1-click install | ||
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Fixed spears not breaking on throwing and going into negative durability | ||||||
| 0.0.41 | 684 | Oct 25th 2024 at 11:10 PM | combatoverhaul_0.0.41.zip | 1-click install | ||
|
Tweaks and fixes | ||||||
| 0.0.40 | 352 | Oct 24th 2024 at 8:22 PM | combatoverhaul_0.0.40.zip | 1-click install | ||
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added setting for aiming difficulty fixed bug with spear animation rising left hand when holding other items otehr fixes | ||||||
| 0.0.38 | 331 | Oct 23rd 2024 at 4:10 PM | combatoverhaul_0.0.38.zip | 1-click install | ||
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Some fixes | ||||||
| 0.0.37 | 385 | Oct 22nd 2024 at 2:17 AM | combatoverhaul_0.0.37.zip | 1-click install | ||
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Fixed bug with animation | ||||||
| 0.0.36 | 236 | Oct 21st 2024 at 10:40 PM | combatoverhaul_0.0.36.zip | 1-click install | ||
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Fixed improvised and jerkin armor durability | ||||||
| 0.0.35 | 222 | Oct 21st 2024 at 10:01 PM | combatoverhaul_0.0.35.zip | 1-click install | ||
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Doubled all armor durability and then additionally tripled it for torso armor, and doubled for legs | ||||||
| 0.0.34 | 345 | Oct 20th 2024 at 8:32 PM | combatoverhaul_0.0.34.zip | 1-click install | ||
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Added attacks to axe and pickaxe Fixed animation bug on reload world with CO item in hands | ||||||
| 0.0.33 | 358 | Oct 20th 2024 at 8:14 AM | combatoverhaul_0.0.33.zip | 1-click install | ||
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Rebalanced spears Fixed some issues | ||||||
| 0.0.32 | 450 | Oct 17th 2024 at 5:18 PM | combatoverhaul_0.0.32.zip | 1-click install | ||
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Shields rebalance | ||||||
| 0.0.31 | 287 | Oct 16th 2024 at 1:50 PM | combatoverhaul_0.0.31.zip | 1-click install | ||
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Some tweaks Compatibility with Fantasy Creatures | ||||||
| 0.0.30 | 304 | Oct 15th 2024 at 3:08 PM | combatoverhaul_0.0.30.zip | 1-click install | ||
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Corat finished fixing remaining armor models so they dont clip Added flat damage reduction to some armor Reduced damage of drifters attack Added ping sound on projectile hitting entity (configurable) Added setting to adjust volume of the whoosh sound of axes and pickaxes swings | ||||||
| 0.0.29 | 299 | Oct 14th 2024 at 6:09 PM | combatoverhaul_0.0.29.zip | 1-click install | ||
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Reworked armor recipes (chain,gambeson,plate and scale) and stats Lovely Corat reworked most of the armor models so they dont clip through each other Reworked scrap mace, club and spear | ||||||
| 0.0.28 | 359 | Oct 13th 2024 at 1:52 PM | combatoverhaul_0.0.28.zip | 1-click install | ||
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Fixed crash with axe and pickaxe | ||||||
| 0.0.27 | 215 | Oct 13th 2024 at 1:23 PM | combatoverhaul_0.0.27.zip | 1-click install | ||
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Updated to pre-6, not compatible with pre-5 Head bobbing now reduced in some animations | ||||||
| 0.0.26 | 281 | Oct 12th 2024 at 9:08 PM | combatoverhaul_0.0.26.zip | 1-click install | ||
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Fixed stone spears not dealing damage when thrown Changed attack ties and damage type dealt by animals and monsters Fixed improvised armor | ||||||
| 0.0.25 | 243 | Oct 12th 2024 at 2:30 PM | combatoverhaul_0.0.25.zip | 1-click install | ||
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Goats colliders More settings Transforms for weapons (for toolrack and ground storage) | ||||||
| 0.0.24 | 262 | Oct 11th 2024 at 10:51 PM | combatoverhaul_0.0.24.zip | 1-click install | ||
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Shovel and pickaxe animations (can be toggled off in settings using Config lib) | ||||||
| 0.0.23 | 207 | Oct 11th 2024 at 8:05 PM | combatoverhaul_0.0.23.zip | 1-click install | ||
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Improved axe chopping animation and sounds Splitting log into firewood with RMB with axe
| ||||||
| 0.0.22 | 277 | Oct 10th 2024 at 7:36 PM | combatoverhaul_0.0.22.zip | 1-click install | ||
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Added colliders to deer | ||||||
| 0.0.21 | 302 | Oct 9th 2024 at 4:46 PM | combatoverhaul_0.0.21.zip | 1-click install | ||
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Fixed spear being able to attack through blocks Added sounds on hitting critical spots and resistant spots on enemy Some minor fixes and adjustments, requires latest config lib | ||||||
| 0.0.20 | 260 | Oct 9th 2024 at 8:48 AM | combatoverhaul_0.0.20.zip | 1-click install | ||
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Added more stats to armor, changed vanilla classes, added config lib setting for spears aiming and modifying vanilla classes | ||||||
| 0.0.19 | 304 | Oct 8th 2024 at 11:07 AM | combatoverhaul_0.0.19.zip | 1-click install | ||
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Added ability to throw spears. To throw it hold RMB to aim and then click LMB to throw. Fixed mouse scroll issue with spear | ||||||
| 0.0.17 | 274 | Oct 7th 2024 at 11:12 AM | combatoverhaul_0.0.17.zip | 1-click install | ||
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Fixed bug with wrong body type on hitting enemy resulting in wrong damage multiplier Added sounds to melee weapons Changed clubs animations Changed some weapons stats Added setting for shields protection zones | ||||||
| 0.0.16 | 239 | Oct 6th 2024 at 9:39 PM | combatoverhaul_0.0.16.zip | 1-click install | ||
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Descriptions and club animations | ||||||
| 0.0.15 | 227 | Oct 6th 2024 at 6:47 PM | combatoverhaul_0.0.15.zip | 1-click install | ||
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Made spear head collider larger so you can easier hit targets closer to you (previously you would hit them with shaft dealing 0 damage) Tweaked spear ready animation | ||||||
| 0.0.14 | 197 | Oct 6th 2024 at 4:30 PM | combatoverhaul_0.0.14.zip | 1-click install | ||
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Added colliders to animals | ||||||
| 0.0.13 | 230 | Oct 6th 2024 at 11:13 AM | combatoverhaul_0.0.13.zip | 1-click install | ||
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Fixed colliders not accounting for animations Added colliders to one of new monsters | ||||||
| 0.0.12 | 211 | Oct 6th 2024 at 9:47 AM | combatoverhaul_0.0.12.zip | 1-click install | ||
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Some stuff for crossbows | ||||||
| 0.0.11 | 660 | Oct 5th 2024 at 4:39 PM | combatoverhaul_0.0.11.zip | 1-click install | ||
|
Port to 1.20 | ||||||
| 0.0.10 | 3731 | Oct 4th 2024 at 8:27 PM | combatoverhaul_0.0.10.zip | 1-click install | ||
| ||||||
| 0.0.9 | 277 | Oct 4th 2024 at 5:18 PM | combatoverhaul_0.0.9.zip | 1-click install | ||
| ||||||
| 0.0.8 | 386 | Sep 28th 2024 at 2:37 PM | combatoverhaul_0.0.8.zip | 1-click install | ||
|
More enemy colliders, more fixes | ||||||
| 0.0.7 | 262 | Sep 27th 2024 at 6:26 PM | combatoverhaul_0.0.7.zip | 1-click install | ||
|
Reduced the scope of the mod. Now it does not add any new items besides steel and iron spears (recipes for them will come a bit later). | ||||||
| 0.0.6 | 665 | Aug 16th 2024 at 11:50 AM | combatoverhaul_0.0.6.zip | 1-click install | ||
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In development pre alpha build with more stuff working, not ready for playing in survival worlds. Incompatible with AMlib, and all the mods that use this library (they will be included into this mod instead) | ||||||
| 0.0.5 | 603 | Jul 21st 2024 at 3:30 PM | combatoverhaul_0.0.5.zip | 1-click install | ||
|
Some work on bows and arrows | ||||||
| 0.0.4 | 295 | Jul 20th 2024 at 5:13 PM | combatoverhaul_0.0.4.zip | 1-click install | ||
|
First Pre-Alpha test. Requires ImGui mod installed (is used for dev. tools). You can find already working weapons in "CO - Test" creative tab. No recipes added, not ready for survival worlds. Some items from "Combat Overhaul" tab work, but most of them dont. Only drifters and straw dummy have proper colliders and resists. No third person animations (will be added later). Seems to work in pvp. | ||||||
Tailored gambesons being meteoritic/steel tier is a change that nearly ruins this mod, as now we cannot get some mediocre protection early game, gambesons arent even that great for high tier enemies, I do not understand this change in the slightest.
Could this please be an optional change? I am currently having to spawn in gambesons on my server for people that spent time getting enough flax/linen for them only to not be able to make them for several more steps of progression.
I hope this does not sound rude, I am just genuinely bewildered at this change.
Is anyone else having issues with copper, tin bronze, bismuth bronze, black bronze, iron, and steel Plate Leg Armor missing the textures for the feet. Any fix?
I'm with GalloViking on this one. That was a really poor idea to make tailored gambeson a meteoric iron/steel tier recipe. I really hate these game design choices that lock items behind a forced tier progression rather than what is more realistic. For example, we should be able to make plate molds and such instead of hammering it all out manually. So dumb.
At least make it an optional setting instead of just sneaking it in there and making people waste all that flax fiber trying to get the recipe to work.
No one asked for this "feature."
For some reason CO makes shivers stop and stand still to attack now instead of attacking while moving like in Vanilla. It makes shivers so much more easy to fight and removes the challenge they brought. Now they just feel like slightly faster drifters
Added the mod yesterday to a MP server. I noticed it adds a 1% movement speed to most leg armors effectively negating the xskills trait "light armor expert".
is this on purpose for the point of not wearing pants while using this trait or was this an oversight?
I love this mod but I'm not too fond of the yellow traits it adds, I've looked at config lib and havent seen any options to change them but it would be a nice implementation imo
The armors when layered cause texture clipping, idk wether this has been fixed already and its only a mod mismatch or still a known problem but if anyone know what could cause it let me know.
Could you please update the mod to fix the bowtorn agression bug?
I keep getting killed by bowtorn in my worlds despite haveing creature hostility disabled.
The issue is 100% due to this mod as ive tested every possible combination of my mods and by starting compleatly new worlds with only this mod loaded.
Mod removed/disabled: non hostile bowtorn, Mod enabled: bowtorn ignore creature hostility setting and become hostile.
I dont want to be a bother about this but its dirrectly effecting my ability to enjoy the game.
If you need extra info ill try to provide it.
KIMA report it via VS discord server please, with logs attached
There is no Exquisite armorer trait in CO
> Your flint bullets aren't working. The recepie simply seems unmakable now, making the improvised sling unable to be obtained if you are unlucky and only find flit.
> Put out some damn documentation for what your crafting recepies are and what you changed vanilla ones too. Having access to this outside the game isn't just a guide thing, it helps to figure out if something is bugged.
Just a reminder: this is not the way to report a bug or ask a modder for something.
so i found a tailored gambeson, but checking its requiriment it shows me needing Exquisite armorer trait to make, and clothier trait to repair ? i don't think it is right
paulogabbi Yeah, somethig's wrong with that. Copper maces kill surface drifters in 4 hits, unless you're somehow hitting their legs every time. Might need to check the world's settings or your other mods, because that literally does not happen with CO installed by itself.
Is there a way to get it so your directional attack is based on keys or movement? (like back = thrust forward = overhead) With the mouse controls I'm really having a hard time using the attacks I want during a fight and often do the opposite of what I want because I'm trying to walk and aim at the enemy during combat. If they walk left and I have to look left my character is going to take a left swing and hit my teammate when I wanted to thrust. I messed around with the settlings and Googled for a bit but I haven't figured it out.
Went from 0.9.2 to the Newest CO Update, When was the change made that Plate armors Can't be worn with chainmail at the same time? Unless something bugged in my game and thats not intended.
I'm expirencing a bug where animations and weapons are locking up mid fight, after a few swings weapons tend to get stuck not swinging only fixed by switching off them and then back on. They just get stuck in the default postion and wont swing.
The animations in this mod look cool in first person but look really awkward in third person. In vanilla the attack animations show emotion in the third person model, but in this only the arms move and not the rest of the body. It feels inhuman to watch someone fight monsters.
Okay so I don't know if this is just me being dumb or something, but WHY did a drifter hit me for 14 damage to my FACE?! Like...I get they're supposed to hit your head, but this seems overly excessive, like it went from 4 damage to my arm and them BOOM 14 damage to my FACE. That was near-lethal damage if i didn't have Gourmand supplementing my health a little.
Sparkplug04 i am using a mace vs a surface drifter, did not expect a Iron mace to take 10 hits
paulogabbi If you're using a spear, that's your problem. CO fully implements Vintage Story's damage type system, and now all mobs have resistances to some damage type. Rot monsters resist piercing damage, wildlife resist blunt damage. All have slight resistances to slashing damage but not as much as their other resistances. You'll also really need to get used to kiting and baiting.
Why on earth is the tailored gambeson a meteoric iron tier item now? Who thought that this was an even remotely good idea?
for some reason the armors are not showing on my character when i wear them. is that ta bug or do i need to config something?
so i have iron weapon and a bronze brigandie armor and i still die to a surface shifter because they take 10 or so hits to die, is this intended ?
Does anyone know what this exception means? When people equip a musket with a bayonet on my server, they're booted from the server.
Awesome mod, thanks for your hard work! This is 100% essential in my playthroughs.

Got a bug report for ya, the flint sling bullets seem to not be knappable. Handbook says the only way to make them is through casting, but that doesn't seem like correct behavior. Screenshot attached below.
SCREENSHOT
is there a way to just dissable the changes to armor and the equipment slots?
i lie the animations but i cant rap my head around the armor tweaks nor do i quite like them, if its not currently possible
would love to see a mod thats just the weapons and there new animations
it seems like this mod is affecting a friend of mine that tries to join but sometimes they die from fall damage from distances that shouldent be able to even damage to that degree let alone at all (nvm it seems to actually be overhaul lib causing it)
I have an issue where I cannot harvest creatures with the knife
This mod seems to have a bug where your body temp will not drop, changing to creative and back to survival will work for only a second or so. Had to uninstall to restore body temp feature
Thank you so much for adding proper sling bullets. You're a legend.
You install latest versions that have more optimizations implemented
How do I reduce the lag when there are like 30 people all wearing full armor layers nearby?
Question, is it intended that bear pelt armor on legs gives you as much movementspeed penalty as steel plate on legs, and more than steel scales on legs? Just curious.
For some reason this mod is causeing a bug with the Creature hostility world setting.
With this mod installed, bowtorn will be hostile to the player even with the creature hostility set to "passive".
Bug has persisted since game version 1.21.0 to the present, confirmed happening on mod versions 0.9.3 - 0.10.8
Wondering if this could get a fix as i prefer to have creature hostility disabled when not exploreing, and rn im constantly getting ganked by bowtorn every time i leave my houses front door.
RunYouCleverBoy Vintage Story in the base game rolls damage based on chance for what body part is hit. (50% for torso, 30% for legs, 20% for head)
Combat Overhaul reworks this into a true locational damage system, where whatever was hit during the attack is what will be used for damage calculation. There's also bonus damage zones such as the torso and head, so you still want to armor up even if PVE enemies might not hit you in the skull normally. Bowtorn still absolutely can, and so can bears which can nearly one-shot you if your face is unprotected.
CO's body coverage system is very in-depth and features a lot of possibilities, including the aforementioned face and even the arms or hands. As an added example, Fauna of the Stone Age mobs sometimes have heart and brain locations, which are only hit by extremely high tier weapons that can cause deep enough injuries to hit those.
I'm wondering if you could make the animations less stiff, my characters arms are stiff as a board when I'm holding a shield in my offhand and any weapon on my main hand. Most one-handed weapons including the falx are pointed towards the ground when idle, causing the tip of the weapon to phase through a block especially when sprinting. Short swords, sabres, hammers and such are angled to the side in an odd manner, while the blackguard sword and forlorn estoc are angled properly when holding it.
I hope this doesn't come off as negative or heavily criticizing, I do enjoy your mods very much 😁
I feel like the gambeson redesign is a bit too restrictive and removes a major reason to choose the tailor class. If you're open to a suggestion, I think letting a tailor use the original recipes rather than just a minor discount on armor tailoring kits would be better.
is the creatures enemy hit me in specific body zones or helmet protect me from evey directed hits?
do you accept logs on your github too? im not in the discord and don't really like joining a discord just for one thing, so figured id ask
Is there a way to modify the defense value of armor from mod settings?
I am playing single player and was looking at the defense values of bronze and iron age gear. I am currently wearing a full set of tin bronze lammaelar armor and am getting completely bodied by deep drifters and shivers. The defense values for Iron armor are not that much higher. I honestly don't see myself being able to actually do base game chapter content alone with combat overhaul armor.
Just so you know: Combat Overhaul v0.10.7 says it requires Overhaul Lib v1.12.7 when it loads, but the Lib version says it is only for Vintage Story v1.21.4. As such, it is not actually compatible with versions 1.21.0 - 1.21.3, and is only compatible with v1.21.4. Unless Overhaul Lib is actually compatible with the other versions, that is.
I spy an change that happened to the Overhaul Lib v1.12.7 description three hours ago. Can confirm both work together on Vintage Story v1.21.1 now 👍
Had this issue both before and after the latest update. When i'm in the creative mode browser i'm occasionally crashing, from what I think is when mousing over CO items.
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.CombatOverhaulAdditionalSystem.<>c__DisplayClass6_0.<CheckStatusClientSide>b__1(Single _) in [...]\CombatOverhaul\source\ModSystems.cs:line 86
Hey, just got CO installed and am loving it. However, I noticed an issue, so far only spears, where if you hold a torch in your off-hand and try to adjust the position of the spear, it bugs out and doesn't change.
is it possible to add a config to set the value of enemy damage resistance
no
is it at all possible to only have the armory and the animations but none of the armor layering?
We just updated our server to 1.21.4, CO, and Overhaul Lib. Everything seems to work, but we're able to fight in enclosed spaces like it's vanilla. Any idea what is causing this?
Hello! Just downloaded the mod last night and I'm very interested in making it work in my game! My complaint is that I had all creatures set to passive in my game, but suddenly after downloading this mod the bowtorns are attacking me. None of the other temporal monsters are doing this, and I'm guessing it's because this mod directly interacts with the coding for the bowtorns but none of the others. I do not see anything in the configs for turning off their aggression. I'm tried to manually resetting them to passive again but it didn't work. Is there a way to turn off the bowtorn-specific aspect of the mod?
I do have an inquiry about the directional attacking this mod mentions and shows in the video. I can't seem to make it work. I've turned it on in the config settings, but I don't seem to have access to directional options for attacks. I did see there was an option to make the directions keybound, but considering the kebind feature is optional, (and I'm not going to remember another set of 4 keys for this one mod) I did not see anything preventing me from using directional attacks via mouse functions. Did I perhaps miss something?
Redpaws unfortunately I'm having the same issue as Doc Holiday. I've noticed the issue nearly every time I've tried to fight with a falx blade or spear, over many game sessions, so a restart won't fix mine. Knives work, so it's definitely not all weapons.
Maltiez
By clear the cache do you mean delete the cache folder? I can try that and report back. If it doesn't work though, I'll try sending you my files in the discord if I'm already in it.
Maltiez
I think this line is having issues under CombatOverhaul\resources\assets\combatoverhaul\entities\arrow.json
"texturesByType": {
"*-crude": {},
"*-erel": {},
"*-bone": {},
"*-flint": {"material": {"base": "game:block/stone/flint"}},
"*-obsidian": {"material": {"base": "game:block/stone/rock/obsidian1"}},
"*": {"material": {"base": "game:block/metal/ingot/{material}"}}
Causes this warning on start:
6.10.2025 16:34:11 [Client Warning] Texture asset 'game:textures/block/metal/ingot/{material}.png' not found (defined in Item game:arrow).
CO mod disabled does not cause this warning.
If you throw a scrap spear it dissappears instantly. You cant retreave them and they dont do any damage.
Please add a config option to disable the new Armorer tailor kit.
I made a mace and it has almost no range, I've only been able to hit anything while being right on top of it. Is this an issue that others notice, or is there an in mod fix to this at least?
RunYouCleverBoy
Correct, and already mentioned. With weapons/shields that can parry/block, you can still open doors though, so it is only the bow/spear/sling (and javelins/crossbows/firearms) that's affected. In short, all ranged weapons. Doesn't change the fact it feels really clunky to have to hold Alt to open doors. As someone that likes playing Hunter, the spear is the only 1h option that gets a bonus from the CO Hunter traits, which makes this extra annoying on a personal level. Halberds are great, a favorite even, but sometimes you really want that 1h option for when you want to carry a torch or lantern in the offhand. Or for when something pops into the offhand slot on its own, like a damn temporal gear, blocking 2h weapons from being used... Happens surprisingly often to me!
Maybe Clockmaker should get proficiency to maces or clubs for the same reason. And 1h sword proficiency for tailor? Maybe a +5-10% attack speed to all for Commoner.
Mind you, you can still interact with most other things that doesn't require an empty hand, even with ranged weapons. Things like containers, querns, etc. It is only toggleable things, like doors and clutches, that's affected.
I just want a client-side toggle to make aiming work like blocking/parrying, where it still performs the action (block/parry/aim/reload, what have you), but also opens doors, without having to hold down an extra button. I'd even take the option to disable the ability to throw spears, if it meant being able to open doors while holding one. Armory adds javelins of all tiers anyway.
While not strictly needed, it would be a great QoL option to have!
Doc_Holiday
Tried restarting the game? I had that issue earlier while messing around in creative, and a simple restart fixed it for me.
The bows, spears, and falx blades do not work.
I can have them in my hand and nothing happens when I try to use them.
Redpaws try alt key
where can be changed controls?
like E for change arrows
Any chance to add an option to prioritize opening doors over aiming, like in vanilla?
I like the higher tier spears this mod adds, but it is really clunky having to hold Alt or swap to something else to open doors with a spear or bow in hand, especially in a panic. If I'm low on health and got a nightmare shiver chasing me down, or a bowtorn squad lining up their shots, the last thing I want is for the door to fail to open in time just because I'm holding the wrong item.
Would be a great QoL option!
I'm sorry to be a bother, I'm new to the community and this is one of the mods I was recomended.
I cant seem to use anything from the mod regardless of what I do. I figrued it out after making flint tools and almost died to a wolf trying to swing my spear. I later went into Creative and found out the bigger issue above. I hope to god I'm being dumb and I'm missing something. Thank you for your time and have a good Day/Night
Why in God's name do bears do tier 5 damage. Please, have mercy.
Very cool mod but it comes packaged with invasion by T-834R death machines
So is there any reason armor just isnt working for me? Like i can make it and equip it and everythingt but it just does... nothing? i tested a bit and a normal drifter hits me for 2 bars with no armor but then i put on a full set of plate armor and i still get hit for 2 full bars. And anytime i do get hit with armor on it loses no durability just stays at full.
0.9.9 makes my bowthorns shoot like shotguns. Downgrading to 0.9.5 fixed it.
Does this work with Swordz mod?
is it able to hide all tha text on enemies?

1.0 next update? full release?
Okay the sling actually feels really good now and more accurate to real life. Good work.
This mod should just be implemented into the game.
i cannot play with out it, its so good
My feet are out whenever I use the combined version of legs. But when I wear the cuissess and greaves seperately it shows my boots.
that's a good patch note for 0.9.6
nafen Did you ever find a fix? I can't seem to stab with my spear, and I even created another which still wouldn't attack, or even change grip position.
EDIT: The fix I encountered was a log out and back in.
@Capseys im getting the same thing just different item/block id numbers
Not sure what exactly it refers to, but server console keeps throwing this out constantly. Seems to be running fine, but wondering if it's something to worry about?
Dunno if this is an effect of this mod or Armoury, but I tried throwing a scrap spear and it straight up vanished. Sort of ruined my attempt to kill a bear when I'd hit it enough to run then my spear disappeared.
Spawned in a new scrap spear, tried throwing that one to test, and it vanished too.
My only whoe with CO is a problem with armor stands, every time you try to place more than 4 pieces of armor on them
they start puting the armor in their hands and prevent more armor from being added. As a blacksmith owner it is offputing to customers
to see an armor with a minuture secondary chestpiece in it's hand or floating half-merged with the back of the armorstand.
do you have any documentation on making a mod compatible with this one?
Having the same issue as others, where my CO weapons will suddenly not allow me to swing :/ Putting the weapon away and getting it back out does not fix it
I just updated to the most recent version (after updating the game and dependencies) and I am seeing "Lang key not found: combatoverhaul:Can causes lags in some cases" in the debug when I try to load a world, said world not loading past "It Senses". This is also a similar problem I'm having with two other mods (landform overhaul and cartwright's caravans), and I'm wanting to know if its a bug I can only wait to be fixed, or if its something on my side I need/can do to fix it?
Nerix You need to find the VintagestoryData folder (this is usually in AppData -> Roaming unless you changed it, if you're on Windows, type AppData or %appdata in search and it should appear)
Go into the Cache folder and then the Unpack folder and delete every folder in there (they'll come back once you load up the game)
After that, go into Logs -> Archive and delete everything from there.
Also make sure you have the latest version of the mod.
This should fix the holding anims for weapon animations bugging out when you move around.
Cestel OMG thank you! Been playing for a while with CO and was infuriated at times how inconsistant hitting is... weapon connecting with enemy and a lot of times it just dont register, althogh I assume it will make hitting multiple targets impossible... seams like enemy hit boxes are smaller than actual visible model, wish there would be config option to increase "hitbox register" on enemies 😥
Canyew check config at Roaming/VintagestoryData/ModConfig combatoverhaul.yaml
first setting bows aiming cursor type, I personally use fixed so it's just a little dot, intead of vanilla big-ass crosshair, there are also some settings under it so check them out
SupremeMorpheus it has in the config setting that checks for offset in the world, i guess that means it registers a hit where your weapon actually is not where your crosshair is, i disabled it cause it drove me nuts i was missing 99% hits on like 10cm away enemies
config at Roaming/VintagestoryData/ModConfig combatoverhaul.yaml
weapon_rendering_offset: true/false - i think that was a thing i turned off and it helped
Anyone else having issues with hit detection? Was directly in the face of a bowtorn earlier and missed 5 times, despite always aiming at them
This mod shouldn't conflict with The Critters Pack - Vintage Story Mod DB right?
Anyone know if there is a way to toggle the manual bow aiming thing off? I know some people like that sort of thing, but I feel like I'm playing the RUST Alpha all over again.
Was watching the Discord thread for this mod while troubleshooting and it was the Alchemy mod which caused the issue. Notably, it also made the wrong arrow model to render on the shot projectile when the bow would shoot, but it seemed to do the right damage and the pickup was the original ammo type.
My bow animations keep breaking, they work for a short time after crafting a new bow, but if they stop working on a bow it spams half of the vanilla animation before cancelling it with that bow. Something seems to be breaking the bow item's ability to use CO animations after a couple uses.
I seem to be having issues with hoes - hoes specifically (so far). I can't place them on the ground/against wall like all other tools, unless I've already put another tool down on the same block.
Testing in a blank world with no mods, it only recurred when enabling combat overhaul + the dependencies.
Odd issue, will persevere for now since I like the mod too much.
I've had the directional animations/indicators completely stop working, is there possibly a keybind I pressed at some point or are they just off by default in the newer versions?
Edit: Spears removed their directional attack!
Maltiez Having a problem with the mod currently in ver 1.21.0, all of my weapons dont have the necessary animations and idk how to fix
its the same case weather im on my server or in singleplayer and all players on the server share the experience
Please help me
First bug:
-Stone spear and Javelin (Probably all throwable weapon) cannot be put on the ground or in tool rack in survival. The right click to prepare to throw take precedent over everything else and overide it.
Second bug:
-Sometime, the weapon get stuck as many have reported. They say they need to move out and come back but for me it isn't the case. I think it is because of the shield block. If my weapon is blocked and i activate the shield block it come back again. My guess is this, if you press right click to block really quickly, sometime the animation end but it still think you are blocking so it stop you from swinging your weapon so you need to click block again to end it. It might also do this with any weapon that can parry or block (Haven't tested that far).
Otherwise the mod work flawlessly and is really fun.
Am I the only one who has weird description about bihorn sheep? It says that "bell part of this monster has stronger blunt resistance" or such. I guess that's description of bell or bell head shiver, not a sheep. Im not sure if that's the reason but my bihorn sheep refuse to eat and I wonder if that weird description might be some indicator it is this mod's fault.
Hi,
I encountered the same bug as Diarko
"Im having issues where occasionally my weapon will bug out and no longer let me swing. Making me need to put away the weapon and bring it back out, which is really rough. Any fixes?"
Very unfortunate, especially in dangerous situations where quick reactions are crucial. I'm keeping my fingers crossed for a quick fix, the mod is really great. It adds a lot of depth to the game and I can't imagine playing VS without it.
Hey, so I have a very hard time in combat using this mod. (Spear+falx) tested as of now. Both in 1h and 2h. they seem to get stuck in their hit paths so it's almost impossible to get a hit in. Very frustrating....
FrancisOfFilth I suspected it was this mod causing it... Thanks for the report, I hope Maltiez can fix this
Fauna of the Stone Age: Pantherinae needs Patch again... Author had to change some stuff and reworked Ai to make it work, and so far only one mod of his is in 1.21. While running CO and this Mod it shows Long errors on some Panthers and ultimatly crashing the game. Please try running both mods and see if u get it too
Hey, how would I go about giving CO traits to the Racial Equality classes ? I've tried looking at how Combat Overhaul patches the vanilla classes but I'm kind of at a loss on how I could do it, not a modder in any capacity but I'd like to make them play nice together
attachableToEntity is missing from the bows and swords making the elk not being able to wear them on the sides
I'm getting crashes from too many errors whenever I try to use this mod on 1.21.1. On testing it seems like this mod and XSkills are completely incompatible with each other.
Update: Scratch that, on installing the 0.9.0-pre.2 update from 3 days ago for XSkills and XLib it seems to have fixed this issue based on a couple of minutes of testing (when it previously crashed within seconds)
Hi, sorry to bother but I believe the Combat Overhaul causes Bowtorns to still machinegun arrows at the player even when passive mode is enabled. Other enemies don't seem to have issues.
Getting a lot of these in logs:
12.9.2025 23:56:28 [Warning] Cannot fix itemstack mapping, item/block id 2753 not found in old mapping list. Will delete stack. (CombatOverhaul.Armor.ItemWearableArmor)
12.9.2025 23:56:31 [Warning] Cannot fix itemstack mapping, item/block id 2753 not found in old mapping list. Will delete stack. (CombatOverhaul.Armor.ItemWearableArmor)
I'm having a hard time finding info on this, and its perhaps due to the fact that i added CO onto a active playthough, but how does one get any of these weapon proficiencies?
Hi, amazing mod, though would it be possible to increase some of these weapon ranges to vanilla equivalents? The club has the same range as the mace, and the range is generally just very meek.
The battle-axe somehow has even less range.
I do have certain bug, where it doesnt let me change direction of hit while holding spear. Doesn't matter if I don't have anything in the other hand, and changing grip position doesn't work. From loading screen i think that it may be a bug with weapon animation or something like that
quite a funny but annoying bug im having with CO on Never Hostile is that bowtorns will try to hit me with arrows, will not melee me, and their arrows will just fly through me and not hurt me.
That "extremely gamebreaking bug", yikes, that is a bit... not good. 😬
extremely gamebreaking bug I found for the story;
Hey, Im having issues where occasionally my weapon will bug out and no longer let me swing. Making me need to put away the weapon and bring it back out, which is really rough. Any fixes?
uld it be possible to add a setting that allowd weapons with different swing patterns based on mouse position to be based on character movement?
greatswords and any that uses the outlines around the reticle
Maltiez Not sure if it is intentional but in new versions of the mod melee_weapon_stop_on_terrain_hit is enabled by default which makes it very annoying to use weapons on any kind of uneven ground. However if you have config lib the change is reversed in the configlib-patches.json file. I figure if this is unintentional you may not have spotted it because you probably use configlib 95% of the time.
Just updated to newest version and all the new weapons are gone. Loaded an existing save and my javelin was just a black square.
Hi im recieving a crash to desktop error from combat overhaul on my server below is the error code in the console, any advice would be great!
[39;49m[39;49m[31m9.9.2025 13:50:34 [Server Error] Exception: The key steadyAim was not found
upon further inestigation i think it may be xskills, but if you have any insight id appreciate it.
Why is it that the Yeoman that seems to come along with this mod (I don't have remnants installed) so nerfed?
The class designed to be the archer but has every aim penalty under the sun.
It just doesnt make a lot of sense
Hm, need to reduce punching range to realistic value
Hey, so a problem that I have with the mod is that the range of some of the melee weapons feels really off. Maces have shorter range than punches and clubs sometimes struggle to hit drifters that are crawling on the ground. It's really annoyying and i was wondering if the range of those weapons could be changed?
Hey! What does "change grip position on spear" do? I don't feel much of a difference throwing it, and I have no sense of range swinging it to test that.
Had to disable, after a few swings left click no longer swings a weapon until you deselect/reselect it. Please fix soon. (early game, happened with spears and club)
How can I place Spears on the Ground/ in Tool Racks with this mod active? It just keeps aiming whenever i press right click
Howdy Maltiez! I'm trying to track down an issue I'm having, or rather which mod has the problem. I don't know if it's an issue here or another mod (Smithing Plus is my current next best guess).
I'm trying to smith a copper Mace head. It's big and square and so I have to flip it (not just roate) to get a better look at it. When I Do though, the actual green-grid indicating where the voxels need to be moved to SHIFTS. inevitably I need to flip it again and it shifts again. It makes it impossible to finish the Mace while smithing.
Would this be an issue with this mod? I'm sorry if I sound ignorant, I'm only even kind of certain the Copper Mace head comes from this mod. That's why i'm runnign it by you first. If not I'm thinking Smithing Plus would be my next stop for troubleshooting.
I know its only supported up to 1.21. but in v1.21.1-rc.2 (and rc1) I get an error regarding the obsidian arrow.
It is not critical and the game starts but wanted to let you know.
Seconding Voodooozo37's report of new incompatibility with Trait Acquirer in 1.21--
While I'm almost certain this is something that should fixed on Trait Acquirer's end rather than through Combat Overhaul, the modder has not been seen for some time. I was looking into creating my own fork to resolve this, but am new to vintage story modding and wasn't quite sure what mechanism in Combat Overhaul's traits is incompatible with Trait Acquirer (since Trait Acquirer works fine in 1.21 without Combat Overhaul).
I wondered if you guys here might be able to give me some insight into how to best adapt a fork to work with your mod? Thanks so much in advance for your time and consideration.
Running on 64 bit Windows 10.0.19045.0 with 32681 MB RAMGame Version: v1.21.0 (Stable)9/6/2025 8:25:19 AM: Critical error occurred in the following mod: traitacquirer@0.9.6Loaded Mods: overhaullib@1.7.0, game@1.21.0, combatoverhaul@0.9.2, traitacquirer@0.9.6, creative@1.21.0, survival@1.21.0System.Collections.Generic.KeyNotFoundException: The given key 'bowsProficiency' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at traitacquirer.traitacquirerModSystem.<>c__DisplayClass22_0.b__1(String code) in C:\Users\Roan\Documents\My Games\Games\VS\VSMods\Development\VStraitacquirer\traitacquirer\traitacquirerModSystem.cs:line 232 at System.Linq.Enumerable.SelectArrayIterator`2.Fill(ReadOnlySpan`1 source, Span`1 destination, Func`2 func) at System.Linq.Enumerable.SelectArrayIterator`2.ToArray() at System.Linq.Buffer`1..ctor(IEnumerable`1 source) at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext() at traitacquirer.traitacquirerModSystem.getClassTraitText() in C:\Users\Roan\Documents\My Games\Games\VS\VSMods\Development\VStraitacquirer\traitacquirer\traitacquirerModSystem.cs:line 234 at traitacquirer.traitacquirerModSystem.composeTraitsTab(GuiComposer compo) in C:\Users\Roan\Documents\My Games\Games\VS\VSMods\Development\VStraitacquirer\traitacquirer\traitacquirerModSystem.cs:line 205 at Vintagestory.Client.NoObf.GuiDialogCharacter.ComposeGuis() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 130 at Vintagestory.Client.NoObf.GuiDialogCharacter.onTabClicked(Int32 tabindex) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 153 at Vintagestory.API.Client.GuiElementHorizontalTabs.SetValue(Int32 selectedIndex, Boolean callhandler) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 409 at Vintagestory.API.Client.GuiElementHorizontalTabs.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 392 at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470 at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564 at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 160 at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401 at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1962 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 403 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394 at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574 at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1932 at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 339 at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 913 at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 203 at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)--- End of stack trace from previous location --- at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded() at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3=================================={ TimeGenerated = 8/30/2025 5:16:29 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: coreclr.dll, version: 8.0.824.36612, time stamp: 0x6696b815Exception code: 0xc0000005Fault offset: 0x00000000001c2090Faulting process id: 0x3d3cFaulting application start time: 0x01dc19e2723cde4cFaulting application path: C:\Users\Kel\AppData\Roaming\VSLGameVersions\1.21.0\Vintagestory.exeFaulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.8\coreclr.dllReport Id: 0e5d5b7f-1fe2-4156-9013-9950a096eba1Faulting package full name: Faulting package-relative application ID: }--------------{ TimeGenerated = 8/25/2025 4:41:11 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: coreclr.dll, version: 8.0.824.36612, time stamp: 0x6696b815Exception code: 0xc0000005Fault offset: 0x00000000001c2090Faulting process id: 0x242cFaulting application start time: 0x01dc1608a9cbb86dFaulting application path: C:\Users\Kel\AppData\Roaming\VSLGameVersions\1.21.0\Vintagestory.exeFaulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.8\coreclr.dllReport Id: a922a946-8a2e-4eb2-bbfe-dd718d26c8d4Faulting package full name: Faulting package-relative application ID: }--------------{ TimeGenerated = 8/25/2025 3:44:21 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: coreclr.dll, version: 8.0.824.36612, time stamp: 0x6696b815Exception code: 0xc0000005Fault offset: 0x00000000001c2090Faulting process id: 0x808Faulting application start time: 0x01dc1600e7c323adFaulting application path: C:\Users\Kel\AppData\Roaming\VSLGameVersions\1.21.0\Vintagestory.exeFaulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.8\coreclr.dllReport Id: aefc58c9-85f8-4a67-a76a-735ebc8c6fedFaulting package full name: Faulting package-relative application ID: }
I seem to be able to pickup Bowtorn arrows since the last update.
Is it possible to add a config option to change player projectile speed? Thrown spears feel really slow and I'd like to make them faster.
good afternoon! after installing this modification, I encountered the problem that the pickaxe and any objects in my hands go inside the block and come close. Perhaps this has already been mentioned, if so, please tell me where exactly
How do you disable immersive first person camera mode? I understand its not supported anymore but its defaulted on for me, and I cant find it in the config.
There seems to be a bug with mod Trait Acquirer , first of when you go and try to check the traits of your character the game crashes. It used to be normal in 1.20 but now in 1.21 it crashes. Further more sometimes when you find a book that is supposted to give you a trait, its item count is 0 making it unable to be taken from chest or so. (the first bug is definitely connected to this mod, the second I am not sure but maybe some other people experienced it too so I will leave that info here)
LastXsile The Blacksmith perk increases weapon damage and armor resistance. Except that with CO it adds vanilla stats, which are useless. If a weapon is blunt, the perk should add blunt damage.
Gourgandin It works for me what exactly isn't working? Also list your current mod verisons for both Combat Overhaul, Overhaul lib, an which xskills and xlib you have.
Please can you make the Xskills Black smith perk works ?Maltiez I looked at the patch on its side and didn't see what was wrong with it. Just seems CO overides it but im not knowledgable enough to really know what im doing to be fair. I figured it was something broke on its side but i can't figure that out honestly. Thanks for letting me know though.
LastXsile should be done on Remnatns side
ClosedBoudy set aiming difficulty to 0
is there anyway to completely turn off aim drift?
Maltiez Anychance you could add compatibility to The Remnants class mod, I attempted to patch it myself but lack the skill and failed but now I can't load my server now without it installed and it and this break the classes traits.
@Maltiez It seems like the invert direction config option doesn't fully work. It does invert the direction of the direction widget that shows up but doesn't actually change the animation.
Seems like the new update broke the crude bow texture for me. It's all white with a red question mark on it. Going back to 0.7.1 fixes the issue.
Does this mod buff arrows in some way? I’m new to game and heard from the community that arrow’s damage rlly fall off in pvp in the late game due to armor and the lack of damage tiers to arrows. I got recommended the “tiered arrows mod” bc of this. But since I’m already using CO, I figured I might as well ask first. Got the game about 2 weeks ago and I’m planning on starting a server with the boys
Also getting the issue of all weapons being un-usable in multiplayer, but we fixed it by promoting me to admin. Weird.
Had a buddy pop on a server, using the Linux client. He wasn't able to attack with anything but a knife. All left clicks did nothing with other weapons.
Any chance you'd add Rapiers to the list of weapons?
1.9.2025 14:11:11 [Server Error] [combatoverhaul] An exception was thrown when trying to start the mod:1.9.2025 14:11:11 [Server Error] [combatoverhaul] Exception: Invalid JavaScript property identifier character: }. Path 'Resists. BluntAttack', line 1, position 139. at Newtonsoft.Json.JsonTextReader.ParseUnquotedProperty() at Newtonsoft.Json.JsonTextReader.ParseProperty()
at Newtonsoft.Json.JsonTextReader.ParseObject()
at Newtonsoft.Json.Linq.JContainer.ReadContentFrom(JsonReader r, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
at Vintagestory.API.Datastructures.JsonObject.FromJson(String jsonCode) in VintagestoryApi\Datastructures\JsonObject.cs:line 23
at CombatOverhaul. Integration.ArmorAutoPatcher.GenerateProperties (Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatche r.cs:line 124 19
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch (Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 25 at CombatOverhaul. Integration.ArmorAutoPatcher.Patch (ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line
at CombatOverhaul.CombatOverhaulAdditionalSystem.Assets Finalize (ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 28 at Vintagestory.Common.ModLoader.TryRunModPhase (Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 670 1.9.2025 14:11:11 [Server Error] Failed to run mod phase AssetsFinalize for mod CombatOverhaul.CombatOverhaulAdditionalSystem
I have had this error message since 1.21.0 release. I though it might go away eventually but it hasn't so sharing it here.
I doesn't seem to affect anything important but perhaps there's a fix 🙂
Keywords:
Invalid JavaScript,Resists BluntAttack, ArmorAutoPatcher, Overhaullib IntegrationGot a bug to report!
Here are the mods involved:
playermodellib (1.0.1)
overhaullib (1.3.1)
combat overhaul (0.7.1)
kobold player redux (1.0.0)
tabards (0.2.1)
TLDR: with combat overhaul on, armor doesnt display the way they should on modified playermodels
I belieeeeeve the issue lies in the combat overhaul mod specifically, but ive reported it to the kobold mod too in case the issue lies there.
The kobold mod features custom shapes on its character, with a digitigrade pair of legs, and a big snout.
the mod creator has built custom shapes for armor so it fits the custom body.
All normal clothing works, without combat overhaul it works just fine, and the tabard mod works fine too (I bring that one up just because it makes me think its not overhaul lib specifically) but with combat overhaul on it makes it so armor doesnt display right, helmets dont get their custom snout addition, and the legs are utterly broken.
Last second addition:
I was testing a little extra as I was writing this, the "Lizardfolk" (1.1.3) playermodel does display its custom snouted helmets with combat overhaul on, which kind of means that its now the kobold mod that is the outlier. Though it still feels worth reporting, as you might be able to make the changes necessary to make custom armors like this work out of the box rather than needing whatever lizardfolk did for its compatibility.
I've already let the kobold mod author know about the issue before I went here to report it aswell.
Can somebody please elaborate on this?
Involved Harmony IDs: IgnoreThisPatchItHasNothingToDoWithYourCrash, CombatOverhaulAutoSystem.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityShapeRenderer.RenderItem(Single dt, Boolean isShadowPass, ItemStack stack, AttachmentPointAndPose apap, ItemRenderInfo renderInfo) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 453
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 323
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 189
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 881
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Been having issue getting the mod to work. mainly no animations or damage. I have already: cleared my cache like 8 seperate times, completely uninstalled the game, deleted all data concerning mods and no luck. i'll continue to trouble shoot until. (issues resolved)
I am having an issue with the 1.20.12 version of the mod. I can hit the modded creatures (Nature Sentinel from Rustbound Magic specifically) with arrows just fine, but the minute I hit a vanilla creature (hare, wolf, lurker) I do no damage and get this error:
Exception: Could not load type 'CombatOverhaul.RangedSystems.ProjectileEntity' from assembly 'CombatOverhaul, Version=x.x.x.0, Culture=neutral, PublicKeyToken=null'
On my server, it kicks me to the menu, while in singleplayer it just does no damage.
I am running version 0.3.10 for Combat Overhaul, 0.2.4 Armory, and 0.2.18 OverhaulLib.
Combat overhaul seems to don't work with. I check and i found this in the server-main logs:
I don't know if it's related but a "mod" called VSEssential have trouble to load too. Apparently it add a lot of already existing object.
Edit: After close VS and reopen it these 2 errors don't occurs. I'm confused of what happen.
30.8.2025 13:11:20 [Error] [combatoverhaul] An exception was thrown when trying to start the mod:30.8.2025 13:11:20 [Error] [combatoverhaul] Exception: Invalid JavaScript property identifier character: }. Path 'Resists.BluntAttack', line 1, position 134.
at Newtonsoft.Json.JsonTextReader.ParseUnquotedProperty()
at Newtonsoft.Json.JsonTextReader.ParseProperty()
at Newtonsoft.Json.JsonTextReader.ParseObject()
at Newtonsoft.Json.Linq.JContainer.ReadContentFrom(JsonReader r, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
at Vintagestory.API.Datastructures.JsonObject.FromJson(String jsonCode) in VintagestoryApi\Datastructures\JsonObject.cs:line 23
at CombatOverhaul.Integration.ArmorAutoPatcher.GenerateProperties(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 124
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 25
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 19
at CombatOverhaul.CombatOverhaulAdditionalSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 28
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 670
30.8.2025 13:11:20 [Error] Failed to run mod phase AssetsFinalize for mod CombatOverhaul.CombatOverhaulAdditionalSystem
Seems the quiver in the mod is no longer working, just turned into one of those broken black box items
hey, would it be possible to revert shield animations ? i don't know why this mod has this weird shield block animation built into it while the vanilla game has a perfect and realistic animation for raising a shield
having weird issues with long handle weapons, not hitting their targets, unless it's at about the same distance as a falx's reach.
the tin bronze long handle axe for example, wasn't hitting anything until it was less than a block away. Even when the model appears to pass through the target in 3rd person.
Hi there! Having an issue with flint spears and the such not working as MohawkMafia. I'm seeing that I have to update the "Config" But I don't know how to do that, let alone on a server.
Edit: Yeah, I just needed to add the config mod. Bit of an oversight lmao.
LilBogStank and clayne I am having the same issue, I have the mod installed on a server and despite any number of restarts to the server and the clients I can't get spears to work. MaltiezIs there something I'm doing wrong?
Thanks in advance,
update config lib
i got a error when trying to start up a new world theres might be a problem with the spears i think, and i have to cancel the game cuz it wont load ( im not a good modder but hope this helps fix it)
27.8.2025 11:56:42 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod 27.8.2025 11:56:42 [Event] started 'Extra Info' mod
27.8.2025 11:56:43 [Error] [Config lib] Error on parsing patch
'game:itemtypes/combatoverhaul/spear.json/attributes/Two HandedStance/AttackDirections Type':
setting 'spear_directions_none' is not form 'other' category.
27.8.2025 11:56:43 [Error] [Config lib] Error on parsing patch
'game:itemtypes/combatoverhaul/spear.json/attributes/TwoHanded Stance/AttackAnimation': setting 'spear_directions_none_animations' is not form 'other' category.
Turns out I just can't read and didn't restart the game after i installed the mod, works fine for me now.
In 99% of cases it is just mismatched mods versions, make sure to update all relevant mods to latest version for your game version.
LilBogStank I'm having this issue as well, disabled all other mods to confirm it wasn't a conflict.
Is anyone else having an issue with this mod causing some weapons to be completely unusable? (flint spear or any bow from my experience)
@Khakana
If you have Config lib installed, you should be able to do it from the game manu (in-game) by clicking on the Mods settings button
Per Ricwi's comment, I'm able to load a saved game without any trouble with this (0.7.1) enabled (make sure Overhauls is also updated)
well after much testing this is causing the game to crash every time i try to start or create a world. v1.21.0 stable
genuinely must just be stupid. I cannot for the life of me figure out how to get the screen to change up the settings of the mod since I like everything but how bows aim and for whatever reason I am under the impression I can change that alone back to default with the menu. How do I do this?
My 'client-main.log' file reports the following error:
25.8.2025 00:31:53 [Error] [combatoverhaul] An exception was thrown when trying to start the mod:
25.8.2025 00:31:53 [Error] [combatoverhaul] Exception: Invalid JavaScript property identifier character: }. Path 'Resists.BluntAttack', line 1, position 134.
at Newtonsoft.Json.JsonTextReader.ParseUnquotedProperty()
at Newtonsoft.Json.JsonTextReader.ParseProperty()
at Newtonsoft.Json.JsonTextReader.ParseObject()
at Newtonsoft.Json.Linq.JContainer.ReadContentFrom(JsonReader r, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
at Vintagestory.API.Datastructures.JsonObject.FromJson(String jsonCode) in VintagestoryApi\Datastructures\JsonObject.cs:line 21
at CombatOverhaul.Integration.ArmorAutoPatcher.GenerateProperties(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 124
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 25
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 21
at CombatOverhaul.CombatOverhaulAdditionalSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 28
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
25.8.2025 00:31:53 [Error] Failed to run mod phase AssetsFinalize for mod CombatOverhaul.CombatOverhaulAdditionalSystem
25.8.2025 00:31:53 [Error] Found closing tag <stong> at position 1405 but <strong> should be closed first. See debug log for full text.
It doesn't crash the game, but it does get recorded. Just thought it might be something to look into.
This is for game version 1.20.12, mod version 0.3.10.
Hellow there, ive been enjoying this mod in single, and i recently started a MP server with friends. when we throw the stone jav it gives us an error and kicks us from the server for an unhandled exception. any help?
24.8.2025 22:34:26 [Server Notification] Client 3 disconnected: An action you (or your client) did caused an unhandled exception24.8.2025 22:34:26 [Server Notification] UDP: client disconnected MrGolli
24.8.2025 22:34:26 [Server Event] Player MrGolli got removed. Reason: Threw an exception at the server
24.8.2025 22:34:26 [Server Error] Exception: Object reference not set to an instance of an object.
at CombatOverhaul.RangedSystems.ProjectileEntity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 191
at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2504
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2460
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2439
at CombatOverhaul.RangedSystems.ProjectileSystemBase.SpawnProjectile(Guid id, ItemStack projectileStack, ItemStack weaponStack, ProjectileStats stats, ProjectileSpawnStats spawnStats, ICoreAPI api, Entity shooter) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 165
at CombatOverhaul.RangedSystems.ProjectileSystemServer.Spawn(Guid id, ProjectileStats projectileStats, ProjectileSpawnStats spawnStats, ItemStack projectileStack, ItemStack weaponStack, Entity shooter) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 365
at CombatOverhaul.Implementations.MeleeWeaponServer.Shoot(IServerPlayer player, ItemSlot slot, ShotPacket packet, Entity shooter) in D:\Projects\VintageStory\Overhaullib\source\Implementations\MeleeWeapon.cs:line 1345
at CombatOverhaul.RangedSystems.RangedWeaponSystemServer.HandleShotPacket(IServerPlayer player, ShotPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\RangedSystem.cs:line 239
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 54
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 977
@wael6 so will this work has the hunter has the same has the helberd???
in 1.21 rc 6 on mod version 0.7.1 equipping a weapon causes a fatal error/crash due to animation errors
Involved Harmony IDs: CombatOverhaulAuto, SomeUnknownMod
System.FieldAccessException: Attempt by method 'CombatOverhaul.Animations.FirstPersonAnimationsBehavior.SetFov(Single, Boolean)' to access field 'Vintagestory.Client.NoObf.Camera.Fov' failed.
at CombatOverhaul.Animations.FirstPersonAnimationsBehavior.SetFov(Single multiplier, Boolean equalizeFov) in D:\Projects\VintageStory\Overhaullib\source\Animations\PlayerBehavior.cs:line 389
at CombatOverhaul.Animations.FirstPersonAnimationsBehavior.OnFrame(Entity entity, ElementPose pose, AnimatorBase animator) in D:\Projects\VintageStory\Overhaullib\source\Animations\PlayerBehavior.cs:line 108
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices(Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 319
at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 187
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch1(AnimationManager this, Single dt)
at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 33
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 50
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
wael6 I did try adding the latest overhaul lib in after I added the updated combat overhaul because I saw in the change log that it now requied it, but that didnt fix any of the issues as far as I could tell. The current version I use 0.2.14 works just fine without it from what I can tell.
TheCrazyKid poleaxe has a hammer on the back of it that you use for overhead strikes and has a shorter pole with a more centered grip, halberd has a spike on that back (sadly unusable) and has a longer pole with a more spear like hand position
LuaNearctic do you have the latest overhaul lib version ?
Im currently unable to update this mod for my 1.20.12 server to its recomended version of 0.3.10 and can only use 0.2.14. Animaitons not working, creative menu tab not visable and no textures load for any of the models that depend on it. Which are CombatOverhaul Armory which is up to date, Crossbows 0.6.2 and Firearms 0.11.6, which I am not able to update due to the same texture issue. Ive have followed the tips as best to my abilties, Ive even got down version untill one works but only 0.2.14 seems to works. To my knowlage i dont have anyother combat mods installed except for LevelUp which is currently at 1.3.8.
Sadly, Buthering mod is NOT working with Combat Overhaul. To be more specific Bone Arrows dont work with Bows anymore.. Is there possibility for patch?
When I try to host this on LAN, my brother isn't capable of joining, it just says "downloading 0 mods" infinitely. Even when he's already installed them separately on his client. We are using version 1.20.12 client and newest mod version.
I installed everything but while I am playing my caracther does not take any damage at all from passive mobs - and this is the second try after I uninstalled everything and installed them again; one thing I noticed that once I deactivate this mod; I get damaged as normal
@TheCrazyKid I checked the json and it's a type of axe, its affected by axes proficiency.
@Xasmedy This has been an issue for a long time now. Let me know if you manage to find a fix on your own because everyone else I've asked is stumped.
is a polaxe is the same has a halberd?
edit-i think i know what i did wrong :P
Any thoughts on on making long axes stronger? they are pretty one note and seem strickly worse than something like the greatsword as they can't even block.
MrKizu Are you using any race addons? I'm having the same with the Kemono mod. It didn't work with Kemono+pony before because of changing how hits are calculated, but now it's doing what you're saying.Figuring it was related to the last "Known Problem", there.
Waited a long time for an update, gave it a try and still nothing works. Only swinging sounds with melee weapons and I tried all of them.
Yes I had all the depenencies, restarted the game a couple of times, cleared the cache but still nothing. Could just be some obscure mod conflict even tho I don't have any other melee mods.
Oh well. I don't wanna go through the trouble of fixing my server if this breaks something so I guess i'll try this in another run.
How can we get patches for Creatures for Combat OverhauL? There are TONS of cool creatures especially from Fauna of the Stone Age but none seem to be compatible witht this mod when it comes to hit boxes...
It would be pretty cool if when using a greatsword you could switch to halfsword, like choking up on polearms, and have the pomel do blunt damage.
On 1.20.12 there's a massive performance problem on multiplayer when having 20+ players in the same place.
People with different hardware have pretty much the same fps (around 8 to 15), and removing the mod fixes the problem.
+1 on not being able to Place down the Jav. I had Dodge master on Alt, rebinded it now. Tried the hotkeys mentioned couple comments below too
arcticflxme They do though? Press X without a two handed weapon
Why make it so lanterns or any light doesn't work in your offhand?
Kasel Strange, works on my end, rc1
Entaris Tried all of this. Nothing works. Still will only prepare to throw and not place it.
ExeCUTEtioner KaselWasn't it Ctrl + Shift + Alt Right Click?
Because CTRL + Shift is place, but Alt to interact with the world
ExeCUTEtioner I tried that many times, no dice.
Kasel Its tricky, Spears and Javs I had to ctrl+alt+r click to place.
So for some reason, I cannot place my spear on the ground or on tool racks. Holding ALT does nothing and my character only wants to try and throw the spear.
I must be missing something. Playing on a server with only this mod and the overhaul lib. I get a message saying 0 mods needed to download in order to connect. AFAIK overhaul lib is the only dependency for this mod, and that message pops up when you are missing a dependency. Is there another dependency?
There is a bug where the new bear armor is impossible to equip.
Getting a crash on startup, it's saying its overhaullib but it was running a-ok before I updated combat overhaul from 0.4.4 to 0.4.5
I am playing on 1.21.0 rc-2 so this could simply be my fault for flying too close to the sun
Game Version: v1.21.0-rc.2 (Unstable)
8/5/2025 12:33:07 PM: Critical error occurred in the following mod: overhaullib@0.3.11
Loaded Mods: axleinblocks@1.21.0, bettertraders@0.0.10, buzzwords@1.8.0, hqzlights@1.1.2, fagothic@1.1.2, fagreenwich@1.2.2, fatemplar@1.2.2, micalchanges@1.4.0, millwright@1.2.7, overhaullib@0.3.11, particlesplus@2.3.1, plainsandvalleys@1.0.12, playermodellib@0.1.18, primitivesurvival@3.9.3, soapandlye@1.1.6, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.6.0, usefulshears@1.0.0, game@1.21.0-rc.2, vsimgui@1.1.10, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, antlershorns@1.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0-pre.2, canjewelry@0.5.3, carryon@1.10.0-pre.2, combatoverhaul@0.4.5, configlib@1.9.0, electricalprogressivecore@2.1.0-rc.2, floatingfish@1.1.0, fromgoldencombs@1.9.1, goblinears@2.3.0, hudclockpatch@1.1.0, itempickuphighlighter@1.0.0, maltiezcrossbows@1.3.0, maltiezfirearms@1.0.3, purposefulstorage@1.4.1, rackableplates@1.0.0, rpvoicechat@2.3.20, stepupcontinued@0.0.1, th3dungeon@0.4.3, usefulstuff17@1.5.0, vintagesymphony@1.0.3-rc.1, creative@1.21.0-rc.2, survival@1.21.0-rc.2, armory@0.2.5, electricalprogressivebasics@2.1.0-rc.2, em@3.3.0-pre.1, vintagesymphonyassets@1.1.0, bricklayers@3.1.0-pre.1, electricalprogressiveqol@2.1.0-rc.2, tailorsdelight@2.0.0-pre.1, electricalprogressiveequipment@2.1.0-rc.2
System.ArgumentException: Requested value 'spears_aiming_cursor_type' was not found.
at System.Enum.TryParseByName[TStorage](RuntimeType enumType, ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, TStorage& result)
at System.Enum.TryParseByValueOrName[TUnderlying,TStorage](RuntimeType enumType, ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, TUnderlying& result)
at System.Enum.Parse[TEnum](String value, Boolean ignoreCase)
at System.Enum.Parse[TEnum](String value)
at CombatOverhaul.RangedSystems.Aiming.AimingStatsJson.ToStats() in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Aiming\AimingSystem.cs:line 49
at CombatOverhaul.Implementations.MeleeWeaponClient..ctor(ICoreClientAPI api, Item item) in D:\Projects\VintageStory\Overhaullib\source\Implementations\MeleeWeapon.cs:line 189
at CombatOverhaul.Implementations.MeleeWeapon.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Implementations\MeleeWeapon.cs:line 1456
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 1026
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass59_0.b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 1031
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 760
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 337
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
no matter what i try i cannot get the combat animations to work, iv been working at it for days clearing cash downloading different versions and full reinstalls of the game and world but nothing works
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
Hello, could you add an option in the game (in the keyboard shortcut settings) to change the defend button on the shield?
As it is, it works well when playing with spears, but not with other weapons such as sabers. It doesn't work, especially in ruins; you're in the middle of combat and suddenly open a chest by accident. Or even at home.
If you switch the button to shift or leave it free for the player to choose, I'll buy you a coffee. ^_^
when dismantling Chains it gives back double the amount nuggets than it's supposed to. This is not the case for Lamellar or Scales however
Having an issue where the host can use flint to make javelins without issue, but anyone who isn't the host sees missing textures when knapping? We're both using Version 0.2.4 Armory, 0.4.4 Overhaul, 0.3.11 Lib
Also can't find the discord link to get help
Thx
there is a problem with combat overhaul and the 1.21: the new bear armor cant be equiped!!!!
Yea just make like if it is a improvised armor or something for wear it.
Bone_D overhaul lib just got an update a few hours ago, in the changelog it said it fixed the steps sound, just letting anyone know
Wilihey also got that. Only installed combat overhaul and overhaul lib to be sure, and sadly issue still persists. So probably not out of conflict with other mods. (The mod is amazing btw thx)
i noticed i stop hearing my footsteps sometimes, and they come back after leaving and then relaunching my save
my footsteps disappear whenever i select a combat overhaul item in my hotbar, and the footsteps never come back until i save and leave, then relaunch, its very odd
@Maltiez Based
No
Please, add compatibility with Kemono
Update XSkills
Anyone else having problems with projectiles going right through enemies? default projectiles like throwing rocks still works but any weapon using this mods aiming system including the crossbows and firearms has the projectiles pass right through the enemy doing no damage. I reinstalled this and all related mods and still no luck. is it because im on 1.20.12 and the mod is just outdated?
propaneko - no idea, Im just reporting what I observed. Before I installed this mod I made batch of spears and just hung those on a wall rack. Went back, to fetch fresh batch and all of them were at ( I think) half health - value which corresponds to vanila durability. My guess would be that existing items have durability cached and check against predefined "constant", which this mod changed. So while my existing spears retained OG duralibity, mod offset value and game display them at 50%. Though it just my guess.
Apologies, I've checked a few places but I can't seem to find information on the mechanics themselves. The number data is nice, but I don't see anything in game, or out, that goes over what each additional mechanic does exactly.
Like how to control the swings (I assume the UI element around the crosshair indicates what direction i'm swinging, but i'm not sure how it works with spears.)
How parries are intended to function, or what changing grip on the spear does beyond changing reach. (if anything)
Is there a site/document I missed somewhere?
Is there any plan to make the weapons draw over blocks like vanilla tools, instead of clipping into blocks?
All bows are invisible on 1.20.12, not sure why.
edit- Apparently this issue was caused by ReShade, I guess they interfere with each other for some reason. Holding the bow spams this error as well :
[Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this errorRunning on 64 bit Windows 10.0.26100.0 with 32694 MB RAM
Game Version: v1.20.12 (Stable)
7/18/2025 3:18:10 PM: Critical error occurred in the following mod: overhaullib@0.2.10
Loaded Mods: overhaullib@0.2.10, game@1.20.12, combatoverhaul@0.3.9, creative@1.20.12, survival@1.20.12
Involved Harmony IDs: SomeUnknownMod, CombatOverhaulAuto
System.Exception: No detailed debug message due to a non-debug context
at Vintagestory.Client.NoObf.ClientPlatformWindows.DebugCallback(DebugSource source, DebugType type, Int32 id, DebugSeverity severity, Int32 length, IntPtr message, IntPtr userParam) in VintagestoryLib\Client\ClientPlatform\GLFramebuffer.cs:line 1319
at CombatOverhaul.Animations.AnimatableShapeRenderer.FillShaderValues(IShaderProgram shaderProgram, ItemRenderInfo itemStackRenderInfo, IRenderAPI render, ItemStack itemStack, Vec4f lightrgbs, Matrixf itemModelMatrix, IWorldAccessor world, AnimatorBase animator) in D:\Projects\VintageStory\Overhaullib\source\Animations\Items\Shape.cs:line 325
at CombatOverhaul.Animations.Animatable.RenderShape(IShaderProgram shaderProgram, IWorldAccessor world, AnimatableShape shape, ItemRenderInfo itemStackRenderInfo, IRenderAPI render, ItemStack itemStack, Vec4f lightrgbs, Matrixf itemModelMat, ItemSlot itemSlot, Entity entity, Single dt) in D:\Projects\VintageStory\Overhaullib\source\Animations\Items\Animatable.cs:line 179
at CombatOverhaul.Animations.AnimatableAttachable.RenderShape(IShaderProgram shaderProgram, IWorldAccessor world, AnimatableShape shape, ItemRenderInfo itemStackRenderInfo, IRenderAPI render, ItemStack itemStack, Vec4f lightrgbs, Matrixf itemModelMat, ItemSlot itemSlot, Entity entity, Single dt) in D:\Projects\VintageStory\Overhaullib\source\Animations\Items\Attachable.cs:line 98
at CombatOverhaul.Animations.Animatable.RenderHeldItem(Single[] modelMat, ICoreClientAPI api, ItemSlot itemSlot, Entity entity, Vec4f lightrgbs, Single dt, Boolean isShadowPass, Boolean right, ItemRenderInfo renderInfo) in D:\Projects\VintageStory\Overhaullib\source\Animations\Items\Animatable.cs:line 74
at CombatOverhaul.Integration.HarmonyPatches.RenderHeldItem(EntityShapeRenderer __instance, Single dt, Boolean isShadowPass, Boolean right) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\Patches.cs:line 200
at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem_Patch2(EntityShapeRenderer this, Single dt, Boolean isShadowPass, Boolean right)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 308
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch2(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 91
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 814
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 127
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
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 7/15/2025 2:18:08 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x21cc
Faulting application start time: 0x1dbf5be6ff04b36
Faulting application path: V:\My Games\VintageStory\Vintagestory.exe
Faulting module path: V:\My Games\VintageStory\Lib\openal32.dll
Report Id: 243c9b09-3998-4ff5-a414-f9eb1f3423e1
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 7/12/2025 8:33:56 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1dc4
Faulting application start time: 0x1dbf3a688f6d151
Faulting application path: V:\My Games\VintageStory\Vintagestory.exe
Faulting module path: V:\My Games\VintageStory\Lib\openal32.dll
Report Id: a772470e-ddea-4586-ad18-9c7e936dfc80
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 7/1/2025 7:33:34 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6460
Faulting application start time: 0x1dbeaf87831900a
Faulting application path: V:\My Games\VintageStory\Vintagestory.exe
Faulting module path: V:\My Games\VintageStory\Lib\openal32.dll
Report Id: 2a493ddb-3673-40f3-b620-0bc26e423f3b
Faulting package full name:
Faulting package-relative application ID: }
Thank you for updating to the 1.21.0pre! I truly enjoy your mod so much.
Dont know if someone needs it, but for class pourpouse the malfactor battelaxe / battleaxes proficiency is applied to both long axes and poleaxes
I have an issue where disabling "modify_vanilla_classes" is still applying the traits to classes
is there a way to configurate this mods attack speed (remove the hit lag/stagger when landing multiple hits)
I'm an animator and artist, not a coder Dx
EDIT: I've figured it out
Q_qTip it doesn't downgrade anything, just increases max durability you can have on weapon. You don't lose anything compared to vanilla.
Running on 64 bit Windows 10.0.26100.0 with 31849 MB RAM
Game Version: v1.21.0-pre.2 (Unstable)
08.07.2025 11:47:08: Critical error occurred
Loaded Mods: allclasses@1.3.5, bettertraders@0.0.10, flora@1.0.5, snowcaps@0.0.0, game@1.21.0-pre.2, bedspawnv2@1.4.0, betterruins@0.4.15, combatoverhaul@0.3.9, commonlib@2.6.1, farseer@1.3.1, herbarium@1.4.0, terraprety@7.0.5, creative@1.21.0-pre.2, survival@1.21.0-pre.2, armory@0.2.4, combat-overhaul-reanimated@1.0.0, playercorpse@1.11.1, wildcrafttree@1.3.1
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.ContainsKey(TKey key)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 48
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 625
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 437
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 379
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 131
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 08.07.2025 11:37:38, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.21.0.0, метка времени: 0x67fe0000
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.26100.4484, метка времени: 0xeb145377
Код исключения: 0xe0434352
Смещение ошибки: 0x00000000000c7f9a
Идентификатор сбойного процесса: 0xe18
Время запуска сбойного приложения: 0x1dbefc18b5d6ed5
Путь сбойного приложения: C:\Users\user\AppData\Roaming\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\System32\KERNELBASE.dll
Идентификатор отчета: e374677b-06da-4846-8674-93461e260d8f
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 08.07.2025 11:34:03, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.21.0.0, метка времени: 0x67fe0000
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.26100.4484, метка времени: 0xeb145377
Код исключения: 0xe0434352
Смещение ошибки: 0x00000000000c7f9a
Идентификатор сбойного процесса: 0x4fb8
Время запуска сбойного приложения: 0x1dbefc17e18f32b
Путь сбойного приложения: C:\Users\user\AppData\Roaming\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\System32\KERNELBASE.dll
Идентификатор отчета: 754ae44f-a3dc-440b-bbcb-804d4f975f84
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 08.07.2025 11:33:18, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.21.0.0, метка времени: 0x67fe0000
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.26100.4484, метка времени: 0xeb145377
Код исключения: 0xe0434352
Смещение ошибки: 0x00000000000c7f9a
Идентификатор сбойного процесса: 0x4594
Время запуска сбойного приложения: 0x1dbefc14bba95e3
Путь сбойного приложения: C:\Users\user\AppData\Roaming\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\System32\KERNELBASE.dll
Идентификатор отчета: b2156960-e9dc-4673-94d6-8f4b07c0d783
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
@EventidesTurmoil Yes, short swords only have a stabbing animation that alternates left and right while longsword use animations from all 4 sides.
WARNING: it seems taht this mod will kidn of "downgrade" existing weapons. I think it bumps durability of weapons, but only if those did not exist prior to installation. So if you have brand new tin bronze spear at 100%, it will end up at 50% ish?
Is there a way to rebind the spear grip and throw combinations without completely rebinding right click? On some trackpads and mice it is not possible to hold right click and then left click, which makes throwing spears impossible.
Are Steel short swords supposed to only use the stabbing animation? Cause the rest of the long swords use slashing animations.
It seems that ranged weapons like bows and crossbows crash the game without the crash report, the moment I grab a longbow it starts a doomsday clock and it just closes the game, no issue tracker or nothing, I've tested my other mods if they don't cause the issue but it seems that this one is the issue
Fishs not sure I 100% understand your question but both mods will work on the latest version of the game (or any 1.20.X probably). Most of the time you only need to worry about the first 2 numbers of the version (1.20) when it comes to mod compatablity.
dont get having this for 1.20.4 but overhaul lib is made for 1.20.7 and up or is it that overhaul is only required for 1.20.7 and up
Hi,
For couple of weeks I have this error, and I have no idea what could be causing it. I checked if its something from other mods. Got lots of them, mostly mods for QoL stuff.
Regarding combat and items (armors, weapons) only Combat Overhaul mods from Malitez
25.6.2025 21:53:44 [Error] [combatoverhaul] An exception was thrown when trying to start the mod:25.6.2025 21:53:44 [Error] [combatoverhaul] Exception: Invalid JavaScript property identifier character: }. Path 'Resists.BluntAttack', line 1, position 134.
at Newtonsoft.Json.JsonTextReader.ParseUnquotedProperty()
at Newtonsoft.Json.JsonTextReader.ParseProperty()
at Newtonsoft.Json.JsonTextReader.ParseObject()
at Newtonsoft.Json.Linq.JContainer.ReadContentFrom(JsonReader r, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
at Vintagestory.API.Datastructures.JsonObject.FromJson(String jsonCode) in VintagestoryApi\Datastructures\JsonObject.cs:line 21
at CombatOverhaul.Integration.ArmorAutoPatcher.GenerateProperties(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 124
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 25
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 19
at CombatOverhaul.CombatOverhaulAdditionalSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 28
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
25.6.2025 21:53:44 [Error] Failed to run mod phase AssetsFinalize for mod CombatOverhaul.CombatOverhaulAdditionalSystem
Right now you can do 360 drags like its Chivalry and hit 15 targets in a single downward chop. Needs to be configurable so we can specify how momentum\sweeps carry damage through targets and active hitbox duration. Preferably scaling up and down for damage based on a 'goldilocks zone' for each attack type
Is there any way to change the Alt keybind? Can't find anything in the config or controls. I use the alt key for other things and its getting really annoying.
great, thanks for the heads-up
Taeo
Seperate mod now: https://news.kalataka.ru/toolsanimations
Are tool animations (pickaxe, axe etc) still working for everyone else? I've updated to 1.20.12 and took the opportunity to update all of the combat overhaul stuff, but I just get vanilla animations now
Has anyone encountered and have a fix for the bug where the 2 handed weapon raidial wheel is perminately visable?
2 quick questions:
Is there any manual how to handle this mod? There are alot of opions, like 3 layers of armor, but almost no explanation.
Some people write about incompability with Xskills. How dose that look (or not look) because both mods can run at the same time. What is broken then?
@Kaschperle , @Eventide215, @Keven_McScrooge (and everyone else): Alright, here they are.
OverhaulLib: https://news.kalataka.ru/show/mod/25140 - Now a patch, not a fork.
Combat Overhaul: https://news.kalataka.ru/show/mod/25143 - No longer necessary.
@Maeyanie Please do!
Maeyanie I'd gladly take an unofficial temporary fork. From the looks of it, Maltiez hasn't been around. Can't play this game without the mod.
Maeyanie I'd happily would like to get the patched version of it till maltiez is back ! :)
Yeah, I'd throw in few $ for a fix too.
... Or I'd waste 5 hours debugging the problem and fix it myself. 😉
Cheers for open source. I've sent in a pull request with the fix (or at least, it seems to have fixed it for me).
Hopefully @Maltiez is around and can make an official update in relatively short order, but if not, I can post an unofficial temporary update myself if people want.
@Terawyn Damn man You saved me hours of checking all mods back and forth. Thank you
Hoping for the bow fix here as well...
@Maltiez if we all put money together, will you fix this please? I'm willing to chip in to a Patreon or whatever and I'm sure others are as well. haha
FWIW, I tried recompiling OverhaulLib against 1.20.11, and it didn't fix things.
Any word from the mod author on the mod update?
For those experiencing the crashing but from bows, So was I. And it literally broke mine and my friends server. It's DUE to an update with 1.20.11 changing things with their library.
[For coders: we did not change the API, but if your mod's code references ServerMain.Clients with VintagestoryLib.dll as a dependency, you will likely need to recompile against the 1.20.11 version of VintagestoryLib.dll. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.]
If you want to keep combat overhaul you will have to downdate to 1.20.10 until we get an update for combat overhaul. This fixed my server after hours of trying other solutions.
Getting the same problems. Bows, especially the Longbow crashes the game for me. Only sometimes, but... shrug
Edit: Oh, no. It's all the bows. But it seems weirdly random of when it happens. Usually instantly, but sometimes it just... lets to shoot it. Until it crashes.
Hi, just wondering, what is the effect of layering armour? I.e. wearing plate over gambeson?
Needs an update, crashing with ranged weapons on the new Vintage Story update. 1.20.11 . Getting no errors was frustrating, had to come here into the comments to find out i wasn't the only one.
I am having the Ranged weapons crash issue as well
In the most recent Update bows and ranged weapons cause crashes,
Does anyone know of a combatible version to switch to, or if a mod update is coming?
Can you please add a video or short text guide on how to make patches for your mod?
To those experiencing crashes - I believe they are related to ranged weapons in combat overhaul. Experiment with bows, or even crossbows if you have those installed. Sometimes they may work for a short period, but they consistently crash my game the moment upon equipping or loading the weapon. After putting my crossbow away I have not experienced any more crashes.
EDIT: this is, as far as I can tell, only with the latest game update.
As of 1.20.11, my server is regularly having 2-4 clients crash simultaneously with the following stacktrace shown to the clients. We couldn't find any specific behaviour to trigger it, but when it happens, the clients that crash are roughly nearby eachother (so presumably its _something_ in the loaded world), but it does not consistently happen to all clients in an area nor does it only happen to the same clients each time (eg. when travelling as 5, I crashed alongside 2 friends twice, and then I didn't crash the next 3 times when the others did -- and 1 client who wasn't near us didn't crash all session), and it happened in several different locations (quite far from eachother).
2025-05-29 8:37:26 PM: Critical error occurred in the following mod: combatoverhaul@0.2.17
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CombatOverhaul.Colliders.ShapeElementCollider.GetTransformMatrix(Int32 jointId, Single[] TransformationMatrices4x4) in D:\Projects\VintageStory\CombatOverhaul\source\Colliders\EntityCollider.cs:line 491
at CombatOverhaul.Colliders.ShapeElementCollider.Transform(Single[] transformMatrixAll, ICoreClientAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Colliders\EntityCollider.cs:line 338
at CombatOverhaul.Colliders.CollidersEntityBehavior.RecalculateColliders(ClientAnimator animator, ICoreClientAPI clientApi) in D:\Projects\VintageStory\CombatOverhaul\source\Colliders\EntityBehavior.cs:line 346
at CombatOverhaul.Colliders.CollidersEntityBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Colliders\EntityBehavior.cs:line 162
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1103
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 481
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 654at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 107
[trimmed]
1.20.11 mentions lots of performance/ticking code changes, so that seems quite likely related.
1.20.11 will randomly crash with no VS error log, event viewer reveals:
the following crash log: https://hastebin.com/share/qebupoguna.vbnet
Is there no way to lock attack direction? Very annoying when trying to aim a pike on an elk and having your character try and hit from the top. Please add!
Love the mod, from every aspect!
My only complaint:
Can't use weapons while shields are up! 😭
Is there a setting I missed or it is completely removed?
I like the idea of while actively shielding yourself blocks your vision, but still able to poke or swing!
On latest update 1.20.11, holding a longbow crashes the game client within a few seconds of holding it or attempting to fire it.
The spear is broken in someways
-If you use a bow then switch to a spear the cursor would be fixed at the last position the bow's cursor was at
-Grip length controls are inconsistant:
If one handed, moving the wheel up would increase and decrease indiscriminately
If two handed, they seem to be reversed
Wheel up: pulls the spear head closer
Wheel down: pushes the spear head away
can you fix the spear animations? :c
I believe this may currently be incompatible with 1.20.11 rc, specifically regarding bows. I have a consistently reproducable hard crash whenever:
a) Holding the longbow at all
b) Drawing the recurve bow back
Reverted to 1.20.10, and both worked correctly with no crashing. Crash on 1.20.11 freezes the game and causes a popup reporting "unexpected parameter" and doesn't update the crash log.
Yesterday everything was fine when I was Testing, but today, now I can't even swing or hit anything? It does no animation at all or do dmg
I do indeed. tyvm
l0rdj33bus55 Are you using the "Display Container Versatility" mod? It conflicts with helmets from this mod for some reason. Gotta pick one or the other for now.
All helmets are middle/outer layers and not the layers they are supposed to be. how would one go about fixing this?
Threw an exception at the server
18.5.2025 17:08:02 [Server Error] Exception: Could not load type 'CombatOverhaul.RangedSystems.ProjectileEntity' from assembly 'CombatOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at XSkills.XSkillsEntityBehavior.COProjectiles(DamageSource dmgSource)
at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
at XSkills.XSkillsAnimalBehavior.OnDamage(Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 278
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage)
at CombatOverhaul.RangedSystems.ProjectileServer.Attack(Entity attacker, Entity target, Vector3d position, String collider, Double relativeSpeed) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 111
at CombatOverhaul.RangedSystems.ProjectileServer.OnCollision(ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 45
at CombatOverhaul.RangedSystems.ProjectileSystemServer.HandleCollision(IServerPlayer player, ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 413
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957
getting this error at my server :/
Does anyone know what attack tier are tools if used with Tool Mastery perk from combat? And what damage type?
How does armor stacks (using the Armory mod)? I made my first suit of Plate armor and noticed it only covers the outter shell, if I wear mid and inner layer armors will the protection stack?
does this mod impact performance?, also is it SAFE to add to an existing save? i know it says you can but i don't wanna corrupt my world
The first boss throwing me into the ceiling if I don't jump is from this mod or it just does that now?
1.20.4
Combat Overhaul is not compatible with with overhaullib, which is required for firearms and crossbows.
But Combat overhaul has proficiency for firearms and crossbows???
So after thoroughly testing, whenever there is a trait that changes range damage by 20%, or 150%, or in any numbers, the damage does not change. I will take it this was on purpose too since the base class "Hunter" no longer has the trait "Focused." Will it be possible for you to make it even when there is a range damage increase, it still happens instead of just nothing happening? it destroys modded classes and gets rid of the idea of an archer class being able to do a huge amount of damage.
There is a glitch where when you press c to open the character menu half of your character is invisable.
Personally loving the grounded combat
The spear's been great at feeling like a spear in keeping the drifter at reach and stabbing at it like a spear should
throwing the spear meant for combat is far more cumbersome while the javelin that's literally made for it bridges that gap.
If you like 3 meters long hands of vanilla hitscan, just use vanilla. Please dont complain about accurate collision testing being accurate.
Mod feels wacky animation and gameplay wise. Why does my weapon collision depend on my preferences of hands FOV level? This overhaul renders melee combat useless, as you need to hug enemies to land a hit if you're lucky enough. Bow feels nice, but not spear with its delays in animation and in-world projectile.
So wait, does this one download contain
but not
so I had been modifying the armor.json in the patches folder to manually roll back the arnor nerf, but thatseems to no longer be working. Does anyone know any ohter way to do it?
edit: Nevermind, turns out that I just have to combine the pieces into body/leg armor instead of having them apart.
I really like the changes to ranged/melee weapon handling, proper damage type importance for weapons/armor/enemies, and the reductive melee/ranged weapon stat buff and debuffs for classes being replaced with "prefered weapon" speed bonuses for better build variety.
The only problem I have with the mod is theres a larger incompatability for mods that add armor than ones that add weapons/tools (both in how usable they are not compability patched and how many modders are able to make a compat patch).
Is it possible to have a Config Lib option that reduces/merges armor slots/layers to only have a few more slots than vanilla (both to make simple compat patches easier and for Host Complexity Preference) or would a Fork/Sister patch mod be a easier way to incorporate such changes?
Hello, have anyone found out why the latest version of the mod makes it impossible to join a server or even a solo game? If it weren't for the mail and armory armor, I would have already moved it to get the rest of the mods up to date ><
yes it works on 1.20.9 I tried it. my world also was just fine so your world will not get corrupted if thats what your worried about.
can i safely play this on 1.20.9?
Hello! I am trying to install this on my server and I got the items and everything installed but animations still wont play. I have deleted my cache folder, made sure no duplicate files are in the mods folder and restarted the server and the world after each edit and still can't get this to work. Has anyone else experienced this issue and have you fixed it? Any help would be greatly appreciated.
P.S. I went through all my other mods and made sure there were no conflicts. Every little bit helps! Thank you
Edit: I solved the issue. Turns out each player needs to have the mod installed client side in order for animations to play. Could be the animations need to come form your own game files instead of the server's.
Thrown spear damage and Melee damage options don't affect Iron Spear.
they should be patched automatically, works in my case
I tried using the new armors from Blackguard Additions, but it seems like the mod didnt patch them automatically. Is there a way to make the mod do it on command or am I out of luck?
The mod is still not compatible with xskill? I'm testing it solo and it crashes when people are supposed to come...
Weapons don't work at all and the game crashes if I open to LAN.
It seems like getting rid of the Invul Frames really messes up the game in consideration to things like contact damage with traps or thorny bushes an the likes from other mods. Is there a kind of way to only turnr them off again specific things? I am assuming the main reason for that change is to make the Blunderbuss work?
Is there any chance you could make a compatibility patch between your mods and the Kemono mod? I'm not asking for such a thing for the pony models of the Kemono mod, as I know that would be absolute hell in and of itself to do, but what of the Kemono body? Reason why I ask this is because Xeth, the creator of the the Kemono mod, does not seem to be willing to. I love how Combat Overhaul makes combat actually feel good to commit to in the game, but I also love the high amount of customization that the Kemono mod allows for. I currently play on a server that uses the Kemono mod so each player can personally create their own character, and we'd love to use Combat Overhaul and your other weapon mods as well.
I understand that this is a lot to ask for, as I feel as though it should fall upon the creator(s) of a custom player model to add CO compatibility for their mod, but I wouldn't be asking if Xeth cared enough to add compatibility for the Kemono mod. I understand if you do not wish to create a patch for CO and Kemono. That being said, I, and I believe many others, would greatly appreciate it if you did.
Been playing this with my friends, absolutely fire mod 🔥🔥🔥
Hi, again thanks for your mods. I made a french translation for this one. Can you add it please ? 😊
im getting 2 bugs/problems?
1. Hold RMB + mouse wheel to change grip position on spear dose not work, it just changed the hotbar?
2. detailed armor system is not working? i can see and make the armor pieces but i still have Vanilla armor slots?
I'm making a custom armour and i wonder how to make it CO compatible, is there some guide for that?
update xkills
I'm having a weird mix of issues. Started a new game, and my spear animations work fine (I get the upper/lower stab animations based on which way I moved my mouse) but the Flint Axe is doing default swings and my Crude Bow is not registering any hits. Noticed it first when trying to hunt rabbits, thought it was just my bad aim so I saw a black bear nearby and tried shooting it and saw my arrows go right through it's body. Ran up to it and started to stab it with the spear and that worked just fine. Didn't test if the axe worked for damage or not, but it was able to chop trees down.
SirBlack
from the mod description: "If animations are not played, and you deal no damage, it is an installation problem. Try restarting the game, clearing cache, removing duplicate archives from mods folder."
I'm having an issue where if i attack with a spear javilin or that curved sword from the armory mod that the animation wont play in first person (for me my friends see me attacking) and i wont do any damage i dont know if its because of the class i picked has the frail trait but i'm stumped. Can you help? If need be i can give you my discord
Also CO doesnt add new weapon types, only weapons it add are iron and steal spears
All are impractical irl, and not interesting enough to add.
What about throwing daggers, or "shurikens", or just plain double daggers like (great game with great first person animations by the time it was made, 2006)
Hold Alt as it is described in control hints
Noticed all ranged weapons (spears, javelins, bows) can no longer be ground stored or stored on tool racks, seems the aiming animation overides the right click. Same with doors, can no longer be opened when holding a ranged weapon. Is this a bug or a feature?
Melee damage multiplier doesn't seem to work on spears.
This mod makes locusts annoying to deal with
Any plans for adding better idle, walk and run animations? It's all just very stiff and in mp, you cant ignore it.
Are there also plans to have a config to turn off direction attacks? Or make the direction selection movement-based instead of mouse?
Otherwise, incredible mod and incredible work! Love all the new weapons models and armor changes!
I'm always a strong advocate for interesting gameplay and this mod brings that to VS!
i imagine this already includes bullseye right? Aka, i dont need Bullseye if i use this.
Wait for XSkills to add compatibility with latest version of CO
Hi, after updating to using OverhaulLib i started to get errors while using bows. Combat Overhaul ver 0.3.1, OverhaulLib ver 0.0.2.
I guess that might be XSkills error too but I didn't get any previously.
Error below:
6.4.2025 14:06:13 [Server Error] Exception: Could not load type 'CombatOverhaul.RangedSystems.ProjectileEntity' from assembly 'CombatOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at XSkills.XSkillsEntityBehavior.COProjectiles(DamageSource dmgSource)
at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
at XSkills.XSkillsAnimalBehavior.OnDamage(Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 209
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage)
at CombatOverhaul.RangedSystems.ProjectileServer.Attack(Entity attacker, Entity target, Vector3d position, String collider, Double relativeSpeed) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 94
at CombatOverhaul.RangedSystems.ProjectileServer.OnCollision(ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\Projectile.cs:line 40
at CombatOverhaul.RangedSystems.ProjectileSystemServer.HandleCollision(IServerPlayer player, ProjectileCollisionPacket packet) in D:\Projects\VintageStory\Overhaullib\source\Framework\RangedSystems\ProjectileSystem.cs:line 321
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957
Ok after digging though just about every single source I can find I for the life of me cannot figure out shat the fuck blocking actually does, obviously it decreases damage in one way or another, and whatever you're blocking with determines what gets covered. But like, what's the actual math behind that? Is it like having additional armor? Is it a complete damage nullification? Maybe a straight percentage decrease? What does the metal the shield made out of effect? See this is the kinda stuff that would be greatly appreciated to be spelled out lol.
Since the update with the new "Overhaul Lib" (v 0.3.0) ranged hit checks seem broken. As I can only hit enemies in Melee now (Spear and Shortsword tested both tin bronze) but Ranged (Crude, Long and Recurve Bows tested) just flies straight through...
Edit:
Problem still persists in v 0.3.1
Downloaded just a few moments ago. Spears and clubs and i can only assume everything else now doesn't work. Character just punches things and the weapons swing around with no damage.
Went back to 2.17 and it works fine again.
Decided to update today, but every version after Combat Overhaul 0.2.9 the javelin no longer auto-equips other javelins when you throw one. It actually caused the first death in my current playthrough. Tested with both Tin Bronze and Stone javelins, had to revert to 0.2.9.
Other versions are Vintage Story 1.20.7, ImGui 1.1.8
I think you might have forgotten to make stone javelin head parts stackable, or if it was intentional, it doesn't match vanilla's tool heads being stackable (to four) or the other metal javelin heads being stackable.
Since this beautiful mod cannot support the Immersive First Person mode, can you guys PLEASE make your own version? Cause I really like the First Person Mode, and to turn that off it made me less excited to play this mod. PLEASE PLEASE PLEASE PLEASE I AM BEGGING YOU PLEASE IM ON MY KNEES TYPING THIS PLEASE MAKE ONE PLEASE
Crashes when trying to launch a single player game, but it is possible to log into the server
Game Version: v1.20.7 (Stable)
02.04.2025 7:33:50: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ACAOGCM@1.2.0, Allclasses@1.2.4, axleinblocks@1.20.1-rc.5, bf@0.0.2, bettersticks@1.2.0, blacksmithname@1.2.0, canoemod@1.0.2, chiseltools@1.14.14, clayworks@0.3.9, combatoverhaul@0.2.9, landformoverhaul@1.0.1, eftraders@1.0.3, vichnybackpack@1.1.4, explosive@0.0.8, capreolinae@1.2.5, elephantidae@1.0.8, felinae@0.2.8, pantherinae@1.1.23, rhinocerotidae@1.0.16, geoaddons@1.4.1, immersivecorpsedrop@1.0.3, instandtemporalmobdrops@1.0.1, itemrecycle@0.4.0, juicyores@1.0.0, linenreturn@1.0.0, long-term_food@0.2.1, manualquenching@1.0.4, millwright@1.1.9, molds@0.1.4, morecrystals@1.3.0, MoreTorchHolders@1.0.0, natshumanskin@1.0.1, prospecttogether@2.0.1, restoredhaircolors@1.0.1, Sergsmetaltongs@2.0.0, spyglass@0.5.2, temporal_gears_stack@1.0.0, toolsextended@1.0.4, game@1.20.7, vsimgui@1.1.7, wforests@1.0.0-dev.1, abcsredux@1.0.5, airmapfix@1.0.0, apebeams@1.0.1, apelanterns@1.1.1, apewindows@1.2.0, armory@0.2.3, egocaribautomapmarkers@4.0.1, flags@1.1.7, betterentityinteraction@1.0.3, carryon@1.8.0-rc.4, cartwrightscaravan@1.2.0, chimneyflues@1.1.1, ColoredTorchesRedux@1.2.1, commonlib@2.6.1, composter@1.2.1, configlib@1.5.2, coreofarts@0.2.3, cuniculture@1.0.3, electricalprogressivecore@0.9.0, emotemenupatched@1.0.6, expandedfoods@1.7.4, extrainfo@1.9.8, extremefirestarters@0.4.0, fendragonbcs@0.1.7, foodshelves@1.5.3, fromgoldencombs@1.8.12, herbarium@1.4.0, JustTrapdoors@1.0.2, medievalexpansionpatch@1.0.1, meteoricexpansion-reborn@1.3.0, morepiles@2.1.3, nemi@1.1.0, spearexpantion@0.3.1, oneroof@1.8.2, petai@3.3.1, pewter@1.2.3, playerlist@2.1.5, resmeltableslight@1.1.0, rivers@4.1.0, rockstratavariety@0.0.1, seedsfromflowers@1.0.0, smithingplus@1.4.1, statushudcont@3.2.6, storageoptions@1.0.2, tabletopgames@2.10.1, trailmodcupdate@1.2.0, vanvar@6.0.12, vsatlas_resized@1.0.9, creative@1.20.7, vsinstrumentsbase@2.0.0, survival@1.20.7, waypointtogethercontiued@2.2.0, wearandtear@1.3.6, weatherthestorm@1.1.0, webstotwine@1.20.1, xlib@0.8.16, artofgrowing@0.5.3, cats@3.1.0, electricalprogressivebasics@0.9.0, foxtaming@1.6.1, pabrass@1.0.2, paelectrum@1.0.1, pagoldsilver@1.0.2, sandwich@1.2.7, stonequarry@3.4.3, vsinstruments_quackpack@1.0.0, wildcraftfruit@1.3.2, wethology@1.0.0-dev.9, wolftaming@3.0.5, xinvtweaks@1.8.0, xskills@0.8.17, artsxskills@1.1.0, electricalprogressiveqol@0.9.0
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 70
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 470
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
Damage on arrows is categorized as Slash damage, i never realized it, it's not suposed to be piercing?
Please report all bugs in official vintage story discord server, with server-main and client-main logs attached
All versions of the 1.20.7 versions of Combat overhaul seems to crash the game on my server anytime one of their assets are on screen
mod is completely busted and does not work, constantly shows up errors that (Name is already defined in assembly), my friend cannot join me and armour layers doesnt work at all.
enjoy the mod but it seems that adding traits to the vanilla classes is causing issues with ANY class mod and in some cases even jumbling every single trait on a class, even disabled through configlib still leaves all traits jumbled. maybe instead of giving classes a proficency use trait acquirer to give the books that give the proficency?.
Hello. I enjoy your mod, but I have one error. When throwing the javelin in my dedicate server, I keep getting this: I can't tell if its from alternate hand position or from running out of javelins and the game trying to pull one from inventory. Is there a way to disable this feature?
Client crash on 0.2.8, had to rollback to 0.2.7:
System.Exception: Don't know how to instantiate collectible behavior of class 'CombatOverhaul:Armor' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 265
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 196
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 615
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 424
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 377
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Server:
[Notification] Mods, sorted by dependency: aculinaryartillery, Allclasses, bettersticks, bettertraders, combatoverhaul, hqzlights, hangingoillamps, juicyores, millwright, moremolds, MoreTorchHolders, primitivesurvival, spyglass, game, vsimgui, animalcages, apegrapes, armory, egocaribautomapmarkers, awearablelight, bedspawnv2, betterfirepit, BetterProspecting, betterruins, butchering, carryon, commonlib, composter, configlib, cooperativecombat, expandedfoods, fieldsofsalt, foodshelves, herbarium, maltiezcrossbows, maltiezfirearms, morepiles, nbcartographer, oneroof, postsandbeams, rivers, rustboundmagic, smithingplus, stonebakeoven, stonerailings, th3dungeon, creative, vsinstrumentsbase, survival, vsvillage, woodenfortifications, xlib, extraoverlays, playercorpse, stonequarry, vsinstruments_quackpack, wildcraftfruit, wildcraftherb, wildcrafttree, xskills
[Notification] External Origins in load order: modorigin@C:\Games\Vintage Story\assets\creative\, modorigin@C:\Games\Vintage Story\assets\survival\, mod@ACulinaryArtillery 1.2.5.zip, mod@Allclasses1.3.2.zip, mod@BetterSticks_v1.2.0.zip, mod@BetterTradersv0.0.9.zip, mod@combatoverhaul_0.2.7.zip, mod@drbraziers_1.1.1.zip, mod@hangingoillamps_1.0.3.zip, mod@JuicyOres-v1.0.0.zip, mod@millwright_1.1.9.zip, mod@moremolds_v1425.zip, mod@MoreTorchHolders.zip, mod@primitivesurvival_3.7.6.zip, mod@spyglass_0.5.2.zip, mod@vsimgui_1.1.7.zip, mod@animalcages_v3.2.2.zip, mod@apegrapes-v1.20.4-1.2.6.zip, mod@armory_0.2.3.zip, mod@Auto Map Markers 4.0.1 (Vintagestory 1.20).zip, mod@AWearableLight-v1.1.31.zip, mod@bedspawnv2_1.4.0.zip, mod@BetterProspecting_1.7.0.zip, mod@BetterRuinsv0.4.9.zip, mod@butchering_1.8.1.zip, mod@CarryOn-1.20_v1.8.0-rc.4.zip, mod@Composter-v1.2.1.zip, mod@ExpandedFoods 1.7.4.zip, mod@fieldsofsalt_v1.2.3.zip, mod@foodshelves_1.5.3.zip, mod@herbarium_1.4.0.zip, mod@maltiezcrossbows_1.0.0.zip, mod@maltiezfirearms_0.11.2.zip, mod@MorePiles-v2.1.3.zip, mod@nbcartographer_2.0.11.zip, mod@oneroof_1.8.2.zip, mod@postsandbeams_1.4.0.zip, mod@rivers_4.1.0.zip, mod@rustboundmagic_2.4.1.zip, mod@smithingplus_1.4.1.zip, mod@stonebakeoven_1.1.6.zip, mod@StoneRailings.1.3.0.zip, mod@th3dungeon_0.4.1.zip, mod@vsinstrumentsbase_2.0.1.zip, mod@vsvillage_v2.0.0.zip, mod@woodenfortifications_2.0.5.zip, mod@xlib_v0.8.16.zip, mod@PlayerCorpse_VS1.20.0-rc.1_net7_v1.11.0.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@vsinstruments_quackpack_1.0.2.zip, mod@wildcraftfruit_1.3.2.zip, mod@wildcraftherb_0.0.1.zip, mod@wildcrafttree_1.3.0.zip, mod@xskills_v0.8.17.zip
Hello, love this mod but i have only but one request. is it possible to make it so that you can hold the attack and swing only when you let go of m1, kinda like how mount and blade does it. maybe as a submod? or something similar. thanks for the hardwork!
If I want the changes from Bullseye aside from the aming system I need both mods right? Or is Bullseye completely part of this one?
Just hit with the head of the axe not handle
After you changed the attack pattern for the long axe its damage suddenly dropped to pathetic amounts. will that be fixed?
Zaelesh
javelins are one-handed, made for use with a shield, spear is getting weaker in one hand if I'm not mistaken
Is it just me, or are Javelins superior to everything else? Seems like they do way more damage than all the other weapons of the same tier. Feels stupid when it's basically the same shape as a spear.
hi, new bug! cant put spears on the floor or on tool racks
hello, there is issue with ranged weapons including vanilla bows, crossbow and firearms from your other mods, they have no model and are invisible
(edited) solved by reinstalling the game to original path (appdata folder), apparently this causes different errors for all kinda mods
all mods that i have installed:
combatoverhaul_0.2.7
armory_0.2.1.zip
maltiezcrossbows_1.0.0.zip
maltiezfirearms_0.11.2.zip
im having an issue with this and firearms mod alot of dysnc lag in singleplayer wondering if its the other mod? i have a good computer thats not the issue something i dont understnad
Not related to CO, it is attributer bug it seems
Hi, has anyone had this problem. my friend and I decided to test whether the mod works on the server. we installed the mod, logged in, spawned swords to test and when the player hit, it kicked out with the following logs. has anyone had this problem.
26.3.2025 22:37:42 [Server Warning] Exception at client 10. Disconnecting client.
26.3.2025 22:37:42 [Server Notification] Client 10 disconnected: An action you (or your client) did caused an unhandled exception
26.3.2025 22:37:42 [Server Notification] UDP: client disconnected TheDeltaPrime
26.3.2025 22:37:42 [Server Event] Player TheDeltaPrime got removed. Reason: Threw an exception at the server*
26.3.2025 22:37:42 [Server Error] Exception: Method not found: 'Vintagestory.API.Common.IInventory Vintagestory.API.Common.EntityAgent.get_GearInventory()'.
at attributer.src.patch.WearableStatsPatch.handleDamagedWearableStats(IPlayer player, Single damage, DamageSource dmgSource, ICoreAPI& ___api, Single& __result)
at Vintagestory.GameContent.ModSystemWearableStats.handleDamaged_Patch2(ModSystemWearableStats this, IPlayer player, Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.ModSystemWearableStats.<>c__DisplayClass8_0.b__1(Single dmg, DamageSource dmgSource) in VSSurvivalMod\Systems\WearableStats.cs:line 69
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 209
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 853
at CombatOverhaul.MeleeSystems.MeleeSystemServer.DealDamage(Entity target, DamageSource damageSource, ItemSlot slot, Single damage) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 129
at CombatOverhaul.MeleeSystems.MeleeSystemServer.Attack(MeleeDamagePacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 118
at CombatOverhaul.MeleeSystems.MeleeSystemServer.HandlePacket(IServerPlayer player, MeleeAttackPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 75
at Vintagestory.Server.NetworkChannel.<>c__DisplayClass6_0`1.b__0(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957
26.3.2025 22:37:42 [Server Event] Client 10 disconnected.
UPD. Its attributer reborn and rpg item rarity reborn
The animations seem to be bugged, the axe doesnt have an animation when felling trees, javelins dont have a throwing animation, spears set you into a default pose etc. I have tried restarting my game, the entire pc even as well as clearing the cache and there were no duplicate archives. So i dont know whats wrong, i also did not use immersive first person :/
Does anyone else notice this mod makes a lot of weapons feel very short range (especially in comparison to drifter and shiver range)?
Maybe I misunderstood things but it feels like I need to be within a block of enemies. And the crawling drifters or bowtorm when they reel back to attack are just not possible to hit without finagling it. Is this normal?
Hoping for xskills compatability for this and armory :)
Is anyone else unable to use tool racks with weapons? I can no longer right clock store them
SteamStuck
Cooperative Combat is obsolete, cause vanilla removed these invulnurability frames
Does this mod affect the behavior that the Cooperative Combat mod affects (enemies being invulnerable for 0.5 sec after being hit)? Do I need the Cooperative Combat mod for multiple people to attack the same enemy reliably, or does Combat Overhaul handle that problem itself?
MystXeno
haaa ok thx :D
AcidNight download the mod "lib config" then press esc and youll see a mod option button, there youll get to customize how you can aim, the changes will be made once you relog in
Hello, is it possible to return to a "normal" aim for the bow? The sight that is not centered is really weird and I would like to have the sight in the center and not one that moves without the character's gaze
RealPandemonium
I don't know for @SirHugsAlot , but when I try using alt to place weapons, it doesn't work.
Any chance we can get obsidian arrowheads and arrows?
RealPandemonium
It doesn't affect the Classes given by All Classes, only the base classes. So they don't get the appropriate combat bonuses and disadvantages. If there's a way to specify them custom I don't understand how to do it.
does it work for the new stable yet?
SirHugsAlot You have to also hold alt.
GrimmSpector How is it incompatible?
Alright, I'll ask here instead lol
I have the craftable cartography mod and it interacts with this mod making the JPS (Jonas Positioning System) into an armor item with this mod. The only problem is that it isn't given a durability number and therefore defaults to 1 so it breaks when contacting raspberry bushes. Is there a fix or tweak I can implament from the CO side to fix it or a line of code I can add? As of right now even mods like configure everything don't seem to think it has any durability either and I can't tweak it via them. I'll keep trying it myself but I figured I'd ask anyway.
hello i might be a complete idiot, but how do u put a spear against a wall? with this mod i cant seem to put a spear leaning against a wall, other weapons work fine, ( i didnt try all of them but axes and swords work) help would be apprecciate. (edit i should elaborrate, when holding control and shift, then right click it wont place the spear, rather it goes into the throwing animation) (also cant open doors or chests or seem to interact with anything while holding a spear)
anyone know how to roll back the armor nerf apart from just using an old version of the mod?
Is there a way to make this compatible with All Classes mod?
RIP plate flat damage reduction
I seem to be having an issue with the shovel animation. The weapon, axe, and pickaxe animations work fine, but the shovel still uses the vanilla animation (also the knife but I am not sure if this mod changes that one). Do you have any idea what would be causing this?
Hi could you make a patch for Better Poultice 2? When i use bandages with armour modified by your mod, better poultices doesn't have effect
So this might be a strange question but does this mod work in PvP multiplayer? I've noticed that the 3rd person animations are not done yet so what does it look like when you try to fight somone?
If you are a fan of Kingdom Come Deliverance-like detailed combat system (which I am), this mod is perfect for you. I like it a lot.
Wish there was a separate standalone mod that had just the pickaxe and axe changes, I love the way they feel and how they break blocks and trees, but I'm not a fan of how the other tools like falx blades feel
There is no changelog for v0.1.30?
How hard would it potentially be to just cut out some of the stuff like armor edits and advanced attack stuff but keep the stuff required for the textures and compatability with Crossbows and Firearms?
EDIT: and I still can't remove my armor
Hello everyone!
Here's how to patch bone pickaxe animations from butchering mod with combat overhaul mod
If you get confused, just look at this pastebin after doing step 2 look for the line 41, or wait till author of combat overhaul, updates the mod
then, you need to open the folder with a text editor, vscode is a nice and free choice.
"value": "CombatOverhaul:Pickaxe"},
Now your modification should look like mine, I just did these, and fixed it myself, I hope you too! Have a good one!
There isn't a changelog for the 1.30 update, is this intentional?
RowanSkie
on that day, on the VS launcher (mod manager) it showed a 1.3.0 update for this mod
Why does the mace and falx have a melee range? Punching has more range than both combined!
I might be an idiot but how do I remove my leather armor? Dropping it onto the armor slot didn't do anything, but right clicking with it in hand put it on only now I don't see any method for removing it. I added a gamboised helmet using creative mode and it looks like it just added that under the leather helmet.
Also, 100% agree with Vexno on this one, making this mod a requirement for Crossbows and Firearms is dumb, but I do very much love the bullseye system this comes with.
Rimanah
What 1.3.0 update?
After the most recent update (today v 1.3.0) i cant wear different armor layers!
Good mod, but third person animations look cursed AF. Holding items in your off hand also looks really scuffed.
Add an option to disable all the features of this combat mod, so that i dont have to suffer through the jank of this mod just to use the only good firearms mod.
Balth Are you sure that this is caused by the mod? Many of my friends have reported the same bug with items disappearing when shift-clicking before we installed Combat Overhaul. To me, it seems to be a problem with Vintage Story itself, there are some similar reports on Vintage Story's GitHub.
Hello.
I'd like to report a potential issue about Item's being deleted from your inventory when shift clicking them.
Bug occurs when you inventory has all slots full, and then you try to shift click an Item from the hotbar, or ther container. The item vanishes.
Currently playing on current release 0.1.29 on 1.20.4.
Weird interaction happened; removing and requiping the Quiver seemed to fix the issue temporarily.
Have you thought about stamina system?
I̶v̶e̶ d̶o̶n̶e̶ a̶l̶l̶ o̶f̶ t̶h̶e̶ r̶e̶q̶u̶e̶s̶t̶e̶d̶ t̶r̶o̶u̶b̶l̶e̶s̶h̶o̶o̶t̶i̶n̶g̶ f̶o̶r̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶ b̶u̶g̶s̶. Y̶e̶t̶ i̶ s̶t̶i̶l̶l̶ h̶a̶v̶e̶ n̶o̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶s̶. I have a mod that breaks the animations because it has a custom skeleton.
AzuliBluespots, it's probably because in vanilla, the bows belong in the itemtype class "ItemBows", but in CO they have their own itemtype class "CombatOverhaul:Bow".....guns and crossbows have their own itemtype classes too that are not covered in either Xskills or LevelUp.
CobbleCobbler, you have to add the armors from CO to LevelUp's compatibility files. Check in VintagestoryData\ModConfig\LevelUP\config\levelstats, there are the armor compatibility files you need to expand with the items from CO:Armory.
Is there a chance to improve compatibility with Xskills? The bows (and crossbows, and probably guns too) do not give any combat experience, but every melee weapon, even the modded ones, do.
We're using version 0.1.27 of Combat Overhaul, 0.8.14 of Xskills, 0.8.13 of Xlib, and the latest bow remodel file you uploaded.
I don't think it's the bow remodel at all, I think it's the new aiming system not being detected by Xskills. Gotta test with throwing spears and javelins.
Is there any reason why the new pickaxe animation isnt replacing the old one, but the new axe animation is used? Also, is there a way to choose between vanilla and modded animations for vanilia tools?
Mod doesn't seem to load on server hosting but works just fine in Singleplayer. Other mods work just fine on the server hoster but not on this one. Server hoster is PingPerfect.
I, Lord Checkers, request the ability to lock the spear attack direction by way of keybind.
Is there a way to make this work with LevelUp?
swords still seem to atleast grant xp, but bows and armor dont gain any
How does this interact with the xskills combat perks?
combat overhaul has suddenly started throwing up alot of errors
24.2.2025 15:58:04 [Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/10/aitasks/0/damageTier is invalid: The json path /server/behaviors/10/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "emotionstates",
"states": [
{
"code": "fleeondamage",
"whenHealthRelBelow": 0.4,
"duration": 60,
"chanceByType": {
"*-male-*": 0.95,
"*": 1.0
},
"slot": 0,
"priority": 5,
"accumType": "max"
},
{
"code": "aggressiveondamage",
"duration": 30,
"chanceByType": {
"*-male-*": 0.5,
"*": 0.0
},
"slot": 0,
"priority": 2,
"accumType": "noaccum"
},
{
these mostly seem related to animals and in over 27 hours of playtime in my current game it has never thrown these errors till now
zellator LemonJamTart
Locusts can't be harvested, that's vanilla behavior. I believe all mechanical enemies just drop their loot, and normal locusts drop nothing. Sawblades do drop jonas parts and stuff, bells drop metal parts and ressonator cylinders, and so on.
zellator Having the same issue with locusts. Not sure of the cause, but it's rather frustrating.
Hit detection with the spear feels super janky. I can watch my spear pass through a mob when I throw it but it deals no damage. Same goes for using it in melee. I'm really not sure waht the problem is here but I thin kthe mod neesd to be forgiving with hit detection because it works flawlessly half the time and then the other half the time I'm screwed.
how do i get the Config Lib
Breaking enemy corpses with a knife works for all enemy types (that I checked) but not locusts... I tried with ctrl shift and just shift with no avail.... Anyone else with this issue? Didn't find it here through search
this mod seems to make the game wayyyy easier, something to do with hit reg from enemy attacks makes kiting and running way easier. I ran some tests toggling this mod on and off, I can beat a wolf with my bare hands with this mod on, I can't even touch it in vanilla.
Just curious, does this mod add guns/crossbows or does it need another mod to use those stats
Does anyone experiencing a crash while using fruit press, firepit on a desk or a quern? Its only those three and I only have this, crossbow and firearm enabled :(
Trying this for the first time. Animations arent working?
@Shadefang wow, you are just amazing! Thank you for the detailed answer. I appreciate it.
I tried using my spear. I hear the sound, but theres no animation
After using the mod a third time, i realized why the falx doesn't seem to register attacks. It's because you need to be in their grill to do any damage with it, as if the falx doesn't have reach. I think this is a major reason why many people dislike the mod, me included. And a personal other reason, at least for me is also because you can't fight while having the shield up. I'm not writing this to discourage, but it is important to point out the flaws that i see that the mod has.
MidnightBlack You'll need to somewhat learn to read/navigate json. Luckily the files in this case are structures/indented in a way that makes them relatively human-readable. As an example, one of the errors from your post:
[Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/11/aitasks/0/damageTier is invalid: The json path /server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist. Full json at this path: {
"code": "pettable",
"minGeneration": 1
}
The first bit will tell you the related files (vintagestory/assets/survival/entities/land/hooved/deer.json from the base game, and patches/entities/deer.json from the mod)
the second bit tells you what index is currently being looked at (/server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist)
the last bit tells you what it actually found (full json at this path...)
Json is essentially just a list of items in braces {} and arrays in brackets []. For this error what's happening is the mod is pointing at a specific index (11) in the behaviors array, looking for the entry "aitasks" and instead finding code: "pettable"
So what you do is look in the deer.json and follow the path given in the second bit of the error (an entry for server, then a behaviors entry after that). behaviors will contain a list of various "things" (e.g. { code: "repulseagents" }, { code: "controlledphysics" }, { code: "despawn" }, { code: "health", <a bunch of extra lines of info> }, { code: "deaddecay" <more extralines of info> } ).
You need to look through this list for the entry that the mod couldn't find (aitasks in this case) and count to find what index it's at in the behaviors array. (You can often, but not always, use the entry it actually found, "pettable" as a reference point, but if mods have changed stuff related to the file it may not be easily found). A possible tripping point for those who don't normally deal with this kind of stuff, the array starts counting at 0 (so code: "pettable" is the 12th entry in behaviors, at index 11, and the one you're looking for is the 11th entry, at index 10)
@Shadefang Thank you very much for the answer. It really worked for some mods. I raised the index by 1 and it helped. But not for these. How and where can I find out what index it should be?
hit a modded cow (aurochs) with a mace and my game crashed. it softlocked my world. joining it crashes every single time now. here are the crash logs.
notice how it says "System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked".
I believe this is the root of the issue here, but dont know how to fix it. any help ?
Running on 64 bit Windows 10.0.26100.0 with 32637 MB RAM
Game Version: v1.20.4 (Stable)
2025-02-20 12:33:19 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.3, ancientarmory@1.0.6, autopanning@1.0.1, bettertraders@0.0.9, craftablecompanion@1.2.1, entitiesinteract@1.0.11, explosive@0.0.8, fantasycreatures@0.7.1, caninae@1.0.28, capreolinae@1.2.3, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, hangingoillamps@1.0.3, millwright@1.1.8, primitivesurvival@3.7.5, roas@1.0.0, game@1.20.4, zoombuttonreborn@1.9.0, egocaribautomapmarkers@4.0.1, betterruins@0.4.7, butchering@1.7.8, carryon@1.8.0-pre.1, chickenfeed@1.1.4, commonlib@2.6.1, expandedfoods@1.7.4, extrainfo@1.9.6, foodshelves@1.5.2, fruitpressmashfix@1.0.1, hydrateordiedrate@1.8.7, improvedhandbookrecipes@1.1.2, medievalexpansion@3.13.1, moreanimals@1.4.0, noticeboard@1.1.0, petai@3.0.1, smithingplus@1.1.9, stonebakeoven@1.1.6, th3dungeon@0.4.0, vanity@2.3.1, creative@1.20.4, vsimgui@1.1.5, vsquest@1.2.0, survival@1.20.4, wildfarmingrevival@1.3.5, cats@3.0.0, configlib@1.3.13, feverstonehorses@1.6.1, feverstonewilds@1.5.0-rc.2, helvehammerext@1.7.0, itemrarity@1.1.4, playercorpse@1.11.0, stonequarry@3.4.3
System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 428
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 77
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
Putting two or more pieces of armor that share a body part on an armor stand, causes a second model of the armor piece to appear around the waist or in the hand of the armor stand. https://imgur.com/a/vKHVKDa
Dieselmannen The solution to this is literally the 4th line on the mod page
I can't even thrust my spear. It makes the sound but no animation or attack happens.
Hello, I've run into something of an issue when using this mod and Rustbound Magic. It seems like this mod is assigning the mage robes the same penalties as plate armor, as some sort of default.
Is anyone able to direct me to a patch for the two mods, or on how to change a config somwhere, in order to not have such prohibitive penalties on cloth robes?
My friend punches me, and crashes instantly
MidnightBlack I ran into this issue too, looks like the base game behaviors changed slightly. Assuming I'm right (seems to have worked for me) you can either wait for the mod to update, or go in and edit the mod to fix the errors (should just be adjusting the behavior index in the mod file the error is pointing at to match the one in the base game files)
Another smol issue is that it seems that the jerkin helmet hasn't any repair recipe.
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
How feasible would it be to add some feedback for when you're too close to properly hit an enemy? For example, if you hit a drifter at point blank range with a halberd at full extension, it'd play a wooden bonk sound and the weapon would recoil slightly instead of following through. Kinda similar to how the pickaxe animation changes when you're mining right next to a block.
Hello there. I have compatibility issues after 1.20.4. Can someone help with this type of error:
17.2.2025 17:44:31 [Error] Patch 5 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/11/aitasks/0/damageTier is invalid: The json path /server/behaviors/11/aitasks/0/damageTier was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist. Full json at this path: {
"code": "pettable",
"minGeneration": 1
}
17.2.2025 17:44:31 [Error] Patch 4 (target: game:entities/land/fox.json) in combatoverhaul:patches/entities/fox.json failed because supplied path /server/behaviors/12/aitasks/0/damageType is invalid: The json path /server/behaviors/12/aitasks/0/damageType was not found. Could traverse until /server/behaviors/12, but then 'aitasks' does not exist. Full json at this path: {
"code": "ropetieable",
"minGeneration": 2
}
is there gonna be a seperate mod just with the mechanics without the new weapons and armor system?
Does it work with xskills?
Hi I am paying on my modded world right now and my PC can't wear the first armor type for some reason. My armor boxes are all red and I don't know if that means I can't wear armor ever or if it's just a bug.
Quarterstaff is my fav for killing those pesky wolfs, I recommend everyone to try atleast the first one you can make (copper)
Danymike
Fixed
Hey! A slight oversight in the chainmail buff recipe (1.20)
Yes, you can make 2 chain mails with one plate (or 2 ingots), which gives a 1:1 ratio, BUT, you obtain 40 nugget bits per chainmail using the chisel, which gives you back 4 ingots in total. I think this isnt intended and is clearly a dupe. Can anyone confirm this? (Im not sure the "x2 metal chains on smithing" is part of combat overhaul or is chain buff only affects the armor cost)
Maltiez
Hm, reading the comments I guess I stay away since I play mostly hunter / ranged. Not sure why Blackguard of all classes needed a buff when it was already the strongest one.
As many suggested before me, a support for modded, yet vanilla armor or a example of a config file to tweak those armors and weapons into the system (probably as all layers just like wood Lamellar do) would be greatly appreciated. As much as I enjoy it, I also enjoy AnMiTech, Electric and my trusty Witch Stick.
I made the javelin quiver, and it's very nice. However there is something that is really bugging me about it. When I pick up thrown Javelins they go into my inventory rather than back into the quiver. So I have to keep moving them back into the quiver maually every time I use them. Please tell me there is some way to make them go back into the quiver by default. If not is there a mod that will let me do this?
Hello, is there by any chance plans of adding one handed parry to other weapons apart from the short sword?
i can confirm the bug eretic is reporting, unsure of their solution but my singleplayer world is having similar looking errors to what they are saying
Found bug.
File: assets\combatoverhaul\patches\entities\erel.json
Need replace all "/server/behaviors/7/aitasks/" with "/server/behaviors/8/aitasks/".
Question, Would be there a version of a mod (or maybe different mod) that would be changing just pickaxe and axe? i would love to use those without changing whole combat :3
BloodThunder thanks, I checked it out, sadly it (pun intended) pales in comparison to an actual lantern (let alone one with a reflective plate)
Maalus Check out A Wearable Light It works great in conjunction with this mod's 2 hand features
Please add a way to disable offhand behavior for bows (not being able to shoot). Or better yet, only block the bow from shooting when a shield is in the offhand. Having a torch / lantern in the offhand is a huge thing for vanilla, especially for nightly hunting. Moving to this mod and not being able to do that is a disappointing feeling - since it's a QoL change being taken away.
Small question, what's the difference between parry and block? Does the parry have a timed window or is it a sort of 'block the first hit' sort of deal?
After the latest update of the crossbow polish language of the mod, I can't find the recipe for crafting and I don't know if it depends on this mod or combat overhaul, but I had to go back to previous versions and everything looks good.
I'll try to get a log for it but for the last 3 versions or so i get random crashes upon equipping some armors for the very first time, Today it was black bronze chain leg armor.
Do spears throw significantly shorter in this mod? I feel like they barely go anywhere
Cool mod. I, personally, would prefer a lite version that just adds the animations though.
Because you installed Combat Overhaul Armory, and the description says "Brigandine and scale helmets are no longer craftable. Instead, you have open, light and riveted helmets to choose from."
Is anyone else unable to craft helmets? Kinda upsetting after working my ass off to get the resources for iron brigandine, just to discover I cant complete my set :/
Firstly a very well made mod, I'll say combined with the Combat Overhaul Armoury, Crossbows and Firearms it adds some much needed variety to the methods of offence and defence in the game.
There is an issue I have come across however and that is target / range indication. When using Longswords, Halberds, Pikes and Spears against both rust creatures and wildlife the targetting indicator (red cross) is not helpful. Using the Pike which has a long range does not indicate when you are able to hit a creature even when adjusting the grip to closer and further. Its a bit of guess work to try and figure out that you need to be almost 2 blocks away to hit with a pike. Where as the iron long sword is its own 1.2 ish block range.
Everything about this mod is great, but perhaps a range indicator in the recipe book and accurate range indication when using the weapon would be really helpful and definitely save a lot of time and frustration trying to ping off oncoming drifters from rushing you down while trying to figure out when to attack with a double handed weapon. Thanks.
for anyone on linux it seems to be crashing after updating arch linux, i do not know why or how all ik is before i updated my system everything was working perfectly and now i get issues with auto map markers, combat overhaul, and other mods, map markers doesnt crash my game and seems to be working fine but combat overhaul crashes it while loading a world
edit: seems that the flatpak version of the game doesnt crash with combat overhaul, also doesnt give any errors abt any other mods, the crashes were probably due to a new glibc version
after looking at the spreadsheet and searching through the comments im still left with a question about layered armour, does it take the highest value out of all layers for any given damage type, does it stack additively or is there some diminishing returns per layer like highest counts full, second highest counts half etc? armor tier going up to 24 in the spreadsheet made me think its straight up additive but since there seem to be generated armor values for armors that arent vanilla or from this mod this could just be a redundancy, im not sure, some clarification would be much appreciated.
DudeBroManGuy, it's in the config, find "bows_aiming_cursor_type" and set it to "Fixed" (without quotes) (or just use Config lib)
Maltiez I was looking up weather this was compatable with xskills and i saw your request from last year for someone to help you with that specifically. While i am not someoine who can help i did see the following in the FAQ on xskills and you might be able to just use the base game labels for your weapons in order to achieve compatability without need to learn the inner workings of xskills. assuming you havent already read and done this, which seems likely, i'm just moving information from one place to another in an attempt to help.
From the xskills forum page:
"Q: Is this mod compatible with weapon mods?
A: Yes, as long as the author of the weapon mod categorized their weapons as one of the game's weapon categories."
cheers, thanks for an awesome family of mods.
"Reduced cost of chainmail"
Right after I make full steel chainmail lol
There is an issue with knapping and forging on the new version (.23) possibly in conjunction with the armory mod. I've confirmed with flint and copper so far. When I initiate a craft there are white 3D cubes with ? on them that look like someone rolled a handful of D6's across the UI. It appears as though the first few items in the UI are blank images and hovering displays an unintended name like "armory:helmet-copper...". The vanilla items appear to be populating correctly. We are rolling back our server to the previous version for now.
I agree with FrontlineNinja
Though in all honesty I personally beleive the armor changes should be their own sperate mod.
Hi, would it be possible to enable compatibility with modded armour by re-enabling the vanilla armour slots but disabling the relevant Combat Overhaul slots while that slot is occupied? so if you have something in the vanilla head armour slot you lose access to the 9 head/face/neck slots? Alternatively, if this is not possible, is there a config to disable the armour part of this mod?
Looks like, i found a bug. Weapon can hit not only mobs, but, also "item" entity. So, if there are stack of stones on ground, weapon almost halt movement, until each affected item being striked .
Been randomly getting this one after a long while playing with no issues, no changes to my base or what animals I have around given the name of the crash for the animation "feed":
Involved Harmony IDs: CombatOverhaul
System.Exception: Animation 'feed' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
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
I'm trying to get to the debug config menu to try and switch back to the vanilla animations, because I like the newer vanilla animations. but, pressing CTRL+L only gets me to the custom animations debug menu, and in this menu, I can't find anything about switching back to vanilla animations, just pretty much stuff to make new ones. am I missing somthing? do I need a different menu?
Hello, I am having a issue with changing the config for this on my MP server. For some reason the configlib doesn't load in MP and when I checked the config folder for the server no config was made for combat overhaul. I wanted to ask what exactly the config is named for the server?
The command ".bullseye set aimstyle fixed" doesn't work. Please, is there some way to disable the awful Bullseye style of aiming? I've installed ConfigLib and AutoConfigLib and the command still doesn't work. The "Mod Settings" button also doesn't work on multiplayer servers. I have both ConfigLib and VSIMGUI installed. It works in singleplayer but not in multiplayer. I have uninstalled VS and reinstalled, and all the mods are installed on the server. I've tested with and without local copies of the mods.
never mind just saw thats on purpose with the armory mod
This may seem odd, but would it be possible for us to get either the option to tweak the FOV of the hands, or a way to edit the x axis of the arms? I only ask because at high FOVs, around 110 - 120, the arms a bit... disconnected. Like, way too far forward in the camera. Just running around with a spear out and looking down, you can see your arms are just two floating blocks in front of you, able to see the "inside" of what would be your shoulder. It's not a huge deal, but it's an unfortunate quirk at the moment. :(
Brigandine and Scale helmets currently dont have any crafting recipes, you can only repair them.
And one suggestion for possible(?) mod improvement. It will be great option, if crosshair can change color/shape, if target can be reached with current melee weapon. May be, something like, color red/white for "can reach"/"out of reach", and shape, according to targeted body part.
With combat overhaul/armory installed, is there any weapon, with range greater, then 1.5 blocks?
And is there any weapons, able to strike through horizontal or vertical halfblock hole in the wall?
Is there any way that I can disable certain reworks of weapons i.e. the bow? I'm not to fond of how slow it is. Thank you.
if not, can I change how fast it loads? It feels too slow for me.
CHR3S
Both The Remnants and The Working Classes are compatible.
seems to be incompatible with any class mods
With maces (and other onehanded weapons) use shield
Long axe counts
What weapons count for the Malefactor's battleaxe proficiency? I would guess longaxes from the armory mod, but I just wanna be certain I'm using the right things. Also, I don't know about other weapons, but at least the copper mace's attack range is so short, a drifter can attack while being out of range for retaliation. If it's on purpose, fine, but it seems a bit extreme.
Have same problem as Vyklade. My weapons do zero damage to drifters. Both spear and club. With wolves things are bit better. But spear range is ~1.5 blocks or less with any grip position. 1 from 10 hits are succesful. IDK how i can obtain loot, if i can't hit enemies.
IS there something I'm not understanding with this mod? I thought it'd make combat more itneresting, not unfun. My weapon constantly goes through enemies, it's much harder to hit anything, and now even basic enemies just two shot me. Why does my weapon constantly whiff enemies? Does this mod add like morrowind accuracy or something?
Is there any way that I can disable certain reworks of weapons i.e. the bow? I'm not to fond of how slow it is. Thank you
based
Yes
1.21 gone?
Annastasija
nope
Will this change the wolf attacks for the mod that adds all the foxes and wolves that replace vanilla?
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.
@Maltiez Thanks! It works!
try 0.1.20
Object reference not set to an instance of an object.
at CombatOverhaul.Animations.AnimationSystemClient.GetCurrentItemId(Boolean mainHand, EntityPlayer player) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Animations\PlayerBehavior.cs:line 1040
at CombatOverhaul.Animations.AnimationSystemClient.HandlePacket(AnimationRequestPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Animations\PlayerBehavior.cs:line 1028
After update to 1.20.3 and combatoverhaul 0.1.19 all player on my server have crits with this message. Help PLEASE!
Seconded on spears and javelins not having animations or seeming to do damage. Not sure why
Geone
Restart the game after installation, clear cache, remove duplicate mod archives from mods folder, e.t.c. This is installation problem.
I'm not able to attack with spears with this mod installed. No animation, can't throw. Other players see my attack animation in their view but I can't damage anything
Maltiez
Hello! I love this mod, but I find the custom spear mechanics rather clunky. Is there a way to disable JUST the spear combat? I wasn't able to find an option to disable it in the .json files. I'm using it on a multiplayer server, if that helps. Thank you in advance!
Also, if anyone else knows it's possible, please let me know!
There is a current known compatibility with the mod Agi's Classes, that they cannot fix alone on their side without forcing players to use this mod, which is something they wish to remain stand-alone. So, currently, they are looking for solutions that won't compromise on the ability to use their mod standalone. I thought I would also bring it up here, just in case there can be a fix, a bridging mod, or at least some discussion.
im not able to use combat overhaul with any class mods am i missing something? it just crashes at the class screen
great mod! i do wish i could toggle off the new armor ui part of the mod, as im only using it because it required by the firearms mod and dont use the armory overhaul.
0.1.16 loads/runs fine, I'll test the animation issues later today in MP.
last update won't let any worlds load, new or old <3 have fun
the new update from 1.20.1 to 1.20.3 seems to have broken the mod (or maybe the other mods you have made since I have all of them). I was able to create worlds and run the game when everything was on the 1.20.1 but when I updated this mod to the 1.20.3 I can no longer create worlds it just freezes.
What does changing grip position do with spears and javelins?
I noticed that, yeah. I don't really want the timing changed as much as just making it feel less clunky in general. the action could still happen, i just think it should come after firing, not before. it makes sense for the player to draw both an arrow and the bow at the same time, IMO.
If you release RMB after putting arrow on string, it will stay this way. Also the whole point is to make it slower so it can have more damage.
Thank you very much for sticking with the TP animations and solving that axe pose issue! It adds a ton to multiplayer to see what other players are doing.
cant swing the spear or javelin, but i can throw them, only issue ive noticed
Ulkio Same here, holding invisible weapon, floating objects
Oh thank you for informing me man, sorry for bothering you so much recently
Restart the game after installing the mod
Hello, I am wondering if the shortsword or other modded weapons actually have animation for attacking because right now, the copper short sword attack animation looks like I just swinging my fists back and forth in the defaullt animation instead of actually swinging a sword?? Maltiez
https://ibb.co/XzTKHTr
https://ibb.co/VDkf3f1
Hi, we are using your mod and we are seeing weird animations, like shown on the images, with floating objects, or holding everything like an axe
The mod is totally working, but these animations break the immersion
What could cause this ?
This is some other mod adding animation with no keyframes, not related to CO
Been getting a crash as of late cause by a 'System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked' in relation to this mod, though not 100% sure if it's from this mod. All I know is that once I turned the mod off, the crashes stopped happening. It seemed to happen at complete random, or at least I know I personally wasn't attacking/harvesting anything at the time of crashes, usually.
Hey! Great mod!
I would like to auto-axe trees via Alt Tabbing especially big ones but the mod doesn't allow that.
I've noticed it's because of the new animation. It would be cool if we could do that with the new animation.
Once I put golden lantern in the left hand:
System.Collections.Generic.KeyNotFoundException: The given key 'Vintagestory.API.Common.ClientAnimator' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CombatOverhaul.Integration.HarmonyPatches.OnFrameInvoke(ClientAnimator animator, ElementPose pose) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\Patches.cs:line 108
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices(Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 294
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
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 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
They stack
wow, thanks for informing me, does debuffs stack or how they do affect armor in general, like hunger ect ect Maltiez
Debufs are less than in vanilla
I really like the concept of implemation of this mod, where you can actually layer chain, scale, lammelae and plate together with cloth fabrics but my only issue is that with everything potentially layered, that then you have insane debuffs apllied, which doesnt seem fair in my opinion. So is there anything, I could do that changes the debuffs armor applies? like less or no negative debuffs like hunger or movement debuffs?
I've been trying to figure out why the mod didn't seem as good as everyone makes it out to be. Was having issues were I wasn't hitting things and just recently started looking at the known problems. For the "If Field of View and First person mode FoV are not equal then collider of a weapon and weapon model don't match" one, that's referring to the "First person hands FOV" on the Interface tab? If so does the "First person hands Y-Position" matter at all. Lastly I play on a 40" monitor at 21:9 ratio, Is there a mod to increase the First person hand FOV maximum? I'm running with a 110 FOV and the hand one stops at 90 maximum.
Nothing is broken. Make sure you dont have Kanahaku spear expansion that break armor for some reason.
Yep. All armors are broken with the last update. They read that they cannot be put in any slot.
Is this mod incompatibility?
23.1.2025 07:58:07 [Notification] Compatibility lib: 23 assets added, 0 assets replaced.
23.1.2025 07:58:08 [Error] Patch 8 (target: game:config/traits.json) in combatoverhaul:patches/traits-and-classes.json failed because supplied path /9/attributes/armorWalkSpeedAffectedness is invalid: The json path /9/attributes/armorWalkSpeedAffectedness was not found. Could traverse until /9/attributes, but then 'armorWalkSpeedAffectedness' does not exist. Full json at this path: {
"animalSeekingRange": -0.25,
"armorManipulationSpeedAffectedness": -0.5
}
I think 1.9 fails with crossbows mod on starting new world. Fine with 1.8.
23.1.2025 08:36:59 [Client Error] Exception: Object reference not set to an instance of an object.
at CombatOverhaul.RangedSystems.RangeWeaponServer..ctor(ICoreServerAPI api, Item item)
at Crossbows.MagazineCrossbowServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 314
at Crossbows.MagazineCrossbowItem.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\crossbows\crossbows\source\MagazineCrossbow.cs:line 408
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 309
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 598
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 536
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 403
Would it be possible to hae a config to enable vanilla armor slots for compatbility with other mods?
Will there ever be some kind of settings menu where you can disable certain features of the mod? I liked flintlocks, crossbows, and bullseye but I dislike having new melee system which is way too much of a jankfest to be fun right now
Hi there! Was just curious about the armor system, I made a wooden lamellar set but can't actually equip it anyway or anyhow.
Is the only armor that works with this mod the armors from the mod and the armory overhaul itself?
Thanks so much!
Was just running around in a fresh new world, trying to find a good place to build when this happened. I did not swing anything at the time of the crash, was just running.
Running on 64 bit Windows 10.0.19045.0 with 32679 MB RAM
Game Version: v1.20.1 (Stable)
1/21/2025 2:24:44 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, Beamium@1.0.1, bean_stacks@1.1.0, bettercrates@1.8.0, bettertraders@0.0.9, Ceramos@0.5.1, chalkpigments@1.0.2, chiseltools@1.14.10, combatoverhaul@0.1.5, decor@1.2.0, extrachests@1.9.0, fancysky@1.1.6, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.3, floralzonesneozeylandicregion@1.0.6, caninae@1.0.24, capreolinae@1.2.1, casuariidae@1.0.16, dinornithidae@1.0.8, elephantidae@1.0.1, felinae@0.2.3, machairodontinae@1.0.17, manidae@1.0.9, pantherinae@1.1.17, rhinocerotidae@1.0.11, sirenia@1.0.12, spheniscidae@1.0.4, harvestglowworms@1.0.1, instandtemporalmobdrops@1.0.0, koboldplayermodelport@1.2.13, molds@0.1.4, feidrysmoreclasses1dot20fix@1.2.8, morecrystals@1.3.0, moredrygrass@0.2.0, morenails@1.1.0, MoreTorchHolders@1.0.0, particlesplus@1.1.1, primitivesurvival@3.7.5, saltandsands@1.0.2, SergTweaks@1.3.2, shivertweaks@5.0.0, simplewallpaper@0.1.0, translocatorengineeringredux@1.5.4, game@1.20.1, vsimgui@1.1.7, weedgardens@1.0.0, wild_cabbage_pumpkin@1.0.0, alchemy@1.6.42, armory@0.1.0, egocaribautomapmarkers@4.0.1, bedspawnv2@1.3.0, betterhewnfencegates@1.1.0, BetterProspecting@1.3.0, betterruins@0.4.6, canjewelry@0.4.9, carryon@1.8.0-pre.1, chestorganizer@1.0.3, chuteblockplacer@1.0.2, commonlib@2.6.1, composter@1.1.1, configlib@1.4.3, coreofarts@0.1.0, danacancook@0.2.4, danatweaks@3.3.9, doubleslabs@0.1.2, earlychiseling@1.0.1, electricity@0.0.11, fendragonbcs@0.1.3, foodshelves@1.4.4, fromgoldencombs@1.8.2, gourmand@1.5.0, greenhousebuff@1.2.0, hardcorewater@1.3.2, herbarium@1.4.0, jopainting@1.4.0, JustArchways@1.0.5, JustRoofs@1.0.1, JustTrapdoors@1.0.2, krpgenchantment@0.6.2, krpgwands@0.4.1, levelup@1.3.4, maltiezcrossbows@0.6.1, maltiezfirearms@0.10.3, medievalexpansion@3.13.1, metalsupports@1.0.4, moreanimals@1.3.6, morepiles@1.5.0, mcrate@1.2.1, nemi@1.1.0, oneroof@1.6.0, passthruchutes@1.0.2, petai@3.0.0, pileful@1.1.5, claywheel@1.1.2, rivers@4.1.0, roadworks@2.1.3, simpleconcretefork@1.2.4, smithingplus@1.1.8, somethinginthewater@1.2.5, spawnhighlight@1.2.0, stepupadvanced@1.0.3, th3dungeon@0.3.1, trailmodcupdate@1.1.1, traitacquirer@0.9.6, usefulstuff17@1.4.0, vanvar@6.0.7, creative@1.20.1, survival@1.20.1, vsvillage@1.0.6, waypointtogethercontiued@2.2.0, wildfarmingrevival@1.3.4, woodenfortifications@1.0.0, woodstain@1.2.0, xlib@0.8.8, artofcooking@0.2.0, cats@3.0.0, electricityaddon@0.0.14, em@3.0.0, feverstonewilds@1.5.0-rc.2, stonepiles@1.1.2, stonequarry@3.4.2, th3dungeontopentrance@0.1.1, vsonlinepicturemod@1.1.0, wildcraftfruit@1.3.0, wolftaming@3.0.0, xskills@0.8.9, bricklayers@2.5.6
Involved Harmony IDs: CombatOverhaul
System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
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
CHR3S
Invalid setting value most probably
neobit
Incompatibility with Kanahaku spear expansion
Running on 64 bit Windows 10.0.19045.0 with 32693 MB RAM
Game Version: v1.20.1 (Stable)
21.01.2025 12:43:45: Critical error occurred in the following mods: combatoverhaul@0.1.5, maltiezfirearms@0.10.3
Loaded Mods: aculinaryartillery@1.2.2, brickmold@1.2.0, combatoverhaul@0.1.5, drtagxeary@0.0.1, expandedmolds@1.0.0, femininity@0.1.3, goblinears@1.1.0, handtohand@1.0.3, hideplayername@2.1.2, primitivesurvival@3.7.5, theremnants@1.0.0, rpvoicechat@2.3.10, spyglass@0.5.2, game@1.20.1, vsimgui@1.1.7, AgeOfConfession@2.1.2, armory@0.1.0, autoatlas@1.1.1, flags@1.1.5, betterdeathmessages@0.2.0, betterruins@0.4.6, bloodystory@0.0.12, butchering@1.7.8, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.3, coreofarts@0.1.0, customtransitionlib@1.0.0, danatweaks@3.3.9, herbarium@1.4.0, hydrateordiedrate@1.7.1, kscartographytable@1.0.1, liquidcontainers@1.3.1, maltiezcrossbows@0.6.1, maltiezfirearms@0.10.3, petai@3.0.0, rifteye@0.4.0, simpletailoring@1.1.6, SoundOfConfession@1.0.4, tabletopgames@2.4.0, tentbag@2.2.0, th3dungeon@0.3.1, thievery@1.0.0, unconscious@1.8.3, creative@1.20.1, survival@1.20.1, wildfarmingrevival@1.3.4, woodenfortifications@1.0.0, artofgrowing@0.1.1, autoconfiglib@2.0.2, brainfreeze@1.0.4, cats@3.0.0, em@3.0.0-pre.5, playercorpse@1.11.0, shearlib@1.1.0-pre.1, stonequarry@3.4.2, thebasics@5.0.1, wildcraftfruit@1.3.0, wolftaming@3.0.0, tailorsdelight@1.8.0-pre.6, wool@1.5.0-pre.3
System.ArgumentException: Requested value 'fixed' was not found.
at System.Enum.TryParseByName(RuntimeType enumType, ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, UInt64& result)
at System.Enum.TryParseInt32Enum(RuntimeType enumType, ReadOnlySpan`1 value, Int32 minInclusive, Int32 maxInclusive, Boolean ignoreCase, Boolean throwOnFailure, TypeCode type, Int32& result)
at System.Enum.TryParse[TEnum](ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, TEnum& result)
at System.Enum.TryParse[TEnum](String value, Boolean ignoreCase, Boolean throwOnFailure, TEnum& result)
at System.Enum.Parse[TEnum](String value, Boolean ignoreCase)
at System.Enum.Parse[TEnum](String value)
at CombatOverhaul.RangedSystems.Aiming.AimingStatsJson.ToStats() in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Aiming\AimingSystem.cs:line 49
at Firearms.MuzzleloaderClient..ctor(ICoreClientAPI api, Item item) in D:\Projects\VintageStory\firearms\firearms\source\Muzzleloader.cs:line 98
at Firearms.MatchlockClient..ctor(ICoreClientAPI api, Item item) in D:\Projects\VintageStory\firearms\firearms\source\Matchlock.cs:line 15
at Firearms.MatchlockItem.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\firearms\firearms\source\Matchlock.cs:line 56
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 977
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass55_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 982
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 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
I think I see problems with gamboised armor as well.
Layers and body parts set to None.
quick question, how do i disable the bullseye style of aiming? (its probably somewhere here in the comments but adhd wont let me read them all to find it lmao)
ElegantChimp Agreed, Bump
ElegantChimp I agree, even just a config to re-enable the vanilla armor slots would be nice.
Is there anyway to disable the armor changes in config? I love a lot of your mods that require this, but I find the armor changes a bit to non-vanilla, and it seems that this mod does not support other mods that add armor (specifically in my case the ElectricityAddon mod).
I found myself unable to wear gambeose armor or helmets of any kind after updating to 0.1.4. I moved back to 0.1.3 but the issue persist.
With the most recently updated version: bow animations aren't playing; crossbows won't work; and firearms won't work. Reverting to v0.1.3 fixes this. I am also able to break blocks while aiming the bow.
Maltiez does this not work with all classes mod? with the weapon bonus ects?
@quppeq,
I installed animation manger lib for 1.19 as well and removed it for the 1.20 update my animations work fine but anyone installing the mod for 1.20 don't have the animations at all. as for removing modsby server do you mean removing it in the server config file? or something else i don't understand what you mean by that part
Vlask You updated from 1.19? Clients should remove modsbyserver. I installed animationmanagerlib for 1.19 (and removed in the 1.20 update), but this mod still worked on the client side. After removing modsbyserver - everything is fine
animations for anyone other than the host for all the weapons don't work, even if the non-host players have the mod installed locally
I'm loving this mod. The better mining and woodcutting animations are my favourite. Haven't noticed any issues in multiplayer either though it's just me and one friend on a server hosted in my closet.
This mod causes a LOT of animation desync in multiplayer
Is there a way to disable the armor system, or at the very least re-enable the vanilla armor slots for compatability reasons?
1.20 seems to have a bug with this. (no other mods interacting with weapons) While cutting down a tree or mining an ore, randomly, your character will stop swinging the tool you're using and you'll lose all of your progress on the block. It's really frustrating. The only solution is to drop the weapon or mouse off it, but that doesn't always fix it. I've had players on my server say they've cut the same tree down six times without actually having it go through.
Can this be added to an existing world?
Hey man! I love the firearms mod, I'll probably keep using it with the 1.19 version until it inevitably crashes. But I need to add my own few cents on something you talked about just below.
You mentioned about there being pretty much two options in regards to the mod scenario, which is either constructive feedback or just not using the mod to a person who asked for things to be optional.
I don't agree with that comment, I suppose you do you as the mod creator and all, but modularity is key for mods and I particularly liked that the firearms mod was pretty plug and play and specifically only brought in firearms with no other dependency other than the animation libs, in the future it would seem that this will change as the combat overhaul will become a prerequisite and I wasn't looking into deeply changing the mechanics of the game along with bringing in firearms. I understand the maintenance aspect as a developer, but that is definitely constructive criticism. You don't exist to serve other people regardless, and I respect whichever way you go with this.
I'm seeing a bug on the Passion Project Gaming server where weapons will just stop working, where you can't attack at all. They also run the gun mod and guns will just interrupt mid-reload. Running on 1.20 stable.
Seems as all animations are broken with the weapons.
Same with javelins. They are also missing from the spawn menu in creative (you can still make the head and craft it yourself if you want to crash the game lol).
Throwing a spear crashes the game in 1.20
A standalone version of this mod with just the hit detection and bullseye aiming would go hard. The armor/weapon overhauls and addition of weak spots feels like unnecessary bloat. (The new anims for mining & woodcutting are super cute too, would love to see those in vanilla)
Maltiez, Ok! Specifically, I like the locational damage on creatures, but I really don't think damage should be locational on players. I definitely think the main problem for me is the "unlucky scenarios" (as mentioned by Liznerd) where you sometimes take damage as if you just weren't wearing armor at all. Most of my dislikes are small nitpicks that I can get used to pretty easily, but occasionally taking full damage (sometimes enough to kill) due to an unlucky hit from the enemy you're fighting is just not fun, regardless of the realism. My other issue is with certain offhand restrictions, like being unable to use a bow with an item in your offhand. Why not just disable the item while the bow is out? it just feels a bit clunky.
9ghtX
armor definitely does stack - more you wear, less dmg you take, and only the top layer takes damage (from what i've noticed)
All weapons rely on the models hitting each other - both with ranged and melee weapons. You will definitely kill drifters faster if you aim the spear at the appriximate location of their heads, or if you do a swing from above with the sword. This mod even makes you hit certain enemies specifically in weakspots in order to kill them (for example - the bell's "bell" (head) takes 0 dmg, you can only kill it if you attack it from behind (its "spine"), and the eidolon boss only takes damage if you hit it in the head-face.)
There are currently no markers to indicte that you have hit the weak spot, which would be a very useful thing, and even though you can check the combat log for the specifics (type of damage, amount of damage, where you've been hit or where you've hit the enemy), the combat log can very quickly be cluttered if you are fighting a large amount of enemies or tnaky enemies, and it actively lags your game if you fight while having it opened. This is probably an issue that needs to be resolved.
Sevie
The armor system is balanced to a degree - you can ignore some armor parts, or wear lighter armor - IF you're fighting against low-tier enemies, or against a small amount of enemies. It is very much possible to dodge, parry, block, or even just keep your distance and use terrain to your advantage most of the times. Drawbacks exist, but the damage mobs deal now is so high that any armor is almost always better than none. And if you are a ranged guy - armor really if one of your least concerns.
However, this is definitely an issue with how you can get instakilled by an unlucky scenario (a bear running out of the bushes has just one-hit me in the neck one time, despite me wearing plate armor everywhere else), which are more than likely to happen if you are not playing VERY slowly and carefully (and boringly). And, while the new armor UI is quite big, it's not that much of an issue. What is more of an issue is how much inventory space this armor can take, with you barely being able to take it off to heal or sleep during a travel, especially if you've got a full set.
Both of these issues can (and the first one definitely should - it is very unfun to have a chance of immediate death just to get a slight speed/accuracy bonus) be resolved, and in different ways.
For the armor system there probably are three ways:
Easy way would be to adjust the protection values of lighter armor types. Make them give some percentage of their protection value to the unprotected parts of the body that are on the same layer with them. Maybe leave such protection only applied against NPC attacks, so that the PVP (if there will be any) remains as punishing (and therefore fun).
Easier way is to adjust the damage multiplier for the bodyparts. Head recieves twice as much, and the neck takes even more. Maybe make those smaller for the player, in PVE (PVP same as above).
And the easiest way - is just to increase the amount of health a player can have in the world settings. You can do it yourself, and it is justified by the fact that everything deals more damage with this mod.
For the UI - having a separate/toggleable/adjustable window, and perhaps a way to craft a fully combines three-layer set from plate/brigandine + chain + gambeson, to reduce inventory clutter.
Otherwise this particulr issue is quite small, and some inventory management freaks from the depths of Escape from Tarkov may even enjoy it (I do).
I'd personally make the long axes cost less iron to make, or deal a bit more damage, since their hitbox makes it very hard to land a hit in most cases, more so an accurate one. And maybe make greatswords just 0.5 dmg stronger, so that the iron ones could one-hit any surface drifters when hitting their arms/torso (because it is that satisfying).
Okay so a friend pointed out to me i can just use ConfigLib to do this as it's an option in there.
Sorry for any disruption!
Hello there! Been enjoying this mod for a while, but i've recently noticed a small compatibility issue between Combat Overhaul and In Dappled Groves.
There appears to be an issue where Combat Overhaul adds in the abiltiy to chop placed logs with an axe to make firewood, whilst i used to enjoy this, this interferes with a stepped system in 'In Dappled Groves' that adds in splitting the logs in to halves and then the firewood in to halves.
Could you please add a compatibility patch between your amazing mod and IDG?
My main thoughts ideas are:
a: Add a patch that turns off the log-to-firewood system when IDG is detected, maybe with a notice in chat or a popup to notifiy this has happened (To avoid confusion)
b: Add a wood-chopping block that is made by combining an axe with a couple rocks, and make this the surface logs need to be placed on to chop them in to firewood directly, and remove the direct system (placing the log on the ground and using axe to chop it in to firewood)
Look forward to your response! :D
ConfigLib provides the compatibiliy i was after
There is only two options for dealing with features you dont like:
1) provide constructive and specific feedback to improve a feature
2) dont use the mod
I wont add settings to disable whole parts of the mod, because it will hurt it in the long run, and also will be a maintenance hell
Adding on to what Elytra said:
I appreciate the effort put into this, I definitely think vanilla combat is lacking in certain aspects, and there are parts of this mod that I REALLY like! but can we please have config options to disable some of these massive changes?
I understand the need to keep the code centralized, however, certain features currently make the it more unfun to play with (this is subjective, of course). Being able to disable certain parts of the overhaul in the config would do a lot for this mod. For example; I dislike the new armor system. the large new armor UI is fairly intrusive, and locational damage makes most vanilla armor feel completely useless, as you'll randomly take huge damage unless you're using full plate armor. it's a very subjective system that i'm sure some people can appreciate, but it is way too much for me.
Love the mod. Any chance for compatibility with Rust and Rot? :)
I'm curious how armor works. For example, I can wear brigantine and camisole at same time as they are on different armor layers. Does their armor points stack or it works like "outer layer takes damage first, then inner layers when outer is broken"?
And about hit detection. It works only for ranged weapons (throwing spear, bows and etc.) or for melee too? Is there point to try for example aim in head with spear in melee or doesn't work? And will be there any marker (sound or visual effect) that player has hitted weak spot or particular body part?
I really like this mod for new combat things and axe-pickaxe mechanic and stuff that adds second mod!
Hey! Just noticed the damage and damage tier of the Gold and Silver falxes (5.2 and 5 respectively) are lower than the Steel falx (5.5 and 7), despite requiring a steel falx blade? Unsure if the actual values are correct but that's what it displays on the tooltips ingame. Durability is the same (2125)
It does not
does this mod alter the recipe for the blackguard shortsword ? we have this mod running on our server & a player is unable to create the sword from the vanilla recipe. when searching the weapon within the handbook, no crafting recipe is shown.
Yeah that's understandable. No disrespect intended toward your efforts, it's merely a suggestion.
I've noticed a couple of compatibility issues with this mod when i run it with other mods. Like whenever I try to us a class extender mod, anytime I pick hunter or check my traits as a hunter my game crashes. Also some of the weapons from the AlphaWeaponPack also crash when used. i'm thinking it's trying to use the old animations and causing conflict with this mod reuslting in another crash. I just wanted to let you know what i've found and hope this'll help with any compatibility on your end.
99% of Firearms, Crossbows and Armory code is in CO, without CO they are just a bunch of models with recipes.
I've been checking up on this mod, and I'm looking forward to trying it, but I have to agree with Sevie that it's unfortunate that it is a dependency for your other works. I think Firearms is excellent and would have recommended it for our server with the new update, along with Crossbows, but can longer do so with them being tied to a work-in-progess overhaul. Of course this is your vision, and all your mods look great, but I think you'd get a lot more people using your stuff if the overhaul was an optional module (if possible).
The armor balancing is kind of absurd imo. Even the lightest armor like leather offers big debuffs (with barely any protection), and the best armors, while highly protective, have absolutely debiliating debuffs. Like I'd rather not wear any of this stuff
Testing out the mod as VS 1.20 stable draws nearer, and have to say I am really enjoying everything so far. The mod is an ambitious endeavor Maltiez, and well done! And the rate of updates and bug fixes you are turning out is nutz. Your drive to see the project completed is impressive. I know there are still some issues and balancing to work out, but I hope you'll keep at it! Finally armor and armor types mean something, along with damage types and value in where you land your hits. Immersive combat needs this sort of system.
I feel like this mod is a bit too much. I love some of the features here, like the new pickaxe/axe/shovel mining, but I wish this stuff was seperated into it's own mod. Why make such sweeping changes to the game and then also make multiple other content mods dependant on such huge changes? Personally, i'd prefer the new tool animations, firearms, and crossbows WITHOUT the overcomplicated armor and weapon mechanics.
Hey I loved the mod but it was really tested ?
im on the resonace archives and it is imposible to beat the boss I mean I have full iron the best of the healings and food I can bring but I cant even use my greatsword because I dont see with out the lamp I already tried alone and with firends and I dont think that the intented way it is bring steel beacuse theres more bosses after this one even do with steel sword u dont do the damage require for the battle, actually im on creative with my friend now and he is doing more damage with his hand than me with an iron longsword, idk but this dosent fell like balance to me, like i said I liked the mod a lot but I cant figth the bosses sooo the mod it is a bit broken, it looks like the iron sword and the bow woked ass intented, they do damage but it is imposible to aim in that boss idk if im doing something wrong or what but at this moment i cant beat the boss with this mod with out easy
The players on my server aren't a fan of needing the offhand empty to use bows, is there a setting to disable this dependancy?
Devit Most of the information you're looking for can be found up above. Check the google spreadsheet. It shows all the enemies and animals, and what damage type they cause along with the damage amount. In game the handbook shows what damage types the armor will protect you from, along with the max. You ALSO need to layer your armor. Each layer may protect better from certain attacks. (Skin, Middle, Outer layers)
Example: Skin Layer: Body Leather Jerkin. Protetion levels (Slashing-1, Blunt-2)
Middle Layer: Chain Copper Body Armor. Protection levels (Slashing-4)
Outer Layer: Copper Cuirass. Protection levels (Piercing-4, Slashing-6, Blunt-1)
That is just for the torso level. (Except Body leather jerkin is torso, arms, and hands) You will want to do this for the feet and/or legs, the arms, head etc. There are more options for the layers than I mentioned. Some better than others against specific attacks. Tailored Gambeson has like 8 blunt protection which is quite nice but harder to make for the "skin" layer
You can type "Skin"\ "Middle"\ "Outer"\ "Feet" etc. to find armor easier in the handbook. May take some messing around
Kamikadze
Sadly there is no way to disable most of changes this mod does.
If you want to use Crossbow/Firearms, in 1.20, you are forced to use these changes.
I really recommend playing your first run without it.
This mod makes 2/3 armors in the game completly useless.
There is no information how armor affects dmg, what type dmg enemies do or anything like that.
Your weapon choice will be Exteremly limited because enemies have really high resistances to certain types.
You can make it vanilla, so if you dont want significant changes dont play with it.
Hello, I download this mod just for working crossbows and I dont want change too much in game because this would be my first playtrought. To have all same like on vanilla should I just unclick all checkboxes in Combat Overhall settings or should I also change something in slidebars or leave every setting as default?
Report bugs in discord with client-main and server-main logs attached
Hello! I am getting an error when using the server hosting Pingprefect this is the error any help would be very nice!
Ourcasula
Each of these mods can add compatibility for combat overhaul, I added compat on a few custom weapons I made on a private mod; even if there's no template, they can use code from any mod already compatible (like scraps for example)
Is there already compatibilty or is there planned compatibility for other weaponry and armor mods? Such as Swordz or Ancient Armory?
Thanks!
RE: I uninstalled the game now and reinstalled it completely. same error. is there some other mod i need? or is it conflicting?
Maltiez
it seems that your mod has some difficulties with your own mods? Or am i missing something here, because when i load Combat overhaul with the crosbow and firearms mod the game seems to struggle to find the dll's and stuff.
3.1.2025 12:30:10 [Error] [combatoverhaul] An exception was thrown when trying to load assembly:
3.1.2025 12:30:10 [Error] [combatoverhaul] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454
this seems to be a problem for every mod of yours. should i delete some redundant files or what? because when i played in 1.19.8 everything was fine
3.1.2025 12:30:11 [Error] [maltiezcrossbows] Exception: C:\Users\domin\AppData\Roaming\VintagestoryData\Cache\unpack\maltiezcrossbows_0.5.12.zip_3cc50c50a4eb\crossbows.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 462
Dov47
It is a bug, will fix it
Is there a way to disable PvP with this mod? I have allowPVP serverconfig off, but when I swing the sword I still do dmg to friends
Ok, I don't think you'd be able to do this even if I sent some money on your patreon (I can't, got too many personal costs lately, and my country's money isn't worth much already) but I'd better ask just to make sure.
My guess is this isn't a problem on your side, but on the other mod's side. Do you think you can make your mod compatible with the Kemono mod? I'm not talking about the ponies, that'd be an animation and coding nightmare, I'm sure.
I'm talking about the more humanoid options. They just freeze when trying to swing any weapon.
Hello! Not sure if anyone else has encountered this bug, but whenever I try to hunt fish with a flint spear in the water, it won't take damage through melee attacks. When I threw my spear, the fish would die successfully, but then one of my spears disappeared completely and the other one is forever floating in the water and I can't pick it up. I tried killing fish with my flint knife and there was no issue there...
Shaikh
Yeah, already done, other metal variants of polehammer are clubs.
Is there any plan to possibly add the polehammer variants to other metals, or at least to Iron and Meteoric Iron? Would appreciate an earlier polehammer option for the reach and blunt damage it offers but not have to wait till steel to get it.
Maltiez
thats not an issue in vanillia, but makes a lot of difference in this mod because attack type matters.
Is it somehow possible to run Firearms & Crossbow without all these other changes that this mod provides?
How do I actually view my current proficiencies?
Ask Tyron about that, I haven't touched sling
Sling deals piercing dmg, while guns do blunt.
How is a rock projectile more sharp than small bullets
it is normal that the clockmaker don't have the Precise trait ? maybee is not your or one of your mod but the only on that change trait is your so...
it is possible to know how the damage are calculated ? like with a tier 3 piercing weapon dealing 4 damage, how many does it count on a level 4 percing protected enemy ? but it will be better with the fomrula
Report crashes in discord with client-main and server-main logs attached
0.0.103 javelin quiver still crashes
0.0.103. Still quiver crash.
Will third person animations ever be implemented?
I don't know if it's rc.6's bug, but when freezing with animation of hands crossed, it looks really off-place
quiver crash still exists (javelin quiver. version 0.0.101)
I confirm that "opening" (right-clicking) a quiver causes a crash-to-desktop in-game. 1.20-rc5 using 0.0.100.
Running on 64 bit Windows 10.0.19045.0 with 32697 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/24/2024 12:03:34 AM: Critical error occurred in the following mod: combatoverhaul@0.0.100
[...loaded mods...]
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Armor.ClothesSlot.EmptyBag(ItemStack stack) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 63
at CombatOverhaul.Armor.ClothesSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 23
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 442
at CombatOverhaul.Armor.ArmorInventory.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\ArmorSystems\ArmorInventory.cs:line 257
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 958
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 754
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 158
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
Devit
Most of the dangerous 'monster' types have either low, or no blunt resistance. Bells, some unique monsters, bowtorns like you said, etc. You use guns to take out high priority targets like those, then use melee or crossbows for everything else. They're great for farming temportal storms if you have a built defensive area though. Muskets will oneshot practically everything except for bears.
ShanaLarisar
Guns are really slow to realod so they are impractical to use for temporal storms, at best maybe hunting, but then most animals have blunt protection & even strongest musket cant kill bear with single hit.
So the "gun" gameplay is just having multiple 2-shot rifles preloaded. Good maybe against bowtorns cuz they are resistant to everything but blunt
Another bug if found while testing this mod, Javelins are absoultly op with shields, It allows shooting javelins while completly shielded.
Edit: that would be op if shields worked correctly, as it stands, most enemies will clip into player and ignore shield completly,
Devit
Honestly bows just kinda suck with Combat Overhaul. The highest damage tier you can get is 5 piercing, compared to 7 with a windlass or 6 with a goatsfoot, and sure you're shooting a little slower, but using a goats foot crossbow and a bronze bolt you do 17.5 damage at tier 6, compared to 6.5 at tier 5 with a recurve. Hell, even a longbow is only doing 9 damage at tier 5.
By the time a hunter can fire a recurve 3 times for a total of 27 at t5, anyone else has already fired their first shot of a goats foot, reloaded, and fired again for 35 damage at t6. A windlass would be 30.1 t7 damage PER SHOT with a bronze bolt. You're doing more that 3 times as much damage than a longbow, with two penetration tiers higher.
And hell, that doesn't even include firearms for how insanely good they are.
using any quiver causes game to crash
Crashing after a min or so in game
Running on 64 bit Windows 10.0.19045.0 with 32717 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/22/2024 3:20:51 PM: Critical error occurred in the following mod: combatoverhaul@0.0.98
Loaded Mods: ancientarmory@1.0.6, betterloot@1.0.7, scrapblocks@1.1.0, bettersticks@1.2.0, bettertraders@0.0.7, canoemod@1.0.2, combatoverhaul@0.0.98, decor@1.2.0, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.2, floralzonesneozeylandicregion@1.0.6, caninae@1.0.22, capreolinae@1.1.11, casuariidae@1.0.14, dinornithidae@1.0.5, felinae@0.2.1, machairodontinae@1.0.15, pantherinae@1.1.15, rhinocerotidae@1.0.9, sirenia@1.0.10, juicyores@1.0.0, longtermfood@0.1.1, molds@0.1.3, morefuel@1.0.5, primitivesurvival@3.7.4, RelightTorches@1.0.0, SergTweaks@1.1.0, sortablestorage@2.2.8, game@1.20.0-rc.5, vsimgui@1.1.7, armory@0.0.29, betterruins@0.4.2, butchering@1.7.3, commonlib@2.6.1, decayingcreatures@0.1.1, fieldsofsalt@1.2.2, foodshelves@1.4.4, maltiezcrossbows@0.5.11, maltiezfirearms@0.9.6, spearexpantion@0.2.3, creative@1.20.0-rc.5, survival@1.20.0-rc.5, wildfarmingrevival@1.3.3, detailedanimals@0.3.3, playercorpse@1.11.0, stonequarry@3.4.2
Involved Harmony IDs: CombatOverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 415
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 174
at CombatOverhaul.Integration.AnimationPatch.CreateColliders(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 167
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
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 824
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
Class balance is bad:
Ranger feels much weaker with his lack of ranged dmg bonus, reload speed is not that good replacement.
meanwhile Blackguard has both +30% dmg and +30% attack speed and to add to everything, he doesnt really have any ranged pentaly [slightly shaky aim is not affecting anything]
Clockmaker got crossbow proficiency, but lost his +25% dmg vs mechanical, so overall weaker & focuses on ranged
do you know if this mod will be combatable with mods that add more weapons like ancient armory?.. we are interested in using these combat overhaul mods but also already have the extra weapons in world and do not know how those weapons will be effected. i dont want to breaks something to find out...lol
Thanks
when i try to use spear, its constantly twitching, and i can't do anything with it, could you help me?
Can I disable the replacement of new spear models with old ones?
any way to disable the personally ugly aiming system? If not is the mod going to stick with this new system? The weapons and all the stuff is cool but it's getting too complicated for me
With armory installed? Yes.
Are the brigandine helmets supposed to be uncraftable?
I dont want to work on sling and throwing stones. I might eventually rework them, but not in the near future. Also anyone can make an addon to rework them.
sling aiming is not bullseye style and sling only deals 2.5 damage. with bullseye it dealt 8
GyroZ
check out config
is there '.bullseye set aimstyle fixed' alternative for this mod?
Is there some way for us to edit which classes recieve which proficiencies? I looked around in server files/the mod .zip itself, but couldn't find anything related to it.
tbh mele dmg buff is great but i still have problem that you nedd something about 40 hit with steel falx to kill bell i also tested two headed drifter and copper javelins have bigger dmg than steel weapons and kill it faster. And mobs have slash and pierce armor but still falx is best mele weapon and warhammer have lower dmg even when enemies have 0 blunt def.
Blazha that's the weirdest and least relevant type of criticism that can possibly added for the COMBAT overhaul mod. You complaining about the sounds axes and pickaxes make in a minecraft style game is ridiculous by itself lol
The sound of swinging axes and pickaxes is just awfull. Either tune it down or remove it. Do you have any idea how fast you need to swing this tools to produce this kind of sound? You can go for realism and try recording the sound yourself :P
I ran into an odd situation while playing with this mod, not sure if it's a bug (in rc1 1.20) or your mod. Does this mod by any chance touch the spawning rate of any mobs?
I keep getting the same crash thegerman is getting. Only idential mods are the extra creatures fauna ones. Any idea what to disable or is this due to this mod and 1.20's changes?
Before trying to "fix" combatoverhaul drives me crazy, im keeping it on regardless :p or is there a light at the end of the tunnel?
Edit: Wooo latest release fixed it (i think) I havn't had a crash and forced to cheat in the stuff that dissapeared! <3
Would you mind doing a tutorial video in the future for creating a weapon and how to do its animations n such?
I'd like to learn how it all works to see if I can take a crack at making some weapons and animations :)
gg
I'd like to see an compatibility with electric armor from ElectricityAddon.
The only things I don't like about this mod are the armor and damage changes and the spear attack direction indicator, makes me not want to use the mod.
Maybe make them optional in the mod settings.
experiencing a crash in my home after most recent update heres the pastebin https://pastebin.com/v06e3K0q
One small suggestion that I have would be to make the wood chopping animation produce four separate pieces of firewood instead of a single stack of four, similar to the mod Immersive Wood Chopping. There is also an issue when holding an axe, shovel, or pickaxe where there is no longer any head bobbing. You might also changle the idle axe animation so that the character holds it in one hand when not in use making it similar to vanilla but I suppose that is just personal preference. Just some small things before final release, really loving this mod so far though!
Hi, I'm just trying out the new update for v1.20RC (0.89), I was previously using the one for v1.20Pre (0.85), both on game version v1.20RC. With 0.85 I was getting the new tool animations, and weapon animation with 0.89 I don't have any tool or weapon animations (however, I do have access to the weapons)
UrbanizedGnu
Making proper tp animations requires a lot of work, hence time and energy, I dont have enough of those. It is a bit sad that 1.20 crossbows and firearms wont have tp item animations from 1.19 version, though.
Firearms basic tp animations (like with crossbows) will come a bit later.
Will this mod ever support 3rd person animations for other players? The first person animations are amazing, but it looks very weird when other players don't swing their weapons 'correctly' or even aim their weapons with crossbow or firearms mod.
Edit: It seems crossbow aiming is shown in 3rd person that's my bad, but the firearms don't work. I suppose that is more of an issue with the firearms mod then.
I know it is alpha version so probably just FYI, I can see that shovel animations are very good if you dig something from distance but if you are close to the block you are digging, animation speeds up and it looks weird
I see that changelog- thanks for the speedy response!
just updated and now crashing here is the pastebin link with crash report https://pastebin.com/EUjEEeNB
Would it be possible to make the Armor window of the C menu (character, weather stats, nutrition, armor) work with Immersive Mouse Mode again? It makes leaving beds while keeping an eye on the time really difficult, among other issues. If the fancy modular Armor window is closed, the issue immediately vanishes, so I'm pretty sure it's from Combat Overhaul.
For some reason I've got all the new weapons and stuff from combat overhaul: armoury but the controls are the same as vanilla. In fact, all new items added only have duravility stat and I cannot use the new weapons as I should. Like using a mace to hit enemies, cover myself with a shield, throw a javelin...
The 1.20 version is for 1.20, there is an older one for 1.19.8, scroll down to see it in the downloads
Does this work with 1.19.8?
>accurate colliders hit detection instead of vanilla selection
>enemies receive different damage depending on where they are hit
Wow. I almost refuse to believe this is real. How did you manage to pull that off on the engine?
How are creatures from other mods treated if they are not in the compatibility list? Do they behave like vanilla having no weak points or damage type vulnerability, what about the damage they deal to you?
Gotta say, the modularized armor? Really, really cool.
Could you correct the first person immersive camera, since every time i look down my character just compenetrate the soil., Sorry i read now the "Known problems", think i'll suffer in silence for the rest of my life
No, you either have to update your game version to 1.20, or wait for rc.1 or 1.20 release and update it then.
Just asking, can I use 1.20.xx prealpha version for 1.19.8 since it's declared stable? :3
"Update early, update often" taken to heart, I see! Don't burn yourself out, but I have to say that the pace of development on your mods is incredible.
the tool animation changes are causing issues with the camera in the latest version on 1.20. axes and shovels at the very least, for me, are causing the camera to vertically move when i look up or down. does not replicate without this mod.
Auro
I need to find someone that know how to work with xskills and how it works in general to create patch. Right now I dont have time and energy to figure this out myself.
PerkCuss
Have you tried looking into config with Config lib installed?
Would love to see an XSkills patch for this with Skills for the new weapon types
Is there a way to turn off the tool animation changes or maybe consider renaming the mod to animation overhal mod since you're doing both combat tools?
I like the idea of the mod, and want better combat, which I think this mod does great, but really dislike the tool stuff.
GongoDada
I know, I will fix it at some point
hi, when i throw a spear it doesn't replace the spear with the ones in the inventory...
wary_asparagus
hold alt to interact with items and stuff, now you should never interact with stuff unless you hold alt
You said you can't, but could you explain a bit why you can't remap the block button to a different key?
I never use a shield anymore because it makes interacting with objects finnicky. So half the time you block, and half the time you interact with the item like intended. It makes it a really tedious experience to even carry a shield, and changing the key or making it shift again would resolve that issue entirely. I'm just wondering why that's not possible, becuase it would make shields about 100% more useful.
Nachi
Hey I know im a bit late to the party but i know a quick fix to it. its not perfect as it will disable the shield function, but the rest of the mod functions fine as i know so far. I will update here if i find a better fix.
Fix:
simply remove the Shield.json from the following directory starting from your Mods Folder
Mods/combatoverhaul_ 0.0.10/assets/combatoverhaul/patches/weapons.
hope this helps until dev finds a fix.
I'm curious, will you make a version thats stable for 1.19.8? If not thats fine!
I'm running 0.0.10 on the 1.19.8 client, but I just had a multitude of crashes after making an iron-maple shield and scrolling over it. The crashes only stopped after I turned off Combat Overhaul. Switched the shield to offhand while I had the mod turned off and went in, and it works in offhand, but crashed as soon as I switched it back to mainhand as a test.
Running on 64 bit Windows 10.0.22621.0 with 16249 MB RAM
Game Version: v1.19.8 (Stable)
11/14/2024 12:21:29 PM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.11, primitivesurvival@3.6.5, sortablestorage@2.2.6, translocatorengineeringredux@1.5.2, game@1.19.8, alchemy@1.6.35, betterfirepit@1.1.4, carryon@1.7.4, combatoverhaul@0.0.10, configureeverything@2.1.0, danatweaks@3.2.2, expandedfoods@1.7.2, fieldsofsalt@1.2.1, knapster@2.11.2, levelup@1.2.9, nbcartographer@2.0.10, petai@2.2.6, sailboat@1.3.1, sleepvote@1.0.7, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.5, configlib@1.3.13, em@2.7.0, feverstonehorses@1.6.1, wolftaming@2.1.3, bricklayers@2.5.6, entitiesconfiguration@1.0.9, statushudcont@2.1.1
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 67
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 100
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 11/14/2024 12:13:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1efc
Faulting application start time: 0x0x1db36b83de56b73
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 51c3a359-2133-401d-8c81-c3d127683a8a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/14/2024 12:11:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x13d8
Faulting application start time: 0x0x1db36b8078dd628
Faulting application path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Colleen\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 084d6ff5-8837-48e6-ba1c-d302552c2a11
Faulting package full name:
Faulting package-relative application ID: }
Annastasija
Should be fixed in 0.0.49
Same as the comment below me, can't hit anything with Spear, mace or Javelin. Can't kill anything XD
On 1.20-pre.13 when I'm using a spear, mace or javelin I just can't hit an enemy (I haven't check it with any other weapon that is touched by this mod). Viusally it clearly lands, but there is no damage or reaction from the enemy. When I'm hitting an enemy with a knife or an axe I clearly hear and see the impact
TwoF
Vanilla bug, should have been fixed in latest version of the game
I have the same error.
If the CO mods tab was previously open in the creative inventory (at least this definitely works with crossbows), then exiting the creative inventory and entering it again causes a crash.
I don't know if switching to a tab not related to CO mods when closing the inventory helps, but if you don't do this, a crash occurs.
CO Armory does not have these problems.
I have an issue that is when i open the inventory and close it with the mod and then i open it again the game crashes in 1.20-pre.11
Maltiez
I dont think blocking with right click would be very spear use friendly.. can't throw them then? (in the context of a lightweight mod for just rightclick block... it just wouldn't mesh well with being only about that is what I mean)
Calamity
Yeah, I think it is possible. I wont do it though, I have enough work to do already.
@Maltiez
is it possible to make a very lightweight mod to allow blocking with right click your mod is the only mod that does this
Michaloid
No, I cant.
LegitBanana
I can add such setting, but I think if you want throwable weapon better to use javelins from Armory mod.
Good mod, the only thing i don't like is how you have to right click with the shield like mc. I like how it is on vanilla right now. Can you make a toggle in the future?
is there a way i can increase spear throwing distance?
Farrowe
It should be done on kobold player model mod side. Try asking the author.
This is a somewhat large ask, but how would one go about obtaining compatibility between this mod and the Kobold Player Model mod?
I ask because loading a new creative world with just these two mods gives an error involving being unable to find the the json file for the regular humanoid model (Log)
Maltiez
Yes I can do that, I wasnt expecing a response so fast thank you very much
NoEnemies
Can you send me client-main and server-main logs after crash via official VS discord server?
P.S. should be fixed in 0.0.43
it seems no matter what i really do this mod just doesnt work on my server. Even when I am not using other mods excep imgui for compat ofc as it crashes the clients every few minutes
Just seconding what MyruiC said. I seem to be unable to throw flint spears (or any spear for that matter). Thought it was a grip issue, tried at every grip on the spear to no avail. Also thought it was a mod conflict, so I turned off all my mods other than this one, but the issue persisted. Regardless, cool mod, will definitely be using it once 1.20 officially releases it.
Now that i've tried it, is there a posibilty to be able to toggle the armour system on and off. mabe in Config lib?
Gotcha - will do!
MyuriC
Ask Minerz author to add compatibility
No idea whats up with spears, should work fine. Moddb is bad place for debugging this stuff, use VS discord.
Fair point.
My issue is still at hand. Minerz - Miner Helmet not being equipable and not being able to throw Flint Spears.
If someone wants to continue AMlib and FSMlib and revive firearms and crossbows version that use them, be my guest, I dont have time, energy and good reason to maintain them.
Not compatible with the Mining Helmet. Once taken off - you cannot requip it as it belongs into the 3 armor slots. And cannot equip the Helmet into the armor slots of the combat overhaul mod.
(Minerz is the Helmet from - from the Miner Class)
I also can't seem to throw spears with hold right and click left. Keeps doing mele.
I like what you are trying to achieve with this mod. Tho locking Firearms and Crossbows behind this mod...
LordWungus
hold alt
Did you remove the ability to lean spears against walls? I'm following the ingame prompt but it just goes into the aiming animation
Matija301
Update game to latest version
When starting the new world I have a crash log:
Running on 64 bit Windows 10.0.19045.0 with 16273 MB RAM
Game Version: v1.20.0-pre.5 (Unstable)
25.10.2024. 8:23:39: Critical error occurred in the following mod: combatoverhaul@0.0.40
Loaded Mods: game@1.20.0-pre.5, combatoverhaul@0.0.40, hudclock@3.4.0, creative@1.20.0-pre.5, vsimgui@1.1.0, survival@1.20.0-pre.5, configlib@1.3.17
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 69
at CombatOverhaul.Implementations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\Axe.cs:line 441
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 979
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 969
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 785
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
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 328
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
What could cause such crash? Do you have any idea on what should I do?
Thank you in advance!
So, is crossbows and firearms already a part of the mod? Im playing on 1.19.8 and wanting to keep them but i really love the stylization and feel of this mod. Would hate to have to exclude one or the other.
Thanks for making such great mods Maltiez
Chlamydia
update the game
I was using version 0.0.26 and it worked fine despite few missing things. Newest versions don't work though, either on new world or old save, I get crashes while loading the game. I tried versions from 34 to 38. No success. :( Help.
https://pastebin.com/1dtX0hyZ
RachelTGG
Hold Alt to interact with stuff
You can't attack with shield up anyway.
Is there any way to make able to swap spear from throwing to melee when using a shield too? also, cant open doors while holding a spear
Wandour
probably not, not tested
is this compatible with xskills?
KickstandJack
spears are throwable, unless you use outdated version
Maybe this is the wrong place to ask this, is throwing a spear completely taken out or am I just not looking in the right places? Thanks.
RachelTGG
Remove a mod that changes falx animation in player model or changes player model. No idea what it is. Use VS discord for help and bug reports, moddb is not really suitable for this.
Getting crashes somwhat often
https://pastebin.com/yWQkpenU
AFoxInAviators
You are using version 0.0.11 according to logs, it is not the latest
Latest update seems to have broken something, tried even on fresh world with no mods other than CO installed, always CTD while loading world.
Crash Log
RachelTGG
not implemented yet
Cant attack with axes anymore? Is that intented or just not a implemented feature?
is it compatible with toolworks?
Keeroi
Sorry, but I dont have energy to support two versions, you will have to wait for 1.20.
Hey, first thanks for the ebic mod. It's cool I like. anyways, I'm playing on 1.19.8 and I have a crash happen exactly when I try to switch my shield to an empty hand by pressing "x". Here's the log:
Running on 64 bit Windows 10.0.22631.0 with 32555 MB RAM
Game Version: v1.19.8 (Stable)
10/18/2024 2:11:21 AM: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.2.1, betterdrifters@2.1.3, bf@0.0.2, darcesdrifters@1.0.0, machairodontinae@1.0.9, TA_plainsandvalleys@1.0.5, primitivesurvival@3.6.5, saltandsands@1.0.2, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, alchemycompat@1.0.0, alchemy@1.6.35, betterruins@0.3.7, combatoverhaul@0.0.10, expandedfoods@1.7.2, herbarium@1.3.0, hudclock@3.4.0, hydrateordiedrate@1.4.0, moreanimals@1.3.5, pelaguswinds@1.0.0, petai@2.2.6, removetraders@0.0.2, rivers@3.1.0, sailboat@1.3.1, solidshields@1.0.1, th3dungeon@0.2.1, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.5, cats@2.0.3, feverstonewilds@1.5.0-rc.2, wildcraftfruit@1.2.2, wildcrafttree@1.2.0, wolftaming@2.1.3
System.DivideByZeroException: Attempted to divide by zero.
at CombatOverhaul.Inputs.DirectionController.CalculateDirection(Single yaw, Single pitch, Int32 directionsCount) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 112
at CombatOverhaul.Inputs.DirectionController.OnGameTick() in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\DirectionController.cs:line 82
at CombatOverhaul.Inputs.ActionsManagerPlayerBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Inputs\PlayerBehavior.cs:line 85
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10/16/2024 4:45:35 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1c38
Faulting application start time: 0x0x1db1fb02c720f9c
Faulting application path: C:\Users\Atom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Atom\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 03378508-1d4b-4c3f-8764-cb43f7df9354
Faulting package full name:
Faulting package-relative application ID: }
When I remove the mod, everything works again. I understand you said I should use 1.20, but no other mods are updated atm so I was wondering if there's any chance of you going back and updating the 1.19.8 version? Thanks very much anyways
Ordelia
Use pre.6
I'm confused what's causing it, but running the mod on 1.20.0-pre.5 even standalone seems to cause a crash (Log is from trying to run it with Plains and Valleys but the same happens alone)
Log on pastebin
Thranos
Compatibility is possible, but I dont have time to do it on my own. The author of weapon pack should make compatibility patches.
Would compat with WeaponPackAlpha (the continued one) be possible as well? It's become my server's go-to melee mod.
Linek
It will, but they will have vanilla hit boxes (not accurate) and they will not have resists, so you weapon will deal full damage to them.
But we will work with FotSA author on patches for their mods.
Will this mod work with animal mods such as the Fauna od the Stone Adge series?
vulesk95
I'll make `air whiffing` sound for tools configurable
I'll return ping sound on projectile hit, probably make it configurable
Just like Corat, I love this mod.
The new responsive hit detection in 1.20 + this mod make combat so good I actually enjoy it and seek it out. The longer spear insanely useful for hunting and makes 3 block pillars a thing of the past. The bow animations look great, and the lower arrow break chance is a god-send. A much appreciated feature is the addition of iron+ spears to the roster, which is conspicuously missing in vanilla.
The tool animations also look good and their speed and weight (and collision) actually make sense compared to, say, the vanilla pickaxe 1.20 'lightly tapping the rock' animation, but the new 'air whiffing' sound that tools play every swing is insanely annoying.
I also found it difficult to tell when my arrow actually hit a mob, there is a collision sound but it seems to be localized to the impact so it can be hard to hear depending on your distance. Maybe add a config toggle for the classic ding sound?
TBH, I already cannot live with this mod or it's predecessors (iron spears cough cough). When Firearms 1.20 releases, my life will be complete again.
Keep up the great work!
Excuse me, does this mod not match with animationmanager only for 1.20 or 1.19 too?
It's unfortunate that Firearms and Crossbows are being tied to this for 1.20, due to how drastic and far-reaching the changes it makes are, plus compat issues.
It's put me in the awkward position of having to tell my players they're either losing their modded ranged weapons (Crossbows/Firearms) or their modded melee weapons (WeaponPackAlpha) once the server gets updated to 1.20.
Unless I've misunderstood something, that is?
Boyarde
can be incompatibility with some mod, it will be nice if you ping me in VS discord server and send client-main log
When I chopped down a tree, every log was unstackable and took up its own slot. This only started after installing v0.0.23, behavior was normal earlier today before.
I just want to take a moment to praise you for the addition of your layered armor system. It's incredibly immersive, historically accurate, and the rework adds a lot more sophistication to this game that the combat sorely lacks. The small details like being unable to wear plate/chain in combination with scale are awesome. The varied attack animations are such a huge improvement from the old "true" damage colliders where you were stuck with 1 attack that made the falx hit walls and get you killed. I look forward to your addition of firearms and potentially future melee weapons (maybe a collab with another creator that's already made the models?) to add the finishing touch of even more varied melee combat that would truly make me unable to live without this mod.
Thank you so much for creating this and I wish you the best in future endeavors.
Some suggestions that to me seem like "more simple" changes to code that are feasible in the short term are: Show only the outermost layer of armor to remove clipping until there are actually individual armor pieces, make gambeson/jerkin mandatory to be worn under chain/plate/scale, only apply movespeed penalty to outermost worn armor (Exception being adding chainmail under plate and the difference should be only about 5%.), with previous change: make the armor movement speed in line with vanilla (so plate doesn't have 80% movespeed, nor the 60% that you have fully armored), change arrows to piercing damage alongside crossbow bolts, rebalance crafting recipes to make sense with required gambeson wearing and the improvement to brigandine armor (Make chainmail require no jerkin, remove chainmail from plate recipe, make brigandine require more plates), reduce blunt protection of lamellar (why does it have the same stat as brigandine?)
If you're ever looking for a 3D modeler to create objects to fill your newly made slots in armor interface as opposed to everything taking up multiple slots, I'd enjoy every bit of it!
why do i hold a spear in one hand and cant throw it?
Wyrtus
You can lean it against 3 block tall wall, but yeah, you cant but it into rack.
Sorry to bother, but noticed it's unable to store spears on racks and also on the ground, is it a bug?
If you count all the prototypes and canceled projects, this mod is in development for over half a year, so it is quite snailing pace actually
Godspeed, I hope progress on this keeps going well
Ok, I'll try to add back throwability to spears. It is not that straight forward code wise, but I figure something out.
Would base spear throwability be on a toggle? I'd really like to keep that enabled, and with this mod being required for Crossbows, I'd really rather not have to lose one thing to keep the other.
Neo_O
Yeah, spears are not throwable anymore. The idea was to add javelins instead of vanilla spears, and then spears, but then I reduced the scope of this mod. I will make addon later with throwable javelins that will be more like vanilla spears.
im testing mod and works very good with a bunch of other mods. also the skins and the animations are awesome.
the pirece throught entities and the damage are a bit op but with a very satisfactory feeling (probably cos im using level up).
the major change is i can't throw spears anymore. im missing something or is temporal while mod is in alpha?
amazing work!
Crius
Yeah, this stuff should be already fixed in later versions for 1.20.
I know you are probably busy with the 1.20 preparations but, running on a fresh generated world with 1.19.8, literally less than a minute in the world, after breaking a stone to get the first flint stone, the game crashed to desktop (single player).
This is the error message:
```
Running on 64 bit Windows 10.0.19045.0 with 32620 MB RAM
Game Version: v1.19.8 (Stable)
07/10/2024 02:13:46: Critical error occurred in the following mod: combatoverhaul@0.0.10
Loaded Mods: aculinaryartillery@1.2.1, atwatersedge@1.5.0, chiseltools@1.12.9, clickuptorches@1.1.1, cwcolors@1.0.9, cwmodular@1.0.9, cwtall@1.0.9, cwwide@1.0.9, decor@1.1.5, driftershaveloot@1.0.0, DrystoneParity@1.0.0, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, lastingarmor@1.0.6, millwright@1.1.5, leadroof@1.3.4, primitivesurvival@3.6.5, rope-bridges@1.1.0, rustandrot@1.0.3, swordz@1.1.8, thatchexpanded@1.1.1, visibleore@1.0.1, game@1.19.8, vtr@4.0.4, egocaribautomapmarkers@3.1.0, bedspawnv2@1.2.0, betterfirepit@1.1.4, betterhewnfencegates@1.0.0, betterruins@0.3.7, butchering@1.6.8, chickenfeed@1.1.3, combatoverhaul@0.0.10, commonlib@2.3.7, expandedfoods@1.7.2, farmlanddropssoil@1.4.0, foodshelves@1.3.1, herbarium@1.3.0, hydrateordiedrate@1.3.7, improvedhandbookrecipes@1.0.0, jayuscookbook@1.0.2, sailboat@1.3.0, kcmathpatch@1.0.0, kcmftospatch@1.0.0, oneroof@1.0.2, OutlawCompForRustRot@1.2.3, pelaguswinds@1.0.0, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@3.1.0, rustboundmagic@1.9.74, shovelimpervioustosnow@1.0.0, stepup@1.2.0, stickydirt@0.1.0, stonerailings@1.2.2, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, worldconfiggui@1.0.1, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, tailorsdelight@1.7.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatOverhaul.Colliders.ShapeElementCollider.GetElementTransformMatrix(Matrixf matrix, ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 351
at CombatOverhaul.Colliders.ShapeElementCollider.SetElementVertices(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 327
at CombatOverhaul.Colliders.ShapeElementCollider..ctor(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityCollider.cs:line 245
at CombatOverhaul.Colliders.CollidersEntityBehavior.SetColliderElement(ShapeElement element) in D:\Projects\VintageStory\CombatOverhaul\source\Base\Colliders\EntityBehavior.cs:line 137
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.AddPoseShapeElements(ElementPose pose, CollidersEntityBehavior colliders) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 116
at CombatOverhaul.Integration.AnimationPatch.ReplaceAnimator(AnimationManager __instance, Single dt) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\AnimationPatches.cs:line 86
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 05/10/2024 11:15:26, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0xde4
Faulting application start time: 0x01db170f3755d8c8
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report ID: 38d7adc7-45b1-47cd-98c6-e8c394c237a5
Faulting package full name:
Faulting package-relative application ID: }
```
Every attempt at launching the world again ends up in an immediate crash to desktop.
Quick link to the first line of the error log stack: github.com/maltiez2/CombatOverhaul/blob/master/source/Base/Colliders/EntityCollider.cs#L351
This would be sick if you localized it to 1.20's entity targeting when that gets full released
La version 0.0.8 nous permet un impercu de la suite et c'est très positif.
None of my worlds load, just loading forever.
Vesk
Noleadge
KenigVovan
Better to discuss in discord if you want to help, there is a post in official VS discord server: https://discord.com/channels/302152934249070593/1260976245374582886
What does the mod do exactly?
EDIT:
Any particular overhaul you're aiming for? Might be interested in helping on the code side depending.
Hi, I don't know if I'd be somehow helpfull in content part, but if I can help let me know
im not skilled but i love your work and im interested
<3
🐺I'd love to help balancing/testing! Not sure what else I could do, but will give it a shot!