#Combat Overhaul

1 messages · Page 9 of 1

normal fjord
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(sorry for the gigantic message)

lilac fulcrum
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could probably alleviate the issue by just removing slash resistances from surface variants

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you'd still want a crush weapon for storms/caving but slashing would be fine otherwise

fiery zephyr
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yeah sorry... rebooting the game fixed it

hollow pasture
lilac fulcrum
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when a club (cheaper) performs equally as well against surface monsters and then you'd just take some spears with you for hunting wildlife

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in that way, a copper falx is a bit of a noob trap

hollow pasture
fallow surge
lilac fulcrum
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another issue is the reach

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short-ranged weapons vs monsters usually isn't too bad, short-ranged against wolves/bears is playing with fire (before you have protection, or if you decide to run around without it anyway)

fallow surge
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Yeah, you really want to get a spear against wolves

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No idea how it could be rebalanced

lilac fulcrum
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and we're forgetting another balancing lever!!

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weapon durability

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(pay no mind to the fact that blunt weapons would/should realistically have the highest durability of the three)

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then again, a quarterstaff being primarily composed of wood probably wouldn't outlast a sword

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and similarly the maces, with their pointed bits, would probably wear down

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from a supply-balancing perspective, if the durabilities are all the same, a spear and a club will kill more creatures than two falxes would

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so you could bump up the slash weapon durability to counteract that, and then bump it up again a tiny bit to give them an edge in the kills-per-ingot measure

hollow pasture
hollow pasture
verbal rampart
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Is there a wireframe showcase of hitboxes? I've noticed while in first-person it looks like I connect to an entity but it doesn't damage them, usually I have to aim a lot lower than what I think is where their model hitbox should be.

hollow pasture
fallow surge
verbal rampart
verbal rampart
fallow surge
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Make a couple of screenshots

verbal rampart
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Aye aye

thin wing
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if you're in melee you should aim for where the swing is visibly happening, not your cursor

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Vanilla has hitscan melee weapons that just hit directly where your cursor is pointing and nowhere else but CO actually has like. hitboxes.

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And I don't think every swing perfectly overlaps the crosshair in every point of 3D space

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I've never had issues where it felt like an attack should hit but didn't personally

verbal rampart
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Uploading a GIF now, but I also noticed with Fullscreen+Always On Top the config window loads behind the game window.

EDIT: It's too big to upload to discord/imgur

foggy carbon
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is it intended that shields can't block attacks from bears? using heavy copper shield, very much so taking full dmg lol

fallow surge
fallow surge
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Better to leave as video file in such case

verbal rampart
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yeh i'm converting it haha

lilac fulcrum
verbal rampart
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I use ShareX

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too lazy to boot up OBS, my own fault

lilac fulcrum
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you can change sharex to record mp4 instead of gif

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(or even setup a separate hotkey for mp4 and then you can choose which one you want)

verbal rampart
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Yeah I didn't think the gif would be more than Discords max (500MB)

fallow surge
# verbal rampart

Dont aim with croshair, aim with a spear, you need to hit entity with a spearhead. Keep distance or grab it closer to head.

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There were a couple of hits that should hit, but it can be because of lag...

blissful fable
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Hi, @fallow surge !
I`ve asked you early about creating animations for bows, and instructions how you have done it.. can you make a little guide how to do it when you have free time? Thx in advance!

verbal rampart
fallow surge
fallow surge
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Do you still plan to use CO api and add fuelled wearable lights, or I can look into making mod for adding this (would actually prefer you to do it)?

keen lily
fallow surge
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so it is probably a bad idea

keen lily
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Lol 😂

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I want to add something like how you done the fuel etc

fallow surge
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Take the code then, just make it compatible

keen lily
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I also want to add particle effects

keen lily
dapper violet
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Alright, it's time.
I've done some light review of the CO code, and I'd like some opinions on integrating KRPG Enchantment.
I normally hook into the EntityBehavior.OnInteract override to trigger Enchantments, but that seems to be replaced by your Collider system in CO.
Any advice on where is best to do this?

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Necessary parameters include the DamageSource's ItemStack and target Entity

dapper violet
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My original idea was to try and prefix something, but I'm open to anything

fallow surge
dapper violet
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Okay, lmk if I can provide any extra info.
Would this be tying into the Collision behavior or elsewhere?

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Just triggering effects won't be too difficult, but some of the trickier bits will be like altering damage to Healing

fallow surge
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You get modsystem on server side, get MeleeSystem and subscibe to the event

fallow surge
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If it works I will release this version

dapper violet
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This solution requires a permanent CO dependency?

fallow surge
dapper violet
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Interesting, okay

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I'm just eating lunch at work now, so it will take some time to review and add my portion

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Appreciate the quick responses, and I'm looking forward to getting this working

fallow surge
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Do you need the same for range weapons?

dapper violet
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Yeah, I've been needing to rewrite how ranged weapons are handled on my end.
Atm, I'm writing enchant attributes to the ItemStack of the projectile, so I inherit there

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Ideally, I would pass from RangedWeapon to the Projectile Entity or its owned ItemStack at runtime, but I haven't safely implemented this yet

fallow surge
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Ok, I will make the same as with melee, you will get also weapon itemstack stored in projectile

dapper violet
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Very cool, ty

fallow surge
keen lily
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I wish I could code as well as you @fallow surge

simple comet
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7 hours, four players, no animation/pose issues observed. 👍

dapper violet
storm meteor
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let me trim that actually

crude wharf
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Anyone else have any thoughts? We did test with him in plate armor, and it is just the same

lofty owl
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any work on when the arrow quiver glow will be fixed?

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it makes lanterns slightly pointless

thin wing
crude wharf
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Maybe it's because it's the recurve bow?

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Testing on my own, in a new world, yes

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Maybe because it's an old world?

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I can try and see if he can get a clip of his, but it was just the same. I did test blackguard in a new save and streamed it, and he did say it was much worse than what he had

fallow surge
crude wharf
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Yep, we installed it once the new players had a taste of vanilla combat to see if they would want CO

fallow surge
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It also seems that switching to commoner dont update character stats...

crude wharf
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Are you testing it right now or?

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Cause I can see if the charsel works

fallow surge
crude wharf
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Ah, damn.

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So doesn't seem to be a fix other than a new world then eh?

fallow surge
crude wharf
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Oh? Okay. Just the commoner won't

stark quail
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Blackguard sword proficiencies are on everything that has sword in the name right? no goofy poleaxe counts as sword?

fallow surge
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But it also seems to affect only this stat, cause I tested earlier other stats and they worked well enough, hm

fallow surge
fallow surge
crude wharf
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Gotcha. Either way, all fixed now

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Blackguard buddy is so happy he can swing faster

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Meanwhile I can aim better now and the draw speed difference is wild

fallow surge
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Ok, I'm wrong, vanilla code seems to work correctly...

jagged topaz
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@fallow surge man i love this mod great work, have you consider adding combos and stuff in future? Something like combo strings?

fallow surge
jagged topaz
fallow surge
jagged topaz
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Still loved ur mod

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Great work

lilac fulcrum
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is this CO making the longbow better than the recurve bow? or do i have another mod to hunt down and blame for this

fallow surge
lilac fulcrum
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ahh

fallow surge
fervent swift
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Something I'd love to see is spear bracing for oncoming bears and such. Does a bunch more durability damage to your spear, more damage to the creature (maybe only works on some depending on their size, speed, and hitbox), and stuns the creature for a second or so.

fallow surge
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Hm, vanilla wolf has 3 attacks with cooldown 1.5 sec... So it just attacks nonstop (if you dont attack wolf it has 2 attack)

thin wing
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the cooldowns are all independent of each other?

fallow surge
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Yes

thin wing
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woaw, that explains why wolves are such buzzsaws

fallow surge
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This entity programming is so sloppy, like was it even tested!?

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I will make it one attack with 2.5 cooldown and with windup animation + occasional second quick attack with colldown 30-35 sec

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Would be nice if someone tested 0.1.21 version and gave feedback on new wolves attack pattern

delicate ocean
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wolves being addressed, finally

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i used to practice against them in superflat and yeah its just not possible to fight without a spear and constant backpedaling

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and they would hit a shield faster than you can parry and riposte

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ill test it when i get home

sinful panther
fallow surge
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It already jumps

sinful panther
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i was thinking they'd be picked off by spears very very easily otherwise

fallow surge
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May be later

thin wing
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i'll give the wolves a try in a few minutes IremsocuteMW

sour hawk
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@fallow surge Hi bro
Ukrainian localisation for Exoskeletons is here
Thank you for your work!

thin wing
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the wolf will attack, and then just run into you for long enough you can easily get off two one-handed club swings before needing to block again, and it makes them now super easy to deal with especially since the 2.5 seconds is very reliable

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also when they don't have an attack they can do they just run into you and it makes them look like they're very excited for pets lol

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i don't know if it's possible, but introducing a bit of randomness would work very well, since right now any shield can trivialize wolves since they attack on such a strict cooldown

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i suspect making wolves actually interesting to fight would involve more than just tweaking JSON on attack cooldowns but I like the step in the right direction so that they're not attacking every .5 seconds at super speed IremsocuteMW

fallow surge
thin wing
fallow surge
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Ok, may be need to reduce cooldown to 0.5-1.5s

thin wing
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they still seem to attack on a rhythm nvm lel

fallow surge
thin wing
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nope it is more random i was just couning bad lol

thin wing
# fallow surge What about this

this feels a lot more reasonable and they're still threatening without being the buzzsaws they are in vanilla, i like the feel

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The delay is long enough you can still generally block an attack and retaliate with a spear poke safely but that's fine, this only works 1-on-1 and wolves usually come in groups anyway (and requires a shield)

fallow surge
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Are you able to notice the windup before attack, or is it too sublte?

thin wing
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them raising their head a bit and their mouth opening right?

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yeah it's a nice touch and makes timing the block a bit easier

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this creative world is now littered with sleeping dogs lol

verbal bloom
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New Error Message with the latest Release, hasnt had this before, altho im playing with some other mods so it could be Conflict.

verbal bloom
fallow surge
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Ctrl+H in notepad++

verbal bloom
foggy carbon
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a nit-picky suggestion for heavy shield animations: if the block animation rotated the shield a little less towards the right, the right arm wouldn't clip through it

fallow surge
# verbal bloom

This is strange. Dont see any mods that are modifying drifters, at least from first glance.

fallow surge
verbal bloom
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I think it might be Wildlands Rustbound then

fallow surge
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Ah, so "wrustbound" is Wilderlands Rustbound, I hate when modders abbreviate their mod ids

verbal bloom
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Can relate.
I think that Modifies Drifter as it removes drops from them, maybe thats the compatability?

fallow surge
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Not compatible I would say

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@floral holly can you mark you mod "Wilderlands Rustbound" as not compatible with CO?

verbal bloom
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Or Opt out on Drifter Edit changes with a config file to make it compatible maybe?

fallow surge
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Considering that Thalius just straight replaces the drifters files, compatibility should be done on their side.

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These json patches failing will revert balancing of drifters attacks to vanilla and also remove new fist attack. It is playable, technically, though.

lilac fulcrum
delicate ocean
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wolves feel a lot more consistent to fight now

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they still are a threat and you need good reflexes to block, but no more getting burst damaged with no animation tell

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it actually is possible to combat them using a shield now

lilac fulcrum
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are there any other mobs with broken attacks like that

delicate ocean
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is that lunge/jump they do new aswell? looks like it counters running away in a straight line

fallow surge
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But now I need to make shiver attack animation with windup, like I did with wolf and drifter

fallow surge
delicate ocean
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huh, guess it just didn't stand out as its own attack before then.

floral holly
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Rustbound can be used with CO, but some of the colliders are missing and so damage will not be dealt in the manner CO intends. I'm also going to look at simply patching drifters and other vanilla hostiles instead of hijacking their files altogether, now that CO is in shape to be used. Doing so was not a problem before, but Combat Overhaul and Armory will be key mods on our server and I want to interfere with it as little as possible.

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Does CO do anything with regard to altering the vanilla drifter shapes?

fallow surge
floral holly
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I'll need to see how to incorporate that into my drifter entities. Their shape files are much altered.

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Probably could copy/paste the new drifter animations into mine, so CO can do what it needs to do with them?

floral holly
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I'll see what I can do. I've added a new attack that amounts to a "standattackpunch" that has bashing damage and knockback assigned to it. Might just need to change the name of the animation so CO can use it.

floral holly
# fallow surge May be

How did you add the two new animations to drifters? I see nothing in the file that adds new shape file or patches into the shape file any new animations. I only see the two new animations referenced in the drifter patch JSON.

floral holly
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Hmm.. Not sure how to patch that into my new drifter shape files. Gonna be fun to play with.

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Maybe adding my own animations with the matching animation names will work.

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I've already given mine "slashing" and "punching" animations, so maybe it will be an easy compatibility.

fringe horizon
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I notice battle axes are no longer on the wip list for armoury, are they scrapped? could malefactor get a different proficiency if they aren't coming, long axe or pole axe perhaps?

thin wing
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they're probably not in the WIP list anymore cuz they're in the game

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there's also a separate poleaxe as well in steel

simple comet
fringe horizon
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pretty sure they are not in game.

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i said battle axe not halbard or poleaxe?

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they were on the wip list till a week or so ago when poleaxe was finished

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they are still listed as malefactors proficiency

thin wing
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nope there is also a "long axe" separate from the halberd

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halberd, long axe, and pole axe, all separate

fringe horizon
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none of those are battle axe though?

thin wing
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the long axe is the battle axe

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for malefactor's bonus anyway

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dunno why the name difference shrug_dunno

simple comet
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Axe-Long in the files.

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But yeah that's the battle axe.

thin wing
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could also call it a "dane axe" if you want, point being it is the 2-handed axe weapon that is not a polearm

fringe horizon
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hmm fair enough, the armoury list did have a specific entry for battleaxe being wip before though

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and long axe was already on the done section

keen veldt
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Is an individual mod for just the armour pieces able to exist, such as disabling the other content and having the armour not have tiers but act more like vanilla with the ability to make the single pieces and still form them into one bigger piece ? @fallow surge

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is this in the works at all as some servers don’t like the animations part of this mod or other parts but seem to like this

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I understand if not possible or no time to do so just wondering 🙏 (I personally like the animations)

thin wing
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probably would be a ton of work, the armor system is a pretty deep systems change

fallow surge
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May be later

thin wing
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could be a hand-and-a-half version of the long axe I guess

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The real question there is "why use it over a longsword"

simple comet
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Just my thoughts, obviously.

wind sand
dapper violet
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Is there something overwriting GetHeldItemInfo() for the Armory sword-long ?
I can enchant it, along with other items, and they seem work just fine, except Longsword doesn't display the extra Enchantment lines

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both have Flaming I, both work, just one won't show the text

balmy tartan
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hey anyone know why none of the weapons are playing a swinging animation for me, i'm sharing a server with a friend and nothing playing an animation

balmy tartan
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ah sorry

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thanks tho

dapper violet
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I'm pretty sure I don't have any typos.
The right pathing to attach a behavior to the Long Sword should be
"armory:itemtypes/weapons/sword-long.json"

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idk, maybe I've got the code blindness right now, but everything looks right. Same as all the other weapons. EnchantmentBehavior should add the enchantments with GetHeldItemInfo

{
  "op": "addmerge",
  "file": "armory:itemtypes/weapons/sword-long.json",
  "path": "/behaviors",
  "value": [
    {
      "name": "EnchantmentBehavior",
      "properties": {
        "enchantable": true
      }
    }
  ],
  "side": "server"
}```
dapper violet
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oh they're variant behaviors

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uh, does wildcarding work for patching in that way?

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I shall try

fallow surge
dapper violet
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So I need to add an entery per variant?

fallow surge
dapper violet
fallow surge
dapper violet
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One per metal type?

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/behaviors/sword-long-plain-steel
and so on?

fallow surge
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You patch a value in file by path in this file

dapper violet
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What would be the "path" for the "*-steel" ?

fallow surge
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"behaviorsByType/*-steel" and "/behaviorsByType/*"

dapper violet
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Oh, I see. Literal pathing

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understood, thank you

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Yay, that works!
I'm so excited to drop this update cathype

crystal flint
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why aint this work....

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how u make this shit 😭

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wuh...

crystal flint
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u cant seem to hurt players with the guns

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nvm

floral holly
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I've got my drifters working with CO, but have their protection levels info double posting in this overlay. Where does this info come from?

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I also need to figure out how to disable CO's drifter patches. The changes I've made are too broad to make compatible with CO's vanilla drifter patches.

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It is not breaking anything, but it would cause everyone less issues if I could turn them off to stop the error logs.

lilac fulcrum
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because it sounds like it's a mess when other mods are trying to patch drifter behaviors while your mod is installed

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and it'd be better if they could instead write a targeted patch for your drifters specifially (if they wanted to support your mod)

floral holly
floral holly
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Only down side to doing it this way seems to be that making an entity an "entityDrifter" does not allow them to spawn in low stability from rifts or even during storms.

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Of course, I could just leave default drifters alone and add to the "canon" with my own tougher drifter canon entities.

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Tweak textures to bring their look in line with mine more, but leave shapes alone.

mighty nacelle
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jesus, maltiez is putting in hours

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🫡

lilac fulcrum
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even on the day where he was like "im not gonna do any modding today"

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he watched a stream and saw the third person anim bug

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and ended up modding anyway

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😭

fallow surge
fallow surge
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Need some feedback on ~~drifter ~~ shiver attack animation. I couldnot rework vanilla one cause it is made in such way so you cant really edit it, so I made one from scratch. Not sure it is up to standart of vanilla animation.

crude vapor
fallow surge
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... I meant shiver

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sorry

crude vapor
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oh, let me check those then

crude vapor
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was a bit hard to get a good look at it since shivers love clipping into the camera during their attacks, but it looks quite similar to vanilla. Watching it back side by side the vanilla animations are maybe a little bit jumpier (as in the entire body of the creature moves more during them)?

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but I think I probably couldn't tell the difference if it weren't side by side

lilac fulcrum
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i can't even tell which of the two is vanilla and which is CO lmao

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like i can see a difference between the two but i could also believe either of them are vanilla

crude vapor
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the first one is CO (the answer is in the filenames but I guess Discord doesn't show those anymore)

lilac fulcrum
tall python
sinful panther
obtuse hill
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Armory related -> Any future plans for more armors for this mod?
like more glove choices or metal shoes or plate helmet without the plate facemask or where u can have a verity of plate masks for each plate helmet?

dark crater
fallow surge
fallow surge
fallow surge
hollow pasture
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If you could model it and texture things though, it's super simple to add a patch to include it in the game

obtuse hill
floral holly
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Anyone know of an example mod that has added compatibility with CO by adding colliders to modded entities?

I looked at Fantasy Creatures, which says it is compatible with CO on the modDB page, but see nothing in the mod about adding colliders to any mobs for CO mechanics.

floral holly
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I've decided to go the route of leaving vanilla drifters untouched aside from texture adjustments. The next release of WRustbound will not give off drifter errors over missing shape elements.

But I want to add CO collision and damage resistance content to my other entities before I update the mod.

hollow pasture
amber birch
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How are damage values calculated with respect to armor? It's seems that it's quite different to how it was before.

Also great mod btw, it makes combat in vintage story actually fun.

cloud river
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It's okay? kek

fallow surge
fallow surge
jagged topaz
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@fallow surge hey maltiez, we can use offand pistol with musket, is this intentional? They also fire together unlike when u are doing dual pistols.

cloud river
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i just joined to my server. Will try

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He says everything is fine

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after reload - fine

floral holly
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When assigning an element to be "critical", do list "torso" in general, for example, or can I list one of the elements included in "torso"?

fallow surge
floral holly
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Torso is the element?

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And everything in it counts as the "torso"?

fallow surge
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You assign model shape elements to categories, categories determine damage multiplier, assign as you see fit

floral holly
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Sorry for my poor communication, but here is what I'm trying to determine:
"Torso": [ "Body", "Abdomen", "Kupris" ],
Do I put "torso" inside criticial, or can I put abdomen alone as the critical body part?

fallow surge
fallow surge
floral holly
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"Head": [ "neck", "head" ],
"Arm": [ "L shoulder", "L upper arm", "L lower arm", "R shoulder", "R upper arm", "R lower arm" ],
"Leg": [ "L thigh", "L feet", "R thigh", "R feet" ],
"Critical": [ "abdomen" ],
"Resistant": []```
I want the abdomen alone to be the body part that is critical. Do I do it like this, or is "Torso" supposed to be inside "Critical"?
fallow surge
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place torso in Torso

cloud river
steel plinth
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How many ingots are required for chestplate?

thin wing
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should be the same amount as it needs in vanilla (not inlcuding the chain) which i think is uhhh 8?

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or maybe 16?

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uhhhhhh

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whatever the vanilla plate armor's recipe needed that many ingots, in theory

lofty owl
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so im not fully sure why or how. but i have a odd issue on my server where one person cant attack at all. but only they are seemingly softlocked in this state

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restarting server now to see if i can fix it

lofty owl
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ok so thats somthing

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it gets weirder

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this is my friends pov on my server

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i restarted it and he still sees this

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it registers that there IS a urn in that space

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but the vainilla urn is not their

fallow surge
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Almost sure it is not related to CO, some vanilla or other mod desync problem

steel plinth
lofty owl
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hmm

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its always somthing with mods god damn

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i did notice that OC seems to have its own errors i belive

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31.1.2025 00:30:37 [Server Error] Patch 4 (target: game:entities/land/bear.json) in moreanimals:patches/bear.json failed because supplied path /server/behaviors/9/aitasks/0/entityCodesByType//- is invalid: The json path /server/behaviors/9/aitasks/0/entityCodesByType//- was not found. Could traverse until /server/behaviors/9/aitasks/0, but then 'entityCodesByType' does not exist. Full json at this path: what???

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so its a more animals error but im not sure why a path was not found?

lofty owl
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thanks

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oh

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quivers glowing. i mentioned that before i think? i think its a bug but i was wondering if there was a way to turn it off

lofty owl
fervent swift
# lofty owl

This looks like the classic texture atlas issue

dull herald
#

How do off hand parries with a shield work?

bleak lynx
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hey, wanting to just drop in a note:

weapons added or changed by CO and related (Firearms/Crossbows) don't seem to have proper hit registration against certain enemies:

||Eidolon|| (animation>invuln frame discrepancies)
||Erel|| (flat-out does not recognize attacks, as if no collision to the hitbox is made)
||Living Dead from Primitive Survival|| (also doesn't recognize any attacks)

thin wing
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the eidolon at least is only damageable in the eye in the mod, from the last time i fought it

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if you hit it and it makes the "clunk" sound similar to when an enemy's attack hits your shield for 0 damage that's why

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it makes the eidolon incredibly difficult to damage with a weapon that isn't doing poking attacks

bleak lynx
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it was the correct soundbyte and visually registering the hit, just without damage - swapping to a falx seemed to help which gave me the impression of them having an invuln frameset

thin wing
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huh weird

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when i tested the eidolon it was on a version from about two weeks ago though so maybe it was changed

bleak lynx
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possibly? I'm on the latest for CO/1.20.3

thin wing
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also strange you mentioned being unable to hit the bird

bleak lynx
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yeah, just straight-up I couldn't make any type of ranged hit, even when perched

thin wing
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in my testing i was able to get it down to half health shooting it

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(before its AI broke)

bleak lynx
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could there be some possible conflict somewhere between CO, Armory, Crossbows and Firearms?

thin wing
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i was using all four

bleak lynx
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hm

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bird is buggy as hell to start with so it's not really helping, but like even

#

point blank, bow, crossbow, musket, nadda

fallow surge
#

Ok, let me test it

#

Work alright

dull herald
#

Why does the tailor get nothing but another downside 😦

thin wing
#

02Shrug what weapon would tailor have proficiency in tbh

#

i don't think "sewing needles" is a weapon class lol

bleak lynx
#

tested again myself, ||Living Dead|| is still 'invincible' (no registered hitbox) to every modded weapon from these packs so I'll leave SpearAndFang a note

||Eid|| still has funky weirdness with non-attackable frames (firearms are fine, likely because there's such a long cooldown between when you can attack), could be chalked up to CO's weapon animations/timing

||Erel|| I think can be chalked up to simply having a beyond atrocious hitbox - in creative, ||tailing them for direct shots successfully damages them, but even with perfectly lined-up shots during swoops/perching sequences it's a miss nearly every time they're in motion||

#

bless for testing on your end Maltiez 🙏

dull herald
#

Why not at least give them no downside lol

#

How do you make the brigandine and scale helmets with combat overhaul armory?

#

Recipes only show the one for repairing it

crude vapor
hexed dune
#

the CO plate armor smithing shapes are horrifyingly complex and difficult, and just generally tedious, especially the helmet
it would be nice if there was a toggle to return the vanilla plate-crafting recipes because wow

dull herald
#

I assume the answer to how to make brigandine and scale helmets is "you don't"

hexed dune
#

correct

dull herald
#

How do weapons with both a block and a parry work?

hollow pasture
hollow pasture
hollow pasture
hexed dune
hollow pasture
hexed dune
#

I mean I just don't know how plates would make this easier unless I could put them in sideways
(ignore the fact it's copper this is just to demonstrate)

dull herald
#

...Are all the limb plate pieces the same recipe

dull herald
#

When the swords say they do slashing damage only, does that mean their stabs are also slashing?

thin wing
dull herald
#

Halberd I assume is slashing on everything except the stab

royal lava
#

poleaxe is slashing and blunt I believe.

dull herald
#

Poleaxe looks like slashing for left and right, blunt for downward strikes, piercing for stabbing

thin wing
#

poleaxe is all 3 yeah

lucid lotus
#

@fallow surgeHi. I made an updated Russian translation. CO:

dull herald
#

Right, time to try and figure out the armor system.

dull herald
#

Hmm. Thinking of just making my group open helmets and scale shirts so that they all at least have something. Leather and flax are unfortunately all in short supply so boars remain a high source of danger unless lamellar is worn instead.

dull herald
thin wing
#

open helmet + scale shirt is what i tend to use as a "light" armor set since it has very low penalties, it's nice as hunter

river glacier
#

is it intentional that scale is cheaper and better than chain?

#

and with less debuffs too if you wear it in parts

#

2 ingots create a scale sleeve that covers arms and hands
for the 2 part chain sleeve you need 8 ingots

thin wing
#

i believe so, scale seems to be the new light and cheap armor

river glacier
#

it's 4 times cheaper for better defences

thin wing
#

the downside of scale is that it takes the middle and outer slot, while chain only takes the middle slot

#

in the mod chain doesn't seem like it's meant to be worn on its own, rather optionally worn underneath plate/brigandine (outer slot) for more defense if you want to go super tank

river glacier
#

and to repair it you still need chain like in vanilla so idk, seems like a classic oversight to me

#

you don't use it to craft it but you do use it to repair

thin wing
#

even if you're not going full tank though a chain coif can sometimes be worth it, there's no scale option for helmets and the coif has very low penalties and covers your neck (and head), which otherwise needs a heavy plate helmet to cover

#

light helmet + chain coif lets you cover your head, neck, and face with the least penalties

#

and as a bonus the head gets double protection

river glacier
#

ok but that still doesen't explain the sleeve situation

thin wing
#

well as i said the chain sleeves are meant to be worn under brigandine or plate

#

while scale is standalone

#

as for the cost that's just maltiez keeping the costs from vanilla and if you take out the need for chain, scale armor really do be that cheap

river glacier
#

upgrade from chain to scale is cheap in vanilla but you don't get chain fro free

#

now the chain cost is gone entirely

thin wing
#

yes

river glacier
#

and it makes sense to you?

thin wing
#

yes because wearing scale overtop chain never made sense

#

and now scale was changed to be cheap but light

#

and chain is weaker and more expensive but can be layered with plate/brigandine while scale can't

#

it's serving a different function

river glacier
#

and again lets ignore the fact you can use mail to become gigatank by filling out every layer individually, a worse piece of armor costs 4 times more material to make

#

you don't see any problem with that?

thin wing
thin wing
thin wing
#

(while standalone chain was used plenty IRL the mod decided to balance chain purely as an middle layer underneath plate or brigandine)

thin wing
#

if you think chain is not worth it then just don't use it and stick with scale, that's fine.

#

a video game of all things? ViceHehe and modern reenactors isn't really proof anything, besides i can't tell if they're wearing chain under the scales or if it's just filling in gaps.

river glacier
#

this is also a video game

thin wing
#

...yes. but that doesn't mean you can use a video game as an example of what happened in real life. derpy

#

or should i start telling people that falxes were invented in 1472 when Jonas fought the great Drifter wars

river glacier
#

and you also can't disprove something just because you didn;t happen to see it

thin wing
#

ok but i can't prove a negative either, do I need to start going into logical fallacies?

#

Anyway this whole historical argument is tertiary anyway

#

You asked why chain was the way it is and I gave you your answer

river glacier
#

another example of a logical fallacy was that the scale armor requires chain to repair when it's not a component used to make it and you ignored that straight away

thin wing
#

I didn't respond to that because that's a valid complaint but I can't do anything about it

#

also that's not... a logical fallacy, it's not a fallacy to not respond to something. You're just saying things.

#

If your sole goal is to whine and argue about things I'll just block you instead, I was under the mistaken impression you were asking a question in good faith.

river glacier
#

cool.

#

sorry I dared to speak up

upbeat wraith
#

Only thing i can think of is lamellar, metal or other material, over chain used by middle eastern/central asian armies and through contact with them the eastern roman empire

river glacier
upbeat wraith
thin wing
#

TIL

upbeat wraith
#

It is 1 source though, if im bored enough i might find more today, also dont text on a phone in the rain

bitter basin
#

does this also work for PvP? or is it made only PvE in mind?

thin wing
#

maltiez did put in a lot of work making 3rd person animations work, but the mod isn't balanced for PvP at all, it's aimed solely for PvE

bitter basin
#

if you want to balance the game

#

by "isnt balanced" you mean like weapon types or

thin wing
#

i mean like the mod author didn't worry about PvP at all when making it

#

for an example though if someone's in full steel armor you do a whopping One Damage to them, with a headsot, using a steel polehammer

#

i mean pvp might technically work but it'll suck and be miserable

#

unless you're all using muskets which can do enough damage to one-shot players through full steel plate + chain + tailored gambeson in which case the problem goes the other way and it just becomes Civil War Simulator

vocal hill
#

hmmm, after playing for a bit my left and right click doesn't function anymore and I can't scroll either.
the only thing that's useable is the spear left and right click, but I can't open doors or interact with anything else anymore.

#

attempt to restart, update the mod, attempt on another world, but the problem still is there.

#

upon further testing it might not even be related to combat overhaul

dull herald
#

Scale shirt and a open helmet being a good lightweight set is interesting, but right now I'm looking to equip a group with as little material (and difficulty making) as possible

bitter basin
#

right

#

also that reminds me of one video i saw

keen veldt
#

river and scale is good

#

if you go heavy use chain plate and gambeson or leather basically

#

it makes sense as chain can be later used in heavy sets

#

and scale cannot

storm meteor
#

Is there a way to adjust knockback? My players keep getting thrown around by berry bushes

fallow surge
storm meteor
#

Are you sure? Idk maybe its a different mod but this is the only one I can think of it being. My players are being thrown really far. And sometimes if damaged by wildcraft berry bushes they just get tossed into the sky

bitter basin
#

maybe some way to disable steel items could work?

#

if theyre op

fallow surge
bitter basin
#

assuming

bitter basin
#

one damage is diabolical

#

but we got like 10 hp or what by default

bitter basin
#

so

#

1 damage is equal to 1 hp

#

or

#

is the damage different from hp

upper gull
#

what?

bitter basin
#

like

#

when you said one damage did you mean 1 full health point in the health bar or

upper gull
#

how would it be different

bitter basin
#

a ok

#

i just got confused cus in some games you got complicated sh

#

so nvm then

fallow surge
bitter basin
#

🤷🏻‍♂️

#

could be abit more damage with steel polehammer

#

instead of one

#

could buff the damage a bit against players only

dull herald
#

Spreadsheet listed on the modpage seems a bit outdated? Could've sworn I saw lamellar being better in game than the values listed on it.

#

Also whats the logic behind clockmakers getting a bonus with quarterstaffs anyway?

#

Poor tailor getting absolutely nothing but another penalty while also being essential for making tailored gambesons

#

Kind of sucks from a gameplay balance perspective

fallow surge
halcyon spindle
#

I mean..... reading is getting harder by the months 😅

halcyon spindle
# fallow surge ...

By the way i managed to perform criticals on bowtorns, seems like when i charge at them with a greatsword there is a chance you perform a critical hit of some sort, or is it just luck based ?

royal lava
#

There's specific hitboxes for it I believe, like hitting something in the head

sinful panther
hexed dune
storm meteor
hexed dune
#

we found this out the hard way when, on the first boot of the 1.20 server I have, a player walked into some berry bushes and was immediately obliterated

#

like they just kinda walked forward and

storm meteor
#

well that really explains it!!

#

i cant say i agree with them removing i frames

hexed dune
#

yeah there's a reason one of CO's recent updates makes wolves have attack cooldowns

#

they were attacking like three times at once prior to that

#

(again, vanilla issue)

storm meteor
#

🙏🏼 thank you CO thank god. my players were getting decimated even with the cooldowns, i cant imagine how it'd be without CO

surreal sapphire
#

ive seen various tables on here in the past but does anyone know what damage types mobs do? Like generally speaking. IE do animals do mostly pierce? and monsters do blunt and slash?

balmy tartan
#

damn armour mixing looks really good

dull herald
#

From here, animals generally do slashing or blunt

#

Bowtorns do piercing, shivers do slashing, drifters do either piercing or blunt and locusts do blunt except for sawblade ones which do slashing

#

Though actually I have to ask, is the blunt damage from higher tier drifters just from their rock throws?

surreal sapphire
#

thats interesting, so animals do vast majority slashing

#

I was thinking about how plate and chainmail can be worn together and then started to think about what you actually get from doing that because plate armor already has a lot of slashing protection, but from this it seems the chain is good if you want to fight dangerous animals

dull herald
#

More like predators do slashing, prey animals do blunt

surreal sapphire
#

all the deer and goats do slashing

#

but yea the agressive prey do blunt

dull herald
#

Hmm? No they don't? You might be looking at the vanilla values.

surreal sapphire
#

Oh i see

#

ok

#

nvm yea

#

what about all the deer variants listed on the vanilla side that arent listed on the mod side?

shadow vale
#

Hihi, little question, is there any list of known incompatibilities?

#

I want to use this mod as it seems amazing but I saw some people saying it had some incompatibilities and i want to know if I use some of those mods xD

faint sky
#

How do you revert to vanilla bow aiming style? I like it but others on server don't. Sorry!

hollow pasture
hollow pasture
#

Some other mods work but aren't made with Combat Overhaul's hitboxes in mind. All of the fauna of the stone age mods work perfectly though

hollow pasture
hollow pasture
hollow pasture
# river glacier sorry I dared to speak up

It's alright to speak up, but it's just how things have been rebalanced. Scale is a good way to stop most things on the surface from killing you, but when you're diving in caves or story locations you definitely want the plate+chain combo

#

In early versions of the mod it was balanced like vanilla, but scale ended up serving little to no purpose

shadow vale
faint sky
hollow pasture
faint sky
#

Thanks. ill look uop how to use configlib : )

river glacier
#

you're getting hit in the limbs only 25% of the time and when you do you take half damage you normally would

#

so the sleeve is sufficient

#

and it jsut turns out to be the cheapest piece of them all and the most cost effective

hollow pasture
river glacier
#

what for

#

im assuming the spreadsheet is up to date

#

you can swap out the legs for something better if you're worried about that high coverage number but still it's the arm armor that gives you the worst malus that is the manipulation speed

hollow pasture
#

The armor values seem right though. I might have to test it myself

honest hatch
#

Does the Halberd count as a spear with XSkills?

crystal stream
#

Having this issue with the mod not launching, I'm on a server on Pingperfect and I'm having this issue only on the server. I don't quite know what these dependacies are personally

31.1.2025 17:33:34 [Server Error] [combatoverhaul_0.1.22.zip] An exception was thrown trying to to load the ModInfo:
31.1.2025 17:33:34 [Server Error] [combatoverhaul_0.1.22.zip] Exception: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 260
31.1.2025 17:33:34 [Server Notification] Found 29 mods (0 disabled)
31.1.2025 17:33:34 [Server Error] [armory] Could not resolve some dependencies:
31.1.2025 17:33:34 [Server Error] [armory] combatoverhaul@* - Missing
31.1.2025 17:33:34 [Server Error] [maltiezcrossbows] Could not resolve some dependencies:
31.1.2025 17:33:34 [Server Error] [maltiezcrossbows] combatoverhaul@* - Missing
31.1.2025 17:33:34 [Server Error] [maltiezfirearms] Could not resolve some dependencies:
31.1.2025 17:33:34 [Server Error] [maltiezfirearms] combatoverhaul - Missing

hollow pasture
#

Unless you're missing a required mod

nova rivet
#

player on server is having this issue

#

something with VSE isnt happy

crystal stream
green shadow
#

really like new weapon proficiencies classes get, and the fact there is also compatability with class mods

#

brings a lot of flavor

#

commoner and tailor suck even more rn though, as commoner gets nothing and tailor gets a negative

lofty owl
#

so this animation change

#

im now somewhow stuck in a weird "sawing" animation i cant stop

#

but i only see it in first person

#

the only animation mod i have would be Co

#

how do i fix this? i quit my game and rejoin and it starts up again

fervent swift
lofty owl
#

i dont

#

omg its even worse

#

the camera is completely broken for me

#

i turned it on to see if that may fix it

#

but if i look down i clip into the floor up to my waist

fervent swift
#

It's meant to be off haha, sorry, I thought you may have had it on which might have been the issue

lofty owl
#

i dont use it since its a bit odd to use

#

so turning it on and off didnt make it stop

thin wing
#

Try restarting the game i guess (and make sure immersive first person is off)

fervent swift
#

You're using 0.1.22? You've deleted all old version of the mod from your mods folder (delete not deactive)?

lofty owl
#

i already restarted my game and even quite my server twice

#

im perma stuck

#

i already cleached cache like yesterday

#

seems this may have somehow happend when i broke down a ship

#

this is so damn annoying

thin wing
#

Try spawning another ship and sawing it down

lofty owl
#

ill try that.

#

i may or may not try this as i am losing my shit over this game hasving jsut ruined my world

crude vapor
#

tailors should get bonuses to rapiers and light spears

thin wing
#

What would a rapier be, just a short sword that does piercing instead?

crude vapor
#

one handed sword with stabby moves yeah

thin wing
#

I find it hilarious this would make the rapier a hunting weapon since wildlife is weak to pierce

#

Short swords already stab

#

They do slashing damage while stabbing lol

crude vapor
#

really? I thought it was an overhand chop

thin wing
#

I think it depends on the shortsword actually

#

Blackguard and bronze stab at least

#

I think steel chops

#

I forgor

crude vapor
#

I feel like a one handed stabbing sword like a rapier would be very popular because stabby moves feel the easiest to connect

#

my iron shortsword on a blackguard does chops

thin wing
#

If you're playing a blackguard why are you using the iron shortsword instead of the blackguard shortsword :o

#

But i can confirm the blackguard shortsword stabs

crude vapor
#

I forgot the blackguard one exists, or rather that it's not the one you have to find a broken version of on a trader on in a ruin

crude vapor
#

not sure if it's CO but armor stands are duping my armor

#

I don't know what other mod it could be though

#

and they duped the armor stand too... I had some issues with these before so maybe they're some kind of bugged legacy armor stands from an old version. Can't reproduce it now that I duped the armor and the stand once

hollow pasture
crude vapor
#

they allow me to put things on them but it doesn't sync correctly across clients. Haven't been able to reproduce the dupe bug, but now that I think of it, it was probably caused by copying the armor stands using WorldEdit export/import

#

(I had to regenerate my entire world and move my base to the new one using WorldEdit because /db prune is broken)

sterile notch
#

Hey Maltiez! I’m not sure if you might have any ideas, but do you know what this might be the problem with?

#

System.Exception: A mod's entity has 62 animation joints which exceeds the max joint cap of 56. Sorry, you'll have to either disable this creature or simplify the model.
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 117
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255

#

Running on 1.20.3 server, when joining, a few seconds after crash, had autoatlas mod installed which we removed but it still happens

fallow surge
#

I guess config lib now too has its own haters

sterile notch
#

Ok, never mind sorry for bugging you 😦

steel nova
#

idk if someone already pointed this bug out, but if you put chain head armor on an armor stand, it visually bugs out and makes it look like armor stand holds the chain head armor in its hands, like this:

#

its not limited to chain head armor tho

timber socket
#

Hey I have a question about Combat Overhaul and the bullseye aim. With the normal bullseye mod you can change the aim system to be more like a standard FPS where the reticle stays in the center, can this mode be activated with combat overhaul aswell? I couldnt find anything about it

sinful panther
# timber socket Hey I have a question about Combat Overhaul and the bullseye aim. With the norma...

Yeah you can change that easily(for CO at least) with configlib
https://mods.vintagestory.at/configlib

You can support me on Patreon:

Requires ImGui
There is an addon you might want to check: Auto Config lib
For other modders (or if you want to help): I need help with wrighting documentation for this library, I'm bad at it and dont have energy to do this stuff. Also I will be happy to have some help with testing new features.
 
This is a libr...

tardy gale
#

hi i know rust and rot doest support CO, but ive seen people talk about using them together regardless. Im making a server for some friends and I, and i was just wondering if using the two together will cause any significant issues? I know they wont have limb damage or anything like that. Im just worried about crashes or similar issues

sinful panther
#

you'll find the configs for each of maltiez' mods, in the main page for combat overhaul you can choose the aiming system on bows

timber socket
#

Thank you I got it

dull herald
#

Some of the options can't be changed while on a dedicated server, how do you change those?

fallow surge
dull herald
dull herald
#

Right, looks like I'll need to change it on my PC and upload the file instead. Server management doesn't seem to allow me to open .yaml files.

fallow surge
dull herald
#

Yeah, it might just be something strange with the hostng service

crude vapor
fallow surge
onyx plaza
#

Really want to use this on a server but we're still getting weird performance bugs. after about 30 minutes of gameplay you start dropping lots of frames when looking at other players.

#

Is this a known issue?

quartz jewel
#

The pickaxe animations are not working for me despite have them enabled in the config

fallow surge
quartz jewel
#

@fallow surge

fallow surge
quartz jewel
#

Yeah I have

fallow surge
#

Dont see any mods in list that can cause incompatibility...

quartz jewel
#

Yeah everything but the pickaxe has animations

fallow surge
quartz jewel
#

Weird, it worked by itself @fallow surge

fallow surge
fervent swift
#

The only one of those mods that I can think might effect the pickaxe animation not working is Primitive Survival

onyx plaza
#

So he's a lil frustrated

foggy carbon
#

some thoughts on blackguard traits after testing PVE with it some, maybe they could have a speed bonus to 1H blades instead of 2H? 1. it feels like it fits their tunnel-brawler lore better w/ their bespoke sword and shield 2. shield defensive value is maybe a better compensation for reduced firearm abilities than increased 2H melee dps, putting them more into a close-quarters tank slot, since no melee dps is going to compete really w/ firearms

foggy carbon
#

oh gotcha, i missed some updates 😄

#

i'm trying to think of reasons to go anything other than clockmaker but fast-loading firearms are just so good

hollow pasture
lilac fulcrum
#

anyone else have this happen before?

dull herald
#

Thinking further, trembling seems even more inappropriate for the tailor as a penalty. Their entire job revolves around needlework!

#

Maybe a penalty to those giant two handed swords would be more accurate

coarse cedar
#

I apologize if this has already been answered elsewhere. I tried to look around but couldn't find this info by myself: What is the functional difference between the flint spear and the flint javelin? I'm presented with the choice to craft both during the stone age, and I'm not sure which is better than the other, and in what situations.

hollow pasture
coarse cedar
azure imp
#

is there any way to get modded armour to play nice with CO or do I just have to make a choice about which one to include in a pack?

hollow pasture
azure imp
#

is there a guide to making my own patch? i've not modded vintage story before but I have modded other games

fallow surge
#

NOW COMPATIBLE WITH COMBAT OVERHAUL
 
This mod adds a variety of new items made from metal scraps to the game! These items are meant to encourage cave exploration, especially in the early game. The items also should help extend your caving run, reducing the number of times you need to return to base.
Items:
Scrimatar: A long bladed weapon crafte...

fringe mortar
#

Actaully

#

am I supposed ot keep armor on death

fallow surge
fringe mortar
#

I didn't before the mod... weird

#

Or I am miss remembering

azure imp
#

okay so do i just add a patches/compatability/combatoverhaul-armor.json file to the mod structure and copy whats in this mod and just tweak the values to match?

hollow pasture
dull herald
fallow surge
fringe mortar
#

Maltiez would you ever consider a movement option like a sidestep or backstep?

fallow surge
fringe mortar
#

kk

foggy carbon
#

little thing, but it'd be cool if all the 2H melee weapons had the nice over the shoulder idle animation (or have the staff double as a walking staff)

lilac fulcrum
#

i've seen it in minecraft. i've seen it in skyrim. surely it'll happen to vintage story at some point

hollow pasture
foggy carbon
tawdry gazelle
#

Does anyone know if quarterstaffs get buffed by any of the xskills skills?

dull herald
#

What damage type do tools and other things without one do

thin wing
thin wing
#

From my testing most firearms have a damage per second of like 1 to 3 as blackguard, even as clockmaker is more like 2 to 6

#

Firearms are spike damage more than damage per second weapons

#

A blackguard with a longsword or greatsword is easily hitting a dps of like 10 or more

foggy carbon
thin wing
#

Try a fresh reinstall of the mod, delete any config files for it too

azure imp
#

Try doing the command to reselect your class and see if that fixes it?

#

Or that works too

foggy carbon
#

afaik i have 1 other mod that affects traits, is supposed to remove the negative ones, maybe its borking some of the positive ones from CO

#

cool ill try that, it could also be that they are in effect but just not displaying ig

dull herald
#

Kind of wondering what the point of lamellar armor is in combat overhaul. I guess its the best blunt armor you can get without leather or flax?

thin wing
#

It's basically like all-in-one yeah, you don't need (and can't use) an underlayer with it cuz it has its own blunt protection instead

#

Presumably from the pelts

honest hatch
#

Idk if it's just me but the hit collisions are really bad. Seems like more than half of the time when my sword clearly hits my target they take 0 damage. More than half my swings seem utterly useless

thin wing
#

I haven't had that issue, try a clean install and see if it persists. Or a different weapon.

fervent swift
#

Could be your FOV settings messing it up?

honest hatch
#

I'll try when I get back on tomorrow. Been using a Halberd for a while and switched to a Greatsword hoping my hits would register more often (Polearms are tough up close understandably) greatsword misses way more often. Short-story is oddly enough even worse yet for me.

#

I haven't changed my FOV from default setting

thin wing
#

Combat Overhaul weapons can also feel a bit short if you're used to vanilla weapons cuz vanilla weapons cheat and have very long hitscan ranges longer than the model, most blatant with a falx

thin wing
#

I've never had issues hitting things with the greatsword though since they don't have that problem and are basically one ginormous hitbox

honest hatch
#

Yeah I know that about the Halberd, that why I was hoping with the greatsword I could do a bit better close range

#

I watch it clip right through and do no damage with the greatsword very often

thin wing
#

I think the greatsword still has a dead spot super close to you since you're like hitting with your arms at that point but the enemy has to basically be hugging you

honest hatch
#

I'll try a fresh install tomorrow, otherwise I guess I'll just have to get good. Been using the Halberd for about 40 hours now, but I'm afraid to do the Archives since it can be unreliable in CQC

crude vapor
#

I should download some wearable lantern mod to actually make two handed weapons useful

thin wing
#

Maltiez's exoskeleton mod has a wearable light on the torso exoskeleton

crude vapor
#

not that thrilled by the concept of exoskeletons, I'd prefer something that just lets me clip it on a belt or something

thin wing
#

I've also been playing with other mods
XSkills has two options for hand-free light at survival 8
Alchemy has a potion that lets you glow

#

If you want to just clip a lantern on though look for A Wearable Light but idk if it's updated yet

crude vapor
#

hmm I already have Alchemy installed, maybe I'll look into that

#

sounds a little silly but whatever

thin wing
#

Glow Flask

severe crag
#

You guys now if it is possible find a way to use armours from other mods? Playing with the new rustbound magic, and the mage armour can't be equipped. Don't want to drop CO, but I'd like to wear my wizard robe

blissful fable
#

Hi again, @fallow surge!
I have 2 questions, 1st is simple, which key combination opens gui with your dev version of mod? (finally got time to do it, but forgot combination.. (Dear Im Gui installed))
And second : got that issue, have an idea how to fix it?

fierce veldt
severe crag
#

From what end, and is it hard to do?

blissful fable
shadow vale
#

Someone tested CO with Rustbound Magic v2?

shadow vale
#

And with In Dapled Groves?

fallow surge
foggy carbon
#

Would it be too strong to have weapons be able to attack with shield raised? Maybe with reduced dmg, or reduces attack speed

nocturne shore
nocturne shore
#

I hold mine on next slot to my weapon so i can quickly throw them around caves

azure imp
south blaze
blissful fable
thin wing
#

for xskills does the quarterstaff benefit from spearman

#

also do guns benefit from archer

fallow surge
#

yes, yes

thin wing
#

thank <3

hollow pasture
hollow pasture
dull herald
#

Lamellar seems to be slightly better against piercing, slightly worse against slashing and much better against blunt as far as tin bronze armor is concerned when compared to scale. In exchange it needs much more time and metal, as well as giving heavier penalties to your stats.

#

When you look at the lamellar helmet vs the riveted one that drops to only better blunt protection.

hexed dune
crude vapor
#

yeah that sounds good

tired nexus
#

Its amazing reading through here and on the main site, how unfairly frustrated folks get. People can get so extra when it comes to their expectations of a mod maker. Creating something with a lot of depth, that touches on a lot of features, and expecting everything to just work with 60 plus other mods attached... 🤦‍♂️

Just want to say, I appreciate your dedication to this. Don't let the haters get to you!

quartz jewel
#

what would yall recommend armor wise for the resonance archives?

thin wing
kind epoch
quartz jewel
#

alright thanks

dull herald
#

Is there a list of how expensive each armor piece is to make somewhere? Hard to judge the smithed items without actually hammering them out first.

surreal sapphire
dull herald
#

But what about the individual pieces and various helmets?

surreal sapphire
#

i only did plate armor

fallow surge
#

@dim widget pleaaaase, make a mod to display how much voxels is needed for smithing recipe in smithing window!

fallow surge
surreal sapphire
#

vintage story CO plate armor cost:
helmet ~3 plates
cuirass ~4 plates
limbs ~8 plates (~2 per segment)
~30 ingots

fallow surge
#

Helmet cant be that expensive...

surreal sapphire
#

probably not but its easier

#

just stack 3 plates reduces the hammering by a lot

dull herald
#

Could've sworn there was more material for a plate helmet and the chestpiece than for a open helm and the limb pieces

fallow surge
#

I though I reduced open and light helmets cost to 3, but it seems I need to remove 2 voxels from them, so yeah, 4 each and 8 for cuirass

surreal sapphire
#

so i just tried making a plate helmet and I think that 5 ingots can do it, 2 plates and an ingot is just barely not enough but a plate is slightly fewer voxels than 2 ingots

fallow surge
#

I want it to be 4 tbh, will tweak the recipe

#

Yeah it is 4.76 ingots

#

Will reduce it below 4

dull herald
#

8 for a cuirass, 4 for all limb pieces, intended to be 4 for plate helmets and 3 for the others but currently 5 and 4 respectively?

crude vapor
#

it would be nice if 2 plates was enough for plate helmet and 1 plate + 1 ingot for the others

river glacier
#

so since material cost is being discussed, is scale going to get changed?

#

scale sleeve costs 2 ingots to make compared to 8 ingots for a chain sleeve (hands + arms are separate) and gives better defences

dull herald
#

I don't think chain is ever supposed to be used by itself

#

But as a layer underneath other armor

river glacier
#

and that justifies the scale being 4 times cheaper how exactly?

dull herald
#

They have different roles entirely.

river glacier
#

._. seems like an oversight

#

the stats clearly make it look like the scale is actually a chain + loosely attached pieces of scale

#

and it takes up the middle layer of the mail + the scales take the outer layer

#

but you don't actually use the chain to craft it, only to repair it

royal lava
#

Wanted to drop in and give some feedback for my server players Maltiez!

Overall my server loves the new combat, it definitely adds an amazing nostaliga and layer of complexity to the game, and since my community comes from games like Mordhau, Chivalry (and Chiv2), Of Kings and Men, and others similar, we've loved the directional combat. No PvP (Yet) but we've very much enjoyed the combat overall. My current favorite is the quarterstaff and halbard (Block and Range respectively), most of the people in my server use spears or pikes (Range), one uses a greatsword. It also makes caving a really big challenge because some of the harder mobs are actually insane to fight. It's not just a jaunt through the caves anymore for us! We've enjoyed being put back to playing the game like the first few times we have. Slowly, and carefully!

#

Some things my group wants me to bring up:

  1. 1 handed weapons are okay, most of us have opted to use 2 handed weapons because they're better damage and in my case, the Quarterstaff can (now) block. Using a lantern in the offhand with 1h "quick draw" weapon, until you can light up the room and pull out a 2h weapon is our current strat. Or, for my group who use spears/pikes their only comment is "Get poked"

  2. Bows/Crossbows/Guns are very nice, we play with the Fauna of the Stone Age so we have mammoths, tigers, differing creatures, so on. With that, hunting has become so much more of a challenge, and much more of a necessity. Bows/Crossbows are very enjoyable, my group wanted me to mention having only one iron tier crossbow kind of sucks, since we have one with faster fire rate but lower damage in the bronze/copper age, but only "Faster fire rate" in the iron age. We all use the stirrup crossbow as it does more damage. Although I have yet to explore it, I intend on making the iron one to defend my home during temporal storms. None of us have powder for guns yet so no comment there, bows in general feel well balanced and very effective for their cost, at their fire rate.

#

Overall, absolute amazing mod set ❤️

fervent swift
# dim widget What smithing window?

I think what he means is the window where you select the work item to make, and when you hover over each item it tells you the amount of voxels.

royal lava
#

Whoops wrong reply

lime jolt
#

maltiez, played exanima? :D

#

@fallow surge

obtuse hill
#

Can u make this work with armory? https://mods.vintagestory.at/cumanhelmet @fallow surge

Adds a Cuman Helmet to the scale armor tree.
Only the steel variant is done for now.
It's meant to be a lightweight mod mainly for me, but I decided to share it, enjoy!

surreal sapphire
#

@fallow surge

#

it looks like chainmail is the same cost

robust tree
#

is there an armor stand that works with the 3 layered armor system?

arctic viper
#

Is it confirmed that the Combat Overhall and the Firearms mod work with the current v1.20.3 ?
My players have used it on another server before but ran into the issue of Not being able to actually hit any enemies.
We recently have created a new online server with a handful of mods and I’ve been waiting to see if the Mods work with the newish version of the game but have only gotten conflicting answers all around. Was hoping if anyone here had any possible input, thank you for any help!

royal lava
keen veldt
#

as the pistol and bossi carbine have a weird shooting angle that for some reason those two are better at

#

as armour just increases sway

#

and Hunter reduces it base 50 anyways

royal lava
#

Smithing Plus, and I highly recommend Thrifty Smithing

#

I also use Advanced Smithing, but it's neither here nor there

arctic viper
fervent swift
#

It looks like Jayu has incorporated his smithing tweaks stuff into his Smithing Plus mod

royal lava
#

Indeed

worn lintel
#

It appears that the recipe for the brigandine rerebraces has overwritten the recipe for vanilla brigandine helmet? (In game vs wiki)

fervent swift
#

Does the grigandine helmet have a new recipe in game then? Check the handbook page for it

worn lintel
#

No

#

It only has the repair recipe

#

i.e. a recipe containing itself

fervent swift
#

Checked myself and can confirm that Brigandine helmets of all types cannot be crafted at all.

upbeat aspen
green shadow
#

What would be a good armor set for a ranged character?

I play as Farmer from Woking classes and it has comtability with Combat Overhaul.

I have bonus to bow draw speed, ranged damage and distance but no accuracy/steady aim.

It seems "light" armors like gambesson and leather offer some ranged penalty now, and protection values got changed and are unfamiliar to me.

#

I assume gambesson underneath with chain/brigandine on top? No upper layer for arms as those reduce bow accuracy.

final surge
#

just curious, whenever the mod author is around -- what made you decide to take this angle on how to go into how combat exists in VS? was it mount and blade gameplay that encouraged this approach? or is there some more speciifc technical angle? was chatting with a buddy of mine and we summated that there was a different approach that is much more lightweight and i was just curious as to the overhaul here

keen veldt
fallow surge
worn lintel
# fallow surge

Ah I thought those were intended to be components for those helmets

#

Mayybe you should make ability to read a mod prerequisite

green shadow
#

oh yeah, scale body armor only has 5% penalty

#

thank you

#

lamellar not too bad either

warm plank
#

You can always use gambeson underlayer

#

You can honestly even make iron chestplate

#

The biggest hits to accuracy is sleeves gloves and helmet

green shadow
#

yeag but if i get hit in the arms it will hurt like hell

foggy carbon
#

after my testing I'd say it's def not worth armoring arms and hands if planning to primarily shoot, even on clockmaker the reload anims are long enough that you can't continually fire without walling yourself off or retreating/kiting, anything that slows it down is painful

#

i think what makes sense is too either go glass cannon or full armor, worth noting too that the elk allows for reloading rifles while moving

keen veldt
#

without having the fat debuffs

#

you can use chain hands/arms if you really want but seems not worth ye

foggy carbon
#

yeah gambeson is only %2 manipulation debuff iirc, def fine - other than keeping arms free probably movespeed is the main thing to watch out for

#

but i think for anything close quarters you gotta go full armor and melee, and just reload in-between fights

#

walking into a room full of mobs, unloading a couple pistols and rifles, then brawling blinded by smoke, vibes 😄

river glacier
river glacier
keen veldt
#

Idk the exact details but I’d imagine more pierce = better

#
  • more blunt reduction from various types
river glacier
#

no I mean if you want to use just chain and nothing on the outer layer

keen veldt
#

as slash is not gonna be used in most pvp

#

oh I get you

mighty nacelle
#

if you're upclose it only hits one

#

but from like 15ish blocks you're able to hit multiple drifters

warm plank
foggy carbon
fallow surge
#

Hm, will need to make red how hot armor to deal damage to player when worn

stiff smelt
#

How many ingots does it take to make a plate cuirass?

amber birch
#

@fallow surge Got a couple of quick questions.

  1. Are proficiencies stored as stats on the player entity? IE, can I add proficiencies to a particular class using the base game trait system?

  2. How is damage calculated based on tier and type? is it calculated similarly to the basegame system, but just separately for blunt, slash, and pierce or is it completely different?

fallow surge
austere phoenix
#

It seems spears being thrown does not scare animals away when it lands near them

amber birch
#

how is it calculated?

#

like if I had a 5 damage, slashing weapon, against a slash protection 5 piece of armor, at the same tier, what's the calculation?

amber birch
# fallow surge For player armor:

Ok, so the tier of protection on armors now, are basically the numbers next to the armor, as opposed to a number inherited from the material type?

fallow surge
hollow pasture
fervent swift
#

@hollow pasture

river glacier
#

Also what if a single armor piece takes more layers

keen veldt
lime jolt
#

game freezing everytime a wolf attacks, making parrying impossible, could the mod be causing this? how do i troubleshoot

fallow surge
lime jolt
fallow surge
lime jolt
floral holly
#

Does CO do something to bears? On our server, they are super tanky. Two hits with an admin blade to kill them. Only other mod we have that touches animals is Truth and Beauty:Detailed Animals, and nothing there touches their hp stats.

#

I’m also one shotting wolves bare handed.

fallow surge
#

Does not sound like changes that CO adds

wooden raptor
floral holly
#

Hmm…

keen veldt
#

Admin axe however even though it’s -40hp takes more than 5 hits

#

it’s probably some weird damage negating from weapon tiers and bears protection?

#

as 40hp damage shouldn’t take 5 to kill a bear lol

fallow surge
#

probably

twilit rain
#

what value should I set for spear throwing distance to closely match the distance of vanilla? I tried 2 but it seems that might be too much. I suppose it supports a decimal value, just wondering if someone knows the exact value

foggy carbon
#

@fallow surge have you thought about adding a sprint attack? maybe just some kind of modifier, increased dmg % along w/ increased delay on next swing idk

thin wing
#

I'm already constantly sprinting during combat though PonSweatSmile

foggy carbon
#

yeah :D, idk, just a tought as i superman punched a drifter w/ sword lol

eternal cargo
#

Are there any mods with work with CO that add hide armor? Asking since getting the resources for proper leather can take a good while

frosty mason
#

Is there any way to disable the directional attacks? I like the rest of the changes, just not a fan of the chivalry style attacking.

royal lava
naive sage
#

Hi!

A new friend, that needs to create his character, is trying to join my modded server, and he's crashing when joining with this error, that seems to be related to the combat overhaul. Other players are not crashing when joining

05/02/2025 22:05:50: Critical error occurred Involved Harmony IDs: CombatOverhaul, CombatOverhaulAuto System.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 451 at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 275 at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass) at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) 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) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) at Vintagestory.Client.ScreenManager.Render(Single dt) at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start)

#

Alright, it seems a clean reinstall of the mods worked

bright kelp
#

Is there anyway to improve hit detection with the falx (possibly other weapons) multiple people on my server are complaining it's far to difficult to land an attack with the falx, would love to keep the mod because I like some of the features, but hit boxes with some weapons seems very bad.

royal lava
#

The Falx is super short, it might be that? I've not had any issue with the Falx or any other weapon really.

bright kelp
royal lava
#

🤷‍♂️ Not sure, my assumption is they don't understand that the hitboxes need to make physical contact with the entity, but it also could be a problem

quartz jewel
#

Is this a good enough set up for the resonance archives?

robust tree
#

if thats only chainmail

#

you will get shot by a bowtorn and die

#

they have very little piercing armor

languid robin
#

hello i have a short question about combat overhaul is it possible to disable or atleast somewhat tone down the directional aiming in melee ?
as someone with rather shaky hands its everything but ideal and i really like the mod for well except that part

robust tree
#

i wish there was a way to make it keybinds instead

languid robin
#

that would help immense to

languid robin
#

under which setting do i find it ?

languid robin
#

i tried already didnt help all to much

#

lemme try again will update afterwards

fallow surge
languid robin
#

i did

#

alright update it is somewhat better still switches directions random sometimes

#

if i move the mouse slow enough it stays tho now which is already a mayor improvement

quartz jewel
robust tree
#

probably should be good then

languid robin
#

small update over longer time its still a bit rough with shaky hands so as a suggestion from me to set the direction change to maybe a hot key i dont know how hard that is to make or maintain that way players can choose it more direct

lilac fulcrum
#

is there a way to change directional attack selection to a hotkey instead of relying on camera movement

#

i find the camera method to be very cumbersome and prone to error with faster targets (i.e. targets that require you to aim more)

#

if i could disable the camera selection and then bind a key or two (e.g. mouse 4+5) to cycle through the different styles then i'd consider using them more

manic ember
#

Its more difficul now to hit anything with a spear during melee
how can that be corrected

#

I keep swinging the spear and it takes 4 swings for 1 to land a hit

#

@fallow surge

fallow surge
#

aim better

manic ember
# fallow surge aim better

A drifter is literally facing me on the next block
In vanilla thats never a problem

How can one aim Better on something thats infront of them
face to face with a drifter, the spear keeps missing?

#

maybe I'm missing something?
on the config settings?

lilac fulcrum
#

the "issue" is that there's dead space directly in front of you

#

that you can't hit

#

because the spear is a longer-ranged weapon

#

(it doesn't help that the reticle highlight doesn't account for this)

manic ember
#

thanks

sinful panther
lilac fulcrum
#

oh wow

#

not an expected control scheme but definitely neat

manic ember
#

the javelin reigns supreme

thin wing
#

also generally don't use spears for drifters

#

every monster has high pierce armor

keen veldt
#

lets say I shoot a carbine that deals 38 damage (lead bullet) and a tier 8 damage tier

if my steel plate with chain and a gambesons blunt protection adds upto 13 blunt protection

how would the damage be calculated?

as I know the steel plate says it has a flat damage reduction of 1 for blunt but how would the others equate this? would it be instantly 38 - 5 of the blunt on the steel plate then its calculated as a percentage based on the damage tier or what?

@fallow surge assuming shot in the torso and wearing this.

#

unable to get a second person on which would be far easier to test but understanding how its calculated would make far more sense as the new damage reduction spreadsheet I could only understand it being a total of "13" on the armor tier row with the damage tier of 8 makingit calculate to 33 but 33% reduction of 38 damage with this surely cant be right and if so again the flat damage reduction would it then be reduces before or after the damage reduction calculation ?

thin wing
#

the balancing table at #1260976245374582886 message lists formulas for how damage works

#

at the top of the thread

keen veldt
#

im on that already

#

trying to figure out the exact damage

#

as the plate states itself it does the base reduction

#

so wondering if bullet would then be calculated from 38 to 33 then i assume it must be a 33% reduction of the 33 ?

otherwise if it was the damage was calculated after reduction it would be
33% of 38
then -5 total for example

lime jolt
dull herald
#

33% is how much of its base damage it would do

#

So its a damage reduction of 25, dealing 12.5 damage from a base damage of 38

#

See how a tier 2 attack is listed as dealing 100% damage to tier 1 armor

keen veldt