Mods / Vanilla armory

Tags: #Clothing #Weapons
Authors: WolfWarrior, StellarRover
Side: Both
Created: Apr 24th at 7:47 AM
Last modified: Oct 9th at 1:48 AM
Downloads: 28307
Follow Unfollow 344

Latest release (for Vintage Story 1.20.12, 1.21.0, 1.21.1 and 1.21.2 - 1.21.4, potentially outdated):
vanilla-armory-1.9.1.zip  1-click install


As it turns out, all those ruined weapons have models for un-ruined variants. this mod adds playable weapons using the un-ruined weapon models, and it does so without; adding unnecessary hoops to jump through to get them, a thousand variations of handle color, or locking them behind later teir metals. it also adds a few other things in the style of vanilla.

Additions.

four varieties each of; swords, maces, axes, spears, and knives. all available in every metal the falx is, including ornate varieties.

normal spears in iron and steel.

restoring ruined weapons to relics.

two new bows with models from Kanahaku.

quivers in four tiers.

iron and steel lamellar.

sturdy leather armor.

improvised bone and wood armor.

buckler shields and a forlorn tower shield.

make lamellae in crafting grid.

added a new throwing weapon to fill out the ranged weapon options, boomerang (or throwing stick).

changed basic spear stats to have damage tiers.

 

check out my firearms mod edit more smoke and powder.

 

re-alloy addon coming soon, ornate versions of weapons added, now just spreadsheets...

 

these weapons were mathematically balanced and no two weapons have the same stats.

 

compatible with bloodshed.

it is grindstone compatible with Still Necessaries.

xskills compatible (though there is no skill for maces. if someone wants to make one maces use vanilla club item type I would greatly apreciate).

kemono compatible. (re-confirmed, is working 1.21.5)

these mods are not required.

 

if by chance you enjoy ttrpgs you can check out the one I wrote Mana: tales of dragons. it took me actual years to complete.

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.9.1 vanillaarmory
1.21.2 - 1.21.4
3182 Oct 9th at 1:48 AM vanilla-armory-1.9.1.zip 1-click install

fixed throwing stick recipe and texture.

fixed recipe for adorned flanged maces.

1.9.0 vanillaarmory 420 Oct 4th at 10:14 PM vanilla-armory-1.9.0.zip 1-click install
Sorry for the delay! Who knew having a baby would make you so busy. -StellarRover
 
1.9.0 - The Ascendent update!
 
## Changes ##
-Updated mod to code mod to allow for custom item and entity classes.
 
## Additions ##
-Added two new items.
-Throwing stick, Throwing weapon that behaves similarly to a spear but has a chance to break.
Wooden Stick is made from logs with a knife and axe. Metal types are made with the wooden throwing stick and nails & strips.
-Forlorn Tower Shield, A large tower shield offering better protection than most shields.
Made from meteoric iron plates and a boss, planks, leather, and a temporal gear.
-Added recipes for Ascended Relics!
Will require diamond and crushed ilmenite to account for their rarity and power.
1.8.0 vanillaarmory 3161 Sep 6th at 12:57 AM vanilla-armory-1.8.zip 1-click install

1.8.0 - The 1.21 update

## Changes ##
-Updated file structure to more closely match vanilla, for ease of navigation

## Additions ##
-Added models for axes, clubs, bows, and most bladed weapons to allow mounting on elks (spears and claymore are excluded due to size.)

1.7.7 vanillaarmory
1.20.8 - 1.20.10 1.20.11 - 1.20.12
7527 Jul 6th at 11:23 PM vanilla-armory-177.zip 1-click install

cleaned up jsons (there was a lot of garbage in them espesially axes).

updated lang.

fixed bismuth bronze axes having mining speed.

1.7.6 vanillaarmory
1.20.8 - 1.20.10 1.20.11 - 1.20.12
4341 Jun 14th at 10:49 PM vanilla-armory-176.zip 1-click install

fixed relic battle axe durability.

increased dagger damage tier.

1.7.5 vanillaarmory
1.20.8 - 1.20.10 1.20.11 - 1.20.12
621 Jun 12th at 3:33 AM vanilla-armory_175.zip 1-click install

finished and added ornate variants of the spear type weapons.

made generic (throwing) spears able to be placed in quivers. consequintly ruined spears also go in quivers since they are grouped in the game files.

1.7.4 vanillaarmory
1.20.8 - 1.20.10 1.20.11 - 1.20.12
684 Jun 9th at 8:40 AM vanilla-armory_174.zip 1-click install

small edits

lamellae recipe now coppies atributes from the metal plate used for compatibility with xskills.

relic repair recipes now work, turns out I was just an idiot.

1.7.3 vanillaarmory
1.20.8 - 1.20.10
685 Jun 6th at 7:50 AM vanilla-armory_173.zip 1-click install

I forgot the recipes XD. ok for real I added the gold and silver ornate versions of all the weapons except spears (tbh I forgot to model those). in prep for re-alloy addon.

1.7.2 vanillaarmory
1.20.8 - 1.20.10
106 Jun 6th at 7:16 AM vanilla-armory_172.zip 1-click install

added ornate gold and silver weapons for all but spears in preperation for re-alloy addon.

1.6.2 vanillaarmory
1.20.8 - 1.20.11
984 Jun 2nd at 5:38 AM vanilla-armory_162.zip 1-click install

so I guess I'm an idiot.

changed my name on the site.

more importantly fixed the lamellar armor problem. I forgot modmaker 3000 exsists.

1.6.1 vanillaarmory
1.20.8 - 1.20.11
317 Jun 1st at 4:01 AM vanillaarmory 161.zip 1-click install

this isn't a real update. I need help with the lamellar armor patch I can't figure it out. I'm asking here becuase I've disabled my discord due to a stalker. 

please help with this patch so I can go dark for a while. thanks.

1.6.0 vanillaarmory
1.20.8 - 1.20.11
636 May 29th at 6:26 AM vanilla-armory_160.zip 1-click install

I realized I actually did not finish all the features I planned for the base mod 😅, that's my bad. 

maces and spears should now properly relic. (except for generic spear clutter item).

1.5.0 vanillaarmory
1.20.9 - 1.20.11-rc.1
682 May 25th at 12:57 AM vanilla-armory_150.zip 1-click install

added mace relics. the relic texture does look a bit rough on them though. I might make textures just for them at some point but for now this mod is complete.

thank you all so much for downloading and giving it a try.

if you run into problems you can still go to the mods page about it, I'll still be around.

1.4.0 vanillaarmory
1.20.9 - 1.20.11-rc.1
454 May 22nd at 8:54 AM vanilla-armory_140.zip 1-click install

Added two new bows with models from Kanahaku.

also canjewelery config in mod description now updated to include these bows.

and, 100 followers! 🎊 thank you so much!

1.3.0 vanillaarmory
1.20.9 - 1.20.11-rc.1
274 May 21st at 12:09 AM vanilla-armory_130.zip 1-click install

added knife type relics, fixed lang to include blade type relics

1.2.0 vanillaarmory
1.20.9 - 1.20.11-rc.1
290 May 19th at 11:29 PM vanilla-armory_120.zip 1-click install

added blade relic types.

increased knife weapon range to 1.2 just in case.

1.1.10 vanillaarmory
1.20.9 - 1.20.11-rc.1
236 May 19th at 12:32 AM vanilla-armory_1110.zip 1-click install

increased knife type weapon range again. it's now double the origional balance. I honestly thought it was fine at 0.63 but I guess not.

1.1.9 vanillaarmory
1.20.9 - 1.20.11-rc.1
912 May 14th at 9:36 PM vanilla-armory_119.zip 1-click install

bug fixes and balance update.

moved files related to lamellar which should resolve broken recipes.

cleared out all my notes that were cuasing errors on startup.

increased knife range from 0.63m to 0.73m.

1.1.8 vanillaarmory
1.20.9 - 1.20.11-rc.1
184 May 14th at 11:45 AM vanilla-armory_118.zip 1-click install

relic update 1

ruined axes can now be turned into relics that are 20% beter than their non relic counterparts. feedback would be greatly apreciated.

 

two new sets of armor as well, improvised bone and the rest of improvised wood as well as allowing improvised wood to be made from sticks.

 

if there are new bugs let me know. insomnia driven releases I've done have typically had a bug in there.

1.0.8 vanillaarmory
1.20.9 - 1.20.11-rc.1
775 May 10th at 7:14 AM vanilla-armory_108.zip 1-click install

fixed patching error for spears hopefully, I used /damagetierbytype instead of /atributes/damagetierbytype.

1.0.7 vanillaarmory
1.20.9 - 1.20.10
292 May 8th at 8:42 PM vanilla-armory_107.zip 1-click install

fixed lang file issue

1.0.6 vanillaarmory
1.20.9 - 1.20.10
245 May 7th at 7:35 PM vanilla-armroy_106.zip 1-click install

sorry I forgot to update the lang.json

1.0.5 vanillaarmory
1.20.9 - 1.20.10
31 May 7th at 7:20 PM vanilla-armory_105.zip 1-click install

spear update 2 of 2.

voulge and ranseur added.

mod icon added.

0.9.5 vanillaarmory
1.20.9 - 1.20.10
178 May 7th at 5:57 AM vanilla-armory_095.zip 1-click install

spear update 1 out of 2.

added boar spear and war fork.

made spears more viable in melee and at late game by giving them tiers for both their melee and ranged damage.

added description text to buckler shields (sorry I don't think I can rename them they are automatically asigned their name by the game).

removed an almost empty creative tab that was added in the armor update.

0.8.5 vanillaarmory 185 May 4th at 9:05 AM vanilla-armory_085.zip 1-click install

added bloodshed compatibility

 

reduced claymore range

increased claymore durability and damage

0.8.4 vanillaarmory 53 May 4th at 2:20 AM vanilla-armory_084.zip 1-click install

fixed the sturdy leather armor not having recipe. sorry I was sleepy.

0.8.3 vanillaarmory 103 May 3rd at 9:10 AM vanilla-armory_083.zip 1-click install

added ability to craft lamellae in grid. implemented unused vanilla iron+ lamellar (in vanilla there are stats for these armors but no textures so those are custom).

added sturdy leather armor variant of leather armor.

added four tiers of quiver using vanilla quiver model, the leather quiver uses vanilla stats and texture, the others use custom stats and textures.

 

I know I said I'd take a break. and i still plan on it but I had to do this update real quick (took me an hour).

also sorry for not having the balance notes again. I'm too sleepy to write out that whole document rn.

thank you! and goodnight.

0.7.3 vanillaarmory 183 May 1st at 12:34 AM vanilla-armory_073.zip 1-click install

suprize buckler update. smaller, cheaper, less effective type of shield.

I'm pushing this update out mainly to say I'm going to be taking a break. feel free to give feedback on the mod, if there are any bugs or balance concerns.

if you want to contribute to this mod you can also let me know.

0.7.2 vanillaarmory 141 Apr 30th at 1:53 AM vanilla-armory_072.zip 1-click install

weapon tier is weighted differently (6pts [+/- 3:1]) in balancing resulting in overall nerfs to swords and overall buffs to maces.
weapons that cost multiple ingots have had their durability nerfed.

 

a more in depth balance change is to come but right now I'm a bit busy.

 

detailed changes:

bardiche durability increased
bardiche power reduced

arming sword durability reduced

sabre durability reduced
sabre power reduced

gladius durability reduced

claymore power reduced
claymore durability reduced

Morningstar power increased

flanged mace power increased
flanged mace durability reduced

spiked mace power increased
spiked mace durability reduced

Warhammer power increased
Warhammer durability increased

dagger durability reduced

0.6.2 vanillaarmory 95 Apr 28th at 11:57 PM vanilla-armory_062.zip 1-click install

maces update! all maces craftable

0.5.2 vanillaarmory 69 Apr 28th at 9:35 AM vanilla-armory_052.zip 1-click install

fixed null reference exception crashes with knife type weapons when skinning.

also maces are obtainable in creative only for now. I think the damage is too low, feedback would be apreciated.

0.5.1 vanillaarmory 129 Apr 25th at 11:24 PM vanilla-armory_051.zip 1-click install

quick patch to allow grindstone compatibility

0.5.0 vanillaarmory 132 Apr 24th at 7:48 AM vanilla-armory_050.zip 1-click install

release day.


125 Comments (oldest first | newest first)

💬 captanredbeard, 5 days ago (modified 5 days ago)

Some REcipe errors in the latest version of the mod I believe

29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:game:rod-steel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe with output Item code vanillaarmory:club-flanged-gold contains an ingredient that cannot be resolved: Item code game:game:rod-steel
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:game:rod-steel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe with output Item code vanillaarmory:club-flanged-silver contains an ingredient that cannot be resolved: Item code game:game:rod-steel
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-cupronickel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe 'vanillaarmory:recipes/grid/lamellae.json': Output Item code game:metallamellae-cupronickel cannot be resolved
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-nickel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe 'vanillaarmory:recipes/grid/lamellae.json': Output Item code game:metallamellae-nickel cannot be resolved
💬 Gosu, Nov 20th at 3:34 PM

I dont see the point of using any other sword other than the Claymore? it doesnt really have any downsides compared to the other swords except costing more resources which doesnt really deter me since it has alot of durability insane reach and insane damage.

💬 Gosu, Nov 11th at 6:17 PM (modified Nov 11th at 6:17 PM)

what skill does battle axe and bearded axe fall under i Xskills?

💬 Thorin48, Nov 9th at 12:37 PM

Could you please add a patch to use with Combat Rework its a lite version of Combat overhaul

💬 BigMummbles, Nov 3rd at 1:38 PM

I figured out how to resolve the ingot starting off center on the bardich head. If you go to this file “assets\vanillaarmory\recipes\smithing\bardichehead.json” and open it in a text editor, you can see the smithing layout form under “pattern”. The “#” are fill and the “_” are empty spots, the pattern had a series of additional “_” on the right side of the pattern and the game appears to just auto drop the ingot in the middle. I removed those additional “_” on the right side and now the ingot starts in the middle of the fill and you can use the heavy swing to start the form.

Before

"__##___________",
"_###___________",
"###____________",
"#######________",
"#######________",
"#######________",
"###____________",
"###____________",
"###____________",
"###____________",
"###____________",
"_###___________",
"__#####________",
"__#####________",
"___####________",
"_______________",

After

"____##___",
"__###____",
"_###_____",
"_#######_",
"_#######_",
"_#######_",
"_###_____",
"_###_____",
"_###_____",
"_###_____",
"_###_____",
"__###____",
"___#####_",
"___#####_",
"____####_",
"_________",

💬 BlueFuryDragon, Oct 30th at 12:20 AM

WolfWarrior Thank you for the update! Maybe a guide in the future for this mod...

💬 WolfWarrior , Oct 29th at 8:55 AM

BigMummbles

I really don't know how to do anything about that.

💬 WolfWarrior , Oct 29th at 8:53 AM

BlueFuryDragon 

the error can be ignored it's becuase of the way the game handles recipes.

the quiver goes in one of your backpack slots the quiver creates slots in your inventory that can hold only arrows or throwing spears.

💬 BigMummbles, Oct 28th at 4:37 PM

Loving the much needed addition of weapons, but having an issue where ingots when forging seem to be way off center of where you have the grid to actually hammer out the weapons. Is there a way to adjust this possibly?

💬 BlueFuryDragon, Oct 25th at 9:34 AM (modified Oct 25th at 9:36 AM)

So I'm on 1.21.4  your mod is neat but it does throw some errors about not finding recipe grid something or another. don't feell like trying to find it right now. Just wanted to note this before I forget. The compound recurve bow is awesome. But, the quiver (leather) is useless. It doesn't place anywhere and it doesn't open up to add arrows and it says 10 slots (?), is that supposed to be how many arrows you can put into it or stacks of different arrow types. If it is the first one then it is to small. But first you need to figure out what or why you even need the quiver. I also have the other vanilla weapon pack installed.

💬 WolfWarrior , Oct 16th at 2:14 AM (modified Oct 16th at 2:24 AM)

Silentfox 

wow I had to turn my audio way up to notice it made a sound. I'll see if it's in the json.

edit: nope it's not in the json. so unfortunately no.

💬 Silentfox, Oct 14th at 6:09 PM

Is there any chance you could make the swinging of the weapons have audio? Like the swish sound that the base game falx has.

💬 WolfWarrior , Oct 14th at 6:20 AM (modified Oct 14th at 6:26 AM)

WolfenIronsky

you can always use the linked mod more smoke and powder it should be compatible with kemono. 

sorry my internet has been really bad lately I haven't been able to do much online. even logging into vintage story 😢.

you arent getting any crashes upon opening the caracter screen with kemono? I was having that issue while testing but I think I was on the wrong game version. I'll have to wait till I can update the game...

💬 WolfenIronsky, Oct 13th at 11:30 PM

WolfWarrior

Alright I think I figured out the problem, I think it was Maltiez's Firearms mod, which requires Overhaul lib, which I discovered states in it's description that it is not compatiable with Kemono, which sucks, I kinda like the firearms, but after removing them and testing again I have yet to encounter another crash, so I guess that's just on me for not reading descriptions. My bad.

💬 WolfWarrior , Oct 10th at 6:39 AM

Emily8914 

maces are a bit different to wield than most swords since 90% of the weight is at the tip so it doesn't make sense to me that it would use the same skill. a crusher skill for maces would make sense. but do as you like, if you want to tie it to the swordsman skill you can make swordsman also effect the club item type.

 

or you could do as some suggest and make it scale with tool master for blacksmithing since swinging a hammer is much like swinging a mace.

 

personally I like the idea of adding crit chance like the shovel skill has to further make maces different from swords. 

 

again, do as you please I don't code and don't know how difficult xskills is to work with.

💬 Emily8914, Oct 10th at 5:15 AM (modified Oct 10th at 5:15 AM)

> "xskills compatible (though there is no skill for maces. if someone wants to make one maces use vanilla club item type I would greatly apreciate)."

CO's maces benefit from the 'swordsman' ability in XSkills. Would it be as simple as tying maces into the same ability or would you rather it have its own 'maceman' (name wip) ability?

💬 WolfWarrior , Oct 9th at 8:36 PM

Voodooozo37 

since combat overhual changes some fundemental parts of the game if something does not explicitly say it's compatible it is a safe assumption that it's not.

 

no and it would be truly a mountain of work to make it compatible

💬 Voodooozo37, Oct 9th at 7:41 PM

Is it compatible with combat overhaul?

💬 WolfWarrior , Oct 9th at 1:50 AM

Redpaws

texture bug fixed. I had a bad reference in the entity code

💬 WolfWarrior , Oct 9th at 1:49 AM

MASIOSARE

fixed. make sure you have at least 5 durability on both the axe and knife or it won't craft since it takes 5 durability from each.

💬 MASIOSARE, Oct 7th at 2:26 PM

I got some issue with crafting a throwing stick, I cant do it with the recipe in the grid and I look that some people can do it but using the recipie in the handbook I cant.

 

💬 WolfWarrior , Oct 5th at 4:21 AM

Redpaws

bug 1: that's due to the way the game handles recipes "fixing" this is possible but at the cost of compatability.

 

bug 2: that's weird I'll have to look at that.

💬 Redpaws, Oct 5th at 1:41 AM

Bugs:

This mod keeps throwing me errors over "nickel/cupronickel lamellae" when loading into the world. There's no nickel or cupronickel lamellae, likely why it throws that error.

Visual only; Every single type of throwing stick turns into a copper throwing stick projectile when thrown. It still functionally works as it should, and returns the correct type of throwing stick when picked up.

💬 WolfWarrior , Oct 2nd at 11:50 PM

WolfenIronsky

I'm sorry for taking so long to respond I'll see if I can replicate the crash and debug from there soon. I do have to ask if you have any mods that affect player animations by adding or changing them? kemono is generally not compatible with any mod that affects player animations last time I checked.

💬 WolfenIronsky, Sep 23rd at 4:36 PM

I'm havin an issue where the game crashes everytime a vanilla weapon is pulled out, I do notice in the crash logs that when a weapon is pulled out it causes several errors with vanilla armory, as well as with kemono, I know it says their compatible, but is there a chance they have stopped being compatible?

 

💬 Parf, Sep 23rd at 4:54 AM

i'm back! first of all that quiver bug is caused by Specialized Bags Revived.

secondly, would compatibility with Quivers and Sheaths be feasible? the bows already work! but only the falx blade can go into the sword sheaths. Ancient Armory has compatibility but i don't know if it can be done on your side or would have to be done on Maltiez's side.

💬 WolfWarrior , Sep 10th at 11:32 PM

LunaGore 

I genuinely thought that mod was no longer supported. but I don't know what the collaboration would be, besides I feel like we are in competition 😅

💬 WolfWarrior , Sep 10th at 11:20 PM

Parf

the generic throwing spears (as well as ruined spears) should fit in a quiver unless something changed with storage flags.

 

if you have a mod that changes arrows at all it might be changing the storage flags for them for some reason? 

💬 StellarRover, Sep 6th at 2:58 PM (modified Sep 6th at 2:59 PM)

I'll check with Takeo but I'm pretty sure them being clubs is intentional, which is also why they don't use the hammer skills. The weapons are all balanced to fit within a certain category and role and I'm not sure allowing clubs (which are for the most part, blunt instruments) to benefit from skills meant for bladed weapons. I think with maces or clubs in general, a flat damage boost would be less appealing balance wise versus something like giving them a damage boost only when attacking entities with protection values of the same or lower tier then their damage tier, since these weapons were traditionally "armor breakers", if that makes sense. 

Granted, I don't actually know if that would be possible and we haven't explicitly discussed compatibility patches, so I can't make any promises that this would be an undertaking we would begin soon, if at all, since there are a couple of other things we're in the midst of. 

💬 SabineWebb, Sep 6th at 2:31 PM

A suggestion for xskills compatibility: make maces gain skills based off of swords. As it is, the "swords" category could just as well be renamed to "one-handed," assuming vanilla.

💬 Parf, Sep 1st at 8:20 PM (modified Sep 1st at 8:26 PM)

excited to see this updated to 1.21! this is a further-expanded Ancient Armory for me and i prefer this one for its extra improvised armors, ornate weapon varieties, extra bows, and simple shield additions. the relic refinement is also a cool bit of light magic that makes this mod unique, without the mod getting too bloated.

i had an issue with a big 1.21 modpack i've been testing where quivers no longer held arrows. it still works when isolated as the only mod, so it's an unknown incompatibility somewhere. maybe ensure the code for the quivers is up-to-date and clean until i find a culprit.

the shapes for smithing the weapon heads when held by tongs are also offset, i believe. that's just a visual issue, not game-breaking.

Ancient Armory recently updated to 1.21 and allows for most weapons to be stowed on the elk weapon slots. you could look to that mod or the modder for help if you're getting stuck on making those shapes work!

and if i had a dream for mods like these... it would be having a spear bag to hold 6-10 throwing spears the way a quiver does. 😅 i'm a sucker for throwing big sticks.

aside from that, thanks for picking this up and working on it StellarRover

💬 LunaGore, Sep 1st at 2:34 PM

Have you considered collaborating with AncientArmory?

💬 Eranderil, Aug 30th at 2:38 AM

WolfWarrior Nothing to apologize for boss. You've made something fantastic here- it's basically on my list of "won't play without" at this point. Thanks for helping me out!

 

Take care of yourself, ok?

💬 WolfWarrior , Aug 29th at 10:03 PM

Eranderil

bardiche is an axe yeah. the daggers (dagger, stiletto, khanjar, baselard) are knives. the rest of them should probably be obvious. maces are item type club becuase if I made them item type hammer they would be useable as hammers on an anvil. but considering no one is making the compatability patch maybe that's just something we could live with.

 

sorry I've just been... I don't know

💬 LongPenis, Aug 27th at 7:37 PM

are you by any chance working on updating this for 1.21? it's throwing a lot of errors.

💬 Diablu, Aug 27th at 5:58 AM

Please make the Ascended weapons obtainable; I don't care what the cost is. I must use the white weapons.

💬 Eranderil, Aug 26th at 4:47 AM (modified Aug 26th at 5:07 AM)

Off the wall compatability question: How do we determine what Xskills skill benefits a weapon class? For example, I crafted a bardiche expecting it to benefit from the spears skill, but it swings like an axe and now I'm suspecting that's the proper skill. Is there a definitive way to determine what exaclty is the proper skill for your favorite weapons? Is it purely based on the swing style or is there something more to that? (Also, why wouldn't maces simply benefit from the hammer skill bonuses?)

 

This might be good info to add to the description btw, if it's not too much of a pain.

💬 KranKyKroK, Aug 22nd at 11:45 PM

Just noticed this trying to forge smith with my first ingot. Whenever you open the menu to select a tool to smith, the models start growing in descending order down the grid, the last one almost being outside of the window. playing with latest mod version and on stable 1.20.

💬 captanredbeard, Aug 5th at 3:41 AM

WolfWarrior I see, thanks for the clarification.

💬 WolfWarrior , Aug 5th at 12:24 AM

captanredbeard

unfortunately that's a big can of worms. I'd have to make duplicate recipes for them all, and then it'd be incompatible with any mod that changes the origional recipes or their outputs. as for when they auto fill in the crafting grid that's a hard coded thing for axe type tools.

💬 captanredbeard, Aug 4th at 5:37 PM (modified Aug 4th at 5:37 PM)

Any chance for adding the ability to use some of the smaller war axes as normal axes in recipes but keeping their chopping speeds somewhat slower? I have a bearded axe that when my normal axes break, gets replaced into my crafting grid, but the recipe doesn't use the bearded axe in axe recipes.

 

💬 Setnja, Jul 12th at 2:05 PM

I dont' think i found any bugs, thanks for asking.

💬 GoldenRobot, Jul 10th at 9:25 AM

WolfWarrior Vintage Story has a native Model Creator??

Where  can I find it??

💬 WolfWarrior , Jul 8th at 10:12 AM

GoldenRobot

they are json format models made in the vintage story model creator. 

I guess there is a blender addon for vintage story model format but vintage story only has framework for rendering cuboid geometry, so I don't know how helpful the blender addon really is.

💬 GoldenRobot, Jul 8th at 7:44 AM

hey Setnja,

Regarding the model contributions;

what app have you used to render the current models? what format are they saved in?

 

 

💬 WolfWarrior , Jul 6th at 10:43 PM

Setnja

you don't have to @ me on my own mod I get notifications on comments. 

currently it is unobtainable. sorry, I'll be cleaning up the mod jsons soon then I'll make an add-on for it.

in the meantime, are there any bugs you've encountered?

💬 Setnja, Jul 6th at 3:43 PM

@WolfWarrior Hello, how do you upgrade the perfected relic to the ascended relic? I have the double headed axe, i upgraded it to the perfected state, but there is no info about how to max it. Or at least i found no info in the recipe book.

💬 WolfWarrior , Jun 28th at 6:49 AM

Nymous

bucklers are just called shields in game, becuase of how the game handles shields I couldn't figure out how to rename them without renaming the regular shields to buckler as well. bucklers are identifiable by not having a boss. 

 

all weapons are desinged to have at least one thing they are good at and an equal amount of drawbacks as compaired to the falx. I made some images to explain this but never finished the idea.

knives (the dagger was changed to be +2 tier)

axes (the bardiche actually has 40% x2 durability)

swords

maces

(x means multiplied durability but also the amount of ingots used to smith the weapon)

 

right clicking? what are you on about? the weapons behave as vanilla weapons do no special mechanics or animations. unless you have bloodshed, then the weapons each have defense values based on thier range and material, that's when right clicking does something with the weapons.

💬 WolfWarrior , Jun 26th at 10:48 PM

TheScarletKing

len's tweaks I highly recomend. it has a repair station that slowly repairs anything placed in it.

repairme has whetstones that can repair any tool or weapon.

 

though repairing armor is a standard feature of the game. when you look in the handbook for an armors recipe there should be two recipes for the armor, the second recipe that requires the armor already is the repair recipe. 

💬 TheScarletKing, Jun 26th at 5:11 PM

WolfWarrior

 

Thank you, sorry just trying to find mods that will add the ability to repair armors and weapons.

 

💬 WolfWarrior , Jun 24th at 11:13 PM

EnderCorePL I don't know how that would effect kemono compatibility so currently no.

💬 EnderCorePL, Jun 24th at 10:03 PM

Hey! Are you planning on adding block animation to the weapons for Bloodshed compatability? Even just copy-pasted from the ones in the base mod.

💬 WolfWarrior , Jun 19th at 7:42 AM

Endurance

I'm not a fan of the look of them either, the maces especially. 

I might change them to use the ornate models instead sometime. but right now I'm in need of a break.

as for a config, adding that would require c# wich I don't know or learning configlibs api (adding a dependancy and a lot of splitting files and rewriting most of the mod, and I'm not entirely sure configlib would allow me to go c# free). 

you could go into the file and delete the relic recipes to remove them.

or you could ask someone to write a patch.

 

but if you'd rather use ancient armory, it does not offend me.

💬 Endurance, Jun 19th at 6:58 AM

Is a redesign of relics planned? Because in it's current state, I don't really like the look and since there are no configs to disable them for us, I'll switch back to ancient armory for now.

💬 WolfWarrior , Jun 16th at 11:30 AM

Tree_Sucker

if you have discord you can dm me, I'm takeothewolf. there are a couple of places I can point you to though.

vintage story wiki tutorials. these tutorials aren't great but they cover the very basics.

vintage story api documentation. this is very dense but you can search for specific terms in here and get some explainations usually.

but honestly the greatest tool I had access to in order to learn is the game files themselves, and some downloaded mods. you may or may not know that in the game files there is a ton of json files containing most of the content the game has to offer.

 

make sure to see the commands in the wiki too there are a few helpful ones for modding I didn't learn about until just a week ago.

💬 Tree_Sucker, Jun 16th at 10:47 AM

TotallyNotASmurf

this mod is amazing it really brings life to the weapons in VS also i had a question did u know of any videos that could help me make a mod for weapons like yours i have no idea where to start because the vids i watched don't really explain it to well again great mod can't wait for more

💬 WolfWarrior , Jun 16th at 2:17 AM

TotallyNotASmurf

the knives will work for some recipes. it depends if the recipe calls for knife- or knife-generic- . all vanilla recipes I can think of off the top of my head call for knife-generic- but I imagine for the sake of simplicity many mods will make calls for knife- instead in wich case any knife will work.

💬 TotallyNotASmurf, Jun 16th at 1:39 AM

WolfWarrior
Thanks for the pics! Hopefully whatever wrong with the display get sorted out. And I forgot another thing, does the knives work with modded recipes? afaik it doesn't, but gotta make sure if it is the case and not just me.

💬 WolfWarrior , Jun 15th at 7:06 AM

Azure_

it turns out that ancient armory adds a brand new model for that 6th sword. I could not find a vanilla model that matched it in the earlier game files (i checked 1.16). but if you can prove me wrong and find the model in vanilla files send it my way.

💬 WolfWarrior , Jun 15th at 4:17 AM

Azure_

as it stands I'm already putting off doing the spreadsheeting required to do the re-alloy addon. I hate spreedsheets 😂. 

it'd have to be an alt model for something, sorry.

and I'm going to have to download an earlier version of the game to get a hold of that model.

💬 Azure_, Jun 15th at 4:07 AM

Looks like they were called longblades before 1.17

 

Honestly instead of just being an alterate model it could have slightly less damage than a falx but greater range / attack speed.

💬 WolfWarrior , Jun 15th at 4:03 AM

Azure_

nah the only thing about longsword in the game files anymore is the admin blade. I'll look into this though. one of the things I want to do with this mod is have am addon to reskin the weapons so each weapon would have an alternate model you could convert it too. that could be the alternate falx model ig

💬 Azure_, Jun 15th at 3:56 AM

I think there is a ruined longword relic in the game, or maybe I'm thinking of the old longswords before falxes were added. Either way they're present in Ancient Armory (which is how I first found out about them) and seem like they could be a nice middle ground between the claymore and arming sword.

💬 WolfWarrior , Jun 15th at 3:51 AM

Azure_

do you mean the admin swords shape? 

💬 Azure_, Jun 15th at 3:36 AM

Any chance we could also get the longsword? Even if its stats aren't the most unique I really like the look of it.

💬 WolfWarrior , Jun 15th at 12:43 AM

Boat_exe

that was an intentional choice I made for a couple of reasons. 1 that's just more often how a warhammer would be used becuase it's for destroying armor, 2 if I used the flat end I don't know how I could justify it having different stats to the morningstar.

 

yeah for any update I make if you wish to benefit from the update you would have to install the new update and replace the old file, no adverse effects. since I'm not going to be changing file locations or item ids you should always be safe to update to the latest version.

💬 Boat_exe, Jun 15th at 12:15 AM

Hey so I only have one issue with the mod and its a visual one.
For the warhammer it faces backwards so the "spike" is what youre hitting with instead of the actual face (the hammer looking part)
I know my request is more of a pieve over this detail  but the ruined variant faces the right way.
By all means you dont need to fix this, this is just something Ive noticed.
(also on the off chance you do end up changing it, would i need to reinstall the mod or update it on an existing game and would it have any affects ?)

(great mod btw loving it so far)

 

💬 WolfWarrior , Jun 14th at 10:52 PM

Hawfmaverick

I apologise, I accidentally used the wrong item id when asigning the relic battle axes durability. 

it is fixed in the newest update. after updating go ahead and spawn a new one in or talk to a server admin if on a server.

💬 Hawfmaverick, Jun 14th at 10:31 PM

so i found a ruined battle axe and "repaired" it to the perfected relic (battleaxe) am i mistaken in thinking this is to be used as a weapon or just a show peice because i hit something with it and it broke immediatly and i realize now looking at it there is no durability which is why im asking if its just for a show pieice or is this a mistake?

💬 Eranderil, Jun 13th at 10:07 PM

WolfWarrior 

No problem boss, your response was just about what I expected. I appreciate you taking the time to respond at all, I was more expecting responses from other users of the mod! Your time is genuinely appreciated!

💬 WolfWarrior , Jun 13th at 7:50 AM

Eranderil

sorry I couldn't be of any help.

💬 WolfWarrior , Jun 13th at 7:50 AM

TotallyNotASmurf

thanks for making me go through the weapon stats again, I realized I made a couple of errors with my balancing. 

so in a later update I'll be increasing dagger tier and reducing bardiche power.

 

I'm having trouble getting the images to display in the description but I have all but spears complete for now.

maces

swords

axes

(bardiche should read 40% x2 I made a double mistake)

knives

💬 Eranderil, Jun 13th at 7:06 AM

Yup, that's kinda what I figured. Looking at the config options for Smithing Plus, it looks like there's some clever considerations at play. I even see things like guns as repairable options. Man, it's tempting to take a chance, but I'm already having stability issues so I think I'll have to wait till that one updates before I do. 

 

Thank you though!

💬 WolfWarrior , Jun 12th at 8:15 PM

Eranderil 

I didn't realize that was a thing. I haven't added that compatibility, and also I don't know how I could. 

so check if you can add things via config for smithing plus, if not I think compatibility will have to be done on smithing pluses end.

 

but also since this mod makes no changes to smithing mechanics you are good to use both mods together without conflict.

💬 Eranderil, Jun 12th at 11:42 AM

Are these fully compatible with smithing plus? Or would I somehow need to add them to s+ so the heads can break and be recovered and so on (maybe via configs)? Because higher tier spears is right up my alley. (I don't expect full compatability, asking just in case.)

💬 WolfWarrior , Jun 12th at 8:20 AM

TotallyNotASmurf

alright. I'll start working on that then. it may take a bit cuz I work really slowly. you may have noticed, it took me two days to get the ornate spears in which was effectivelly a copy paste job...

💬 TotallyNotASmurf, Jun 12th at 8:04 AM

WolfWarrior
Ngl, thats sounds like one heck of an idea that I really liked lmao.
But Imo just the stats in a spoiler tab and/or some adjective like, shorter range, higher damage compared to X, with X being a somewhat vanilla equivalent or a "baseline" weapon on the mod. Sure its kinda the same thing, but it is in one place that only require one single press of a button compared to opening the handbook and looking at each one of the weapons.

💬 WolfWarrior , Jun 11th at 8:49 AM

TotallyNotASmurf

I guess I could post the stats in a spoiler in the description but I don't think that'd be any better huh?

I don't know how I could go about making a friendly easy to read guide on the weapon stats.

 

maybe a graphic? like an image displaying the weapons with their stats beneath them in bars (so full bar means best and half means middle, ect.) like selecting your loadout in call of duty? 😂

💬 TotallyNotASmurf, Jun 11th at 5:43 AM

Hey, will there be a sort of list for the weapons stat comparisons, like Boar Spear being a better spear but less throwing damage, or one of the swords having more damage than the other but less range? Sure I could open handbook, but there being a lot of them makes my head spin.

💬 WolfWarrior , Jun 11th at 12:54 AM

Ivy87

that's for post-steel content, currently I haven't made any addons yet. but the re-alloy addon I'm working on will be the first to make them obtainable.

💬 WolfWarrior , Jun 11th at 12:52 AM

nowise33

this mod makes no changes to smithing mechanics.

💬 Ivy87, Jun 10th at 11:32 PM

How do you get ascended rilecs?

💬 nowise33, Jun 10th at 10:16 PM

This compatible with smithing plus?

💬 WolfWarrior , Jun 10th at 10:35 AM
💬 Usedtea, Jun 10th at 7:11 AM

Can this mod be added to a pre-existing save file?

💬 WolfWarrior , Jun 8th at 10:28 AM

JonR

no worries at all.

thank you.

💬 JonR, Jun 8th at 9:50 AM

Yeah sorry! I'm working on it, and I'll certainly include default compatability with Vanilla Armory as well when that's done! Loads of people have asked for it, and it's a great way to make sure I have a wide variety of weapons covered.

💬 WolfWarrior , Jun 8th at 7:30 AM

XenoBeast

toolsmith doesn't effect weapons in it's current state. so you're good to use both of them together

💬 XenoBeast, Jun 8th at 2:43 AM

HI, is this mod compatible with toolsmith mod?

💬 WolfWarrior , Jun 6th at 10:25 PM

BlackJackal84

that's expected behavior, electrum lamellae does not exsist. 

 

honestly I think it's really funny when people bring up this error, becuase when I was playing a lot of lethal company modded if a mod didn't throw at least one error on startup it meant it wasn't loading. and the best ones threw dozens of errors.

💬 BlackJackal84, Jun 6th at 9:23 PM

Hi, I wanted to try a mod that adds new weapons without unbalancing the gameplay with weapons with out of scale values ​​and damage and here I am.

I installed your mod and while loading the game I receive the following error:

[Error] Grid Recipe 'vanillaarmory:recipes/grid/Lamellae.json': Output Item Code
game metallamellae-electrum cannot be resolved

💬 WolfWarrior , May 20th at 6:29 PM

ScyanLight as a general rule, since it is such a hassle to add that compatability if an armor or weapon mod does not say it is compatible with combat overhual then it is not compatable. 

try combat overhual armory, there are plenty of weapons and shields there. 

or you can try bloodshed a lighter stamina based combat overhaul that this mod is compatible with.

 

you can also try making a compatibility patch yourself. I leave an open invitation to make such a patch for this mod.

💬 ScyanLight, May 20th at 5:28 PM

is this compatible with combat overhaul?

 

💬 snotfan, May 20th at 4:44 PM

i think the armor might be a little extra, but i think the obsidian would be extremely cool.  it's not super easy to get obsidian, especially for newer players, but it's also not super useful or exciting/fun to find.  I think it would be very cool to be able to make obsidian weapons for fashion purposes, but i think the flint wouldnt make as much sense.  Also maybe just the shorter bladed weapons for those, i dont think the brittleness of the stones would make sense for any of the larger weapons.  thanks again!!

💬 WolfWarrior , May 19th at 11:40 PM

Thank you! snotfan

 

also can I get an opinion?

I've been thinking about adding reed armor made from cattails but I also think with both improvised armors there is no need for additional early game armors. 

also obsidian and flint bladed weapons but I don't want to use too many models that don't already exsist in the game files. what do you think?

💬 snotfan, May 19th at 11:33 PM

This is one of my favorite mods! I really like having a lot of different weapons to play with for RP and flavor purposes, but I don't want to change the game too far from vanilla.  This is perfect for that and I've really been enjoying it a lot, so wanted to thank you!

💬 WolfWarrior , May 19th at 7:12 PM

X2antK1ng they occupy a bag slot and can only hold arrows.

💬 X2antK1ng, May 19th at 4:55 PM

how do i use quivers? anyone knows how?

💬 WolfWarrior , May 17th at 4:17 PM

IronDragon7410 you can use both at the same time without any problem if that's what you mean. but toolsmith currently doesn't support weapons.

💬 IronDragon7410, May 17th at 4:09 PM

Is this compatible with toolsmith?

💬 WolfWarrior , May 17th at 9:22 AM

Nyphra yeah axes use axe, swords use swordsman, spears use spear. the baselard, khanjar, dagger, and stiletto use knife. all items here use vanilla itemtypes so they are compatible with xskills by defualt, but I really would like to make skills, I just don't know how. 

 

maces use item club type becuase that's how they are in vanilla with their ruined variants but itemtype hammer would probably be better until a club skill is made you're right. only if they were hammers you could forge with them 😆. since that code is baked into the itemtype.

💬 Nyphra, May 17th at 7:08 AM

Heya, I can see you've got xskills compatibility and mention there isn't a skill for maces, but what about things like the axes, bardiche and the like? I assume axes would fall under the tool mastery skill but I'm not certain about the rest.

 

If axes did fall under the tool mastery skill though, could maces also be classed as hammers (as they are both blunt weapons)?

💬 WolfWarrior , May 16th at 7:53 PM

Dalbojev the error means it's failing to generate the recipe for electrum lamellae. that's all, no harm, everything should work as intended still.

💬 Dalbojev, May 16th at 5:10 PM

[Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-electrum in Grid recipe

[Error] Grid Recipe 'game:recipes/grid/lamellae.json': Output Item code game:metallamellae-electrum cannot be resolved

It seems to me it cant read the file or am i wrong

💬 WolfWarrior , May 16th at 1:16 AM

Kida_Mei of course. let me know if you have any other issues or feedback with the mod. 

💬 Kida_Mei, May 16th at 12:27 AM

Thank you for being so quick on a fix!! Repairing works perfectly now! :)

💬 WolfWarrior , May 15th at 10:16 PM

Lohostege you misread the mod description

💬 Lohostege, May 15th at 8:53 PM

How do we customize the colors/wood of the handles, there is no in-game guide, or guide on the mod page where I can figure out how to change the handle colors.

💬 WolfWarrior , May 7th at 4:20 AM

ElusiveEnigma

that's a more recent change. the claymore was range 4m but I got reports that 4m is too long range. so even though the claymore model is longer the range was reduced for balance purposes.

💬 ElusiveEnigma, May 7th at 2:47 AM

Alright, how about the range of the arming swords? Those are at 3.5m while the claymore and spear are also 3.5m

💬 ElusiveEnigma, May 6th at 5:27 PM

Ah! I did not know they were smaller. They have the same icon as the default game shields, but I saw the stat reduction, so I had not built it yet to save on materials. Thanks!

💬 WolfWarrior , May 6th at 5:58 AM

ElusiveEnigma

it is intentional. they are smaller cheaper shields, so the stat reduction on them makes sense no? you'll also find that these smaller shields won't get in the way of your aim when using a bow, that's really the primary reason I added them.

💬 ElusiveEnigma, May 6th at 1:33 AM

It seems you added some shield variants but the shield stats do not match vanilla stats. Is this intended?

💬 WolfWarrior , Apr 30th at 3:21 AM

NateDoesLife

yes you smith them.

after I get the spears implemented I will make the ability to restore ruined weapons. 

(ranseur, boar spear, voulge, war fork. the throwing spears for iron meteoric iron and steel are implemented.)

💬 NateDoesLife, Apr 30th at 2:14 AM

How do you go about crafting these?

Is it just standard smithing or does it utilize the "ruined" variants at all?

💬 WolfWarrior , Apr 29th at 8:19 PM

Endurance

balance primarily. I've taken a lot of time to make sure each weapon has unique stats from each other while being balanced against each other. though as the description says, they are not yet fully balanced and the four extra variations of spear are not implemented yet. 

 

this mod uses vanilla animations and should therefore be compatible with model swaps such as kemono (though I have not tested)

 

this mod is compatible with still necessaries grindstone. 

 

I plan on supporting this mod with add-ons and compatibility with other mods. 

💬 Endurance, Apr 29th at 1:18 PM

What are the differences between this mod and Ancient armory?

💬 WolfWarrior , Apr 29th at 12:22 AM

thank you Devonushka

💬 Devonushka, Apr 29th at 12:16 AM

I think if you statted the copper Falx like this, you'd get much more compelling numbers:
Copper Falx
durability = 250 (25 per point) 10 pts
power = 3.8 (0.2533 per point) 15 pts
tier = 2 (0.4 per point) 5 pts
range = 2.5 (0.125 per point) 20 pts

I'm ranking the importance of the stats, with range being most important, then power, then durability, then tier.

💬 WolfWarrior , Apr 29th at 12:04 AM

Devonushka

thank you yes this feedback is quite helpful.

I considered weighing teir differently but the numbers became weirder than they already are. but I'll experiment with that if you think it will make it overall more balanced.

💬 Devonushka, Apr 28th at 11:47 PM

Hey so I hope you're open to some balancing feedback. First I tried out all the weapons in creative by spawning in a bunch of mosters and killing them. Then I looked at their stats and looked through all your balance notes.txt files til I understood your point-based system. The biggest thing that stuck out is that the Claymore is stupidly overpowered.

I took a minute to figure out why and I've identified the issue in your balancing algorithm. The 2 and 3 ingot material bonus should be based on the durability of that weapon, not of the Falx.

Tin Bronze Falx
durability 450 (45)
power 4.5 (0.45)
tier 3 (0.3)
range 2.5 (0.25)

Tin Bronze Claymore
durability 5 (225)
power 14 (6.3)
tier 5 (1.5)
range 16 (4)
3 ingot material bonus (900 durability)

The Claymore only has a 5, meaning that it's durability is supposed to be its weakness. This would be the case if it was a 1-ingot weapon; it would have only half the durability of the falx at 225 durability. However, its durability is 1125. That's an equivalent of 375 durability per ingot, almost as much as the Falx!

Instead, I believe the 2 and 3 ingot material bonus should be calculated on the durability of the weapon. This would put the Tin Bronze Claymore 3 ingot material bonus at 450, for a total durability of 675. At 675 durability you're actually paying twice as much to upkeep the Claymore compared to the Falx, which seems much more fair for how strong it is.

 

Besides that, I think you're maybe over-weighting the weapon tier and under-weighting range because of the linear scale you're using. As a test I placed two surface drifters and two double headed drifters in pits and killed them with a copper Falx and copper Claymore.

Copper Falx
Hits to kill surface drifter: 4
Hits to kill double headed drifter: 10

Copper Claymore
Hits to kill surface drifter: 3
Hits to kill double headed drifter: 10

The copper Falx is giving up either 1.25m of range or 2 entire points of damage for a kind of negligible amount of damage efficiency against high tier enemies. Range in particular is really strong because it lets you avoid damage much more easily. The Claymore in particular feels like I can be poking stuff completely out of harms way.

 

Anyway just my thoughts, sweet mod I appreciate you making it!

💬 Devonushka, Apr 27th at 11:11 PM

Awesome thanks for your response. I'll be trying your mod out!

💬 WolfWarrior , Apr 27th at 9:50 PM

Devonushka

I did not realize ancient armory exsisted. well imidiately I can say ancient armory is for 1.20.x unstable builds though I doubt any incompatibility with stable builds. 

I did a lot of spreadsheeting to make sure no two weapons have the same stats, and that's why the maces and spears are not yet implemented becuase I'm still working on their balance. 

also I'm using only vanilla animations so it should be compatible with character model replacements such as kemono or kobold. 

💬 Devonushka, Apr 27th at 7:28 PM

I'm wondering your thoughts comparing your mod to Ancient Armory, which does a similar thing:

https://news.kalataka.ru/ancientarmory

 

I was unhappy with the balancing in Ancient Armory, the weapons in that mod all use the exact same stats as the Falx or Spear.

 (edit comment delete)
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