#Combat Overhaul
1 messages · Page 9 of 1
could probably alleviate the issue by just removing slash resistances from surface variants
you'd still want a crush weapon for storms/caving but slashing would be fine otherwise
yeah sorry... rebooting the game fixed it
If you look at his tests, there really is no issue. They perform similarly to clubs up until higher tiers. Also, crushing is a different damage type related to fall damage I think, blunt is the damage maces and the like do.
I think the big complaint to be made is that lower-tier slash weapons seem to be pointless
when a club (cheaper) performs equally as well against surface monsters and then you'd just take some spears with you for hunting wildlife
in that way, a copper falx is a bit of a noob trap
Well that's the complaint, but clearly it's not the result
Club is bad against animals, falx is good enough against both
another issue is the reach
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)
Yeah, you really want to get a spear against wolves
No idea how it could be rebalanced
just thought about it while doing some dishes
and we're forgetting another balancing lever!!
weapon durability
(pay no mind to the fact that blunt weapons would/should realistically have the highest durability of the three)
then again, a quarterstaff being primarily composed of wood probably wouldn't outlast a sword
and similarly the maces, with their pointed bits, would probably wear down
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
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
Slash weapons are already in a really good place
They're more like metal wings, which I believe would be harder to mess up than a sharp edge
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.
Are you using immersive first person?
Are these specific entities? Vanilla eneities?
No
Yes, mostly notice it with boars, if I'm aiming for their head it pretty much just misses them but if I aim as if I'm trying to hit the ground it makes contact pretty consistently.
EDIT: To add I've had this issue with spears and javelins
Make sure you have ImGui installed, press Ctrl+L, go into Debug tab and check the check box. It is laggy, so make sure you dont have more then 1-2 entities on the screen
Make a couple of screenshots
Aye aye
if you're in melee you should aim for where the swing is visibly happening, not your cursor
Vanilla has hitscan melee weapons that just hit directly where your cursor is pointing and nowhere else but CO actually has like. hitboxes.
And I don't think every swing perfectly overlaps the crosshair in every point of 3D space
I've never had issues where it felt like an attack should hit but didn't personally
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
is it intended that shields can't block attacks from bears? using heavy copper shield, very much so taking full dmg lol
Yeah, it only partially blocks bear's attacks cause it has tier 4 and bear attack tier is 6. Bears has the highest attack tier from all animals
Thats a lot of gif...
Better to leave as video file in such case
yeh i'm converting it haha
you can change sharex to record mp4 instead of gif
(or even setup a separate hotkey for mp4 and then you can choose which one you want)
Yeah I didn't think the gif would be more than Discords max (500MB)
Dont aim with croshair, aim with a spear, you need to hit entity with a spearhead. Keep distance or grab it closer to head.
There were a couple of hits that should hit, but it can be because of lag...
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!
Gotcha, is there a way to disable the crosshair?
Dont think so. If your hands hieght as at default value (look into game settings) all weapon should try and hit the crosshair so it is usefull
Oh, yeah, I can show you in a voice channel, here: https://discord.com/channels/302152934249070593/1178577917744271380
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)?
I want to use the API but I don't think people will want to install it unless you are willing to make a separate mod?
Yeah ppl will hate you for it to depend on CO
so it is probably a bad idea
Take the code then, just make it compatible
I also want to add particle effects
Okay 👍🏻 I'll get around to using.
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?
Necessary parameters include the DamageSource's ItemStack and target Entity
Do you want to harmony patch?
My original idea was to try and prefix something, but I'm open to anything
I will rewrite code a bit so it is easier to tap into it
Okay, lmk if I can provide any extra info.
Would this be tying into the Collision behavior or elsewhere?
Just triggering effects won't be too difficult, but some of the trickier bits will be like altering damage to Healing
You will need CombatOverhaulSystem.ServerMeleeSystem.OnDealMeleeDamage event
The delegate is delegate MeleeDamageDelegate(Entity target, DamageSource damageSource, ItemSlot? slot, ref float damage);
You get modsystem on server side, get MeleeSystem and subscibe to the event
So please test if it works
If it works I will release this version
This solution requires a permanent CO dependency?
If you keep all CO related classes in separate cs files and will access stuff from this files only if CO is loaded, you wont need it to be a depednency
Interesting, okay
I'm just eating lunch at work now, so it will take some time to review and add my portion
Appreciate the quick responses, and I'm looking forward to getting this working
Do you need the same for range weapons?
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
Ideally, I would pass from RangedWeapon to the Projectile Entity or its owned ItemStack at runtime, but I haven't safely implemented this yet
Ok, I will make the same as with melee, you will get also weapon itemstack stored in projectile
Very cool, ty
I wish I could code as well as you @fallow surge
7 hours, four players, no animation/pose issues observed. 👍
Seems to be doing its job with the melee event 
Anyone else have any thoughts? We did test with him in plate armor, and it is just the same
any work on when the arrow quiver glow will be fixed?
it makes lanterns slightly pointless
can not reproduce
my blackguard has noticeably shakier aim while my hunter has very steady aim
I'll take a clip of it soon
Maybe it's because it's the recurve bow?
Testing on my own, in a new world, yes
Maybe because it's an old world?
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
You installed CO on existing world and its traits dont apply? Hm, probably vanilla bug, not sure how to fix it
Yep, we installed it once the new players had a taste of vanilla combat to see if they would want CO
You can try yse .charsel to switch to blackguard and back to hunter
It also seems that switching to commoner dont update character stats...
just tested it
If you switch to class that has positive or negative, it will fix it
Oh? Okay. Just the commoner won't
Blackguard sword proficiencies are on everything that has sword in the name right? no goofy poleaxe counts as sword?
But it also seems to affect only this stat, cause I tested earlier other stats and they worked well enough, hm
Yes, short, long and great swords and falxes
Yeah, thats vanilla bug. Tyrons code style lead to him confusing two variables, so when class is changed stats of previous class are not cleared, will be fixed in next game version.
Gotcha. Either way, all fixed now
Blackguard buddy is so happy he can swing faster
Meanwhile I can aim better now and the draw speed difference is wild
Ok, I'm wrong, vanilla code seems to work correctly...
@fallow surge man i love this mod great work, have you consider adding combos and stuff in future? Something like combo strings?
There are already chain of animations for some weapons, like falx
Oh i ment like something like epic fight (minecraft mod), not same thats too wacky for vs, like commitment to attack, jump attack, crouch pokes stuff depending on player current state?
Probably later, much later, it requires more animation work
Yes for sure, would be cool though, would add so much more to depth of combat
Still loved ur mod
Great work
is this CO making the longbow better than the recurve bow? or do i have another mod to hunt down and blame for this
Recurve is faster shooting, has higher dps, dont give movement penalty when aimed.
ahh
@wind sand fix seems to be confirmed
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.
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)
the cooldowns are all independent of each other?
Yes
woaw, that explains why wolves are such buzzsaws
This entity programming is so sloppy, like was it even tested!?
I will make it one attack with 2.5 cooldown and with windup animation + occasional second quick attack with colldown 30-35 sec
Would be nice if someone tested 0.1.21 version and gave feedback on new wolves attack pattern
wolves being addressed, finally
i used to practice against them in superflat and yeah its just not possible to fight without a spear and constant backpedaling
and they would hit a shield faster than you can parry and riposte
ill test it when i get home
Can you make it a lil' jump too? :D
no, as in, making the attack a dash
i was thinking they'd be picked off by spears very very easily otherwise
May be later
i'll give the wolves a try in a few minutes 
@fallow surge Hi bro
Ukrainian localisation for Exoskeletons is here
Thank you for your work!
some preliminary testing, 2.5 seconds seems way too long
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
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
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
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 
Try out this, made cooldown 1-2 sec instead of actually 1.5 that was in released version
Ok, may be need to reduce cooldown to 0.5-1.5s
strangely it doesn't seem any more random? 
they still seem to attack on a rhythm nvm lel
What about this
nope it is more random i was just couning bad lol
this feels a lot more reasonable and they're still threatening without being the buzzsaws they are in vanilla, i like the feel
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)
Are you able to notice the windup before attack, or is it too sublte?
them raising their head a bit and their mouth opening right?
yeah it's a nice touch and makes timing the block a bit easier
this creative world is now littered with sleeping dogs lol
New Error Message with the latest Release, hasnt had this before, altho im playing with some other mods so it could be Conflict.
Send server-main log
ill send in dms as it has my name in it
You can remove you name by substituting it
Ctrl+H in notepad++
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
This is strange. Dont see any mods that are modifying drifters, at least from first glance.
Can you turn off mods (better to do binary search) to figure out which one causes this incompatibility?
I think it might be Wildlands Rustbound then
Ah, so "wrustbound" is Wilderlands Rustbound, I hate when modders abbreviate their mod ids
Can relate.
I think that Modifies Drifter as it removes drops from them, maybe thats the compatability?
Yeah, it replaces whole drifter entity file to do that
Not compatible I would say
@floral holly can you mark you mod "Wilderlands Rustbound" as not compatible with CO?
Or Opt out on Drifter Edit changes with a config file to make it compatible maybe?
Considering that Thalius just straight replaces the drifters files, compatibility should be done on their side.
These json patches failing will revert balancing of drifters attacks to vanilla and also remove new fist attack. It is playable, technically, though.
this is crazy and explains so much wtf
wolves feel a lot more consistent to fight now
they still are a threat and you need good reflexes to block, but no more getting burst damaged with no animation tell
it actually is possible to combat them using a shield now
are there any other mobs with broken attacks like that
is that lunge/jump they do new aswell? looks like it counters running away in a straight line
No idea. Shiver was broken, but I fixed it and devs merged that fix in vanilla
But now I need to make shiver attack animation with windup, like I did with wolf and drifter
Nope, they do it cause now there is actual cooldown between attacks when they can do it
huh, guess it just didn't stand out as its own attack before then.
I will, though I will make it compatible soon.
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.
Does CO do anything with regard to altering the vanilla drifter shapes?
no, only adds two animations
I'll need to see how to incorporate that into my drifter entities. Their shape files are much altered.
Probably could copy/paste the new drifter animations into mine, so CO can do what it needs to do with them?
May be
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.
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.
Hmm.. Not sure how to patch that into my new drifter shape files. Gonna be fun to play with.
Maybe adding my own animations with the matching animation names will work.
I've already given mine "slashing" and "punching" animations, so maybe it will be an easy compatibility.
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?
they're probably not in the WIP list anymore cuz they're in the game
there's also a separate poleaxe as well in steel
I was going to say, I swear I was just using a meteoric iron halberd yesterday...
pretty sure they are not in game.
i said battle axe not halbard or poleaxe?
they were on the wip list till a week or so ago when poleaxe was finished
they are still listed as malefactors proficiency
nope there is also a "long axe" separate from the halberd
halberd, long axe, and pole axe, all separate
none of those are battle axe though?
the long axe is the battle axe
for malefactor's bonus anyway
dunno why the name difference 
could also call it a "dane axe" if you want, point being it is the 2-handed axe weapon that is not a polearm
hmm fair enough, the armoury list did have a specific entry for battleaxe being wip before though
and long axe was already on the done section
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
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
I understand if not possible or no time to do so just wondering 🙏 (I personally like the animations)
probably would be a ton of work, the armor system is a pretty deep systems change
Dont think there is a gameplay niche for battle axes or a way to make them different enough.
May be later
could be a hand-and-a-half version of the long axe I guess
The real question there is "why use it over a longsword"
Same reason axes were used over swords in real life: axes take less metal, and less quality metal in general, to make a useful weapon.
Just my thoughts, obviously.
I added to server, haven’t played today, some friends are playing rn, lmk
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
both have Flaming I, both work, just one won't show the text
Same class
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
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"
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"
}```
oh they're variant behaviors
uh, does wildcarding work for patching in that way?
I shall try
json patches dont support wildcards
So I need to add an entery per variant?
probably

You patch a path in json file, so there is only two entries you need in this file
You patch a value in file by path in this file
What would be the "path" for the "*-steel" ?
"behaviorsByType/*-steel" and "/behaviorsByType/*"
Oh, I see. Literal pathing
understood, thank you
Yay, that works!
I'm so excited to drop this update 
u cant seem to hurt players with the guns
Watch Vintage Story and millions of other Vintage Story videos captured using Medal.
nvm
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?
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.
It is not breaking anything, but it would cause everyone less issues if I could turn them off to stop the error logs.
Did you bug report this?
at this point, you might be better off disabling vanilla drifters entirely and having your mod introduce their own brand new mob (but still display them as "Drifters")
because it sounds like it's a mess when other mods are trying to patch drifter behaviors while your mod is installed
and it'd be better if they could instead write a targeted patch for your drifters specifially (if they wanted to support your mod)
That's exactly what I'm looking at at this moment.
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.
Of course, I could just leave default drifters alone and add to the "canon" with my own tougher drifter canon entities.
Tweak textures to bring their look in line with mine more, but leave shapes alone.
even on the day where he was like "im not gonna do any modding today"
he watched a stream and saw the third person anim bug
and ended up modding anyway
😭
You have two CO behaviors on the entity
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.
is this it? Looks good to me, I wouldn't even have realized it's not the vanilla animation if I wasn't actively looking for it
oh, let me check those then
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)?
but I think I probably couldn't tell the difference if it weren't side by side
i can't even tell which of the two is vanilla and which is CO lmao
like i can see a difference between the two but i could also believe either of them are vanilla
the first one is CO (the answer is in the filenames but I guess Discord doesn't show those anymore)
why did you need to tweak the vanilla anim?
OUCHIE
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?
Bro not in public! Show some decency! 😂
Not related to CO
Fixed in latest version of Armory
Probably
To add windup to attack
Most of these come down to how difficult they are to model.
Gauntlets require complex hands to add a lot of detail, and sabatons require proper feet to make sense. I talked to Maltiez about implementing a visor system where all the plate helmets could have the visor raised or lowered (with vision obscuration), but it simply lies outside of what I'm personally capable of modeling
If you could model it and texture things though, it's super simple to add a patch to include it in the game
That would have been pretty awesome haha
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.
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.
All of the "Fauna of the Stone Age" mods
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.
It's okay? 
no
How to reproduce it?
@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.
i just joined to my server. Will try
He says everything is fine
after reload - fine
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"?
You can list element only once
You assign model shape elements to categories, categories determine damage multiplier, assign as you see fit
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?
No idea what are you trying to achieve.
If they switch items in hands it should fix itself probably. Some desync issue.
"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"?
then leave abdomen alone in critical
place torso in Torso
No, we tried to switch items. It fixed by reload
Anyway, looks like minor funny bug
How many ingots are required for chestplate?
should be the same amount as it needs in vanilla (not inlcuding the chain) which i think is uhhh 8?
or maybe 16?
uhhhhhh

whatever the vanilla plate armor's recipe needed that many ingots, in theory
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
restarting server now to see if i can fix it
ok so thats somthing
it gets weirder
this is my friends pov on my server
i restarted it and he still sees this
it registers that there IS a urn in that space
but the vainilla urn is not their
Almost sure it is not related to CO, some vanilla or other mod desync problem
hmm
its always somthing with mods god damn
i did notice that OC seems to have its own errors i belive
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???
so its a more animals error but im not sure why a path was not found?
Better to ask here: https://discord.com/channels/302152934249070593/454909656230526976
thanks
oh
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
Should be fixed already
maybe i hould check for an update then?
How do off hand parries with a shield work?
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)
the eidolon at least is only damageable in the eye in the mod, from the last time i fought it
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
it makes the eidolon incredibly difficult to damage with a weapon that isn't doing poking attacks
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
huh weird
when i tested the eidolon it was on a version from about two weeks ago though so maybe it was changed
possibly? I'm on the latest for CO/1.20.3
also strange you mentioned being unable to hit the bird
yeah, just straight-up I couldn't make any type of ranged hit, even when perched
in my testing i was able to get it down to half health shooting it
(before its AI broke)
could there be some possible conflict somewhere between CO, Armory, Crossbows and Firearms?
i was using all four
hm
bird is buggy as hell to start with so it's not really helping, but like even
point blank, bow, crossbow, musket, nadda
Why does the tailor get nothing but another downside 😦
what weapon would tailor have proficiency in tbh
i don't think "sewing needles" is a weapon class lol
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 🙏
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
thrusting weapons of course
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
I assume the answer to how to make brigandine and scale helmets is "you don't"
correct
How do weapons with both a block and a parry work?
Craft plates first and then add them like you would an ingot
Brigandine and scale helmets are unable to be crafted. Make an open, light, or full helmet
The parry will trigger if you block right before an attack hits you and I believe the block doesn't work very well with just the weapon
even the hollow helmet?
Yeah. It becomes way less tedious if you make them into plates
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)
...Are all the limb plate pieces the same recipe
When the swords say they do slashing damage only, does that mean their stabs are also slashing?
yes, only the halberd and poleaxe have multiple damage types on different attacks
Halberd I assume is slashing on everything except the stab
poleaxe is slashing and blunt I believe.
Poleaxe looks like slashing for left and right, blunt for downward strikes, piercing for stabbing
poleaxe is all 3 yeah
Right, time to try and figure out the armor system.
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.
How many ingots are needed at minimum for different helmets and plate pieces anyway? I can see how two plates would make that much easier by getting rid of most of the flattening you need to do with ingots.
rivetted helmets need 2 ingots (8 nails n strips), open and light helmets need 4, and plate helmets need 5
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
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
i believe so, scale seems to be the new light and cheap armor
it's 4 times cheaper for better defences
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
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
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
ok but that still doesen't explain the sleeve situation
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
upgrade from chain to scale is cheap in vanilla but you don't get chain fro free
now the chain cost is gone entirely
and it makes sense to you?
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
that's how it has been done in the past what are you talking about
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?
i've never found any instance of both being worn together; at least not scale over an entire full hauberk.
you don't become much more tanky than vanilla, plate + chain + some underlayer just puts you on par with the tankiness and debuffs of vanilla plate
and, no, because you're not supposed to look at chain in isolation, it's not meant to be standalone armor in the mod
(while standalone chain was used plenty IRL the mod decided to balance chain purely as an middle layer underneath plate or brigandine)
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?
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.
this is also a video game
...yes. but that doesn't mean you can use a video game as an example of what happened in real life. 
or should i start telling people that falxes were invented in 1472 when Jonas fought the great Drifter wars
and you also can't disprove something just because you didn;t happen to see it
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
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
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.
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
and how I see it by comparing the armors stats the opportunity cost of scale isn't inability to wear mail underneath but inability to wear anything over it. It literally is upgraded mail so it should include mail in the recipe
Albrecht von Hohenlohe was depicted in 1338 with scale over a mail hauberk
neat, thanks for finding a historical source 
TIL
It is 1 source though, if im bored enough i might find more today, also dont text on a phone in the rain
does this also work for PvP? or is it made only PvE in mind?
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
so basically it works pvp but isnt recommended
if you want to balance the game
by "isnt balanced" you mean like weapon types or
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
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
As far as being easy to mass produce is concerned it sounds like a rivetted helmet with a scale shirt might be the best then, though I'll also have to look at chainmail coifs and shirts as well. From the talk about their sleeves I have to assume shirts and coifs are also a lot more expensive too though.
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
full armor slows you down at least
right
also that reminds me of one video i saw
Like all my fights on this channel, this is an non-choreographed medieval fight. The rules in this one were simple, the knight can attake all bodyparts exept the faces and all techniques of historical combat were allowed. To make this possible the knight used training weapons from Dominus Gladius. https://dominusgladius.com/flanged-mace-ver.2/
...
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
Is there a way to adjust knockback? My players keep getting thrown around by berry bushes
CO does not modify knockback at all, it is vanilla stuff
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
It is vanilla
Are they?
assuming
one damage is diabolical
but we got like 10 hp or what by default
15
what?
like
when you said one damage did you mean 1 full health point in the health bar or
how would it be different
Isn't it the same in vanilla or even worse?
🤷🏻♂️
could be abit more damage with steel polehammer
instead of one
could buff the damage a bit against players only
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
...
I mean..... reading is getting harder by the months 😅
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 ?
There's specific hitboxes for it I believe, like hitting something in the head
You've likely been looking at too many European sources, the combinations of scale/lamellar/laminar and chain weren't uncommon throughout Asia and the Middle east
this might have to do with vanilla apparently uh
removing i-frames


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

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)
🙏🏼 thank you CO thank god. my players were getting decimated even with the cooldowns, i cant imagine how it'd be without CO
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?
damn armour mixing looks really good
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?
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
More like predators do slashing, prey animals do blunt
Hmm? No they don't? You might be looking at the vanilla values.
Oh i see
ok
nvm yea
what about all the deer variants listed on the vanilla side that arent listed on the mod side?
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
How do you revert to vanilla bow aiming style? I like it but others on server don't. Sorry!
Rocks in general are tier 0
There are a lot of incompatibilities. Anything that changes the player model, (most) mods that add new classes, mods that change anything to do with drifters
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
Download configlib and edit it with the in game menu it has
I'm like 90% sure any spreadsheet that's floating around out there is inaccurate right now as it's quite time consuming and tedious for Maltiez
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
Damn... then I'll have to check it out bc I'm using a lot of mods. I think none of them will conflict with this one but... I'm not sure...
I really like the mods idea but if it'll give more problems than benfits... I'll may wait for an "stable" or "final" release.
Thx a lot for the info ^^
is there a specific command for it? example: .bullseye set aimstyle fixed
No. You might be able to manually edit your config file if you know what to change things too, but doing it in configlib is the easiest
I don't agree
Thanks. ill look uop how to use configlib : )
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
Take a video of you testing the difference in damage against some of the higher tier enemies
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
It's absolutely not as far as I know
The armor values seem right though. I might have to test it myself
Does the Halberd count as a spear with XSkills?
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
Try clearing any old versions of Maltiez's mods from your folder and restart your game. I haven't seen this before either
Unless you're missing a required mod
Just tried that but same error. Hadn't thought of that one though so it was a good shot
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
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
Do you have Immersive First Person Mode enabled?
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
It's meant to be off haha, sorry, I thought you may have had it on which might have been the issue
Try restarting the game i guess (and make sure immersive first person is off)
You're using 0.1.22? You've deleted all old version of the mod from your mods folder (delete not deactive)?
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
Try spawning another ship and sawing it down
ill try that.
i may or may not try this as i am losing my shit over this game hasving jsut ruined my world
tailors should get bonuses to rapiers and light spears
What would a rapier be, just a short sword that does piercing instead?
one handed sword with stabby moves yeah
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
really? I thought it was an overhand chop
I think it depends on the shortsword actually
Blackguard and bronze stab at least
I think steel chops
I forgor
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
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
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
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
I don't think Maltiez has fixed armor stands yet, and they'll probably only work with 1 armor set only covering the base game Head, body, and legs
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)
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
I guess config lib now too has its own haters
Ok, never mind sorry for bugging you 😦
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
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
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...
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
Ok i got configlib now what
press P whilst in a save, or Esc and click mod config
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
Thank you I got it
Some of the options can't be changed while on a dedicated server, how do you change those?
You edit config file on server
Is that the combatoverhaul.yaml file in the modconfig folder?
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.
This is strange. Does it allow to open json files?
Yeah, it might just be something strange with the hostng service
to be honest he has a point when he says that an in-game config editor that still requires you to reload the save is of questionable utility, but weird thing to rant about when ConfigLib isn't a hard dependency for CO
This limitation about need to reload the world is because of how game loads stuff from assets. So unless you have custom config mechanism and use config lib only for GUI, you will need to reload.
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?
The pickaxe animations are not working for me despite have them enabled in the config
Probably mod incompatibility, send client-main log
Have you restarted the game after installing the mod?
Yeah I have
Do weapons have proper animations?
Dont see any mods in list that can cause incompatibility...
Yeah everything but the pickaxe has animations
Ok, I have zero idea what can be the cause. Try removing all mods except for CO and checking if animations works
Weird, it worked by itself @fallow surge
Hm, ok, hate bugs such as this, impossible to debug
The only one of those mods that I can think might effect the pickaxe animation not working is Primitive Survival
Oh, that's my friend. He's not a hater and loves the overhaul, but we've been having issues with it on a server since the 1.20 versions
So he's a lil frustrated
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
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
Best thing would be to test in single player.
anyone else have this happen before?
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
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.
Spear has more reach and melee damage, but doesn't throw as far
I see, thank you!
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?
Making your own patch is not difficult and some mods have compatibility, but otherwise they're incompatible
is there a guide to making my own patch? i've not modded vintage story before but I have modded other games
This mod can be an example, but there is not guide
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...
Yes, it is vanilla feature
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?
It is a "feature" in vanilla. I'm not sure why though
Spear also has less throwing damage than the javelin
You can ask for help in https://discord.com/channels/302152934249070593/351624415039193098 about how compatibility patches work, but essentially you need to do the same thing that mod does
Maltiez would you ever consider a movement option like a sidestep or backstep?
Nope, I will leave it for movement mods
kk
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)
speaking of movement mods, how long until someone makes a bhop mod
i've seen it in minecraft. i've seen it in skyrim. surely it'll happen to vintage story at some point
The game doesn't render fast enough most of the time for some of the ridiculous speeds that makes you capable of (at least on my machine)
is this is in next upcoming patch?
Does anyone know if quarterstaffs get buffed by any of the xskills skills?
What damage type do tools and other things without one do
Blackguards have had both 1h and 2h sword proficiency like, the entire time, it's not new
Also i will say in terms in DPS firearms are absolutely terrible lol
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
idk then, on my traits i only have 2H proficiency displaying
Try a fresh reinstall of the mod, delete any config files for it too
Try doing the command to reselect your class and see if that fixes it?
Or that works too
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
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?
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
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
I haven't had that issue, try a clean install and see if it persists. Or a different weapon.
Could be your FOV settings messing it up?
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
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
Notably halberds don't do anything if you hit with the shaft, has to be the head
I've never had issues hitting things with the greatsword though since they don't have that problem and are basically one ginormous hitbox
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
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
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
I should download some wearable lantern mod to actually make two handed weapons useful
Maltiez's exoskeleton mod has a wearable light on the torso exoskeleton
not that thrilled by the concept of exoskeletons, I'd prefer something that just lets me clip it on a belt or something
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
hmm I already have Alchemy installed, maybe I'll look into that
sounds a little silly but whatever
Glow Flask
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
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?
i think the robes would need to be patched
From what end, and is it hard to do?
it can patch both ends, gets complicated only if armor touches vanilla
Someone tested CO with Rustbound Magic v2?
And with In Dapled Groves?
Seems Axe class applied to an axe with no mining speed dictionary speciffied
Would it be too strong to have weapons be able to attack with shield raised? Maybe with reduced dmg, or reduces attack speed
javelins still can/but thats probably a bug
get a half stack of lit torches, and sprint throw them around the room when fighting
I hold mine on next slot to my weapon so i can quickly throw them around caves
I was working on a patch for it but couldn't get it to work, i contacted vies and he's also working on it but has run into a few issues mostly because he just finished working on his own additions to the armour system lol, keep an eye on the RM page to see if a patch comes out
Modding be like that sometimes.
hmm.. ok, and what about combination to open gui?
Ctrl + L
for xskills does the quarterstaff benefit from spearman
also do guns benefit from archer
yes, yes
thank <3
It's slightly better than scale at low tiers and provides the blunt protection of a leather jerkin
I took a Halberd with a mace as my sidearm. Used javelins in a javelin quiver for the last enemy
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.
just about to put A Wearable Light on my server so people can use the ammo belts and still have lights (we've got Usefull Stuff's backpack light feature), you might want to check that out
yeah that sounds good
Take a look at Salty's mods for this sort of thing. A few that are really good like 'charged jump' and 'click to pick.' There is one made for dodging. Has a cooldown built in as well.
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!
what would yall recommend armor wise for the resonance archives?
bronze lamellar, or bronze scale with leather jerkin underneath is about the minimum i'd say, Bring a shield too, or a weapon that can block.
I used all black bronze plate armor and it was more than enough you could prob get away with scale/chain and jerkin or gambeson under it
alright thanks
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.
By my tests a full suit of plate armor costs around 30 ingots.
But what about the individual pieces and various helmets?
i only did plate armor
@dim widget pleaaaase, make a mod to display how much voxels is needed for smithing recipe in smithing window!
4 ingots each
vintage story CO plate armor cost:
helmet ~3 plates
cuirass ~4 plates
limbs ~8 plates (~2 per segment)
~30 ingots
Helmet cant be that expensive...
The same price for every single smithed helmet and armor piece?
Could've sworn there was more material for a plate helmet and the chestpiece than for a open helm and the limb pieces
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
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
I want it to be 4 tbh, will tweak the recipe
Yeah it is 4.76 ingots
Will reduce it below 4
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?
it would be nice if 2 plates was enough for plate helmet and 1 plate + 1 ingot for the others
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
I don't think chain is ever supposed to be used by itself
But as a layer underneath other armor
and that justifies the scale being 4 times cheaper how exactly?
They have different roles entirely.
._. 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
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 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"
-
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 ❤️
😭
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.
(Read above)
Can u make this work with armory? https://mods.vintagestory.at/cumanhelmet @fallow surge
@fallow surge
it looks like chainmail is the same cost
is there an armor stand that works with the 3 layered armor system?
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!
Yes, I've been using it since 1.20 dropped. It works just fine, accuracy has been a seperate and completely different issue, which to my knowledge isn't an issue anymore after Orangutanion playtested it.
I’ve noticed using guns although clockmaker has the buff to aim with some of the weapons playing Hunter may be better
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
Smithing Plus, and I highly recommend Thrifty Smithing
I also use Advanced Smithing, but it's neither here nor there
Thank yall for the help! Testing everything now.
Question; For an online server, would I need to do the .charsel command to set the new traits or will I need to do that for each player?
I’m a Clockmaker and in the Traits column it does show the new Combat Overhaul buffs but I wanted to ask to just make sure
It looks like Jayu has incorporated his smithing tweaks stuff into his Smithing Plus mod
Indeed
It appears that the recipe for the brigandine rerebraces has overwritten the recipe for vanilla brigandine helmet? (In game vs wiki)
Does the grigandine helmet have a new recipe in game then? Check the handbook page for it
Checked myself and can confirm that Brigandine helmets of all types cannot be crafted at all.
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.
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
there’s some weird command you have to search to let chasel work I would then swap to commoner then back to clockmaker to make it work is what I had to do
Now you get 2 chain per 2 ingots
Not yet
Ah I thought those were intended to be components for those helmets
Mayybe you should make ability to read a mod prerequisite
consider scale for the arms
oh yeah, scale body armor only has 5% penalty
thank you
lamellar not too bad either
Build whatever you want without sleeves
You can always use gambeson underlayer
You can honestly even make iron chestplate
The biggest hits to accuracy is sleeves gloves and helmet
yeag but if i get hit in the arms it will hurt like hell
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
brigande chest and legs with a riveted helmet and a coif w gambeson seems like a relatively cheap option if you play ranged
without having the fat debuffs
you can use chain hands/arms if you really want but seems not worth ye
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 😄
limbs get an inherent 50% damage reduction
0 point using just chain arms if you're using split arms/chest
depends on how much damage you wanna take being shot haha
Idk the exact details but I’d imagine more pierce = better
- more blunt reduction from various types
no I mean if you want to use just chain and nothing on the outer layer
blunderbuss is really satisfying to use against a group of enemies
if you're upclose it only hits one
but from like 15ish blocks you're able to hit multiple drifters
arms take reduced damage already
i havent tested ye ole shotgun much yet i need to try it out
Hm, will need to make red how hot armor to deal damage to player when worn
How many ingots does it take to make a plate cuirass?
@fallow surge Got a couple of quick questions.
-
Are proficiencies stored as stats on the player entity? IE, can I add proficiencies to a particular class using the base game trait system?
-
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?
Hmm? What you mean
- yes
- higher the protection less damage goes through, higher the damage tier, more damage goes through.
It seems spears being thrown does not scare animals away when it lands near them
For 2, are the numbers a damage threshhold, a resistance, or what?
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?
For player armor:
For entity resists:
much appreciated
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?
What? Look into armor description
Brigandine helmet is uncraftable in CO
When wearing armor on multiple layers on the same bodyparts do the tiers just get added together?
Also what if a single armor piece takes more layers
if one item says -2% walk speed but goes on 4 slots it only does the 1x of the -2% walk speed
Idk about the actual protection values but I think the stats are just that one original slot.
game freezing everytime a wolf attacks, making parrying impossible, could the mod be causing this? how do i troubleshoot
send client-main logs
try turning off damage logs in mods config
thanks, will try..!
Also is it reproducible in creative world?
will try a bit later, busy atm ;o
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.
Does not sound like changes that CO adds
Bears are dead for me with 2 shots of steel crossbow playing blackguard
Hmm…
admin blade one taps brown bears for me
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
probably
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
@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
I'm already constantly sprinting during combat though 
yeah :D, idk, just a tought as i superman punched a drifter w/ sword lol
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
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.
That's a neat idea for a seperate expansion, and if you know JSON modding I'd imagine it wouldn't be too hard! 😄
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
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.
The Falx is super short, it might be that? I've not had any issue with the Falx or any other weapon really.
It's possible, they are saying it's far worse than vanilla, i haven't experienced it as I've always used spears.
🤷♂️ 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
Is this a good enough set up for the resonance archives?
if thats only chainmail
you will get shot by a bowtorn and die
they have very little piercing armor
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
i wish there was a way to make it keybinds instead
that would help immense to
Try tinkering with config
under which setting do i find it ?
Have you reloaded world after changing settings
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
Its scale
probably should be good then
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
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
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
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?
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)
thanks
You can adjust the range of the spear(s) by holding right-click and scrolling up
the javelin reigns supreme
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 ?
the balancing table at #1260976245374582886 message lists formulas for how damage works
at the top of the thread
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
that might have helped, but among other random hiccups and freezes its hard to tell
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
oh so it’s not actually a reduction it’s how much the base damage is then ?
so instead of 38 - 33%
It’s 33% of 38?
so that’s 12.54 but then there’s the flat damage reduction ?
so it’s then 12.54 - 5 so 7.54 or what

