#Combat Overhaul
1 messages · Page 17 of 1
Would anybody be able to tell me if this is an issue with my installation of combat overhaul?
Game Version: v1.20.7 (Stable)
2025-04-12 2:11:32 PM: Critical error occurred
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
Involved Harmony IDs: SomeUnknownMod, 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 308
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch2(EntityP
continued: layerShapeRenderer this, Single dt, Boolean isShadowPass) at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 174 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
For reference I self-host a server with my friends and I started crashing out of no where so we updated the mods but it didnt seem to fix the issue at hand
Send client-main log, and what do you do before crash?
Would you like me to just dm it to you or send it in this chat?
And I was AFK at the time but my friends were smelting iron however it crashed a bunch today already while they were working on smelting and I was trying to cut down a tree.
This chat
i was AFK for about an hour after it crashed as well
1 sec
Sorry i though I posted the wrong file
or do you just want the log of the part that had the crash?
Do you have a drum fron instrumetns mod in your inventory?
Or music box
i know we have a few on tool racks but I didnt and we have a music box placed down but I dont believe anybody had any in their inventories
Is crash reproducable or random?
its happened 4-5 times today alone
So, any steps to reproduce it?
I'll try starting my world up again and see what everybody is doing and see if we can maybe try to find the cause to reproduce
Btw, it is most ptobably not related to CO and related to it mods
Try holding stuff with tongs
what is it mods? the instruments?
No idea
my friend did take damage like a second before the craft but I'll try to figure out if its reproducable.
it seems to crash now whenever one of my friends joins.
this is his inventory when I (host) crash
my friend was just forging an iron ingot but it happens specifically when one of my other friends joins for some reason.
It is somehow related to holding hot stuff in tongs, accodring to logs. Cant help you here further. Try asking in https://discord.com/channels/302152934249070593/454909656230526976 or first reliably reproducing the bug and then trying removing mods and see if you cant reproduce it anymore.
Thanks for the help and I'll try some new things on a new world to see if we can re-produce
I'm seeing a client crash with "Don't know how to instantiate collectible behavior of class 'CombatOverhaul:Armor' did you forget to register a mapping?" when joining a self-hosted LAN server. Similar behavior with the Bullseye mod oddly enough. Is this a known issue?
You shouldn't have both CO and bullseye installed at the same time
Yeah i've tried with both removing it in between
Both produce a "did you forget to register a mapping" error
Remove duplicated archives, clear cache, restart the game, the usual stuff.
It's a fresh install on the client-side, i'll try to clear the cache out on the host side
Ahh - I think I might know what it could be. It's my friend joining who's installed all the mods without every having started a single player world.
Send clinet main logs
Same behavior after cleared cache server side and they loaded into a single player world. They didn't get a popup about needing to remap stuff which is odd?
Getting the client main log now
Redownload overhaul lib, clear cache, restart the game (all on client side)
the mod has model-accurate collisions, you need to actually see the quarterstaff touch the guy or it doesn't count as a hit
it takes some getting used to but once you are, you can abuse that fact to multi-hit crowds from 2 or 3 blocks away with polearms
That seemed to do it! Thank you!!
Btw Maltiez, I've gotten multiple reports from people on a server I play on that the overhaul lib just simply isn't appearing in people's modlists after downloading it using the 1-click install button on the website
Cant fix it. They need to do the standard steps starting from restarting the game.
Yeah, I'm not sure why it's that mod specifically though. Issue seems to persist after restart and only manual installation by dragging files has seemed to work. Appreciate the awesome work you're doing though!
not enough to make sabre :((
Can I crank up my mouse sensitivity and whirlwind like a Diablo barbarian?
Before I go there and suffer has CO pulled any shenanigans I should know about with the ||mad crow|| like it did with the ||eidolon||?
It does stuff to them?
You want to hit the eye for the former, I’m asking about the latter
hey @fallow surge, im just wondering your reasoning behind removing immunity frames for entities in OverhaulLib. is it necessary in order for combat overhaul to work properly? thanks!
It was causing an issue with the shotgun style weapons where only 1 pellet would do damage because of I-frames
Is there any plan to reduce the action speed or movement speed penalty of Blackguard armor due to the clearly lesser armored right hand side?
that makes sense. thanks for the help!
isn't it already less than plate armor?
No, it's actually statistically worse
Forlorn hope armor is far better than iron plate though because it has almost no penalties
oh yeah guess there was that armor rebalance
am i stupid or is that the exact same stats with less durability for the blackard stuff
It is, that's why I said it's just objectively worse
Armory has sabres
ahhh ok apologies
how long ago did you add them? sorry I haven't played vintage story in a bit
ah, march
nice
Dont rememeber, some time ago
I noticed that you updated Bullseye. Is that just for better bows without CO? If I install CO, does that mean I don't need Bullseye?
In description is said that these two mods are incompatible
Hey so I just started playing my world again that was from before your combat lib update, and waited a few days for stuff to update but now my pickaxe and axe don't use their CO animations, any idea what could cause it?
it was working fine before the combat lib update, and I waited until xskills updated and all that but it uses vanilla now for some reason
oh I didnt realize its a seperate mod now thanks ❤️
@fallow surge i just downloaded your mod, and armory, along with others, and it is my first time playing VS. I am unable to hit things (ex cant stab with spear and cant hit with stone mace). I also seem to have a lot of errors in my log and idk what they mean. I am guessing it might be CO causing the lack of animations but idk. could i pm you my logs?
@fallow surge I finally had some time to work on the helmets again and made this. I might've pushed it too far from the base art style. Just wanted to ask if this works for a bronze helmet, and if you wanted me to make entirely new designs for the other types of bronze or stick with the vanilla game's approach where it's just a colour swap? PS: I modelled it after a signifer helmet, and I understand if you'd rather I do a different design, since it's not entirely clear whether roman sign-bearers actually wore the mask as well or not, but it has been found on battlefields before.
couldn't this mod be better as an built-in config tho?
When using Combat Overhaul, entity immunity frames are removed, which can cause problems when paired against spikes, thorny berry bushes, etc. This mod patches Combat Overhaul to re-enable immunity frames.
Note that while this mod does re-enable immunity frames, it means that shotgun0type weapons like the blunderbuss from the firearms mod wil...
that looks so cool. It would be aswsome to have visor helmets that give you a bonus if you flip the visor down but your vision is impaired like in kingdom come delivernce
attack no keyframes apparently
Update overhaul lib
oh fr
ty
sorry my setup has an old version of overhaul because my group got it like two weeks ago and only just got firearms and i forgot to update it i guess
Any thoughts on letting us make lead bullets for the sling? Or use better materials for the construction of or at least the ammo for the lower tier crossbows or firearms?
I just want an excuse to use dual pistols
metal sling bullets would be amazing
Do prot level from different layer stack or is best taken
stacks
it stacks
there's a balance sheet somewhere here
I'm pretty sure we both used the exact same reference image when I started fidgeting about with this idea 🤣
Looks badass to me though, I'm personally impressed
Hah, thanks. Are we both actively working on the same thing? If so, we could coordinate and that way I don't make something you're working on, etc
As far as I know, I was the first person to bounce the idea of functional visored helmets off Maltiez, but I (understandably) got the response of "Do it yourself and I'll add compatibility for it" 🤣
But I never got around to it, and to be quite frank you have done exceptionally at keeping the vanilla style
Yeah, I think I saw that interaction and thought "I can make some helmets"
I kept trying to copy realistic shapes instead of reminding myself this is a block game, so my helmets didn't look quite right
You sent me one but I haven't had the chance to look at it yet
Yeah, the model for the bascinet actually isn't bad in my opinion, but I lost the textures for it when I gave up 😭
I'm on spring break right now though, so I'm gonna make a few different bevor styles to add more to this (let me find my post rq)
Oof, well, I'll probably take a look at it soon, now that I'm reaching iron
Here
The message of mine I just replied to is what I hope combat overhaul eventually adds with regard to armor, but like Maltiez says "The most fun and easy part is the modeling"
Looks very nice. The problem is that such helmets were not designed to have their facial mask opened...
Hm...
Ok, fine, just add some small element to represent hinge, so at least it will be a bit more believable
You can do recolor, or you can add some minor changes to the model for different types of bronze
Openning for ears looks a bit to high
I'll wait for 1.21 where I hope inv frames will be removed from vanilla and spikes and bushes will be fixed to work without them.
damage-based inv frames?
???
nothing, just misread
I hope they fix bushes. I accidentally ran into a bushel of them and it did so many damage ticks it flung me backwards in a comical fashion (also put me at half health)
@thin wing what do you think about https://mods.vintagestory.at/show/mod/22373 as blackguard player, is it worth me spending time on adding compatibility for it?
[ There are two file version; please use either the Content version OR the Replacer version ]
Blackguard Additons is a work-in-progress mod that adds new armour, weapons, and (eventually) décor based on the existing lore of the Blackguard, and expanding it within reason. All items come with lore in their tool-tips.
Currently the mod adds ...
What bush deals damage?
I agree, after making it I realized, so I'll fix that. I got the face hinge idea because I saw lots of images where the flaps and mask both had hinges connecting to the helmet, but I couldn't tell if that was a real historical feature or a more modern convenience
wouldn't it be better to find a hacky way to add back invul frames for non-weapons?
saw latest Overhaul Lib basically turning off damage for the spikes and cactus
Right now patch that removes inv frames is very simple. I dont really want to do some complicated shenanigans to a feature that will be removed anyway.
You if you make such patches I can incorporate it to the lib
Outside mod bushes. I'm not home right now to give specifics
I have no opinion since I have not used that mod 
There are screenshots
author of the i-frames reimplementing mod here. i made that patch because players on a server i dev for had been complaining about getting torn apart by modded berry bushes, hot water, wolves, etc. we also discovered that things like tailor's delight stitching awls were being abused by spam/autoclicking since CO doesn't account for them and i-frames were gone so people could just autoclick enemies and shred through them/knock them 15 blocks away by clicking fast enough. we also saw people use the lack of i-frames to completely cheese the eidolon by having a friend spam punch them into the corner of the arena and skip the fight entirely, so i just decided to patch i-frames back in for simplicity's sake
Wildcraft: Fruits and Nuts adds some, like raspberry bushes
That's the exact one. It always throws some error when I use it too
Seems to not affect anything though
I love the mod, but it can be kind of buggy
It screws with vinegar and wine in a way that conflicts with expanded cooking, too, unfortunately. Like, I can't age any base game alcohol, only the fruits and nuts ones
I actually sort of got into modding this game specifically because I wanted to fix that conflict
@fallow surge is it possible for you to make an auto-patch for the healing mod? Just found out that Wildcraft healing items are still instant
Probably
Thoughts on shield + a mace or hammer or other blunt weapon, vs the quarterstaff, for a malefactor that goes caving a lot?
depending how well you can fence/block the mace shield is probably better since you get attack speed from malefactor
qstick is good too tho if you’re less confident since it has some more range, along with some aoe
and the block is better
some light feedback after ~60 hours of playing with the mod:
armory's weapon variety is excellent! plenty of options and there doesn't seem to be a best-in-slot option (except maybe the steel poleaxe). i do wish some of the weapons were accessible earlier (greatsword etc), but i understand the reasoning behind gating more weapons behind later metal tiers. gives you an additional reason to keep progressing: plays well with vanilla. good design ultimately
combat sometimes feels a little floaty even with high manipulation speed. i think a lot of this can be chalked up to the animations, but here are some ideas to potentially improve the feel of combat (a grab bag, not all intended as must-haves):
- implement animation canceling (possibly only during certain frames of the animation, like the windup or the follow-through)
- implement a combo system: instead of the weapon snapping back to the center of your screen after an attack, you would be able to smoothly chain attacks together with compatible animations. for example, the greatsword left and right sweeps -- it should be quicker to swing the sword left after you've already swung right
- implement some kind of riposte. animation speed bonus after successfully parrying an attack?
add a small amount of screen shake in addition to the hit stun to add a little extra oomph to the attacks (maybe more with blunt and slashing attacks and less with piercing attacks)
the mod is a little lacking in player feedback and clarity. some comments there:
- damage types, locational damage, and the new armor system need handbook entries
- locational damage feels semi-random. maybe add damage location to the damage log tab in chat
- enemies should have their damage types displayed in block info
- relying on block info for enemy resistances is ok, but a system to more naturally show players resistances would be cool. maybe different audio cues and/or differently colored flashes when enemies take damage instead of the usual red?
So what exactly does this mod change in the main game?
:o Ooohh
How's this look? I tried using the reddish orange as a texture for the hinge, but it usually just made it look like a weird hairline or something. Also tried the more iron coloured buckles that appear in bronze armour on the plates, but it stood out way too much on the head, regardless of if the hinge was a different object. This method works, but I'm a little bugged by the fact that it's a separate object and not just a texture on the mask itself or something. I also lowered both the ears, and the eye slots, because I realized I had the eye slots one pixel too high (based on the visors from the copper helmet)
Oh man... I saw this mod and I was immediately curious if it would work with CO and I was sad when it doesn't. Personally I think a good friend of mine would LOVE it, so even if you might not have the time to patch it, I might see about doing it myself later too :P
What's really of interest is the additional special weapons, I think that's just kinda sick, haha. I can't really get enough of nice looking varieties of weapons, and I love when you added Sabers to armory as well.
Realized that the eyes were in fact, not placed incorrectly, so I put those back, and I also tried messing with the side flaps to look a little more accurate to the real helmet designs, where the flaps sort of covered more of the chin
@tribal latch I'm actively looking for feedback, so if you'd like to say something (even if you think it's mean, especially so, really), then please do!
is it possible to give it a nose?
Is there no steel heavy shield?
I possibly could, but I avoided the nose because I don't think Seraph have noses with the game's artstyle? I gotta double-check
its more structural
even on barrel helmets you can still see this kind of cross or center reinforcements\
It's not entirely clear, from what I looked up. Basically, people thought they were purely for parades, but they've found so many of them, and they even found some in battlefields, so they're starting to think there were indeed used even in battle, but only by the people carrying the battle standards, since intimidation was absolutely part of warfare
Still, the biggest reason was just that there's no nose on a Seraph, so I didn't want to give it a structural nose
||It looks like something I'd hold up while shouting about abandoning my humanity||
Even though part of me really wanted to, so that it looked more like the real deal
Has anyone played around with the various weapons and come to conclusions about what their intended niches are? Like the Warhammer vs the mace, or the pole hammer (or whatever it’s called- it uses the same part as a Warhammer but with a longer handle)? The ones that have classes which specialize in them are pretty obvious.
warhammer is a steel mace, polehammer is a steel club
Warhammer is just the steel version of the mace
🤣
@fallow surge any chance of adding this bevor (and a seperate maille standard) into armory?
Apologies for the bad photos, my wifi is still out from a recent storm
Btw all textures are totally placeholder and were literally a product of me just clicking and dragging to a vaguely flat metal area
Constructive criticism welcome!
The bevor would serve as a stylish face protection to add plate tier defense values to the plate layer of neck, but remove the ability to wear any maille armor that covers the face or head. The maille standard would fill the gap left in the neck maille slot
Here's a better diagram of how it would fill the slots; Red being the bevor and yellow being the standard
I'll see if I can learn enough myself to mess with all the plate armor values and add that "ignorechance" I keep yammering about so that plate layers truly become the most protective one unless bypassed
Tbh I dont really like it, it looks lime more as a cloth mask rather then bevor, not sure how it could be fixed.
Was there any major changes in last 3 weeks that could cause issues when updating this mod?
I seen some discussion about better xskills compatibility & im wondering if its safe to update for existing world
Hinge look out of place tbh, may be it is ok to get rid of it... Or make it visible only when mask is opened, like having this cuboid on the inner side of the mask. Ears openings look better. I think this helmet looks good.
It is safe, just update all the mods and get overhaul lib
And clear cache and restart the game
Yeah, I think I agree. Hinge doesn't seem quite right. Not entirely sure how to make it work, though. Of the ones I've seen in references, they stay pretty simple and small, really hard to see
It is just when mask is opened it looks like it is floating, may be make the axis of rotation to be the inner corner of the mask cuboid, so it clips into helmet a bit
You can use other seraph models to see eyes position
I could also just extend its structure a bit more, probably. You can juuuust barely see it when the hinge opens
Like, looking up, you can see it
So maybe with some tweaking it'll look better
Here I made it just big enough to stick out through the other side
That looks better, now make it to be not visiable from outside when closed
Works! Turns out I accidentally already did that
Accidentally moved the position instead of the scale
try using other backdrop shape to see if eyes align with slits
I took all three of them, put into VSMC folder and specified seraph textures, so I can easily add them
Hmm, You can see the eyes, but the top of the eyes. It's a bit weird
Helmet looks a lot better like this, though, personally. But! If I move it down by a pixel, it'll probably fit better
Open seraph shape, add seraph texture to it and save, so you can see eyes better
Is it intended that Chain has Leather as repair cost or is that one of the Tailor mods messing with the recipe?
Not intended, probably a bug
Hi, I have a question regarding the armor rework. I noticed that Scale armor is both cheaper and better than chainmail. Does chainmail offer anything that scale can't? Does it have something to do with this panel? I don't really get this panel haha. Also what is Manipulation speed? Is it a rustbound thing?
Chanmail occupies only the middle layer, so you can wear it under other armor
Scale should not be cheaper, they should have same material cost
Threw everything else except CO and extensions out , still Leather on the repair recipe.
oh wait is the cache involved with the projectiles not working at all thing
It is xskills
update it
I see. Thanks! Can I ask another question, will the stats if I wear both chain and plate be additive? Does it work like this?
They stack
Hmph, I cannot seem to get this blasted texture to appear
"textures": {
"seraph": "entity/humanoid/seraph-naked"
},
Dunno then, may be you didnt setup default path for textures
So if I make Iron, I get like 24 movespeed penalty and 64 hunger rate if I wear both chain and plate sets (helm body legs), but i get like 8, 10, 6 protection from pierce slash blunt respectively
Alright, so it definitely fits the eyes better when it's lower
I also had to shrink the side details because they were not well aligned
That look good to you?
Yes
Sweet
Though I am wondering if I might be better off going back to the old chin design so that the side flaps aren't so squished
Hm. Not sure
Chicks plate should almost close at chin
Yeah, I'll just suffer the sadly squished folds by the eyes
I prefer this
It does look better
As Tyron loves screenshake (called tybrations inside the team), so I hate it... But I still added it to melee weapons and bows (configurable). Hope to not receive backlash...
there's def better alternatives
screenshakes are good for indicating is something went well, also where does it occur?
On entity hit and bow release
Should be the same as vanilla
ogh, that'd be a dizzying headache for the two armed weapons
i think i reduced mine
anyway, how hard is it to make a movement lock for 2-handed weapons?
movement lock is literally just preventing the player from accessing 3 of thr 4 movement directions
There are 8 directions in general case, not 4
ah
as much as a nice no need for micro-mouse adjustments because you wanted a sideslash but you flicked downward and now you do a lower stab
I can add alternative control scheme with movement direction controlling attack directions... Will take some time to implement though.
very nice though
Thanks!
I could swear there was some heavier steel shield, and I just misremembering due to being super tired at the time?
there's a light shield, and then there's the wooden shield you can make with a steel boss, is that it?
Maybe I was thinking of an iron shield and I was just so sleep deprived that I thought of it as steel?
||iirc it had a boss and the loop, and two plates... if that is the case, is there any heavier steel shield or just the light steel shield?||
As far as I know there is only the light one
Fever-dream it is, then
you could make that a reality
Done, now you can control directions via movement instead of mouse
so how do you do directional attacks now?
If you change CO setting for alternative control scheme you can use your movement keys to select attack direction
o
it's no "lock attack direction to be the attack direction" but it helps a lot in battles
hi there...randomly i just got this error now. Cant load the mod anymore. https://pastebin.com/qwALjQVg
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I've been playing for a few hours with this mod(and firearms/crossbows/armory...) and I love it but there is something that I don't like/it makes some things too op or broken(literally broken, you can dye easily).
Now, with this mod, you don't have hit limit anymore. Both players and creatures can get hunderds of hits/minute without restrictions and this is causing some issues.
- You can hit any creature with an spear like in Minecraft Bedrock, with no cooldown.
-# I like this if it does less damage when you don't fully "charge" the next attack. Like, if it's still with the animation of the first hit, the second hit deals less damage. Then it's cool. - If you as a player step on a spiky block like the berry bushed from Wildcraft you'll get tenths on hits per seconds and you'll dye in like 2 or 3 seconds.
-# This may cause issues with other blocks or mods. Those blocks should do almost no damage so if you get hit multiple times you don't dye isntantly. But I don't think thatll be possible,
And now a little question related to combat mechanics. When you use an spear you've 2 modes. High hit and low hit. I've trying to find a pattern to control when you do one or the other but I cound't find it so... when will the seraph do a high attack and when will it do a low attack?
You can already hit the same entity multiple times in vanilla, I sometimes got 4 hits on a falling bear
Mod interaction that isn't acconted for I guess
idk what do you mean by the last question, it depends on what last direction you moved your cursor in (up or down in this case)
Send server-main log
I've never had this issue with any block that deals damage but with CO I'm getting hit a lot of times per second. Maybe what you said, incompatibility, idk
Some times when I press left click it'll make a low hit and the next time it'll make a high hit... and I'm not sure why. I just want to know if there is a way to force low/high hits
ye it's just mods interacting
by looking up/down
Yes and no... if I look at a wall then yes, if I point to the upper block it'll make a high attack and if I look an the bottom block it'll make a low attack. But when I run into a fight with some drifters it stared hitting the way it wanted.
If the only thing that triggers the type of attacks is looking up or down then it may be because if the drifters height
They are short so maybe some of the attacks reached the breaking point between high and low attacks
Well, doubts solved. Thanks a lot ^^
It'd be best for you to make a flint mace, otherwise those drifters are gonna feel unnecessarily strong
rock on stick >>> like a copper spear even
do i need the Bullseye mod when i also use CombatOverhaul?
Doesn't the bullseye mod state it's incompatibility with CO on it's webpage?
Hmm, nope. Or at least not anymore.
It was on CO page, now on Bullseye too
how do i get the Armor to work?
i still have Vanilla armor system?
just move them to the new slot?
Then mod is not properly loaded
the slots are not there. .
ive reinstalled the mod already, it didnt do anything?
Have you restarted the game?
yes, many times.
ive had the mod from day one.
*just updated the mod as i saw a new update so ill test and see if this changes anything.
it is installation problem, sorry I just so tiered of solving this issue for so many ppl each time, that I just cant make my self do it again. Just do the staff from CO description and make sure you have dependencies isntalled.
Sorry to interrupt, but I'm having a bit of an issue -- I have both Combat Overhaul and The Remnants installed and they work together nicely, but I'm getting the bug where the traits are all wrong, for example my yeoman, a bow focused class, has two traits from CO that make it almost impossible for them to use bows. Is there something I can do in CO to fix it or am I better off talking to the dev of the remnants?
Better to talk to the dev of remnants.
what staff from CO??
i should have all the dependencies installed?
alright, thanks!
these are now the only mods i have and its still not working.
ive reinstalled CO, ive restarted the game but nothing works. . .
the only thing i haven't done is "clear the cache" as i dont know how?
do i delete the Cache folder or something in the folder??
Thanks! I'm using the Vintage Story Modeler
I will 100% be making models on that
well F me. . . i broke something now. .
the directional attack syestem is stuck at "UP" and dose not go away if i have nothing in my hands. . .
Now I got figure out how to make it combat overhaul compatible
i still cant get the armor to work and now i have this thing stuck on my screen. . ..
Hundreds of hits/minute
oh please please add bare fisted monk stuff like in Way of the Square Fist
https://m.youtube.com/watch?v=-_ZeD40Rg8A&pp=ygUNS2Vuc2hpcm8gdGFuaw%3D%3D
From Episode 18 of Hokuto no Ken (Fist of the North Star.)
An unfortunate Tank crew runs into Kenshiro.
A lot of things can be done but I a lot of little issues may appear too
I'ld like nunchakus
Omg with the talk of mouae duration altering attacks that reminds me of that old old old old old 2d fighter game where you moved your mouse to control your sword
still nothing works and now more is broken. . .
I was told few times that co doesn't use precise hitboxes but rather a chance to hit like in vanilla, is this the case or are hitboxes accurate?
Below is co spreadsheet that ppl were referring to.
For entities hitting player this damage model is used, for player hitting entities accurate collision is used
There is just no way I'm remaking all the entities attack animations and AI to let them use accurate colliders of player
I was told that me hitting them on the head 90% of the time is no skill but cheating so they meant most likely player v player
Player vs player is using accurate colliders
are crossbows/firearms bugged in first person??
that means a sufficiently skilled player can consistently hit the neck?
Yes
Cant hit face though, cause there is not collider for it
Lower hands hieght to 0 value, dont use player model replacers
how?
and what is player model replacers?
ohh, i dont have any mods like that. .
these are the only mods i have
Send client-main logs please
remove bows mod, it is not needed
In game settings
@fallow surge I had an idea for more arrows for well... your more arrows mod!
So you already have the default arrows, Barbed, Bodkin, and and Blunt right?
I had a few other ideas based on history.
Needlehead Arrows (Better piercing than Bodkin, but even worse damage)
Broadhead arrows (Better for hunting large game animals, but not as effective on smaller animals)
Barbed Broadhead (Extremely powerful)
Harpoon Arrowhead (Large damage but slow draw time)
Field Point arrows (A cheaper, training arrow)
Bolas Arrows (Stuns animals and or players via rope)
Special/Tipped arrows
IE
Fire arrows, Poison arrows, smoke arrows, explosive arrows, whistling arrows, etc
y'know. all these
We've already talked about other kinds of arrows
Please try making you messages compact and not add extra new lines. Huge messages like this makes it hard to follow and scrol the chat
No
this makes it harder to read for me personally but i guess everyone is different
I still think Broadhead would be interesting, as Broadhead arrows are some of the deadliest arrows ever made in the real world
How to implement them in the game and what is the point of using them?
Well poison, fire, explosive, smoke, etc. those might be hard to impliment
but things like field point, harpoon arrows, broadheads, and needleheads would be easy to implement, as they would use similar code to the other arrows.
The only one that is debatable is harpoon as the slower drawtime might be harder to code in
Adding something oneshooting that doesn't require the spending of quality resources or doesn't have serious disadvantages like firearms breaks the balance
This could be compensated by new kinds of bows that could use new kinds of arrows, but no new bows are planned either, as Maltiez has already written about
which is why broadheads wouldn't be THAT much more powerful than any of the other arrows, but would still be more powerful.
It could be expensive to make. IE, perhaps Broadheads require more of a process to make.
In the real world, barbed broadheads aren't easy to make
these are what barbed broadhead arrows look like
they are like a combination of barbed arrows, and bodkin arrows.
they were made for piercing armor, but also causing heavy bleeding and being very difficult to remove
The question remains the same, why do we need arrows that will differ from each other by a couple of units of damage, and will categorically differ in the cost of creation?
VS doesn't have some sort of elaborate damage system or layered combat system to implement all these arrows with serious differences
some people use mods with really powerful animals or enemies like Elephantidae and stuff. It would be nice to be able to take down big game easier
there's no bleed damage in game so there's no god damn point in adding those
higher damage
So are you suggesting to make arrows that looked appropriate not with Combat Overhaul, but with animal mods with from other authors?
isn't that like
the whole point?
something that you shouldn't be able to easily take down?
idk. I have a server where most of the players are end game (way beyond steel) and we are at like, SwordZ aithril. with guns at 5x damage and crossbows at 3x damage.
We kinda want aithril weapons but swordZ doesnt have aithril weapons so rip
thats way to complex with the level of tech we have in this game.
this game is adding steampower, and water power. This was confirmed
so the tech is gonna get better
yeah
ive been wanting a better end game system!!
steam would fit into that perfectly!!
something like the Create mod
in a old interview they stated initially 1.21 was supposed to be a expansion to the tech in the game, adding steam power and waterwheels and stuff.
But this got pushed to 1.22 because of a server wide vote where people wanted 1.21 to be the fleshing out of 1.20 features like the beehive kiln and stuff
so we are two major updates away from waterwheels and steam and stuff
unless it gets pushed further
but it was confirmed its planned to be added
in their own words, 1.21 is now going to be a update to get rid of a lot of the jankiness in the 1.20 update and 1.22 will be a tech expansion
so if things like barbed broadheads are too OP? just lock em behind steam power when that gets added lol
im not 100% sure but I think waterwheels are going to either be pre-windmill or post-windmill
and steam power is going to be post-steel?
Im assuming steam will require boilers and stuff, which is either going to require iron or steel. more than likely steel.
@swift hollow supposedly 1.21 is also adding minecarts for mine transportation
based on what I heard
||steel arrows and construction materials for all crossbows||
They pushed back steam power and waterwheels for changing the color of clay 🗿
yes lol
What are you trying to make compatible?
Armor mostly
Ah, yeah. I'm not super familiar with the code side of that, but if you want to make sure they work, a good place to start is looking at the way Maltiez does the JSON files for the armour and building off of that framework. That's how I figured out how to make weapons compatible, anyway
Where can I find the json files by Maltiez
I’d think weapons would be harder to do
With all the types and animations
Oh he is the poster 💀
I just gotta dig through mods
Yeah, just dig through the mod files
Bullseye is a part of overhaul, you can remove the bullseye packs.
The game will still load from folders.
The cache folder will be hidden within the appdata folder on your computer
ya, i did that.
i figured it out.
the problem is Firearms doesn't have bullseye and thats what i wanted.
My resident idiots friends are determined to run through my lead and gunpowder reserves fighting literally infinite amounts of enemies rather than just using a two handed weapon and swinging their view as they swing their weapon, please help me berate them into understanding economics and the concept of efficiency.
cursing is encouraged
They're also determined to bring down ||The Crow|| with guns, which will involve a PAINFUL amount of missed shots that go flying off the tower into oblivion.
Honestly still a lot easier than using a bow
it's such a huge waste, and arrows can be retrieved after a hit
revoke their lead bullet priveledges and force them to use copper
Is that a thing?
i mean saltpeter can be naturally made from urine so like
not impossible?
sulfur idk
Does that work?
When are we getting the option to drink lots of water and generate saltpeter?
Please I'm begging the mod author
also from bird poop
i've got a single .json that takes the Lant from nature's call to make saltpeter in a cooking pot
i mean irl artifical saltpeter is just nitrates and potassiumm
and this is real btw
codyslab did it too but the video isnt on yt anymore
Probably not
What's a lant?
piss spoilage
irl its high in nitrates, so you cook it with potash (potassium source and you get saltpeter (kno3)
Perfect for my saltpeter-less world
sent you a dm
Do tools no longer have swing/swingspeed? Mine are just working like vanilla tools again, and I'm not sure if something broke or if the mod changed. I actually liked mining with swing because it was super satisfying.
standalone mod
Is the carbine the most efficient firearm for fighting deep underground?
The musket wastes too much gunpowder right?
There is this https://discord.com/channels/302152934249070593/1135402924290359336 thread btw
do you improve your stats over time like with bow proficiency?
wait what, moving your camera while swinging has some effects? anything beyond manipulating collider locations?..
Is monsters having high slash and pierce protection but no blunt intentional? Are clubs and maces optimal DPS in caves?
Yes
^
Wildlife has high blunt protection and no pierce protection so you wanna spear wolves and bears
Slash is a middleground that's moderately protected by both
At the point of iron and higher slash starts being ideal cuz the only stuff that'll resist it are the real high tier enemies
Or if you're a blackguard
At steel damage types basically stop mattering
I mean high tier enemies are the ones you're worried about...
do you improve your stats over time?
That's fair, if you're playing commoner or tailor you should really try to use what the enemy is weak to
Otherwise i usually just use whatever the class I'm playing is good with cuz the 30% faster attack speed mostly makes up for the, at worst, 50% damage penalty if the enemy is strong to it
Swords usually have other benefits too to make up for slash kinda being meh as a damage type
I mostly find them easier to use due to their length compared to bash weapons. Piercing is even longer but their damage is pretty terrible.
Greatswords especially have like 3 lightyears of reach and can cleave through a lot of enemies in a single swing
Didn't know the penalty is 50% at worst.
Might get a sword then thanks.
Though steel unlocks warhammers....
I gave up using blunts because the terrible range, now bringing a quiver of javelins, a halberd, a sword for drifters and a normal spear for the occasional wildlife.
Now if anyone do have a recommendation on a good range blunts (this sounds so wrong lol), i would thank you.
the warhammer is actually just a reskinned mace and the polehammer is actually a reskinned club 
this all being said, i play blackguard
.....I didn't use it because i felt its a little too silly and another reason i somehow forgot (probably classes).
Man i really need a mod that can make you learn traits.
so there's very little reason for me to use anything other than swords
Same here, using a bow genuinely makes me sick with blackguard
especially since I have a habit of rushing iron at which point tier 4 slashing can handle most things and a blackguard with a greatsword is a goddamn blender
Throwing javelins are still nice though

Oh man i gotta try that lol, just hit iron age literally 5 hours ago
if you're still in the stone age i recommend a mace or club (personal preference) and a spear for hunting, past that use whatever your class is best with
falxes are also kinda dope because they do a tier higher than other weapons of their material combined with slash being the "jack of all trades" damage type means an iron or meteoric iron falx has a high enough tier very little resists it
to my knowledge a steel falx is resisted by literally nothing so hilariously there isn't really a reason to use a war hammer outside aesthetics
I feel the range are stupid short though, although that might just be me
Really need to be in grappling range
the one-handed weapons all have shorter range than vanilla where your one-handed sword had like 2 meters of range
so yeah
it does make kiting a bit harder but you can get used to it
I mean sabres are still quite ranged as far as i tried it for
or you can just use a greatsword and have like almost 4 blocks of range in a giant arc
I have no experience with sabers yet alas
Lmao i wanna try that.
Sabers are good but the damage tier is lower by one than any other melee on the tier. Probably due to the range, but yeah its quite nice for a slight caving since you can off hand a torch. Any lower though and it does nothing.
seems to be
So wtf is Combat Overhaul and what exactly does it change?
Not even close.
not sure how to explain it better than the mod page does
adds active blocking, parrying for some weapons/shields, and makes melee combat based on hitboxes (you need to actually hit the enemy with your sword to hit them) instead of hitscan like vanilla
also changes armor to be a lot more complex and allow for mix-n-matching and layering
last i heard, no
since someone was talking about trying to make a blackguard additions compatibility patch
Damn.
I have patches for armor, claymore and warhammer I made for myself. Its a bit janky - inner layers clip through armor (I used vanity mod to fix that), claymore position is off a bit, but otherwise works fine. No idea if I done it correctly, as I started learning vs modding 3 days ago just for this, but it works
with compatibiltiy with melee weapons
I was talking about it, then I get frustrated by bow model and lost interest in animating it, then I tried looking for the author in discord but haven't found them, so now I just totally lost interest in making it compatible.
As far as this mod goes what's the difference between the recursive bow and the longbow
You can always try them out in creative
do you improve your stats over time?
no thats xskills
i think i found a way to make steel from Iron with this mod??
so, i tried making an Iron Great Sword but didnt know it needed 2 ingots so i let it cool in an empty Forge while i waited for the rest of my iron to finish.
when the Iron finished i reheated the sword and put it on the Anvil but it changed the item to steel Javelin's???
that's a bug
i know.
I see no way CO can affect this, it is other mod's or vanilla bug
CO just uses regular json for this stuff
ahh ok, so maybe its another mod.
still very odd as i have no idea what mod could change what a forged item can be?
you can always binary search
@fallow surge
just the idea i had before for armor remodels ig
but yeah this is from "Kanahaku`s (Not Only) Spear Expansion "
Personally I find this concept of "kastenbrust" pretty cool, but it definitely seems a little dramatic in their mod
the most dramatic part was temporalsteel
aka a stronger version of steel
I meant how pronounced the actual kastenbrust shape was, but also the last time I tried that mod it wasn't updated to the new CO balance
how do you put weapons down on the ground or on tool racks?
nvm figured out
just need to hold G and right click where
I have no log of confirmation but sometimes the red message displaying combat overhaul is not compatible with immersive first person doesn't appear, it seems random
I ve had it happen to me, and some dude got hit with it, couldn't understand why animations weren't working
Just wanna drop that out there, just in case
Did you remap your keys?
Actually since my admin updated using mod organizer I can’t place tools outdoors for some reason… not sure why. But I can walk indoors and place them just fine.
I might have, it's the same key as the free cursor I belive
looks accurate enough to me based on that screenshot, though i personally dislike the very angular examples, but i assume it wouldve been harder to model the other, subtle and rounded styles. the slight exaggeration in shape is also to be more visually distinctive from the normal plate in game i think
Latest version of CO installed reverts the pickaxe animation to vanilla, havnt found issue with anything else. Tested with only CO and its dependency installed. Game version 1.20.7
?? the animation was changed in earlier versions
animation got separated into that mod
It is strange that the pickaxe is the only one to have a removed animation then?
What does this mean?
axe anims are in a config
The salpeter can be made by mixing urine with other organic material which is high in nitrates like hay and letting it decompose in a damp place IIRC
There was also an interesting youtube video before modern era by CodysLab where he did this to make a black powder bomb for his mini mine
But adding peeing to the game doesnt sound like a good idea
You probably already discussed that
#1260976245374582886 message i mentioned it i think
no i’m like 90% it was some prepper shit about wanting to make his own bulletz
@fallow surge @hollow pasture Tried my hand at a houndskull / pig face helmet. As always, I'd love to hear feedback (and if you'd want me to stop messaging you about it, please let me know). This one was tricky, since I really wanted to keep a similar style to how the blackguard helmet approaches visors, but it was difficult to try and position a cube to create the point on the tip of the visor's snout. I think I was able to make something decently similar using layered cubes instead of angled ones, but I found angling the cubes just wouldn't give the right appearance
I was trying to do this with angled cubes like you said, but the behavior would suddenly change when I typed in specific values instead of using the inaccurate slider. To me it looks good, but I'd personally simplify the top rounded part into just 1 larger shape like vanilla helmets to fit the style of the game (I know it's the style of a bascinet, but at the end of the day it's your creative choices to do whatever you please)
I would say that layering more than one cuboid does not look good, So I would try to find a way of using angled cuboids, and also try and find more suitable reference shape, like different style of visor
Yeah, I may just need to approach a different visor style. Ah well, no biggie
If you find a way to do the exact work you're doing with an angled cuboid, do let me know the mysteries ways of your magic
There appears to be a bug with exoskeletons combined with plate armor where they don't make any noise when worn
I only hear my chain and gambeson, but not my plate rattling around anymore
If only you could switch between local and global axis in this editor... it would be easy to make the houndskull
Malefactors have Mace proficiency, but as far as I can tell there is no such thing as a Steel Mace. There is also no such thing as Hammer Proficiency. Are Steel Warhammers(and/or Polehammers) technically Maces for this purpose?
warhammer is mace and polehammer is club
Perfect, thank you!
[This is unrelated to the armours!]
Hmm. A friend of mine is encountering an odd problem. They are trying to update combat overhaul, but upon doing so, the crossbows and firearms were seemingly missing, with their crossbow turning into a black square. Shortly after, it crashed. They say the updated overhaul, lib, armoury, firearms, and crossbows to their newest versions
They decided to reverse the update, but now apparently the upward directional attack icon remains on their screen
Weird, but I thought somebody else had that issue... Was it you that had this issue?
Interestingly enough, I tried to join him and it updated Overhaul Lib (so he missed it), but doing that alone resulted in the UI issue appearing for me as well. I'll see if I can't find a solution later now that I have the issue replicated
you need to get all mods updated + remove cache
bird
Bows and throwing spears are not registering. Animation is working but dealing no damage. I had bullseye installed before combat overhaul but I disabled it before downloading combat overhaul
just in case, remove bullseye from your mods folder and restart the game. Also make sure you have overhaul lib.
Mostly just a different hitbox, can make it easier to score a headshot
I've found that upward strike is good for range while downward strike is good for wolves
Thanks! Will give it a shot when I can
gon' have to do this one without voxels
Thanks for letting me know, like I dont have enough haters already
Wdym headshot?
If u melee hit different parts it does more damage?
I’m fairly certain that people who wanna hate so much that they keep harassing just have a skill issue and can’t actually fight with the system :P
dw king imma chase him down irl rn, sending 5 drones 🙏
Hahah
Like are nodded creatures also made for that?
You hit head or neck - you do more damage, you hit limbs - you do less, in general
Modded*
Some
they'd have to be patched
Yeah, the collision boxes need to be made for them and everything
FotSA are, new Dinos series too
Ooh…
Noice good to know
You get like x25 multiplier if you hit dinos eye, at least for some of them
it varies from entity to entity
Oh wow, that’s cool as hell
Hmm. Would it be possible to add like, fighting styles as alternate movesets for weapons and such?
I'm not sure if you're joking or not, but if I could specify vertex locations instead of using voxels, this snout would be so easy
i ain't, you shouldn't make it square
not sure what's the wording behind it, but you should have it the same way vanilla does the forlorn hope helmet
To get the Hounskull shape he's going for, you have to rotate the cuboid on 2 axis, but for some reason the VS model creator tweaks out when you try to do specific angles or edit values manually instead of using a slider
Dont have such problem personally
Try manually inputting your own values into the angles of rotation in the editor. It totally changes the expected behavior as compared to using the slider
Did this all the time, didn't have any problems, 🤷♂️
I'll get a video of it later
Like if you set the rotation to 45° in editor using a slider, but then set it to 46 using a manual input (whilst being rotated on another axis) it will rotate in an unexpected way
Aaah yeah totally understandable
test it out pls
Oh god it did?
It helps if you shout “GAE … BOLG!” So make sure your microphone is on
anyone know how I can disable the tembling aim trait on the tailor?
You’d have to go in and make a patch with JSON that removes it
@fallow surge @hollow pasture I tried a few different approaches to the hounskull, because I didn't want to give it up just yet. Not really sold with any of these, though, so unless one of these look good to you, I'll probably try a different style of helmet
Personally, I'm a big fan of #3, but I'm not the one who adds things to the mod 😭
Send me pls the third model
I love the varieties of helmet hell yeah
All of them are really great, your modeling is wonderful
Sure thing. If you like it, I can work on it further to fix any flaws it has to make it a little cleaner if you like, too. I assume you'd like it DMed?
Also toyed around with angling the eyes a bit
I just wanted to play with the model
Looks better
I can't DM you. Want me to just put it here?
yep
The Version 2 I included has the eyes angled slightly, too. Currently they still have the other attempts in their cube heirarchy, which would be removed in the final. Also included the temporary iron texture. I plan on merging most of the helmets onto one texture later to save on size.
do you know where I could find the documentation for that?
Do you need it for server or singleplayer?
If for singleplayer, just set this to false
And use .charsel to switch to commoner and back
So I vaguely remember there being a way to make it so the way taht you swing is altered by your movement and not your mouse movement, what was that and can it be done for just one person or must it be done server side?
Uhhh how does one do that?
Use config lib
and then hit the P key? I see combat overhaul: armory but that's it for CO
It is in fact there but I swear it only showed up when i filtered for combat overhaul specifically rather than just scrolling the list. or I'm just getting old.
Finally I see some positive feedback instead of just hate
It is just I rare see any positive feedback from not regulars... It is discouraging. No idea how to fix stuff related to negative feedback because it is not constructive though.
Unfortunately people are more likely to silently enjoy something and only say anything if they have a complaint
Yeah
Hey man, sorry to be a bother, I've just done a reinstall to the most recent version of CO and now the pickaxe and axe animations have gone back to Vanilla, did I manage to screw it in some way? I've cleared cache and restarted the game as well
Cheers man, I am a complete nob 🔥
I guess I wrote all the code for my new lib, at least for first iteration, except for gui part... I was avoiding it at all costs, but it seems I have no choice but to work on it.
What's the new lib?
For multiple player models, like kemono but simpler and much more compatible
No idea why noone has made on yet
Your stuff is amazing. This is why I am trying to work on it with you. I honestly see so many people who consider CO a mandatory mod for them to enjoy Vintage Story
Oooh, hell yeah
And yeah, I absolutely agree with Bronze. It's utterly mandatory for me.
All my friends feel the same, it just... the vanilla combat has NOTHING on the fun additions CO brings
And then stuff like Crossbows and Firearms ontop of that, and I kinda love the more modular armor options too...
I find the raytrace combat so lackluster haha. Plus I absolutely appreciate the effort that had to go into actually coding hitboxes and everything, damn.
But yeah, a better library for more player models would be really damn great. I wish I was more of a modeler but I really hope it can help make the model reskins a lot more organized and not just a replacer as well.
Overhail lib is about 22k lines of code
I kinda love species mods like that, there was one for Terraria that added little abilities ontop of actually looking like a different race, which was cool as hell.
Most of it in animations part 5k
Even just the visuals is a great addition :P
And damn...
That is a LOT. I can't imagine doing all the animations, it probably took a long damn time.
I will allow to restrict certain specific classes to specific models, so modders will be able to create races mod using this
That would be pretty cool, yeah
It is C# part, not content part
That's why I'll always say just ignore the haters, they can cope and seethe all they want :P You are the one putting in the crazy effort for a great mod, and all for free. Do it for yourself, however you want to play the game.
It's why I've been just so invested in Toolsmith
It's what I wanna see out of a Tool-parts kinda idea haha
Even just the Textures from Attributes stuff has led me to this now haha
I reduced what used to be the handles at like, 3 base, and multiple variants ontop of that to just the 3 base ones.
I still need to get it all actually working, but I made it more dynamic based on the attributes from that foundation.
I hope you will be able to debug and use my prototype of models from attributes I sent you. So you can have different part models on a tool
Yeah! That's the next step, once I get the modular parts running, I gotta look at how I can then just take the renders for each part and mash them together into a composite shape...
I figured adding it all to a Render Data Tree helped to organize it, and the idea is that a Tool has a tree of Part Render Datas, which has the Shape, and any textures, probably will need to add Rotations and stuff on that too...
This should do it
Then just the nested calls can print the parts and merge them together
Oh yeah! I still have that file open in Notepad++ haha
I haven't debuged it, so nothing is guaranteed
I wanted to make tools mod "properly", but I saw you do it properly, it seems, so I ditched the idea
Haha, true yeah :P
Huh... Why is merging trees so weird. Which way do they merge...?
And why when you GetOrAdd a tree, the first time if it adds, it's a reference back to it, the second time you have to merge.
Welp, then I see you just set it instead of merging so haha this works then.
Sounds like a #mod-development question
Oh, was talking about what was posted up there, but I ended up figuring out it was a problem I caused at the very least.
Sorry!
I loved that mod!
Haha yeah! That mod was great! I love being a Lizard or Draconian :P
And the changes were varied where some had some serious changes to gameplay and others were just small tweaks, it was cool.
For the armory overhaul. Why would you want to make a Brig armor over the plate? All the debuffs are the same for the Brig vs the Plate except for the durability. Plate has better protection. I just don't see a reason to use anything other than plate for metal armor
Have you tried smithing cuiras?
Much cheaper and much easier to craft
Not yet, does it take a significant amount of metal? Brig armor takes about 8 bars for it. Is the plate significantly more?
^^^ Just added the mod to a save so trying to figure out if the mod just made leathermaking basically pointless
You still need leather for some armors, jerkin is a decent alternative to gambeson, and leather has a billion uses outside armor anyway
A cuirass is very expensive and a VERY long smithing project
I find it ok, dunno why everyone so scared about it
Comparative to any other smithing recipe except the anvil anyway :p
yeah, fair
My Blacksmithing friend absolutely loved it haha
And he LOVES blacksmithing in general. So much so like in Kingdom Come Deliverance 2, he spent like enough time at the smithy to almost fully level it to max as soon as he found it.
I kinda agree too, keep the complex recipes coming, the smithing minigame is a lot of fun :P
Yeah, it forced my friend to remember the Heavy Hit exists :P
Then he was like OH YEAH BANG BANG BANG and produced plates easy
While I'm a big advocate for a proper combat update in vanilla, I never really installed combat overhaul because for some reason I thought it would change things to be a lot more complicated than I would like them to be.
I Installed it like yesterday and honestly fighting feels so much better with your hit detection and small yet important stuff like proper knockback that I don't know if I'll be able to appreciate vanilla fighting anymore.
Some people say the vanilla fighting mechanics are serviceable but I think there's a lot missing in the feedback department for it be at that level yet. There's still a lot of instances where I'm like "how did that touch me?" "How did I not hit it?" that were resolved for me by installing combat overhaul.
Oh god yeah, I can absolutely second that 1000%. I was originally a little frustrated with Vintage's default combat cause it kinda boiled down to zip forward, IMMEDIATELY backpedal to avoid the Drifter's instant slap, then stab or throw spear. Often you'd just get hit if you didn't immediately back up.
I absolutely could not stand that sometimes, I often just resorted to cheesing them out or just bunkering down and never fighting. But now that I have Combat Overhaul, shit, I don armor and run out charging in the middle of a storm cause it's hella fun hahah. I do miss the satisfaction of the downwards cleave with the Long Axe though heheh, but frankly the diagonal swings are solid both ways.
As of 1.20.8 ive been continuously getting this error in my server logs.
21.4.2025 11:39:58 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.InWorldContainer.Inventory_SlotModified(Int32 obj) in VSEssentials\Inventory\InWorldContainer.cs:line 92
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 482
at CombatOverhaul.NightVisionSystem.OnServerTick(Single dt) in D:\Projects\VintageStory\Overhaullib\source\ModSystems.cs:line 576
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
Its to the point where it is actually causing my server to shut itself down because it hits the error threshold
Only reason im putting it in here is because combat overhaul is referenced
Infact its referenced 101,361 times
Its just that same error repeated over and over again until it hits that max of 100,000 errors and then poof
and now I cant even load into my world 😭 cause it just hard crashes upon me loading
Yeah, literally cant even enter the world. Cant test by turning CO off either because it keeps telling me to redownload the mods, and then it cant even find the mods on the moddb to reinstall them so it just kicks me back to the main menu
I think my world is actually screwed
Unless you have a nightvision helmet on, I doubt it's CO causing it
Since the only bit in that snippet is apparently the night vision system
Is it your personal server?
I am using maltiez's exoskeleton
idk
it has a light on it
Ooh, okay. That might be something then, but make sure that everything's updated and such first.
yea h im gonna go on the moddb now and manually install the most recent updates
That's always the safest bet.
Make sure to clear your mod cache too after updating them all
Yup!
just delete the stuff in the unpack folder or delete the entire unpack folder?
👍
It'll just get remade when you launch the game again
okay so
mods reinstalled
i had the most up to date versions already which was well, what i expected
maybe something went awry with a config, we'll see now
oo it worked
Could be another mod as well, if this doesn't solve it, you might have to try removing half your mods, seeing if it changes anything- Oh sick
i wonder what went wrong
Well nevermind that haha
Sometimes a file can just corrupt for whatever reason
Or if you updated recently, sometimes it can leave errant data behind.
maybe yeah
It's not perfect but it tries it's best :P
im just glad i aint gotta restart
It seems like the more complex the mods and the wider reaching, the more it might actually hit them with a corrupt bit like that.
I know Dana's had a good few times where that's been the solution for their mods too.
Heck, was the case for More Piles for me as well.
This is strange stuff, cause there is no 576 line in this file, and these methods are not called.
I only have 5 mods that would be working alongside with CO
could it be possible one of those is doing it instead?
Send server-main log
ah right how do i get like
old ones
cause its regenerated it now on account of me doing all this like testing and managing to fix it
Found one, this has all the errors in it
as of, 20 minutes ago
jeez its nearly 100 mb 😭
yeah ive got alot of mods so i can understand that they may be trying to do alot of stuff that others may be doing
Wdym?! Your mod is amazing lol
Vanilla weaponry is kinda boring having only 2 melee weapons and a few bows who are only craftable by one class, this is just the dream
Hey man, trying to work on compatibility with my class mod, spent some time digging in the json and for CO and Overhaul lib I don't see anything that has changed, however since your version a few weeks ago it looks like the custom trait assignments for the classes changed. I don't see any changes in you traits-and-classes.json, so my patch I wrote should still work but in game the trait assignments for the weapon classes are all shifted around. Did you have any other places that touch the trait assignments for the game player classes? I don't see any other json for that so is it in your C# code for player classes?
@fallow surge Is there a specific process to submit a translation for one of your mods? I saw there wasn't any french i18n file for Armory so I spent my afternoon on it. I see there's a github repo for the mod but I'm not sure if I should just request a merge or if there's another way.
Just send it here
Aight, guess that works too lol
Thank you Maltiez for the great mod! I was very sceptical in the beginning, but I really love the mod now!
Thank you Maltiez, I was introduced to Vintage story with your mod already installed so I haven’t experienced the game without it, but it turns out it’s incompatible with that one furry mod and therefore saved our server from being ruined. You’re a hero.
Dont worry, I'll make a library to add new player models in a compatible way, so the server will be ruined.
Nooooooo
I’m begging you not to
Where’s that Patreon link
I dont like kemono mod, but dont see anything bad in furries tbh
The problem is that the admin is weirdly suggestible so one person brought it up and he instantly added it and suddenly everyone is ponies
(And can’t use weapons)
I'm testing the library on fox mod for example
Nononono
Dont like foxes?
I like foxes with human noses
This is the only patch that touches classes and traits
Ears and tail, good to nail
Furry snout, rule them out
Scales or claws, cause for pause
Button nose, get the hose
interesting, i wanted to make a mod to change the body of the character a bit too, wonder how thats done
I updated the mod today, and spears (only weapon I could test) no longer have the ability to change attack direction by looking, the entire mechanic seems to be straight up gone, but only for one of my worlds
If I go into another world, it starts working again
It persist even after a restart and a reinstall of the mod
Nevermind, I am just incredibly stupid and didn't realize the mechanic didn't work if you had something in your off hand
Ignore my lack of brain cells
Tbf it confused me a lot too until I placed down my Lantern to 2 hand effectively
I sometimes forget as well, but since I use the Long Axe as a primary weapon, there's a big obvious point where I just don't swing :P
And quickly go OH. OH NO.
this is why I love the exoskeleton add-on maltiez made
gives you a light that you can use even with two handed weapons
I'm a huge fan of the movement speed that keeps up many new strafing and kiting strategies that makes fighting a much faster and less risky game
Bellheads are pretty much my only threat with steel plate underneath
yeah I have a video of me just bhopping around Bowtorns and sniping them with a crossbow lol
Another mod that works veeeeery nicely with CO is the Wearable Lights
There’s a Lantern Backpack that is wonderful
I'm running a server
Hellor, I installed the Firearms and OverhaulLib on my server and my players is crashing when they try to log in to my server. The log says:
System.Exception: Firearm should have AnimatableAttachable behavior.
What I can do with it?
animtable makes me think its animation jank so check if overhaul lib is updated correctly
if you just installed it idk but my group had similar issue where we had an old version of overhaullib and that was causing firearms to crash
This made me imagine someone running around with a greatsword with a lantern handle clutched in their teeth. Maybe it could be set so that you can’t eat or have a face covering helmet while you’re using it…
I always just use hand-and-a-half weapons to overcome the lantern issue. That way I can still swing my club or longsword even if I have a lantern in my off hand
dual swords when
... That would be kinda sick but ... dynamic dual weilding based on main and offhand weapons... That'd be intense to make, maybe.
Does this mean I’ll never live out of Diarmuid dream of a sword in one hand and a spear in the other?
Well, if you can help with animations, it might be more plausible
Anybody have any particular visored medieval helmets they like? I still have to make some for meteoric iron, silver, and gold. Probably gonna do a german sallet for steel, and was originally thinking of doing a closed helmet for silver, but realized I forgot about gold and meteoric iron, so now I gotta find two other designs
Hey, so i have combat overhaul downloaded but it seems to conflict with rust and rot drifter patch basically making it so any changes in the patch dont go through. I made sure to narrow it down to combat overhaul. I was wondering what in the mod could conflict with a drifter patch?
i try to make their damage higher and speed faster but when combat overhaul is active it seems to negate all changes
Combat overhaul changes how damage works in order to specify slash/blunt/piercing, among other things, so I could see that conflicting
after looking yes, there is a file called patch that changed drifters damage values
do you think if i removed it there would be gameplay changed
like, pretaining to how damage is calculated, i notice slashing and peircing mention a lot
if i remove it will say armor not work against their attacks because their attacks are now calculated in vanillia
I am using the overhaullib_0.2.7
Yeah, it would change it quite a bit
Likely
My friend said that hitting P and toggling that setting so they can use wasd to alter their swings doesn't actually change anything. does he need to restart or does the server need to do something?
...
Armet armet armet!
Sure, those are almost identical to close helms, though
Add a pretty plume pretty please?
🤣
Also, you say a sallet for a steel visored helmet? That would mean you'd have to model a bevor, no?
Does anyone have any idea which mod updated fairly recently and made it so you cant set hoes on dirt blocks anymore leaning them against a wall)? Could it be combat overhaul?
Yes, I can forsee that being a bit tricky, but I have some plans
For the silver or gold? Absolutely
Would you like the bevor I already modeled? I don't know if it compares to your quality, but the scale is right to not cause adverse clipping
I'll take a look at it, sure. I'll probably try to figure out my own approach first, though
Here it is. Sorry for the wait!
Oh no worries! I'm not working on the steel stage yet, still gotta do meteoric iron. Besides, Easter is ending and now I'll have less time again
I just realized I can make FF7 Buster Sword without needing people to download CO now due to OverhaulLib
or does CO still have specific things that wouldnt make it work?
You could make it using standard vanilla for a while already.
CO adds accurate colliders, so without it you will have to hit vanilla selection boxes. Also damage types and tiers wont matter.
Otherwise, yes, you can use overhaul lib alone, it has all the code from CO
You're making the buster sword or other stuff too?
-# I second that request for Plumes, hehehe.
i have a blade that is basically Fusion Sword but the merge points is them stacked vertically instead of the entire thing merging to a Buster Sword like shape
is this where to post crash logs?
yes, post client-main and server-main logs as well
installation error
i just downloaded this modpack i saw available and waned to sneak your firearm smod in
ah
any idea what the error was? my mods folder is all zipped files
You re supposed to extract them and have the normal folders with their name on it
im supposed to extract it all in my mods folder? feel like there would be a bunch of overwrites
What!? Dont extract mods
Huh? You can play with them zipped?
You should do it, dont extract mods
Update mods, remove duplicates, clear cache, restart the game, dont disable mods via mod manager, it does not fully work
I've seen plenty of games where you're supposed to leave then zipped 
kk thanky
Tbh, I will be greatfull if ppl here will help solve installation issues (just dont ask to unzip mods). I dont want to spent effort on this, cause then I barely have enough to work on mods.
Usually I just interested to check logs to make sure it is not an actual bug
it's a chest mounted light on the model
i appreciate the help really, i usually dont go outta my way to post logs and stuff but that seemed to have help
hey if I add https://mods.vintagestory.at/armory right now, will it brick my world?
Requires Combat Overhaul
Adds new weapons, shields and armor.
Please report bugs via official VS discord server.
Brigandine and scale helmets are no longer craftable. Instead, you have open, light and riveted helmets to choose from.
Weapons:
shields - Done
short swords - Done
long swords - Done
great sword - Done
clubs - Done
maces - Done
poleh...
No, but you do need combat Overhaul too
dw i got that
just wanted to know if itll mess something up if i added it after making a world
VS is generally fine with adding mods mid run especially ones like Armory that only add new items
fought off my first temporal storm with combat overhaul. ran around like a madman with an iron halberd, a plate helmet, and a dream
love how dynamic it makes the combat feel, it actually feels rewarding to get out and dive into the melee as opposed to forting up and throwing spears the entire time
halberd my goat 💯 it is so fun
hunter with halberd goes REAL crazy tbh, attackspeed and movespeed with a reach weapon that hits like a truck???? sign me tf up
I personally believe it makes the combat much better than vanilla which is why I can't understand people who don't like it
I mean sure it makes combat easier, but vanilla combat can be a bore, you would not believe how long it takes me to kill a double headed drifter without CO
the like only complaint i could see is the bows feeling bad compared to vanilla
and maybe the completely ignoring the sling but tbh i am glad sling didnt get the bulleye aiming
If you think that's good wait until you see the blackguard with a greatsword
my group's got one of those with nearly a full set of starmetal chainmail rn
its gonna be so funny to see him just tear his way through RA while the rest of us dont get to do anything
Like 9 damage per hit in a gigantic area with a surprisingly fast attack speed
my combat arsenal is looking better each day
now I just need to get myself steel
and another trip to RA to get that flintlock blueprint I hopefully stashed in one of the RA jars
its just in firearms, nvm
...i got pinged?
Bal ponged you to ask a question but then answered it himself
pls make sure to not go for reply ping then lol
yes
anyway crossbows and firearms have stands
Historically accurate halberdier 🤣
How much better is the falx blade against the clockwork monsters than the others? Is it better to just use the ones with bonuses rather than that?
the falx blade was specifically made in lore to fight otherwordly monsters and its still quite good with CO
yeah I don't like your mods either I'm just a hater >:)))))
I wake up...I hate
lol
what's that paper stuff on the shelves
two of my four sets of cards from Dana's Tabletop Games mod
Stats wise it is the best 1 handed weapon (when paired with a light shield) because the damage tier of the falx allows it to penetrate the same damage tiers that a warhammer/mace/club would allow
Basically if you have lower tier than the enemy resistance you do 50% damage, if you match the tier you do 75%, and if you exceed it you do 100%
the blackguard shortsword is also quite good in CO, but the falx blade is generally better as anyone can access that
It also has a lower damage tier than even an iron falx, so it behaves more like the Sabres added in armory
its that parry that makes it good in my eyes personally
it can negate literally all damage from any tier enemy aslong as you hit the parry im pretty sure
either way you arent wrong
A protection tier of 9, yes, but parries cannot parry ranged attacks
yeah thats fair
I don't think polearm blocks block arrows either
dont believe so, pretty sure only shields block them
Tbh I just choose to forgoe a shield and make better armor with a polearm
I'll eat the ranged hits
so shields can only parry up to their tier right?
Light Shields can "parry" (i.e. the starting animation when blocking) up to tier 9 in most cases
But they can only block up to their tier after that
And then it applies like armor would
Damage to the player works different than damage to enemies
so what's the drawback? they seem really overpowered
if you land a parry with even the flimsiest of shields, you negate every damage?
Recieved damage is a smoother curve than just 50, 75, or 100 percent damage
It's tough to land with the way VS enemies attack, but if you fuck up the timing then you still get hurt pretty bad
I had some fun in creative 1v1ing polar bears and wolves with greatswords, and tbh, it only took me a minute to get timings right, and animals are the hardest to time (drifters are much more clear to see imo)
Parries quickly become less reliable when fighting hordes
Which is what most of my combat consists of when farming gears and Jonas parts
True ig
I live near the equator, so I don't have much big wildlife to fight either
Just hyenas
Lmao
I did a roadtrip to a desert area for a few hours while still being nomadic
Nothing but thermite mounds and hyenas
An ungodly amount of hyenas
Just a pack of 3 to 6 hyenas (babies included) every 50 to 100 blocks
So annoying
you know what would be nice, when you successfully parry and immediately click attack, you counter-attack
Ooh ye a riposte
THERMITE mounds? That sounds awesome 🤣
Mordhau style would be quite nice and rewarding, but a Dark and Darker damage boost could be cool too
Thing is, a faster swing isn't necessarily always a good thing unless you're in PvP
primitive survival mod
it saved us so much
bc there was nothing else to eat other than hyenas
the timing will be so tight, there'd be a new animation of a stagger before you can counter/riposte
No, I mean there is a big difference between TERMITES and THERMITE
oh mb then
i have no idea which is which lol
the other t/h/ermite is the chemical compound right?
Termites are bugs, Thermite burns hot enough to punch through steel like a lightsaber
both sound yummy
thermite mounds is just a very nice way to get gunpowder
One of my friends who doesn't says it "just makes combat more difficult" and IIRC the reason was ranged weapon wobble
I had a lot of complaining from my ranged servermates. I used the config to change it to fixed.
Were Xskills fist perks fixed to work with CO?
For the most part, yes, but there are still some small incompatibilities that don't seem to cause issues for me
This is so odd to me because it makes your mostly Inaccurate bow into a much more predictable tool. To each their own I suppose
-Lower or matching tier 50-75%, matching or higher 100%
-Blunt, Slash, and Pierce weapons
-Creature damage type vulnerabilities
-Vulnerable and strong spots
2. Receiving Damage
- Received damage is calculated in a more granular way
- Coverage areas/damage area multipliers
- Additive resistance values of each slot to a coverage area
- Hit chance from PvE compared to accurate PvP hitboxes
- Second chance mechanic
3. Weapon Mechanics
- Parrying
- Blocking
- Attack directions (and affected damage type)
- 2 Handed, 1.5 Handed, and 1 Handed weapons
- Weapon Niches
4. Armor Mechanics
- Manipulation Speed
- Movement speed (as compared to vanilla)
- Armor Niches
5. Supplementary Mods (Will be spoken about as if they are installed by default in previous sections)
5.1 Tool Animations
- Does Manipulation speed affect mining speed?
5.2 Armory, Crossbows, Firearms, Arrows
- New Weapons
- Armor part division
5.3 Exoskeletons
- New Armor types
- Armor fuel Mechanics ```
how does iron fist work then?
average of all dmg types & all layers?
Ahhh, I haven't messed with fists much, but I doubt anything that references armor values doesn't work correctly
That's a Xskills question though, because all the compatibility was done on their end
@fallow surge Here is a pseudo script with all of the major points I want to bring up in an explanation video for Combat Overhaul. Do you think I'm missing anything?
Also, it seems like people really enjoy having a sneak peek of the combat
-Lower tier 50-75%, matching tier 100%, higher tier 100%
Truly? Alright it's been fixed
You mean the reticule thing? The wobble? Isn't that mostly or entirely cosmetic and it still causes shots to miss?
Are the same rules followed for the player/pvp?
No, it's not cosmetic. It's a legitimate restraint to using full plate alongside ranged weapons
no
This is for player receiving damage
Do you have a list of damage tiers and types for the various enemies?
Like the damage they do to the player
Thank you so so much. This will help a lot!
Oh man, I thought the bellheads did Blunt damage because of how hard they hit me through my basic steel plate. I suppose I may have been missing my maille or something then
I'm not sure where to find it, but is there a guide as to what the slots in the player window are? Like the 3 rows when you press C, I want to start making some armor, but don't want to make pieces that might not fit the slots I need, anyone have any tips on what thoses fields mean?
If you take a screenshot of the armor UI, I'll add descriptors to it for you
Can you give me a little bit of space to the right so I have space for the text?
Thank you
Wait they're already labeled though, are they not?
If you're in creative, grab some of the existing armors and check what slots they take up in their item description and when you put them on
ahhh will do that, thanks!!
Or do you mean you want to know what items cover what areas?
just overall, so each lvl like chain, scale, and plate don't go into all the fields right? Like probably only plate armor?
Scale takes up the "middle" and "outer" slots (i.e. chain and plate)
gotchu, okok that makes sense, I'll play with it in creative and test out, I appreciate the info!!
No problem. I'm making a video sometime this week going over everything in Combat Overhaul just for reasons like this
Went ahead and did this, but you've probably already figured it out
I forgot what leather is because I never make it 😭
Man you’re the best! Thank you!!
leather jerkin(?) is inner too
slightly worse gambo, but still good for some blunt protection
Thanks for the reminder. I've yet to make one of those either 🤣
Just I got to making logo image for the lib my photoshop decided to uncrack itself, fuck
I guess it's time to try GIMP?
Nope, I just crack it again, dont want to learn new editor
I love playing with this mod :>
is there no tier in CO?