#Combat Overhaul

1 messages · Page 19 of 1

hollow pasture
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Parries are a higher defense tier, so if you're skilled enough you can time things right and get away with having a worse shield

faint plover
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ok then why does a single item has both?

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clearly parry and block isn't the same mechanic

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idk what each does, but it doesn't make sense that they're the same

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bc the same item wouldn't do both

faint plover
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(just read the edit)

hollow pasture
faint plover
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oh ok

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so block is hold, parry is just the frames, both do the same result

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thanks!

hollow pasture
faint plover
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feels kinda op tho to be able to cancel ANY damage lol

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if I have a heavy iron shield, only 3 creatures in the game can damage me anymore

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and it's not a parry, it's a block

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so like, what's the drawback there?

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refering back to this btw
only 3 mobs have an attack tier higher than 6

nocturne shore
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and enemies can clip through your shield from front & fully ignore your shield, most often with shivers & fast animals

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and most obvious of drawbacks of blocking, you cant attack normally

faint plover
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btw speaking of shivers

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where should I aim to strike?

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bc when I hit their front, it does the "thunnk" noise of hitting a bad spot, like hitting the goat's horns

nocturne shore
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idk really, i just hit them with club until they die

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or i panic&die when i see deep silt shiver while exploring caves with bad armor

final garden
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Same. I'm so sad the herbs mod isn't up to date and is currently non-functional

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So if I already have full iron plate, is there much point in creating chainmail?

final garden
hallow bolt
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you'll want like Gambeson at least for blunt protection

faint plover
# hallow bolt full plate is JUST enough to begin reducing Nightmare+ damage

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...

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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

gleaming citrus
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Especially against basalt floor mobs

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That is endgame enemies

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Bronze is early game metal

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I used iron plate and I was able to tank a decent amount of damage from a massive basalt floor room at y 13

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But I was blackguard and I lost a lot of hp

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So try at least iron

faint plover
# gleaming citrus Dude bronze armor isn't going to cut it

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

gleaming citrus
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Especiallt with this mod it's ridiculous to make plate armor

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It takes fucking forever

faint plover
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if this is how it fares against a single drifter, I'm guessing going to the Archive is literally scuicide as well?

gleaming citrus
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You can do the archive naked

faint plover
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wdym?
I know how to fight but I'm not doing any cheesing or shenaningans

gleaming citrus
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I'm not talking about shenanigans

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Be super careful against the mineshaft enemies

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Then use a shield for the boss or hide behind the pillar and jump when he slans the ground

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Then heal with bandages if you mess up

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Since you full heal with no armor it should he fine if you got the sulfur ones

faint plover
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I never found a single reading of sulfur yet

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RNGesus loves me

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but I don't wanna do it naked, it sounds stupid

gleaming citrus
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Make scale bronze and just heal when you get hurt

final garden
gleaming citrus
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Turn the mail into scale mail

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The scale mail in combat overhaul can be used as light armor with no outer layer

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Kinda like chainmail in vanilla

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Get iron asap is my advice and then rush steel for plate armor, or just save yourself the headache and make steel brigandine

faint plover
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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

faint plover
gleaming citrus
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Well then go get iron, and go get the 6 iron plates in the bell workshop

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Go searching for iron

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You can use the plate armor in y 30ish or higher just fine

hallow bolt
# faint plover I was literally gonna talk about this I went in a better ruins place today after...

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

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you can see the stats for enemies and armor here

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it "should" be accurate

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personally I don't make chain until I got Iron because Iron is when chain gives +1 piercing armor

faint plover
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and gambeson is +2

hallow bolt
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hell yeah the linked google doc on the mod page is out of date

hallow bolt
faint plover
hallow bolt
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it sounds like either you got hit in the head a bunch of times

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na idk how else besides headshots

faint plover
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no it sounds like high tier ennemies can just kill you like that bc you didn't speedrun the strongest material in the game

hallow bolt
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well it's not accurate as we saw

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as it lists bronze chain as only 0 piercing and 3 slashing

faint plover
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yeah it's +1 to both

hallow bolt
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strange that you died so fast because the max damage possible for you to take was 11.2 vs a corrupted drifter

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I have my limb damages equalized to 1x but I know the CO settings

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you should have been basically eating their attacks

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0.8 damage on torso and legs/arms take even less damage

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full tin bronze plate + chain and tailor gambe was used to test

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it sounds like they just RNG'd your head a bunch of times

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as that's the only way those enemies would have been able to do any real damage to you

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now if they were nightmare though, yeah they would have dumpstered you

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also Bronze is more than enough to take on RA

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specifically if you use Tailored gambe

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as no surprise the boss does only blunt damage

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just don't fight the bell or sawblade locust and you're good

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though the corrupted locusts in the mineshaft might spook you

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yeah that's pretty bad

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wait what the fuck sawblade locust does tier 8 slashing?

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fucking oof

brave canyon
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Sawblade Locusts are horrifying

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I always just get the hell out of there if one spawns in a cave

hallow bolt
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yeah lol even with this setup of full bronze and tailored gambe they did 4 hp damage

brave canyon
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Whaaaat. Damn.

hallow bolt
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they take 2 pistol shots to fell at least so it's not too bad

brave canyon
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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

hallow bolt
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oh I just noticed the Enemy info box gives you accurate damage stats

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but yeah after testing to make sure it sounds like Cat Tree just got supremely unlucky

brave canyon
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I’ve had that happen sometimes as well. It’s rare but oof ouch.

hallow bolt
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as, unless they were actually nightmare, the armor set worn should shrug off anything but headshots

brave canyon
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Yeaaah. Two unlucky Bowtorn headshots leaving you are no HP is ouch

hallow bolt
brave canyon
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Isn’t it weighted to like, what the monster can actually hit?

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Like a crawling drifter can’t hit above your legs really

hallow bolt
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no they can hit your head just fine

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see here

brave canyon
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Huh. That was one of the crawling drifters?

hallow bolt
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na just a normal one

brave canyon
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Oh, yeah, the normal one is taller so that makes sense

hallow bolt
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assuming this is accurate, you're right the crawling drifter cannot hit your head

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but the non-crawling one can

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thank you for letting me test crawling one UwU

hallow bolt
brave canyon
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Oh! Okay!

hallow bolt
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I suggest you set your limb damage modifiers to 1x

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so you don't get unfairly killed like that

brave canyon
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Yeah, it’s nice it’s configurable like that

faint plover
hallow bolt
faint plover
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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

brave canyon
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Ooh yeah that would tear you in half.

hallow bolt
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nightmare drifter does 4.4 damage on 1x

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if they got your head...lol

gleaming citrus
hallow bolt
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it's not like they're expensive

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if you're in RA, then yeah it'd be an issue

gleaming citrus
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Eh but when you have to run it sucks ass

hallow bolt
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place more torches

gleaming citrus
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I've done that before but it's usually when it's 1v1 or 2v1

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It's just so inconvenient

hallow bolt
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???

brave canyon
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You can grab the Wearable lights mod then

hallow bolt
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I don't get that at all but sure you do you

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it's just an option

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I mean it's not like it's raining in caves so torches should be fine

brave canyon
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It’s kinda part of the drawback of using a 2-hander that, you know, it uses both hands :P

hallow bolt
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to compensate for +increased range, +1 damage, AOE sweeps

brave canyon
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In exchange you usually get more damage and range

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Yup!

faint plover
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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

brave canyon
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I love my Long Axe

hallow bolt
faint plover
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How do u light up 64 torches

hallow bolt
brave canyon
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Light up one, place the others and light manually :P

faint plover
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Yeah

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All 64 of em

hallow bolt
brave canyon
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I really wanna upgrade to a Halberd

hallow bolt
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eh the Halberd was pretty meh imo

brave canyon
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They seem sick as hell haha

hallow bolt
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it lacks the block the quarterstaff and greatsword have

faint plover
hallow bolt
faint plover
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I will make them once I get iron and steel

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But for now I don't have a choice

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Piercing damage sucks against drifters, they have such high res

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So I use mace instead of spear

hallow bolt
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yeah I swapped to greatsword from using the pike because of that

brave canyon
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With range you can keep them at bay pretty well

hallow bolt
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the pike is now "fuck bears"

faint plover
brave canyon
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It might not kill them fast, but if you are good at knock back, it doesn’t matter

faint plover
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For bowtorns that don't matter

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They have range as well

brave canyon
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You don’t want to knock back Bowtorn though

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That just gives them the advantage

faint plover
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Their melee attack will always hit you bc fuck logic, it can hit you from 3meters

hallow bolt
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if you have the firearms mod, I suggest a Bossi carbine for bad situations

brave canyon
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They actually have an incredibly short melee

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If you keep close to them they want to back up and distance from you, so exploiting that is great for dealing with them.

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If you are right up against them, they like to Melee though.

hallow bolt
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they also have a jank hitbox for ranged :c

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I have a hard time hitting them with my bow

brave canyon
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I’m just sometimes a bad shot, haha

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I’ve not had any hitbox issues that weren’t vanilla, IE the harvesting hitbox

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So glad that 20.10 fixed that harvesting hitbox though it’s wonderful

hallow bolt
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oh right I got to update that

gleaming citrus
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Honestly the forlorn estoc carried me through 90% of the game

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High damage good range and 1h

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And I just carried a lantern everywhere

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Also the blackguard swing speed bonus was kino

hallow bolt
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I used longsword

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stab for range, 2-handed for more damage

gleaming citrus
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I couldn't stand how slow the 1h version of 1h/2h weapons were

hallow bolt
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oh that's the best part

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you can stab and run into them

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so they have no reaction time to your attack

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I basically fight like a rapier and just thrust and move back lol

spring sigil
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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?||

hallow bolt
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also the boss does ONLY blunt damage

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metal armor gives little blunt protection

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if you wear gambeson you basically facetank the Eidolon

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basically you were wearing the wrong armor for the damage he dealt (very few enemies do blunt damage consistently anyways)

spring sigil
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Oh alr

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Also is there a separate mod for crossbows and such?

hallow bolt
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yes

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Firearms and Crossbows add exactly what you would think

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Armory adds more depth to the armor system and adds more weapon variety

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(Armory makes it so you have to SMITH the armor now but you have far more control over what stats the armor has)

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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)

hollow pasture
hollow pasture
hollow pasture
hollow pasture
faint plover
faint plover
faint plover
hollow pasture
hollow pasture
faint plover
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Like to cook?

faint plover
hollow pasture
faint plover
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Noice, thanks

hallow bolt
hollow pasture
hallow bolt
white bear
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What's the best armor for a hunter to use?

gleaming citrus
hallow bolt
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otherwise scale+gambe imo

white bear
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scale + gambe seemed like the move to me

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is there a way to pull armor apart?

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as in the multi-piece armors

white bear
hallow bolt
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hence why original message mentioned Armory

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let me get pics

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like this

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you can get plate with relatively minor penalties

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but it only protects your Torso

white bear
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I meant can armor crafted together be taken back apart

hallow bolt
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it can only be assembled together

white bear
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Seems like an oversight

hallow bolt
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not really

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because the combined set is just the same as the seperate set

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but yeah basically you trade stats for Coverage

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so if you wear only a plate chest, you risk a 6.5% chance for an attack that hits your arm/hands

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but arms and hands have a -50% damage taken modifier so it's not "that" bad

white bear
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Oh that's good to know

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Im assuming head has a high damage modifier

hallow bolt
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here's the modifiers for your reference

white bear
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Oh so legs also dont need as much protection

hallow bolt
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technically no

white bear
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Technically?

hallow bolt
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even if it's 50% reduction, a 10 damage attack ( corrupt enemy) will do 5 damage

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which is pretty bad :p

white bear
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I said not as much not none

hallow bolt
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some enemies have tier 8 damage

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like Brown Bears

white bear
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Noted

hallow bolt
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Scale + Tailored gambe is JUST enough to begin lowering the damage from Brown bears, Sawblade locusts, etc

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so if you have access to tailored gambe, that'd be a good armor with minimum debuffs

white bear
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I currently have leather jerkin and iron chain

hallow bolt
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personally, I use Scale + gambe for general use and just pray brown bears don't spawn (or carry multiple crossbows)

hallow bolt
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but it won't stop bears and the stronger Rust enemies

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personally I suggest looking into Gambe + Iron Scale for minimal debuffs but still good stats

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it won't be good enough for the deepest enemies, but it'll help vs anything lower than brown bears, nightmare level enemies

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and look into plate armor if you want to go for the deepest levels or stronger temporal storms

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thankfully you can do 99% of content without ever "needing" plate level armor (though it'll certainly help)

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if you want to wear the lighter armor but still fight the stronger enemies, I suggest some of the other mods from Maltiez

white bear
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Thanks for the advice

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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

hallow bolt
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yeah let me put on a suit of what I suggested so you can look at the stats at a glance

white bear
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Kinda still wanna put on tailored gambe tho

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We dont got the flax yet

hallow bolt
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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)

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oh what the fuck

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I just looked at armors

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and saw Forlorn Hope

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lol that can't be right

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that's better than every armor with less debuffs

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uh I think I might need to check my CO

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if this is correct, use Forlorn Hope armor

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it's just "what if Plate armor had Scale debuffs"

upper ermine
hallow bolt
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you cannot pull apart armors (except Exoskeleton armor but that's the exception)

white bear
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Also im currently using an iron spear. Is there a better melee weapon for hunter?

hallow bolt
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spear is really good vs animals, but vs rust enemies you'll want something with Blunt damage or just raw bruteforce with Slashing damage

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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

white bear
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Quarterstaff?

hallow bolt
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2-handed blunt weapon

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it has lower damage than other 2-handed

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but it's REALLY cheap

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my personal weapon that I use is the Greatsword

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everything you'd need in a weapon

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the disadvantage to 2-handed is you cannot have a lantern in your hand

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but you can just place down torches

white bear
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Is quarterstaff long or would greatsword be the longer weapon

final garden
hallow bolt
hallow bolt
misty steppe
misty steppe
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Also, had the same forlorn armor stats, yeah its maybe too busted? Adding a middle layer on it would probably make it more balanced

hallow bolt
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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

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just barely more on the nightmare+ enemies but still better (roughly .25 damage more)

hallow bolt
hallow bolt
hollow pasture
hollow pasture
misty steppe
hollow pasture
hollow pasture
hollow pasture
white bear
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Oh shit I forgot about the halberd!

hollow pasture
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In case you were wondering...

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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

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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

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Or Dane axe, I forget what the more viking one is called, but it's solid

finite cosmos
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all bonus damages from traits are not applied in CO, don't they?

hollow pasture
finite cosmos
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so like, blackguard is just tankier sword wielder

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vanilla in this part

thin wing
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No the melee damage modifiers do apply

hollow pasture
thin wing
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And to my knowledge the ranged ones do only for the bow and sling

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The blackguard does insane damage

hollow pasture
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I don't think any classes do

thin wing
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Unless it was changed it still has the generic melee damage bonus

finite cosmos
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how do i change config/settings in CO?
i wanna test this but need debug info, which is present in settings afaik

thin wing
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Saying this as someone who exclusively plays blackguard

hollow pasture
finite cosmos
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alright, another mod in the mod folder it is then wolfbait

hollow pasture
thin wing
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It could be that mod changing things too

hollow pasture
hollow pasture
thin wing
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I can't right now since I'm at work but blackguard definitely had the bonus last i played a few weeks ago

finite cosmos
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well, blackguard does have bonus damage
upper is commoner, lower is blackguard

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steel greatsword was used

lyric marsh
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anyone else really mixed on the spot-based defense for the player?

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seems so strange

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probably awesome for pvp but for regular pve combat it's unnatural

delicate ocean
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it reminds me of rimworld, i like it

lyric marsh
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rimworld isn't an action game, ????

brave canyon
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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.

wooden fractal
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Honestly, I'll take almost anything that makes combat more engaging.

faint plover
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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

lyric marsh
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it's rng but works the same way effectively, just more reliable

brave canyon
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The layers are fun, the different parts are really cool cause it comes with bonuses/maluses that make sense, too...

lyric marsh
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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

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that's why it feels unnatural

brave canyon
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Not true though, Crawling Drifters only can hit your lower half, and that's all they hit.

lyric marsh
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that's an exception

brave canyon
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There's like, so few enemies in the base game my dude

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You can literally count them on two hands

lyric marsh
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so?

brave canyon
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Locusts are also small.

lyric marsh
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locusts can jump

brave canyon
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shrugs

lyric marsh
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hopefully maltiez can implement a way to have vanilla's armor system with co

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that would be ideal for me

delicate ocean
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you can change the values for limb damage and also craft the vanilla armor pieces which do provide full cover

faint plover
lyric marsh
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vanilla defense is rng

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50% body, 30% legs, 20% head

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it's simple but clever

faint plover
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Yeah...and how is CO different from that though?

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Isn't it the same?

lyric marsh
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co uses actual hitboxes on each part of the body

faint plover
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I struggle to see how it is a big deal?

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The end result is prob the same no?

lyric marsh
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no

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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

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so this dynamic system is confusing

faint plover
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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?

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That just seems like the most boring setup, the most exploitable, and least immersive

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I took it to the extreme but I don't get why you would want mobs to be so predictable

lyric marsh
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not aimhack, but make it a target, instead of the completely random "whatever part the hitbox touches in that moment"

faint plover
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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

lyric marsh
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vanilla's randomness is set in stone

lyric marsh
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bowtorn for chest and head, wolves for legs, drifters for arms

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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

faint plover
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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"

lyric marsh
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not hit, target

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so you would still want to have insurance for the parts they might hit instead

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idk how difficult it would be to make the mobs target a small dynamic hitbox instead of vanilla's huge blob

hallow bolt
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No, CO hits are completely random too

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There's even a chart for how random it is

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Even PVP is random

hallow bolt
hallow bolt
hallow bolt
lyric marsh
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from a game perspective, yes

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obviously it makes sense logically, but not in terms of game design

hollow pasture
lyric marsh
hollow pasture
hallow bolt
lyric marsh
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but why do you have like 15 different hitboxes then

hollow pasture
lyric marsh
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if it's determined by rng

hallow bolt
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Hence why there's different hitboxes

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Because where you're hit determines what chances to use

hollow pasture
hallow bolt
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Above, Normal, or Below

hallow bolt
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I shot my friend in the head too many times to not know

hollow pasture
lyric marsh
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this is why this mod needs to be documented..

hallow bolt
hollow pasture
hallow bolt
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It's not hidden at all

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Granted I doubt his head had anything of value (he ate my cabbages)

hollow pasture
hallow bolt
hollow pasture
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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

hallow bolt
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Pvp is mostly me going "dude you're so lucky I didn't hit your neck" (he uses a riveted helmet)

hollow pasture
hallow bolt
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Yeah it is hard to tell where hits are truly going

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I clearly aim at the head with the tip of my spear

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"Torso"

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Thank you drifter

hollow pasture
hallow bolt
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Ah yeah we often do that "thrust" attack kind of thing where we swing then move in to hit

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A lot safer but lol god knows where the hit went

hollow pasture
lyric marsh
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i didn't just mean the math, but everything it does

#

like the confusion above

hollow pasture
hallow bolt
hollow pasture
hallow bolt
#

Though I suppose it is drifters

#

If you get hit, you likely deserved it

hollow pasture
upper ermine
lyric marsh
#

how often is that actually gonna work

upper ermine
lyric marsh
#

you have no control in the air after a few frames, and then you gotta land anyway

upper ermine
#

Me, I doubt I could

lyric marsh
#

this isn't quake

#

quake has insane air control

#

here the grace period is like 8 frames

upper ermine
#

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

lyric marsh
#

but if there's more than one, can't really save yourself

upper ermine
#

Yeah that’s true

faint plover
#

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

lyric marsh
#

armor could be absorbing the hit

faint plover
#

I am but even then there should be hit sound

#

Or I wouldn't just be picking up the rock

lyric marsh
#

no actually, armor can completely absorb and ignore low damage attacks

#

i don't know the exact threshold

final garden
faint plover
#

Oh, that is cool ig

#

Tho a rock on my head would still go clank

tall turtle
#

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?

stoic mauve
#

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?

onyx plaza
#

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.

hollow pasture
hollow pasture
hollow pasture
#

But you can realistically complete the resonance archives with full bronze plate, chain, and standard gambeson

tall turtle
#

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

stoic mauve
# hollow pasture Please elaborate more on what you mean by this

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.

nocturne shore
tall turtle
#

Numbers are easy to change, but it doesn't matter if it isn't working in the first place.

hollow pasture
wind token
#

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

tall turtle
# hollow pasture That is really odd. I wish I could help you more with this issue

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.

hollow pasture
tall turtle
#

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.

upper ermine
lyric marsh
#

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

vernal dock
#

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

vestal mirage
#

leak

marsh iron
hollow pasture
hollow pasture
nocturne shore
sly raft
#

does this work for 1.20.10?

hollow pasture
faint plover
#

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

turbid imp
#

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

hollow pasture
turbid imp
#

Dug into the configs a bit, I don't see any overrides for normal axes so I'm assuming not

faint plover
#

so don't think so no

#

plus, it just has terrible stats on its own

faint plover
#

anyone here uses crossbow mod as well? i can't get it working

final garden
#

Yeah, I use it

faint plover
#

it crashes everytime i try to start a save with it, no idea why :v

faint plover
#

got it working with a prior version

hallow bolt
#

I use it too on 1.2.7

faint plover
#

i am on 1.2.7, I meant prior crossbow mod version

hallow bolt
#

Oh weird I'n using the latest crossbow version

lyric marsh
#

restart the game after enabling it

faint plover
#

i did

#

but it works now anyways

#

quick question: does the great sword stab do piercing damage?

small tapir
#

i think so

#

since halberd/poleaxe stab do pierce

gleaming citrus
faint plover
#

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

hollow pasture
hallow bolt
#

It doesn't

#

You can enable Damage log in CO's settings to test

faint plover
#

I did, always forget to change chat tabs tho

jaunty willow
#
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
dawn beacon
#

is there anyway to remove the modded armor from the mod but keep everything else? im not a fan of how you craft it

stoic mauve
# hollow pasture Please elaborate more on what you mean by this

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.

faint plover
#

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)

fringe chasm
#

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 ?

mint pine
#

how do i get crossbow mod to work, im on creative and cannot find any of them

finite cosmos
#

learn damage tiers

fringe chasm
finite cosmos
#

and types

fringe chasm
#

a thrown copper spear did no damage to a player with no armor

finite cosmos
#

well, maybe there is some problem then drifter

#

feels like i've seen something about no damage fix in changelogs of previous versions.
which version of the mod are you playing?

fringe chasm
#

one sec im gonna check

finite cosmos
#

suggest you to update

fringe chasm
#

that might be it then

#

alright thank you

finite cosmos
#

👍

fringe chasm
#

which one is the latest version ?

finite cosmos
#

the one on moddb
which is 0.3.9 i believe

fringe chasm
#

alr thank you, im testing it out now

fringe chasm
#

it does work on players tho

finite cosmos
#

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

fringe chasm
#

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

small tapir
#

do you have xskills

#

is xskills and overhaullib also up to date

small tapir
#

and are all three up to date

hollow pasture
fringe chasm
small tapir
#

oldest?

#

wouldn’t you be looking for the newer ones

fringe chasm
#

*newest

hollow pasture
# fringe chasm i couldnt find the oldest versions of Xlib, im not quite sure where to find it

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

fringe chasm
#

thanks a lot

faint plover
#

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

hollow dune
#

Oh oops I see somebody else already beat me too it 😅 Had the same issue a while back anyways so yea

hot pulsar
#

I made a full iron brig set what other armor should I also wear with it

hallow bolt
hot pulsar
#

Ight

#

Thanks

hallow bolt
#

oh and bears

#

np comrade

hot pulsar
#

Does it matter what layer you wear things on

hallow bolt
#

no, they all add the same armor and apply the same debuffs

finite cosmos
#

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

hallow bolt
#

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)

hollow pasture
hollow pasture
faint plover
#

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

stoic mauve
#

I do wish the halberd had a block; I love halberds

faint plover
#

steel halberd head is nice, but iron halberd age is just...meh

#

it's the earlier ones which arent' my fav

faint plover
#

but just...a whole mechanic less

#

maybe it has more reach idk?

stoic mauve
#

It has adjustable reach, which is nice for in the caves

#

Or if something gets up in my face in general

faint plover
#

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

hollow pasture
faint plover
#

it does not mention it

#

unlike the poleaxe

hollow pasture
#

Slashing, Piercing

faint plover
#

th

#

since when

hollow pasture
faint plover
#

piercing is only good against animals though

#

it's the worse against drifters

#

they have really high piercing resistance

#

but it's still cool

hollow pasture
hallow bolt
#

Smh not spamming shrapnel bombs to kill rabbits

nocturne shore
final garden
#

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

hallow bolt
#

10 hotbar slots

#

10 pistols

white bear
fallow surge
#

Oof. too much to read... And I still not feel great and have time...

gleaming citrus
#

It's a 15th century voulge

#

Which is epic

#

Peasant weapons are cool

rustic mango
#

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

pseudo elbow
#

How do I parry good

finite cosmos
hollow pasture
rustic mango
#

I'll do that tomorrow

flat compass
#

Or earlier than that

hollow pasture
flat compass
# hollow pasture 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

flat compass
flat compass
hollow pasture
flat compass
#

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

hollow pasture
hollow pasture
#

I'll take that as a no

flat compass
#

No i was laughing at ask chat gpt

#

Yeah lmk when ur free

#

And we can go over it

flat compass
#

And that caught me off guard

jaunty willow
night crest
#

Dunno if this is the right place for this but what are some good weapons/armour mods that are well balanced with combat overhaul?

final garden
#

The only ones I'm aware of are Armory, Firearms and Crossbows

#

Though I'm sure more exist

hollow pasture
night crest
stoic mauve
#

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 ):

night crest
#

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

stoic mauve
#

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...

hollow pasture
deep birch
#

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

hollow pasture
deep birch
hollow pasture
hollow pasture
deep birch
# hollow pasture 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

hollow pasture
#

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?

deep birch
deep birch
hollow pasture
deep birch
hollow pasture
#

Or the specific seperated armory pieces?

deep birch
#

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

hollow pasture
hollow pasture
#

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?

deep birch
#

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

hollow pasture
#

Do you use a external launcher for VS, or just the standard method?

deep birch
hollow pasture
#

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

deep birch
#

So if I for instance did the one click install for CO it would install OverhaulLib at the same time?

deep birch
hollow pasture
#

Lil guy is Mike Tyson

deep birch
hollow pasture
deep birch
#

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

hollow pasture
hollow pasture
#

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

deep birch
deep birch
hollow pasture
#

But I think manually copying files can sometimes miss things for some reason

deep birch
deep birch
#

Time to see what the bastard is what which fuckin my shit up

hollow pasture
#

Funny thing is I have like all of those mods and they work fine for me so idk

deep birch
#

Maybe an out of date version? We shall see!

deep birch
#

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...

hollow pasture
deep birch
#

Others have reported the same in the last few days looks like that

deep birch
#

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

rustic mango
#

i'm the author of that mod

#

i was instructed to ask @fallow surge what to do for compatibility

dawn beacon
#

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?

faint plover
#

Did you have nothing under the plate armor?

#

In the other layers

stoic mauve
dawn beacon
faint plover
# dawn beacon 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||

dawn beacon
#

ive got full armor and plate helmet

faint plover
#

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

dawn beacon
#

this mod seems to make armor a LOT more grindy

faint plover
#

Indeed
But a LOT more rewarding

hollow pasture
#

And with iron plate a jerkin or gambeson is the only thing you really need to wear under it

#

For the RA anyways

faint plover
#

true, in vanilla you NEED jerkin to craft plate

#

in CO, you only need the ingots

faint plover
#

chain:
3 head
8 full body
5 legs

plate:
4 head
4 shoulder
4 arm
7 chest
4 thigh
4 feet

hollow pasture
#

Total ingots

faint plover
#

and chest 8?

hollow pasture
#

I guess you can Forge the breastplate with 7

#

I'm pretty sure the helmet is 2 plates and a little more

faint plover
#

helmet is 4 i think

#

ingots

#

i always made it with 4 ingots

#

well I mean, i only made 2 of em

hollow pasture
faint plover
#

plate helmet

#

the heaviest one

hollow pasture
#

Well download Dana's extra info mod and see the exact number

faint plover
#

i got smithing plus it tells me how many voxels i need

hollow pasture
#

Because it could only be because I forged plates first for just about everything because I have a lovely helve hammer setup

faint plover
#

i'm not on pc rn tho, I can't open VS

hollow pasture
faint plover
#

well, to one or two ingots close bc helm and chest

hallow bolt
#

Plate provides very poor blunt protection

#

Wear Gambe or Leather Jerkin

nocturne shore
#

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

hallow bolt
#

Plate + Leather Jerkin should be enough

#

Iron chain shouldn't be needed unless you intend to fight the more elite enemies

final garden
hollow pasture
final garden
#

Hmm, and I know little about the code behind either of those mods

final garden
#

Er, I guess it doesn't crash. Just makes the default stats vanish

rustic mango
#

I don't know
I haven't downloaded CO so I'm just going off user reports
I have two JSON patches to armor

final garden
#

Ah. Must be some sort of conflict there. What exactly does each patch change?

rustic mango
#

Not at home but off the top of my head

  • behaviorsByType
    adds ground storage to helmets and certain greaves
  • attributes
    displaycaseableByType, storage/display transforms
final garden
#

I think This may be ready for feedback now. Based on Sallet and Bevor design. @hollow pasture, and @fallow surge (whenever you're free)

final garden
rustic mango
#

people complained about the helmets being bugged and not lamellar greaves

final garden
rustic mango
#

No stats, no layering

final garden
final garden
rustic mango
#

can't test this atm

hollow pasture
hollow pasture
#

So that's WITH the more visible eyes

final garden
#

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

hollow pasture
#

But there was often intermingling of international styles, and styles would change drastically between smaller territories and their fashion sense

hollow pasture
hollow pasture
final garden
#

Originally they clipped intentionally to hide the edges, but then I realized the edges work well, so if I fix that it may work

eager shard
#

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

hollow pasture
eager shard
#

i almost died of a heart attack with the vanilla animations

tranquil onyx
#

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.

faint plover
#

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

finite cosmos
#

it already does

#

i put my 9 pieces of armor on my armor stand no problem

#

9 pcs in 3 layers

hollow pasture
hollow pasture
tranquil onyx
hollow pasture
faint plover
faint plover
#

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)

final garden
final garden
#

@hollow pasture Tried making the visor jut out more. What do you think?

hollow pasture
faint plover
#

I can't

hollow pasture
#

And I'm not sure what you mean by "still bugged" as the new versions are more polished than 1.20.7

hollow pasture
faint plover
#

I m mainly talking about that drifter spawn bug

#

People having drifters spawn at any time, in any location

hollow pasture
hollow pasture
final garden
#

Yeah, I think it works much better this way

faint plover
#

If not then idk ig I ll just keep playing CO pre overhaul lib

hollow pasture
hollow pasture
faint plover
#

Why

hollow pasture
# faint plover Why

The newer versions are typically more stable and CO has only gotten better since

faint plover
#

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

gleaming citrus
white bear
pseudo elbow
# white bear

It’s hard to read Attacks their is no telegraphing

regal sparrow
#

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)?

regal sparrow
#

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

small tapir
regal sparrow
#

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

night crest
#

And whatever this is

final garden
night crest
#

Dope

#

Ah yeah froghelm may be a little too exotic😅

#

Is there anywhere I can find what else you've worked on?

#

Pretty curious

night crest
# pseudo elbow How do I parry good

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.

night crest
#

The only video I have on hand

#

Dunno if you can figure out anything from it but it may help a bit

final garden
# night crest Oh? So its going to be a part of CO armory?

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)

night crest
final garden
night crest
final garden
#

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

rustic mango
#

You can definitely tell when a game wants to support modders

finite cosmos
#

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

lethal meadow
#

Does poleaxe damage type depend on the type of attack you do with it? Sideways slash, overhead blunt, stab piercing?

final garden
delicate ocean
rustic mango
#

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
rustic mango
#

This also applies to lamellar greaves, as I have added behaviorsByType for those items

pseudo elbow
#

is it not out?

final garden
rustic mango
#

Is this the right place to submit feedback for Malthiez's Crossbows?

small tapir
#

i think there’s a crossbows thread but i also think you’re probably not gonna get crucified if you talk about it here

rustic mango
#

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

rustic mango
#

i fixed the compatibility issues with Display Container Versatility by loading a different patch that doesn't use behaviorsByType

frigid kraken
final garden
#

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

hollow pasture
hollow pasture
rustic mango
#

i'm not sure that behaviorsByType is supposed to conflict like that but apparently it does

faint plover
#

like when you walk left and right your cam bounces up

night crest
#

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

faint plover
faint plover
#

bc CO says no immersive 1st person

night crest
night crest
#

Nothing to do with the mod

faint plover
#

oooh

#

nice, thanks

red osprey
#

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

faint plover
finite cosmos
#

when you deep in the caves, no amount of weapons is enough

hallow bolt
#

sharpnel bomb spam

finite cosmos
#

what makes me a good demoman?

delicate ocean
#

ka-blooie!

#

haven't yet used them, are they actually effective against monsters?

night crest
#

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

hollow pasture
#

I so wish I could help you folks more

stoic mauve
#

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...

nocturne shore
#

Since your armor pen cancels almost every enemy dmg reduction

hollow pasture
hallow bolt
#

steel weapon = tier 6 -> see enemy -> "Tier 7 or 8"

#

hmmmmm

weak matrix
#

Hi!

Is this white bar from the Combat Overhaul? If so, do you know if its something i can remove?

hallow bolt
#

it is indeed from Combat Overhaul

#

it tells you what type of attack you're going to do

#

idk if you can remove it

final garden
restive cove
#

curious, why does CO increase the damage of lightning?

hallow bolt
#

I noticed that too

#

I got outtapped from 27 hp by a lightning through my roof

marsh iron
#

Did it hit your head first? Headshots do more damage

hallow bolt
#

I have headshots set to 1x damage

marsh iron
#

odd

hallow bolt
#

so it's just "normal" damage

#

I was wearing iron scale + leather jerkin at the time but I don't think CO increases damage taken when wearing metal :p