#Combat Overhaul
1 messages · Page 19 of 1
ok then why does a single item has both?
clearly parry and block isn't the same mechanic
idk what each does, but it doesn't make sense that they're the same
bc the same item wouldn't do both
oh, that's it?
(just read the edit)
You'll notice when you start your block animation your character does a weird sort of "nudge." It's these frames which count as "parrying"
oh ok
so block is hold, parry is just the frames, both do the same result
thanks!
Yep!
feels kinda op tho to be able to cancel ANY damage lol
if I have a heavy iron shield, only 3 creatures in the game can damage me anymore
and it's not a parry, it's a block
so like, what's the drawback there?
refering back to this btw
only 3 mobs have an attack tier higher than 6
Directional defense
and enemies can clip through your shield from front & fully ignore your shield, most often with shivers & fast animals
and most obvious of drawbacks of blocking, you cant attack normally
:c
btw speaking of shivers
where should I aim to strike?
bc when I hit their front, it does the "thunnk" noise of hitting a bad spot, like hitting the goat's horns
idk really, i just hit them with club until they die
or i panic&die when i see deep silt shiver while exploring caves with bad armor
Same. I'm so sad the herbs mod isn't up to date and is currently non-functional
So if I already have full iron plate, is there much point in creating chainmail?
There are different sounds? I just beat them with my iron club, they don't really last more than a couple hits
full plate is JUST enough to begin reducing Nightmare+ damage
you'll want like Gambeson at least for blunt protection
I was literally gonna talk about this
I went in a better ruins place today after finishing up my full plate bronze, bronze chain, and gambeson
Ig it was a really bad place bc it was at y20, so maybe I should ve seen it coming, but still
I find one singular nightmare drifter. It fight him, but he doesn't die to my bronze mace, despite having no blunt resistance. He hits me once, 25 to 30% of hp instantly gone. I tried to run away from him and wall him off, but I ended up finding more mobs, like 5 tainted or corrupted mobs, and I died to the sheer amount of attacks and nowhere to run.
It was so disappointing spending those hours smithing, only to die in a few hits instantly...
Was I too unlucky and headed for a way too endgame place or do I need steel to begin doing any fighting underground?
Bc surface mobs dont do any damage to me anymore, but below the surface it s a 3 shot
Dude bronze armor isn't going to cut it
Especially against basalt floor mobs
That is endgame enemies
Bronze is early game metal
I used iron plate and I was able to tank a decent amount of damage from a massive basalt floor room at y 13
But I was blackguard and I lost a lot of hp
So try at least iron
yeah but this is just so disapointing, I spent so many hours making it, i guess its whole existance is pointless then? Like why tf make it a recipe if all I need to do is gambeson, then straight up to steel plate
like this is boring
I'm 40-50h into the save, I wish I could explore something, find lore n shit
Yeah don't invest in plate armor if it's bronze, sorry you wasted your time
Especiallt with this mod it's ridiculous to make plate armor
It takes fucking forever
if this is how it fares against a single drifter, I'm guessing going to the Archive is literally scuicide as well?
You can do the archive naked
wdym?
I know how to fight but I'm not doing any cheesing or shenaningans
I'm not talking about shenanigans
Be super careful against the mineshaft enemies
Then use a shield for the boss or hide behind the pillar and jump when he slans the ground
Then heal with bandages if you mess up
Since you full heal with no armor it should he fine if you got the sulfur ones
I never found a single reading of sulfur yet
RNGesus loves me
but I don't wanna do it naked, it sounds stupid
Make scale bronze and just heal when you get hurt
Yeah, obviously. Just got to get my tailor to get to work
Turn the mail into scale mail
The scale mail in combat overhaul can be used as light armor with no outer layer
Kinda like chainmail in vanilla
Get iron asap is my advice and then rush steel for plate armor, or just save yourself the headache and make steel brigandine
God this whole event ruined my will to play
With or without the mod it'd prob be the same thing, it's just disapointing the only goal of the game is the lore, but 40H of progress isn't nearly enough to show up at these locations
yeah but I got no iron anywhere near me either, otherwise I'd jumped on it already
that's why I made so much bronze
Well then go get iron, and go get the 6 iron plates in the bell workshop
Go searching for iron
You can use the plate armor in y 30ish or higher just fine
ah sounds like your armor wasn't enough as Bronze chain gives no protection vs Piercing (10 damage piercing) so you only had 5 armor which is only -50% damage so he did at least 5 damage (up to 10 damage if he hit your head)
Also you should really consider carrying a 2-handed for this situation where you want range and AOE as caves are just funny like that.
Also blunt weapons do perfect damage vs rust monsters yes but that doesn't mean they do a lot of damage. Which is where stuff like Sabers (+1 damage, -1 slashing tier) and 2-handed weapons come in handy
you can see the stats for enemies and armor here
it "should" be accurate
personally I don't make chain until I got Iron because Iron is when chain gives +1 piercing armor
bronze does give +1 piercing
and gambeson is +2
hell yeah the linked google doc on the mod page is out of date
only tailored gambe
yes, which i had
it sounds like either you got hit in the head a bunch of times
na idk how else besides headshots
no it sounds like high tier ennemies can just kill you like that bc you didn't speedrun the strongest material in the game
well it's not accurate as we saw
as it lists bronze chain as only 0 piercing and 3 slashing
yeah it's +1 to both
strange that you died so fast because the max damage possible for you to take was 11.2 vs a corrupted drifter
I have my limb damages equalized to 1x but I know the CO settings
you should have been basically eating their attacks
0.8 damage on torso and legs/arms take even less damage
full tin bronze plate + chain and tailor gambe was used to test
it sounds like they just RNG'd your head a bunch of times
as that's the only way those enemies would have been able to do any real damage to you
now if they were nightmare though, yeah they would have dumpstered you
also Bronze is more than enough to take on RA
specifically if you use Tailored gambe
as no surprise the boss does only blunt damage
just don't fight the bell or sawblade locust and you're good
though the corrupted locusts in the mineshaft might spook you
yeah that's pretty bad
wait what the fuck sawblade locust does tier 8 slashing?
fucking oof
Sawblade Locusts are horrifying
I always just get the hell out of there if one spawns in a cave
yeah lol even with this setup of full bronze and tailored gambe they did 4 hp damage
Whaaaat. Damn.
they take 2 pistol shots to fell at least so it's not too bad
Haha, for a second I thought that was a pile of used pistols, and not the Locust. I was about to say you Saltzpyred his ass :P
oh I just noticed the Enemy info box gives you accurate damage stats
but yeah after testing to make sure it sounds like Cat Tree just got supremely unlucky
I’ve had that happen sometimes as well. It’s rare but oof ouch.
as, unless they were actually nightmare, the armor set worn should shrug off anything but headshots
Yeaaah. Two unlucky Bowtorn headshots leaving you are no HP is ouch
part of why I made all the limb damage 1x so that way it feels fair instead "lol got unlucky"
Isn’t it weighted to like, what the monster can actually hit?
Like a crawling drifter can’t hit above your legs really
Huh. That was one of the crawling drifters?
na just a normal one
Oh, yeah, the normal one is taller so that makes sense
assuming this is accurate, you're right the crawling drifter cannot hit your head
but the non-crawling one can
thank you for letting me test crawling one UwU
@faint plover I tested to be sure. It seems you either fought actually nightmare enemies or got supremely unlucky got hit by back-to-back headshots
Oh! Okay!
I suggest you set your limb damage modifiers to 1x
so you don't get unfairly killed like that
Yeah, it’s nice it’s configurable like that
Yeah, i said it was a nightmare drifter
And when I came back increative to get my body, I saw at least one tainted bowtorn, tainted and corrupted drifters (3 to 5 of em, plus the nightmare one)
my apologies I must have misread that, I was under the info that it was corrupted drifter :c
There might be 2 or 3 bowtorns as well, they were shooting fast from the darkness, but I was busy trying to dodge the nightmare
Ooh yeah that would tear you in half.
How can you see in a cave with a 2h in a cave
you put a torch down
it's not like they're expensive
if you're in RA, then yeah it'd be an issue
Eh but when you have to run it sucks ass
place more torches
I've done that before but it's usually when it's 1v1 or 2v1
It's just so inconvenient
???
You can grab the Wearable lights mod then
I don't get that at all but sure you do you
it's just an option
I mean it's not like it's raining in caves so torches should be fine
It’s kinda part of the drawback of using a 2-hander that, you know, it uses both hands :P
to compensate for +increased range, +1 damage, AOE sweeps
I came in the cave with a shield too but didn't get to use it bc had the lantern on
Tho tbh being encircled by that many mobs was death anyways lol
I love my Long Axe
ah yeah I always carry 64 torches so I can shit them out like that
How do u light up 64 torches
I use the greatsword now, the quarterstaff got nerfed
Light up one, place the others and light manually :P
place one lit torch down -> lit the unlit torches
I really wanna upgrade to a Halberd
eh the Halberd was pretty meh imo
They seem sick as hell haha
it lacks the block the quarterstaff and greatsword have
So you re telling me instead of smithing a bronze armor, I should have just lit up torches for a few hours
That is the actual strat of the game?
I mean I'm not the one that died in a cave. You control the fights you get into I ONLY told you other options
Halberd and poleaxe are my dream weapons
I will make them once I get iron and steel
But for now I don't have a choice
Piercing damage sucks against drifters, they have such high res
So I use mace instead of spear
yeah I swapped to greatsword from using the pike because of that
With range you can keep them at bay pretty well
the pike is now "fuck bears"
Yes but it takes so many hits...
It might not kill them fast, but if you are good at knock back, it doesn’t matter
Their melee attack will always hit you bc fuck logic, it can hit you from 3meters
if you have the firearms mod, I suggest a Bossi carbine for bad situations
They actually have an incredibly short melee
If you keep close to them they want to back up and distance from you, so exploiting that is great for dealing with them.
If you are right up against them, they like to Melee though.
they also have a jank hitbox for ranged :c
I have a hard time hitting them with my bow
I’m just sometimes a bad shot, haha
I’ve not had any hitbox issues that weren’t vanilla, IE the harvesting hitbox
So glad that 20.10 fixed that harvesting hitbox though it’s wonderful
oh right I got to update that
Honestly the forlorn estoc carried me through 90% of the game
High damage good range and 1h
And I just carried a lantern everywhere
Also the blackguard swing speed bonus was kino
I couldn't stand how slow the 1h version of 1h/2h weapons were
oh that's the best part
you can stab and run into them
so they have no reaction time to your attack
I basically fight like a rapier and just thrust and move back lol
Does this mod make the (RA) ||eidolon in the archives harder? I had a set of forlorn armor and that things stones would take huge chunks of my health including the boss itself, i noticed different layers of armor, does that matter a lot in the mod?||
it gives the eidolon heavily armored (basically cannot be hurt) arms but a crit spot on the eyes
also the boss does ONLY blunt damage
metal armor gives little blunt protection
if you wear gambeson you basically facetank the Eidolon
basically you were wearing the wrong armor for the damage he dealt (very few enemies do blunt damage consistently anyways)
yes
Firearms and Crossbows add exactly what you would think
Armory adds more depth to the armor system and adds more weapon variety
(Armory makes it so you have to SMITH the armor now but you have far more control over what stats the armor has)
you can wear plate armor with only like -5% movement speed, but it covers less of your body (higher chance for enemy attacks to slip past your armor)
Less effective weapons, less reach, more hunger, annoying to see with, etc.
You should hit shivers in their exposed horrid face, but bellheads need to be hit in the body
Yes
The base game is the same way, in fact making armor takes waaaaay longer, but bronze plate+chain+normal gambeson is enough to take on the first story location if you're careful about not getting hit by the drifters
In the bronze age it's actually way faster and waaaaaay cheaper
I essentially only used 1h weapons so far, so "lose" anything (for hunger, just take it off, keep in hotbar and press x when needed)
Oh I thought it was the area to not hit, thanks then
Yeah ik base game is the same setup, co doesn't change anything in that, but I find it really bad, they should have exploration content before I get iron and steel, which comes so far later
Also thx for the tip, I still want to hit the archives
There is a second chance mechanic if you take major lethal damage suddenly
Campfire them!
As in put them inside the fire inventory?
Like to cook?
Oooh so that s why the apocalyptic night a doubled headed drifter spawned on my homeless flint spear ass I survived with 0.1 hp
Yep! It'll light them all up one by one like you're cooking them
Noice, thanks
yeah but what if I simply don't take 20 damage from a gremlin with a stick?
You normally don't if you plan correctly. Vanilla has other ideas though...
exaactly "normally" I don't find it funny to just randomly take 20 hp damage because I rolled a bad headshot on a 2% chance to hit my face
What's the best armor for a hunter to use?
I don't know for sure but I suspect scale mail
plate if you have Armory mod just don't make the arms
otherwise scale+gambe imo
scale + gambe seemed like the move to me
is there a way to pull armor apart?
as in the multi-piece armors
wait so plate by itself or plate + chain + gambe
ONLY with Armory
hence why original message mentioned Armory
let me get pics
like this
you can get plate with relatively minor penalties
but it only protects your Torso
I meant can armor crafted together be taken back apart
nope
it can only be assembled together
Seems like an oversight
not really
because the combined set is just the same as the seperate set
but yeah basically you trade stats for Coverage
so if you wear only a plate chest, you risk a 6.5% chance for an attack that hits your arm/hands
but arms and hands have a -50% damage taken modifier so it's not "that" bad
here's the modifiers for your reference
Oh so legs also dont need as much protection
technically no
Technically?
even if it's 50% reduction, a 10 damage attack ( corrupt enemy) will do 5 damage
which is pretty bad :p
I said not as much not none
I mean you still need enough armor to begin lowering enemy damage
some enemies have tier 8 damage
like Brown Bears
Noted
Scale + Tailored gambe is JUST enough to begin lowering the damage from Brown bears, Sawblade locusts, etc
so if you have access to tailored gambe, that'd be a good armor with minimum debuffs
I currently have leather jerkin and iron chain
personally, I use Scale + gambe for general use and just pray brown bears don't spawn (or carry multiple crossbows)
that'll do for basic surface enemies
but it won't stop bears and the stronger Rust enemies
personally I suggest looking into Gambe + Iron Scale for minimal debuffs but still good stats
it won't be good enough for the deepest enemies, but it'll help vs anything lower than brown bears, nightmare level enemies
and look into plate armor if you want to go for the deepest levels or stronger temporal storms
thankfully you can do 99% of content without ever "needing" plate level armor (though it'll certainly help)
if you want to wear the lighter armor but still fight the stronger enemies, I suggest some of the other mods from Maltiez
Thanks for the advice
My friend already made a set of plate armor but I hadn't started wearing it yet because of the debuffs it gave to me, I'll see about making a more balanced build for myself
yeah let me put on a suit of what I suggested so you can look at the stats at a glance
tailor and normal gambe have the same debuffs so should be fine for the stat screen
keep in mind, these stats are as a Clockmaker (+10% speed)
oh what the fuck
I just looked at armors
and saw Forlorn Hope
lol that can't be right
that's better than every armor with less debuffs
uh I think I might need to check my CO
if this is correct, use Forlorn Hope armor
it's just "what if Plate armor had Scale debuffs"
How?
sorry I misread the comment I was wrong
you cannot pull apart armors (except Exoskeleton armor but that's the exception)
Also im currently using an iron spear. Is there a better melee weapon for hunter?
spear is really good vs animals, but vs rust enemies you'll want something with Blunt damage or just raw bruteforce with Slashing damage
I recommend the Quarterstaff or the Greatsword as you have the spear for single target but the quarterstaff and greatsword have the dps and AOE
Quarterstaff?
2-handed blunt weapon
it has lower damage than other 2-handed
but it's REALLY cheap
my personal weapon that I use is the Greatsword
everything you'd need in a weapon
the disadvantage to 2-handed is you cannot have a lantern in your hand
but you can just place down torches
Is quarterstaff long or would greatsword be the longer weapon
I prefer the club
I think greatsword is longer but I never measured to be sure
club is alright but they have a spear so they need something to handle lots of enemies so they don't get overwhelmed
Imo quarterstaff hitbox sometimes get finnicky a lot, so i'd use greatsword. At the same time most cave enemies have no blunt resist so if you can make quarterstaff work, its just better overall
I think it does have more range, especially on stabs.
Also, had the same forlorn armor stats, yeah its maybe too busted? Adding a middle layer on it would probably make it more balanced
quarterstaff actually isn't better overall
the greatsword does so much damage that it outdamages the quarterstaff even against sawblade locusts and Gearfoot enemies (7 slashing resist). The damage difference is even more noticeable on lower tier enemies because greatsword will do more damage while the quarterstaff is still 5 damage max
just barely more on the nightmare+ enemies but still better (roughly .25 damage more)
yeah it definitely feels like it does
lol definitely busted, I'd probably wear it over steel plate
False. Fully conjoined plate Variants offer superior Blunt protection
If they already have the maille, then it's more worth it to just Forge plate imo
This is great info, thanks for this.
Now we have proof that Paladins are better than monks
Forlorn armor does come with ultra low debuffs. It doesn't offer as much protection as steel though
Halberds also get a bonus with the Hunter, which has a piercing and slashing attack at the expense of speed
Most of the time steel weapons have a high enough damage tier to ignore defense tier anyways, so the steel falx is objectively the best 1 handed weapon in CO
Oh shit I forgot about the halberd!
Unfortunately, poleaxe does not count as a halberd
In case you were wondering...
Malefactor might honestly be one of the strongest classes right now with CO, especially with mods that add more downgrades to a class and give them more upgrades
You've got mace proficiency to kill things with Blunt weapons pre-steel, ability to get a flax farm up easier for gambesons, and an axe proficiency which applies to the long axe and poleaxe
Or Dane axe, I forget what the more viking one is called, but it's solid
all bonus damages from traits are not applied in CO, don't they?
Depending on what mods you're using they can sometimes. You'd need to test it
No the melee damage modifiers do apply
In CO and it's sister mods, yes
And to my knowledge the ranged ones do only for the bow and sling
The blackguard does insane damage
Blackguard doesn't get a damage boost in base CO if I remember correctly
I don't think any classes do
Unless it was changed it still has the generic melee damage bonus
how do i change config/settings in CO?
i wanna test this but need debug info, which is present in settings afaik
Saying this as someone who exclusively plays blackguard
Configlib mod. Adds a button to your pause menu
alright, another mod in the mod folder it is then 
Pretty sure it was done away with awhile ago, but I just switched to maining almost exclusively blackguard for the armor buffs. I play with a mod that adds way more negatives and positives to classes now though
It could be that mod changing things too
It works with a lot of mods really well actually, so if you have any other mods that you don't like a specific part of you can disable it
Yeah, it 200% does change it, but check your character sheet to see what skills/traits you have
I can't right now since I'm at work but blackguard definitely had the bonus last i played a few weeks ago
well, blackguard does have bonus damage
upper is commoner, lower is blackguard
steel greatsword was used
anyone else really mixed on the spot-based defense for the player?
seems so strange
probably awesome for pvp but for regular pve combat it's unnatural
it reminds me of rimworld, i like it
rimworld isn't an action game, ????
I really like the separate defenses. It makes a lot of sense, encourages a full armor set, plus the enemies do take use of it some.
Honestly, I'll take almost anything that makes combat more engaging.
I like it to an extent, it makes sense and encourages armor to be thought of when you assemble your kit, but I like that we can custom damage modifiers, bc I think x2 for head is too much and x0.5 for legs is also too low, personally I changed both to half of what they originally are
but vanilla armor does that
it's rng but works the same way effectively, just more reliable
Exactly this as well!
The layers are fun, the different parts are really cool cause it comes with bonuses/maluses that make sense, too...
co's defense system would make sense if the enemies actually targeted any one specific part, but it just counts where they so happen to hit
that's why it feels unnatural
Not true though, Crawling Drifters only can hit your lower half, and that's all they hit.
that's an exception
There's like, so few enemies in the base game my dude
You can literally count them on two hands
so?
Locusts are also small.
locusts can jump
shrugs
hopefully maltiez can implement a way to have vanilla's armor system with co
that would be ideal for me
you can change the values for limb damage and also craft the vanilla armor pieces which do provide full cover
Vanilla does that though tbh
And if you wanna revert back to vanilla limb that do nothing, you just need to tweak 2 values back to 1.0 easily in the in game mod settings
no
vanilla defense is rng
50% body, 30% legs, 20% head
it's simple but clever
co uses actual hitboxes on each part of the body
no
like i said, it would make sense if enemies actually targeted any specific parts, making you want to protect specific body parts for different engagements, but instead they just aim for you
so this dynamic system is confusing
So you want mob 1 to aim 100% of the time with a aimhack your left arm, and mob 2 to aim 100% precision at the right leg?
That just seems like the most boring setup, the most exploitable, and least immersive
I took it to the extreme but I don't get why you would want mobs to be so predictable
not aimhack, but make it a target, instead of the completely random "whatever part the hitbox touches in that moment"
Which ends up being the same result as vanilla, it s randomness in the end, a situational rng rather than pure diceroll, but still rng
vanilla's randomness is set in stone
What would mobs aim for?
bowtorn for chest and head, wolves for legs, drifters for arms
i'm not asking co to do all this, i'm saying the system doesn't fit the way the game's mobs are designed
I think it s needlessly complicated bc I don't see how it adds anything compared to vanilla s system, but I don't see how it is a bad thing either
What you re suggesting sounds good, but needs balancing out bc if drifters hit nothing but arms, then you ll have stupid logic of "wear nothing but arm armor and walk around naked but invincible to every drifter type ennemy"
not hit, target
so you would still want to have insurance for the parts they might hit instead
idk how difficult it would be to make the mobs target a small dynamic hitbox instead of vanilla's huge blob
No, CO hits are completely random too
There's even a chart for how random it is
Even PVP is random
Ah ok I didn't notice thanks c:
Only 1 protection tier lower, which compared to the lower debuffs, is 100% worth it
Yeah though I personally think the ability to block/parry is useful for enemies like bears and locusts whose attacks are easily telegraphed and hit really hard
Unnatural?
from a game perspective, yes
obviously it makes sense logically, but not in terms of game design
Vanilla armor makes you lose a ton of movespeed when wearing a plate helmet so....
how?
what?
They do most of the time. In the base game the damage is TOTALLY random
I literally posted the percentages. What are you confused on
but why do you have like 15 different hitboxes then
Not for PvE combat
if it's determined by rng
You can see that each limb has a different chance
Hence why there's different hitboxes
Because where you're hit determines what chances to use
PvP has accurate hitboxes, PvE has random chances to take damage to those areas based on whether the enemy is above, in front, or below you
Above, Normal, or Below
Pvp does not have accurate hitboxes
I shot my friend in the head too many times to not know
It most certainly does
this is why this mod needs to be documented..
Then my friend has one small head
It's most likely the second chance mechanic triggering
You can literally see what limb you hit lol
It's not hidden at all
Granted I doubt his head had anything of value (he ate my cabbages)
Yeah, but that must be a server desync thing for you then. Combat Overhaul's hitboxes are accurate in PvP
Idk I'm not convinced but not like it really matters so should be alright
I can consistently hit the neck of my friend with a falx over and over again if I swing the same way, and a poke to the foot will always do damage to the lower leg
Pvp is mostly me going "dude you're so lucky I didn't hit your neck" (he uses a riveted helmet)
We use CO:Reanimated, so a lot of the weapons tend to lead with the point more, making it easier to hit smaller targets at the expense of being distracted by cool animations 🤣
Yeah it is hard to tell where hits are truly going
I clearly aim at the head with the tip of my spear
"Torso"
Thank you drifter
I think things can get wonky if you "drag" your swings to hit later than a direct attack.
Ah yeah we often do that "thrust" attack kind of thing where we swing then move in to hit
A lot safer but lol god knows where the hit went
The only inaccuracy I've found in this dataset is that bellhead shivers do Blunt, not slashing, damage
I've actually been working on a video to do just that, but with Maltiez's recent absence I haven't been able to bounce ideas off of him as well as I've just been busy with school finals
It seems to depend on what attack they do as Drifters cycle between piercing and blunt seemingly at random
Higher tier drifters with blades on their arm have different damage types assigned to their different attack animations
The problem is I can't tell which attack it is
Though I suppose it is drifters
If you get hit, you likely deserved it
I haven't been paying enough attention to tell which does which, but it's not random as far as I know
But think of the hilarity of only wearing greaves and jumping before every enemy attack
how often is that actually gonna work
Ten to one a quake veteran could get to 100%
you have no control in the air after a few frames, and then you gotta land anyway
Me, I doubt I could
this isn't quake
quake has insane air control
here the grace period is like 8 frames
I just meant due to the honed sense of timing. It’s not like the mobs will attack in unpredictable ways or vary their swings
but if there's more than one, can't really save yourself
Yeah that’s true
is it possible CO stops me from throwing stones at myself?
coz it's clearly not working
it's weird also bc stone throwing still has vanilla aim lol
oh are you wearing armor?
armor could be absorbing the hit
I am but even then there should be hit sound
Or I wouldn't just be picking up the rock
no actually, armor can completely absorb and ignore low damage attacks
i don't know the exact threshold
No, armour ignores that. I figured that out when I realized blackberries and rosehip had thorns in-game (like they do in real life) after I had been walking through them without issue, but my friend got hit with thorns
Question; I'm trying to write a patch for an armor set in a mod, in game it appears to be functional in the item description it lists the new stats, but when you put it on it doesn't actually apply things like walk speed or hunger modifiers. I'm running errands at the moment so I can't provide the patch itself to look at but is there some obvious thing it sounds like I missed that would cause that?
On the subject of armor patches, is there some way to get the autopatcher in this mod to recognize them so it doesn't run on something that has built in patches?
Normally I don't bother making armor until I am at iron, but is there any solid bronze pieces that can layer with iron later on? Was considering some bronze chain or something.
Stones oftentimes do less than 0.1 damage so the game negates them when wearing armor
Please elaborate more on what you mean by this
I personally would recommend you go the really economical scale or lamellar if you want early protection from Wolves or surface drifters
But you can realistically complete the resonance archives with full bronze plate, chain, and standard gambeson
I'm really pulling my hair out now, the patch I'm working on functions correctly for one set of armor but not another in the same mod for some reason.
It works for the zealot set but not for the acolyte set even though it shows up correctly on the stat card
It just doesn't apply the debuffs for some reason
Rustbound Magic has its own handmade patches for CO for its mage armors in its files, and they're set to cover only the 'Outer' layer slots by default. I did some digging inside of CO's files, and determined that when the autopatcher is running on something, it assigns both layers 'Outer' and 'Middle' to be used by armor that isn't already patched.
In my tinkering, I tried to set the mage armor to only use the middle slot, or only the outer slot. Neither worked, and in-game it takes both slots. Therefore, the autopatcher built into CO is most likely still patching Rustbound Magic, despite it already having patches made for it in the files.
not to be annoying but 12/12 + decent chainmail will make your truely immortal for all dmg
Numbers are easy to change, but it doesn't matter if it isn't working in the first place.
That is really odd. I wish I could help you more with this issue
good evening, sorry to bother you all, but I need some help
everything was working fine but I tried updating and now it's broken
oh wait
I forgor overhaullib
works fine now
I'm just stupid
I can send you the .json if you want. After some more playing around with it I think it's somehow related to the item name for the acolyte set because just changing the names between the two sets and nothing else the zealot set then correctly got the other stat line while the acolyte set continued to not apply the listed stats.
What I'm struggling to figure out though is why that would be the case, I made sure to copy the string directly from the mods' armor.json just to be sure.
What I meant by that is that I'm unaware of how to make json code work. I can read and interpret what some things mean, but making anything is like a foreign tongue
I just copied the formatting from another mod that had baked in CO compatibility.
Ah well I'm just gonna shelve this for now, I haven't actually played the game at all today because I've been messing around with this or otherwise busy.
That would explain a lot. Does that also apply to me shooting at, say, a heavily armored modded mob? Would I not necessarily hear a ping all the time?
no you're most definitely missing
guns do like 100x the max "ignorable" damage
since guns gained spread, i recommend not shooting guns past 100m
if it's a pistol, half that
Hey guys me and my buddy ran into a bug, he disabled combat overhaul while having equipped gear, I don't know if it's still equipped but Walkspeed and healing rate are down to 95% and hungerrate is on 110%
we reenabled it because I thought you could get the stuck gear away but it wasn't there anymore.
any ideas if you could fix this by editing the save file?
(edit) we fixed that by using the command /player xyz wipedata + /kill and relog
leak
Yes, please don't burn yourself out. It's really easy to get caught up in something and just do it until you're sick of it. By that point you can't even enjoy the thing you're doing. I greatly look forward to the comp-patch but real life always comes first!
Damage under 0.1 is totally ignored and just does slight damage to armor. Punching someone will only very rarely make them do a voiceline
Normally this is solved by just filling the slot with armor again and taking it off
Mobs also can only have max 50% armor
they follow different armor calculations than player
does this work for 1.20.10?
Yes
is it normal I can't place spears on the ground, bc right click makes it aim?
nvm I'm stupid
it s written when i select the weapon
kinda tricky holding 3 buttons on keyboard
Tool racks are a godsend
Do the normal axes count as battle axes for the purposes of proficiency? I see Armory adds Long Axes, assuming those count as battleaxes
Long axes and poleaxes count, but I've done no testing with normal axes
Dug into the configs a bit, I don't see any overrides for normal axes so I'm assuming not
normal axe = tool
so don't think so no
plus, it just has terrible stats on its own
anyone here uses crossbow mod as well? i can't get it working
Yeah, I use it
it crashes everytime i try to start a save with it, no idea why :v
got it working with a prior version
I use it too on 1.2.7
i am on 1.2.7, I meant prior crossbow mod version
Oh weird I'n using the latest crossbow version
restart the game after enabling it
i did
but it works now anyways
quick question: does the great sword stab do piercing damage?
I don't think so because the weapon description only says slash damage when those two you mentioned say slash, pierce and slash, pierce, blunt respectively
halberd does slashing tho it says
poleaxe mentions all 3
but it's the only one to do so
so that's why i'm asking :/
it looks like it's the only one doing it
I don't think so because it doesn't say so on the item description
I did, always forget to change chat tabs tho
Could not find a part of the path '/home/container/data/Cache/unpack/combatoverhaul_0.3.5.zip_6b08bc9c8ed7/assets/game/shapes/combatoverhaul/armor/antique/blackguard-pristine/body.json'.
12.5.2025 00:30:03 [Server Warning] Entity attachable shape game:combatoverhaul/armor/antique/blackguard-pristine/body defined in Item game:armor-body-antique-blackguard-pristine not found or errored, was supposed to be at game:shapes/combatoverhaul/armor/antique/blackguard-pristine/body.json. Shape will be invisible.
12.5.2025 00:30:03 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned)
at Vintagestory.API.Common.EntityPlayer.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 420
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1053
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 605
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 654
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914```
What on earth is this, this s inew
Could not find a part of the path '/home/container/data/Cache/unpack/armory_0.2.3.zip_9ac183436951/assets/armory/shapes/armor/chain/arms.json'.
12.5.2025 00:30:49 [Server Warning] Entity attachable shape armory:armor/chain/arms defined in Item armory:armor-arms-chain-iron-vanilla not found or errored, was supposed to be at armory:shapes/armor/chain/arms.json. Shape will be invisible.
12.5.2025 00:30:49 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned)
at Vintagestory.API.Common.EntityPlayer.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 420
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1053
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 605
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 654
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914```
we're getting console spam from the above
is there anyway to remove the modded armor from the mod but keep everything else? im not a fan of how you craft it
Copy-pasted from up above; I forgot to leave the ping on when I replied and then I was away for the weekend.
Rustbound Magic has its own handmade patches for CO for its mage armors in its files, and they're set to cover only the 'Outer' layer slots by default. I did some digging inside of CO's files, and determined that when the autopatcher is running on something, it assigns both layers 'Outer' and 'Middle' to be used by armor that isn't already patched.
In my tinkering, I tried to set the mage armor to only use the middle slot, or only the outer slot. Neither worked, and in-game it takes both slots. Therefore, the autopatcher built into CO is most likely still patching Rustbound Magic, despite it already having patches made for it in the files.
it is so unfortunate that shields placed against walls show us their backs
they'd be so much cooler if front facing
i know the weapons fit on tool racks, I haven't tried putting a shield on it tho
it'd prob look much better then
(i tried putting one on antler mount lol, bc that would have been a very cool mount)
me and my friend are having a little problem with combat overhaul, because only blunt damage seems to really be working, and stuff like arrows dont do any damage at all, do we need to install a diffrent version of combat overhaul ?
how do i get crossbow mod to work, im on creative and cannot find any of them
almost everything hostile is resistant to slashing, and most to piercing, so everything seems to be exactly as it should be.
learn damage tiers
it doesnt work against players either
and types
a thrown copper spear did no damage to a player with no armor
well, maybe there is some problem then 
feels like i've seen something about no damage fix in changelogs of previous versions.
which version of the mod are you playing?
one sec im gonna check
i think its 0.2.3
nothing about no damage fixes, but you still like twelve versions behind
suggest you to update
👍
which one is the latest version ?
the one on moddb
which is 0.3.9 i believe
alr thank you, im testing it out now
it still doesnt work, arrows just fly through enemies
it does work on players tho
well, i have nothing to add here, maybe some mods create conflicts, or maybe there some new bugs introduced.
you may ask @fallow surge about that i guess
good idea
@fallow surge do you know what could be causing the issue that arrows fly through enemies without doing anything
spear throwing also doesnt work
do you also have overhaullib and CO
and are all three up to date
Definitely update Combat Overhaul and Overhaul Library to the latest version. The ranged weapon issue also sounds like a common issue with old version of Xskills, so be sure to update that and Xlib to the latest versions too
i couldnt find the oldest versions of Xlib, im not quite sure where to find it
*newest
Well you want the newest version. https://mods.vintagestory.at/show/mod/244
XLib is an interface that does nothing noticeable at its own. But it provides an interface to add skills, abilities and effects to the game, does synchronisation between server and client and saves and loads data. And it provides a dialog that can be opend by pressing the 'O' key by default. I made it so that you can use this to implement your o...
The one click intall will install the latest
It says it's outdated, but most mods are compatible between game version
thanks a lot
I am trying to pull a funny and copy paste files to make a meteoric-iron poleaxe possible
i have almost got it
the funnniest part is
the stats for iron poleaxe are in the files
it is already prepared
i "just" have to adapt the recipes, shapes, and materials
If you have xskills installed make sure to update that too its latest version aswell
Oh oops I see somebody else already beat me too it 😅 Had the same issue a while back anyways so yea
I made a full iron brig set what other armor should I also wear with it
I highly suggest chain because some enemies have up to 8 slashing tier so iron brig wouldn't be enough vs them (sawblade locusts, Nightmare+ shivers, etc)
Does it matter what layer you wear things on
no, they all add the same armor and apply the same debuffs
and it's not like you can choose on which layer you want to put armor
well, maybe you can with like body lamellar, but why
yeah some armors can be put into different slots but it won't do anything different so no issues
I guess you could put it on a slot that's easier to take off (for healing)
You can do it with just about any armor. It's just a creative choice made by Maltiez designing the UI
So that you don't have to go through the effort of making steel, or for cosmetic reasons?
i just LOVE meteoric iron SO MUCH
but i failed
so i had to settle for greatsword
which looks cool admitedly
but not as cool as poleaxe
(the halberd is just a worse greatsword bc no block)
also i don't like the iron halberd looks
I do wish the halberd had a block; I love halberds
steel halberd head is nice, but iron halberd age is just...meh
it's the earlier ones which arent' my fav
it feels kinda unfair, same stat as a greatsword
but just...a whole mechanic less
maybe it has more reach idk?
It has adjustable reach, which is nice for in the caves
Or if something gets up in my face in general
oh okay yeah, so more reach
also I love meteoric iron so much I might not make any steel armor lol
maybe chain if I really wanna be tanky af
Halberd has a pierce damage attack, greatsword does not, but I can understand the want for a greatsword
are u sure tho?
it does not mention it
unlike the poleaxe
Since it got added to Armory
piercing is only good against animals though
it's the worse against drifters
they have really high piercing resistance
but it's still cool
That it is. Hunting large game or dealing with dangerous predators is easier with a halberd, especially with Hunter proficiencies
Smh not spamming shrapnel bombs to kill rabbits
Stone age, spam javelins
Bronze age - make a pike
after or late bronze age - crossbow is best for hunting
Heh, I just use spears until bronze, then use clubs/longswords. If it runs too fast, like rabbits, then I don't eat it or I dig trenches to catch them
Oof. too much to read... And I still not feel great and have time...
No it's cooler
It's a 15th century voulge
Which is epic
Peasant weapons are cool
I'm receiving reports of incompatibility with my own mod, Display Container Versatility
It apparently turns off the armor layering system and any helmet benefits because of the way it patches armor to add ground storage in behaviorsByType and attributes
I would like to know what's conflicting so that I can fix my mod to be more compatible
https://mods.vintagestory.at/show/mod/23682
How do I parry good
nah, you cant put armor in the layer they dont belong
This is a Maltiez question, so probably best to ping him
I'll do that tomorrow
Hey @hollow pasture are you free later on around 5 to 6pm est
Or earlier than that
What for exactly?
My players are having latency issues and small lag issues I was wondering if you could sit with me later on to confirm if it was your mod or another
Im almost positive the lag spikes are coming from this mod but as I state previously I love this mod
Or should I ask the op
Are you using xskills?
The newest updated version
Try testing without xskills. Any modification to health or hunger has had many people report major stuttering issues
Yes
We tested combatoverhaul without it beforehand and everything work but when updating and updating to the newest version
The same old problem happen
I can explain it better in a vc
Im not good at formulating and articulating my words properly thru text
Ask chat gpt to help you. Either way, I've got a pretty busy schedule today and I'm not sure when I'll be free. Is it okay if I give you no time to prepare to help troubleshoot?

I'll take that as a no
Also you said is it ok if I give you no time
And that caught me off guard

Thissssss, can jewelry heavily modified those stats
Dunno if this is the right place for this but what are some good weapons/armour mods that are well balanced with combat overhaul?
The only ones I'm aware of are Armory, Firearms and Crossbows
Though I'm sure more exist
The most recent animintech or whatever mod isn't terrible with the patch that someone made for it. From what I remember all the weapons were slightly stronger than they should be, but not game-breakingly so
Yeah I've already tried it out alongside the kohaku (not only) spears mod.
The hitboxes of some of the weapons are jank and the models, especially the armour are pretty low quality too.
I was going to try and edit the autopatcher in the files to assign things to either the outer or middle slots instead of both, but now I can't remember where it was in there ):
Its not unplayable but it doesnt have that smooth experience you get with CO
For now I use CO and CO reanimated. But I would really like some extra weapon and armor types
Found the patcher again; it's in OverhaulLib
I tried crossreferencing the CO patch for the armors in Better Scrap against the RBM ones, but can't figure out why the Better Scrap one works but the RBM one doesn't. I can tweak the Better Scrap one and have it show up properly in-game, but the autopatcher is still not recognizing that Rustbound Magic has its own patch and is running on it anyways...
@fallow surge Do you know if there's a specific flag or line of code they have to add to a patch to get it to play nicely with the autopatcher?
Has anyone had any issue with Helmets having no defensive stats? Every single helm in my save has no piercing, blunt or slashing defence. Any help or insight would be great
Do the stats display in the tool tip for the item? If not I'd hiiiighly recommend that you go and reinstall armory, every supplementary combat overhaul mod, make sure you do not have multiple instances of CO mods in your mods folder, and clear your cache.
For whatever reason CO cannot stand having duplicate instances of itself even if one of the mods aren't enabled
Have followed every step here and still aint showing anything. The stats do not display in the tool tip. Ive tried this on both 1.20.7 and 1.20.10 to no avail
What other mods do you have installed alongside CO besides the ones made by Maltiez?
What is Vanilla armory?
as it turns out, all those ruined weapons have models for un-ruined variants. this mod adds playable weapons using the un-ruined weapon models, and it does so without; adding unnecessary hoops to jump through to get them, a thousand variations of handle color, or locking them behind later teir metals.
Additions.
four varieties each of; swords,...
This, however the issue has been happening before installing Vanilla Armoury
I have a feeling that this mod is not compatible with CO at all, but I haven't tested it myself
But if the issue has been happening before...
Have you tried testing it in a creative world?
Also is it only armory added helmets, or all head armor?
All head armor I can find in the handbook. Double checking right now to be sure, but I also think leg armor has no stats either
Not yet will test
Check on body armor as well
Interestingly I have found that chain coifs have stats, as well as the open and lift helmets but that is all
What about riveted helmets?
Or the specific seperated armory pieces?
Them as well, looks like the armory pieces have the stats but nothing else. Leather helmet, gambeson helmet have nothing
All the plate helmets have nothing
So it sounds like every base game armor for you has no stats
Correct
Which is not intentional, nor a problem for most users
I wonder if it's not your VS install itself
Though you say you tried multiple versions?
Worth a full reinstall. Had the issue on 1.20.7 then updated to 1.20.10 using the updater
not a fresh install mind
I could swear that it did a full reinstall upon switching versions, but I could be wrong
Do you use a external launcher for VS, or just the standard method?
Just the standard launcher, nothing else, simple drag n drops for installing
That could be the issue
1-click install is what I always use and I've never had any installation problems
Oftentimes it will download dependencies at the same time
So if I for instance did the one click install for CO it would install OverhaulLib at the same time?
Definitely worth a fresh install to try, getting one shot in full armor from headshots by low level drifters has become a pain
I dunno what "low level" drifter you're fighting that's one shotting you regardless 😭
Lil guy is Mike Tyson
Got ripped up by like a deep bowtorn melee attack that hit the head 😢
Actually yeah, that'll do it
I will backup my save and try a fresh install with everything see if that works, will get back to ya if it doesnt fix it
I truly hope it does
It that doesn't work, definitely try the 1-click install for all CO related mods
And first things first is to disable all mods but CO and armory to see if they all work fine without other mods
Shoulda told you about that first
Im not missing any dependencies am I also? Not being a micro-brain?
Lmao good shout I will try this before that task
I see Overhaul library, CO, and armory, so it seems good enough
But I think manually copying files can sometimes miss things for some reason
True, will all with one click
Oh! This did work! Just the main three and I have the stats back! 
Time to see what the bastard is what which fuckin my shit up
Try with supplementary CO mods, then slowly enable your other mods to find out which is conflicting
Funny thing is I have like all of those mods and they work fine for me so idk
Maybe an out of date version? We shall see!
Found the conflict!! Its this of all things
Allows more items to be displayed in storage, such as in scroll racks, open crates, or mounted to the wall.
Includes support for Primitive Survival, Early Chiseling, Chisel Tools, From Golden Combs, A Culinary Artillery, and Expanded Foods.
Assigns sounds to many ground storable items: sludgy sounds for fat and rot, lots of metal clinking, sp...
I was suspiciously eyeing this for no reason, but I'm glad my superstitions were proven 🤣
Others have reported the same in the last few days looks like that
Good insticts apparently xD
Well I can for sure live without this one
Thank you so much for ya help @hollow pasture this has been bugging me for ages. Absolute hero
i'm the author of that mod
i was instructed to ask @fallow surge what to do for compatibility
i had a full set of iron plate armor, but while fighting the first boss i was taking huge damage randomly, and i would hear a tearing noise. was the damage get past my armor some how?
If it helps at all, here's the version of the patch I've been editing:
and here's a clean one from the mod's zip file:
nope
Well that is really bad, but did you also have full armor, in every slots, or like the chestpiece but no arms? Or a light/open helmet?
You can wear chainmail and gambeson under the plate
And you should lol
Chain is good against slashing, and gambeson or jerkin, is good for blunt which, mild boss spoilers ||the boss does blunt damage I heard||
ive got full armor and plate helmet
You could have got headshotted (hits to head deal 2x damage, limbs are 0.5x)
And bc you didn't have enough protection (a plate is good, but alone it s bad) you got hit really bad
Idk about tearing noise tho
But wearing plate on its own mean low blunt protection
Blunt is the one you can stack up on the most, especially if you can make tailored gambeson
this mod seems to make armor a LOT more grindy
Indeed
But a LOT more rewarding
Actually it makes it waaaay cheaper. Base game plate armor takes 80 ingots and CO plate+maille layer takes ~45
And with iron plate a jerkin or gambeson is the only thing you really need to wear under it
For the RA anyways
are you sure about 45 tho?
I had 16 for chain and 15 for plate in mind
chain:
3 head
8 full body
5 legs
plate:
4 head
4 shoulder
4 arm
7 chest
4 thigh
4 feet
8 for the breastplate, 8 for full arms, 8 for full legs, 5 for plate helmet = 29
3 chain for head armor, 8 for full body armor, and 5 for leg armor totals to 16
Total ingots
plate helm takes 5?
and chest 8?
I guess you can Forge the breastplate with 7
I'm pretty sure the helmet is 2 plates and a little more
helmet is 4 i think
ingots
i always made it with 4 ingots
well I mean, i only made 2 of em
Plate or light helm?
Well download Dana's extra info mod and see the exact number
i got smithing plus it tells me how many voxels i need
Because it could only be because I forged plates first for just about everything because I have a lovely helve hammer setup
i'm not on pc rn tho, I can't open VS
Ahhh, I thought it was Dana's info that added that
I did fail to learn how to count tho so mb there lol, u right
well, to one or two ingots close bc helm and chest
The boss does blunt damage
Plate provides very poor blunt protection
Wear Gambe or Leather Jerkin
Plate is still better than other types of metal armor
and it got a lot more blunt defense than it got on early 1.20
but still, for stronger enemies you need to stack defense cuz it just ignores so much
Plate + Leather Jerkin should be enough
Iron chain shouldn't be needed unless you intend to fight the more elite enemies
Maltiez seems to be taking a break for a bit. @hollow pasture or some others might be able to help, but you might just have to wait until Maltiez is feeling better
Unfortunately I know next to nothing about VS json and mod compatibility, just a cursory knowledge in what works and what doesn't with computers
Hmm, and I know little about the code behind either of those mods
Has anyone sent you the crash log to see what exactly happens?
Er, I guess it doesn't crash. Just makes the default stats vanish
I don't know
I haven't downloaded CO so I'm just going off user reports
I have two JSON patches to armor
Ah. Must be some sort of conflict there. What exactly does each patch change?
Not at home but off the top of my head
- behaviorsByType
adds ground storage to helmets and certain greaves - attributes
displaycaseableByType, storage/display transforms
I think This may be ready for feedback now. Based on Sallet and Bevor design. @hollow pasture, and @fallow surge (whenever you're free)
Well, I know it adds some behaviours by type and replaces some durability by type info
people complained about the helmets being bugged and not lamellar greaves
How exactly were they bugged? Like, had no stats, didn't visually appear, etc?
No stats, no layering
Don't know how I feel about the dark eye slits, but the game tends to do them, so I kept it in
Hmm. Can they still be placed on the ground, do your other mod functions work as intended?
can't test this atm
The only thing I slightly dislike is the fact the signature visor style disappears once it's down, but it does seem reminiscent of the vanilla style. I personally would like to see a more dramatic tail to the sallet too, but that totally depends on where they were made
When I did the textures for Combat Overhaul I actually made the visor slits waaaay more translucent and I think Maltiez kept those textures
So that's WITH the more visible eyes
Hmm. I agree with the visor style, but not certain how to fix that. The tail was a huge pain and I didn't want it to be too huge since it looked weird when it was like that. Most of what I saw looking them up was more tame
These were some of the reference images I was working with
Yeah, early-ish German ones tended to have exceptionally long tails, often with no real taper (1st image), but later evolved into long and eccentric gothic plates (2nd image). Italian and English sallets tend to be much more shaped to the head with Itty-bitty tails (image 3)
But there was often intermingling of international styles, and styles would change drastically between smaller territories and their fashion sense
Also while the 1st image isn't a bad reference for the sallet, it has some very unrealistic fantasy pauldrons and breastplate
Do you think moving the visor further forward on the helmet and making it clip less would make the style more visible?
Oh yeah, absolutely
It's possible, yeah. Tweak the angles a bit to make the cubes stick out more
Originally they clipped intentionally to hide the edges, but then I realized the edges work well, so if I fix that it may work
hi
combat overhaul`s animations are no longer a deffault or something?
in the pickaxe per example
updated to the 1.20.10 patch and pickaxe is doin the shitty vanilla animation
Tool Animations is its own seperate mod now
man ty
i almost died of a heart attack with the vanilla animations
Hey,
I believe there is some crash related to CO or CO: Armoury - whichever adds clothes that extend the inventory for holding ranged weapons or munitions - like javelins or bolts, or arrows. This seems to cause an issue with how items can be transferred from hot-bar to inventory and the other way around.
There's been a crash report submitted some ago which described a similar issue:
#mods-general message
This is crash log of one of my friends from a couple of days ago
Game Version: v1.20.10 (Stable)
08.05.2025 18:06:25: 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], [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]
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.InventoryNetworkUtil.UpdateFromPacket(IWorldAccessor resolver, Packet_InventoryDoubleUpdate packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 466
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryDoubleUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 404
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93```
I haven't managed to get a consistent reproduction of it, since it seems to occur at random, whenever items are swapped from inventory to hotbar with numerical keys or the other way around, but it has only occurred when the person causing the crash has been using a javelin quiver - we stopped getting this crash when the quiver was put aside.
The person crashing the server/host was the only one that wasn't booted on this issue occurring, with one rare occurrence when one other person (out of 3) wasn't booted instantly.
also also, suggestions provided by Maltiez below the OP didn't work - wiping the slate of a player clean doesn't work, and we are not using xskills.
Is so cool
Suggestion for CO
make armor stands wear layers of armor
armor stands can only take 5 items
meaning you'd need THREE separate armor to hang your full set on
so if CO could just...bump up that number to 11 (the 2 bonus ones are for a weapon and shield)
it'd be very practical and cool :3
it already does
i put my 9 pieces of armor on my armor stand no problem
9 pcs in 3 layers
Try hosting a world with only overhaul lib, CO, and Armory and see if it still happens
They already do. Update your mod version
I guess it’s the only way. Will come back with some findings whenever.
Normally random crashes like these are installation or mod conflict issues
Oh my, thanks for the tip
i updated CO
it's asking for overhaul lib, overhaul lib does not work
i installed crossbows a few days ago, it asked for overhaul, i downloaded it, crash on load 100% of the time
i had to download version of crossbow prior to the need of overhaul lib
game says this, and even when I get the latest version, crashes 100% of the time
look up my last post on the crossbow mod channel
is it bc I'm still on 1.20.7?
(fiy I'm not updating bc the latest versions are still bugged)
Thank you!
@hollow pasture Tried making the visor jut out more. What do you think?
This seems like a you problem because Overhaul library works for every other current active version of Vintage Story. Make sure you're using the 1 click install rather than manually moving files
Well that is what I tried but look at screenshot
I can't
And I'm not sure what you mean by "still bugged" as the new versions are more polished than 1.20.7
Not sure why it's not working for just you then. You've tried manually doing it already too?
I m mainly talking about that drifter spawn bug
People having drifters spawn at any time, in any location
Love it. It did exactly what I dreamed it would
That's only an issue if you have temporal stability turned off
Yeah, I think it works much better this way
Not since I tried with crossbows no
I think I will try re installing my full mod list from scratch tho to be sure
If not then idk ig I ll just keep playing CO pre overhaul lib
Overhaul lib 1 click install still very much works for me so idk what's wrong
Would not recommend
Why
The newer versions are typically more stable and CO has only gotten better since
Oh no for sure, but I mean if I can't install then I don't have a choice 😂
I ll try again, worse case scenario I full reinstall VS
This looks even better
It’s hard to read Attacks their is no telegraphing
Does Combat Overhaul have compatibility with XSkills traits like "Swordsman" and "Spearman." If so, what traits would blunt weapons such as clubs and maces fall under (I assume polearms would fall under spears)?
never mind, I found the answer for all CO weapons, but I'll post it here for others just in case :^)
Sword, Club, Mace, Warhammer: Swordsman
Spear, Javelin, Pike, Poleaxe, Halberd, Polearm, Staff: Spearman
Bow, Sling, Crossbow, Firearm: Archer
Knife, Pickaxe, Chisel, Saw, Axe, Hammer, Wrench, Hoe, Sickle, Scythe, Rolling Pin: Tool Mastery
im pretty sure this text is literally the only text on the xskills mod page
heheh, yeah, felt a bit silly after I found it because of how obvious it is. idk why I didn't think to check under the XSkills mod page sooner after looking at CO's mod page
Woah actually insane. Is this for a bigger project or just the helmet on its own as a mod? I would love to see a mod that has all types of different helmets, especially my favorite armets, houndskulls and froghelms.
And whatever this is
This is a bigger project I've been doing for adding visored helmets to Combat Overhaul! I've actually just got two left to do, Silver and Gold (Though I was told to keep it strictly military, so sadly no froghelm)
Oh? So its going to be a part of CO armory?
Dope
Ah yeah froghelm may be a little too exotic😅
Is there anywhere I can find what else you've worked on?
Pretty curious
Depends on the weapon. First try to get used to the attack animations of enemies. Its usually the same one or really similar in timing for each type of creature. What I've noticed was for shorter swords you have to parry later than you would expect. For example for the drifter right about when it finishes swinging its arm.
The only video I have on hand
Dunno if you can figure out anything from it but it may help a bit
I've shared all the stuff I've done in this channel, but it's a bit of a pain to scroll up that far. The idea is to add them to CO: Armory, as I was working on these to try and help out Maltiez and Corat, but if they end up being too busy to work on it once the models are done I'll just make it into its own mod (though I'd have to figure out the code for it so it'd take longer)
Found them by searching your posts, looks amazing. Seeing your work makes me want to try making my own mods and make a kipchak helmet/mask. But I have no idea how to mod or where to start. 😭
Well good luck on your work though!
There's an official tutorial for how to mod Vintage! And the Vintage Story modeler for making the models themselves. Just give it a shot!
I've tried for other games and turns out Im completely illiterate when it comes to modding so i never bothered trying it for Vintage Story. I'll give it a go though.
I'm a game dev, so I'm obviously biased, but Vintage Story makes it a lot easier than any other game I've modded
You can definitely tell when a game wants to support modders
they do, kinda.
well, it's more like they have a strange attack animations with a bit skewed hit timing.
but rule of thumb, when you see an attack anim playing, wait half of it, then block.
doesn't really works for bowthorns, cause they are evil fucks, but pretty much anyone else
except maybe bears, and i didn't really had any luck with locust encounters so can't say for them also
but you can train your fighting skills in creative all you want with anyone
Does poleaxe damage type depend on the type of attack you do with it? Sideways slash, overhead blunt, stab piercing?
yes
@pseudo elbow Here's the sallet!
thats a pretty epic video, and a cool showcase of everything CO actually
loaded in with combat overhaul, this is the stats for a helmet
i can still ground store them, but two fields are overwritten
- layering options (gamboised should be skin layer)
- no protection
where can i download
This also applies to lamellar greaves, as I have added behaviorsByType for those items
is it not out?
Hah, nowhere yet, but I just need to finish the silver and gold helmets
Is this the right place to submit feedback for Malthiez's Crossbows?
i think there’s a crossbows thread but i also think you’re probably not gonna get crucified if you talk about it here
since the shoot command for crossbows uses the attack button, they should have the property where you can't break blocks in creative with it
i fixed the compatibility issues with Display Container Versatility by loading a different patch that doesn't use behaviorsByType
Is that a submod for CO?
Sort of. Corat and Maltiez were discussing adding visored helmets, so I offered to help and have been making new models and textures for all the helmets. Just have to do Silver and Gold now. If Maltiez is still not feeling great, I'll probably try turning it into a sub mod so that Maltiez doesn't need to worry about it
Man, you managed to put almost every CO addition and it's supplementary into 1 short clip. Bravo
It looks like the autopatcher is marking the helmet as a foreign item and thus subjecting it to the standard rules of outside modded armors
i'm not sure that behaviorsByType is supposed to conflict like that but apparently it does
how do you swing so fast? for me everything is much slower and less smooth, how are those camera movements possible?
like when you walk left and right your cam bounces up
Thats the BetterFpCamera mod
Adds a lot of Immersion
I also have the Combat Overhaul Reanimated mod
I also like using the Salty's sprint & momentum mod but that causes creatures to get stuck on nothing for some reason so I can't use it
i have it rn, and yeah, creatures do get randomly stuck in place :/
and that's compatible with CO?
bc CO says no immersive 1st person
Yeah i was trying to introduce the mod to my vanilla purist friends lmao
That immersive first person means the setting in game which causes the game to render your whole body on your camera
Nothing to do with the mod
Playing with rustbound mod. Robes dosent seems to work with CO. I assume its an auto patch problem. Pls help
13.5.2025 22:08:52 [Error] [combatoverhaul] An exception was thrown when trying to start the mod:
13.5.2025 22:08:52 [Error] [combatoverhaul] Exception: Invalid JavaScript property identifier character: }. Path 'Resists.BluntAttack', line 1, position 139.
at Newtonsoft.Json.JsonTextReader.ParseUnquotedProperty()
at Newtonsoft.Json.JsonTextReader.ParseProperty()
at Newtonsoft.Json.JsonTextReader.ParseObject()
at Newtonsoft.Json.Linq.JContainer.ReadContentFrom(JsonReader r, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
at Vintagestory.API.Datastructures.JsonObject.FromJson(String jsonCode) in VintagestoryApi\Datastructures\JsonObject.cs:line 21
at CombatOverhaul.Integration.ArmorAutoPatcher.GenerateProperties(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 124
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(Item item) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 25
at CombatOverhaul.Integration.ArmorAutoPatcher.Patch(ICoreAPI api) in D:\Projects\VintageStory\Overhaullib\source\Integration\Integration\ArmorAutoPatcher.cs:line 21
at CombatOverhaul.CombatOverhaulAdditionalSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 28
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
13.5.2025 22:08:52 [Error] Failed to run mod phase AssetsFinalize for mod CombatOverhaul.CombatOverhaulAdditionalSystem
Is that why you had every weapon type in your hotbar lol?
You had 2 melee weapons, bow and its arrows, crossbow and its bolts, gun and its wadding, gunpowder and ammo
Half your inventory was weaponry lol
when you deep in the caves, no amount of weapons is enough
sharpnel bomb spam
what makes me a good demoman?
1 man army what can I say
The greatswoard since its fun to use
The poleaxe because it has all types of damage
Crossbow for quiet high damage
Rifle for emergency
Bow for fast long range
Somebody was trying to make a patch for it and couldn't get them to behave correctly. Something to do with the autopatcher yeah...
I so wish I could help you folks more
thx budy
That was me lol; I'm going to keep prodding it until I can get it to do something at least
Doesn't help that I don't really know how json files work though...
All dmg type is almost useless on steel tier
Since your armor pen cancels almost every enemy dmg reduction
Bellhead shivers havs a high enough protection tier where every weapon but a falx or Blunt damage deal reduced damage
Hi!
Is this white bar from the Combat Overhaul? If so, do you know if its something i can remove?
it is indeed from Combat Overhaul
it tells you what type of attack you're going to do
idk if you can remove it
If you have a partially incorrectly installed mod, you end up with that white bar on the screen all the time. I think the fix is to update combat overhaul and dependencies and clear the cache
curious, why does CO increase the damage of lightning?
Did it hit your head first? Headshots do more damage
I have headshots set to 1x damage
odd