#Combat Overhaul

1 messages · Page 20 of 1

brave canyon
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Huh. That’s probably an unintended fluke due to changes in the damage system?

finite cosmos
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maybe it incorrectly calculates damage through multiple hitboxes?
like, it hits you once, but mod calculates it like it hit you in three different hitboxes, hence triple the damage Thinking_eft

brave canyon
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That might make sense actually

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It's the same issue with the Wildcraft Bushes then possibly. The lack of invuln frames.

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Apparently that's fixed in Vintage 1.21 though so

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The Lightning might be fixed as well if it is the same cause

hollow pasture
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If the lightning ever strikes twice, please do take a screenshot of the damage log!

spring quiver
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hey so is it just me or do the long axes have like

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absolutely awful hitboxes

finite cosmos
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meh, kinda

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usable enough and higher damage

delicate ocean
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they have a sweetspot i believe which takes some getting used to

finite cosmos
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the axe head

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yes

delicate ocean
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they are good statswise, though them not having a 1h mode is a drawback that made me not use them much

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and yeah the axe head can be hard to hit with

finite cosmos
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no onehanded battleaxes makes me sad and miserable

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at least there is enough maces for me to play

delicate ocean
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the falx kind of fills that niche

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with the +1 damage tier

finite cosmos
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yeah, but falx is not axe

delicate ocean
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and short range

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cant spell falxes without axes :)

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i agree however, even if just as a reskin. the falx model doesnt look very good compared to other weapons

finite cosmos
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i don't like "ready" stance/animation for some reason

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i'll have to try to patch'em out

nocturne shore
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Pierce

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you wouldnt use pierce anyway

hallow bolt
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Slashing is still 7 lmao

nocturne shore
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well, having weapon that you need to constantly take care to swing with right animation is worse than just using reliable one

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Interesting that slashing on enemies went up

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i didnt notice that

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A lot more 7's

small tapir
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so far 4 different people have gotten this crash semi-consistently, and we can tell its something related to the quivers

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it only happens when someones got a quiver equipped who doesnt need to be the one who crashes, since i can wear a quiver and everyone else starts crashing

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personally i think its a version mismatch thing but they dont trust me on that and are saying its a weird interact with the Xskill's strong back and the quiver slots causing a crash from xskills seeing extra slots

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but i'm also stupid so i cant tell if its actually a version mismatch or what

nocturne shore
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I might check if unequipping quiver will my friends from randomy crashing around me

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Wreidly enough, im the only person with quiver and im not crashing anywhere as often as they do

small tapir
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same here

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i don’t crash at all from this

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idk what the fix is but it’d be nice since i wanna use javelins and not have em take up half my inventory

restive cove
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I've tested it on my multiplayer server, it one shots players unless they're at 35 hp

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One shots animals too

upper ermine
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Can we get springy exoskeleton legs that remove fall damage so my clumsy, laggy ass can fly around with the glider with impunity? ||(Also a rocket pack)||

hollow pasture
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I be taking 2-3 damage at most from 80+ block falls

upper ermine
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I didn’t know, thanks

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Brb gonna zoom around

hollow pasture
upper ermine
# hollow pasture Also I don't think glider damage counts as fall damage

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small tapir
hollow pasture
delicate ocean
upper ermine
delicate ocean
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The glider seemed really slow comparatively, so I assumed it wouldn't damage you.

uneven trench
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the trick is making sure you point upward as soon as possible when close to a floor, and make sure you're slow enough when about to hit a wall

hallow bolt
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that explains a lot

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I suppose Copper rods are back on the menu 💪

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(I keep making bronze rods and forgetting it MUST be specificially copper lol)

restive cove
hallow bolt
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I get lightning is funny like that but man that kind of sucks

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1-shot protection doesn't help vs it either :p

misty steppe
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Curious, is it possible to disable CO on current save?

hallow bolt
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I accidentally did and it was "fine"

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the weapons and armor I was wearing were black squares which is more than fine

uneven trench
misty steppe
signal vapor
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is there a way for me to contact someone who works in combat overhaul?

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because I wanted to ask a question that wasn't answered and it's been about 2 weeks.

final garden
signal vapor
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I sent a message in the mod comments and here; never got a response back.

final garden
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Mod comments wont get checked much

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I remember Maltiez saying they rarely look at those

signal vapor
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even with the modifier it never made a change damage wise and I know combat overhaul does that.

hollow pasture
signal vapor
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is there a way to stop that? because it breaks some modded classes.

hollow pasture
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Damage modifiers that are made to modify base game values would only modify the traditional hit system

signal vapor
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some mods have a ranged class like the Rnager, or an Archer class. it makes the class pointless.

hollow pasture
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Also, the stats for all classes still include the damage boost stats if you look in the stats for your class

hollow pasture
signal vapor
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for melee damage it works, but not for ranged. I tested this thoroughly.

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I have made a class mod myself, so I was wondering on how it works.

hollow pasture
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Probably because the mod author got the most complaints about melee damage or the fact that ranged damage is a little more complicated as it has to add damage tiers together with other damage multipliers and whatnot

signal vapor
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I remember looking through it how it's multiplier, so is there a way to change that through a trait?

hollow pasture
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But certain classes should have higher manipulation speeds with certain weapon classes to balance them in a more meaningful way anyways

signal vapor
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I know the accuracy still works, same with the speed. it's the damage that never gets changed.

hollow pasture
signal vapor
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I see, that's unfortunate then.

hollow pasture
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Maybe see if you can have a specific case where when you use a specific class that it increases the damage multiplier of certain bows by an amount instead?

signal vapor
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I have a marksman class that takes a long time to pull back the bow, but does not get the damage bonus it should.

hollow pasture
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I'm not sure how that would work without potential conflicts or lack of compatibility

signal vapor
hollow pasture
signal vapor
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But, it just limits people in my server of what weapons they can use.

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I can probably make a great-bow or something like that for the marksman class.

hollow pasture
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Wish I could help you more in the coding department

signal vapor
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I just really liked the idea on how marksmen take a lot more time to aim, but does a lot more damage.

signal vapor
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I had an idea where marksman has way more accuracy and damage at the cost of firing speed, but I will probably have to change that then.

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@hollow pasture do you possibly have an idea when Maltiez is back?

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because I wanna see if I could ask for his help on how he did the weapons and damage.

hollow pasture
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Best thing you can probably do is lead your well worded criticism with kind words, and always make sure to leave your logs if you're having weird issues

signal vapor
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alright thank you, I aprreciate you trying to fix the problem I'm having.

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just please let me know when he is possibly available if that's alright with you or him.

tall turtle
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Is anyone aware of any crash issues related to longbow/recurve?

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It crashes so hard it doesn't even trigger the crash report, just get smited back to desktop

wanton zenith
small tapir
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can someone remind me what the steel tier club/mace are called?

thin wing
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War hammer

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Polehammer for the club

small tapir
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ty

jaunty willow
hollow pasture
jaunty willow
hollow pasture
dense cloak
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Is the meteoric iron greatsword based on the Scandinavian greatsword/ oakeshott XVIIIe?

gaunt moon
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Not sure if its been mentioned, but the iron spear has less durability than the tin bronze spear.

lyric marsh
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could be intentional

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because sometimes bronze is stronger than iron

sand folio
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is it possible to reenable offhand usabilty while using bows?

hallow bolt
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not without messing with the code it seems

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I couldn't find anything in the jsons

sinful panther
gaunt moon
upbeat meteor
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does mod still work on lastest?

gaunt moon
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Sorta, from my testing I only found the bows to crash the game, but they will 100% of the time crash your game.

timid tangle
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works just fine for me other than firearms mod

shut sequoia
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I've waited so long for the stave to dry and wasted leather for the quiver sigh... Welp i guess I'll just /gm myself a javelin quiver instead

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Just to be sure it's not other mods issue I moved all mods to another folder (except CO and overhaul lib) and did a test in creative world. Although it took a bit longer than on my usual save I did crashed anyways after spawning myself a recurve bow and shooting a few arrows

wanton zenith
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20.11 issue, reverting to 20.10 fixes it , hopefully will be patched soon by John Coder

shut sequoia
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hmm... I guess I'd rather give the bow for now, cause I like the performance uplift of .11. Map loading almost instantly feels very nice

timid tangle
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yeah reverted back and definetely missing that sweet performance boost

gaunt moon
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.11 breaks some pretty core mods weirdly. Biomes got hit with an even more fatal break. Big rip because 1.20 in general has been rather unstable. Numbers moving is enough to desync/hitch/rubberband players and the like. .11 is a good step forwards, but it doesn't solve the main issues honestly. Praying the VS devs fix it soon.

crimson bloom
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CO works with 1.20.10? Had people crashing on my server whenever they wielded a bow, and unfortunately it appears to still be happening on .10

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For those who have it working on 1.20.10, are you running latest versions?

timid tangle
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played all day on 1.20.10 today, no crashes, co is latest version

gaunt moon
timid tangle
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my musket does no damage to players, is there something wrong with it? crossbows do damage alright

crimson bloom
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The people who were crashing from the bow/recruve, was it whenever they selected in the hotbar, when they fired, or when they hit an enemy with it? I'm crashing when I hit an enemy, and my log only says

29.5.2025 18:33:20 [Notification] Exiting current game to disconnected screen, reason: An action you (or your client) did caused an unhandled exception
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soooo, i can't even tell if it's CO at this point

timid tangle
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I crashed when selecting it

crimson bloom
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Okay, I believe that's the bug we were experiencing with 20.11, but now we're back at 20.10 and having a slightly differnt issue with the bows.

gaunt moon
crimson bloom
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The issue was xskills. After updating xskills to the newest version, the problems went away

tall turtle
tall turtle
faint hearth
final surge
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been playing with this mod finally on a server, actually loving it

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noticed that throwing spears is weird not sure if thats this mod or a interaction with another

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this mod + tool crafting + butchery is such a fantastic combo NODDERS

marsh iron
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That said, I can absolutely agree. CO+Toolsmith+Butchery is an amazing combo

final surge
fast light
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does this work for .11 yet? saw some stuff about it breaking the game over onthe mod page

brave canyon
brave canyon
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Likely any issues are probably compatibility related.

flat compass
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From co

austere phoenix
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How is damage quantified when wearing armor? I wish there was a minimum number that could be set. It's no fun taking .1 damage from drifters who deal 7 damage

nocturne shore
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link on mod moddb page

balmy tartan
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is maltiez alright?

final garden
balmy tartan
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ditto

brave canyon
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Same, he's poured a ton of work into CO and I absolutely love it

timid geyser
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A member on my Dedicated server just got this crash log. happens only when they bring out their bow and it doesn't always crash them (others around sometimes get caught too). But it has caused many crashes.

flat compass
fossil belfry
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Yep, sadly the crossbows, and firearms as well as vanilla bows are causing near instant crashing when held in the hand or shot (if you get long enough to fire one) To anyone nearby and the holder of the weapon. Hoping this gets a fix soon since it so good!

uneven trench
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I wonder which part of CO broke for 1.20.11

crimson bloom
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Running .11 on a server with mods is risky business rn

timid geyser
crimson bloom
timid geyser
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i should probably roll back the server. also the screenshot does have a list of all the mods we run on the server.

brave canyon
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Oh, it looks like there is a Pull Request to fix the rendering issues causing the crash on CombatLib. Looks like it was just a small issue with the rendering changes in .11, heh

placid orchid
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Is that rendering issue gonna be fixed soon or should I try and roll back to .10? I feel bad for the hunter on my server...

fading narwhal
placid orchid
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alright, thanks

hollow pasture
austere phoenix
fallow surge
brave canyon
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Yeah, take your time Maltiez! There’s no rush.

brave canyon
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It just means that a possible fix was found, making it easier to do that.

simple comet
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And now we have a post to point to whenever someone asks about an update!

brave canyon
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Haha, exactly.

marsh iron
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Real Life Always Comes First

final garden
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@hollow pasture (Not sure if I should ping Maltiez). I think I've got a good first prototype for the silver helmet! I took a few more liberties than usual because I really wanted it to have a more unique shape from the meteoric helmet (Mostly just that the visor covers the whole face, including the eyes, requiring the wearer to look through the holes instead of over the visor). I imagined the impracticality was fine considering silver armour is decorative anyway. As always, I would love some feedback! Personally, I'll probably try different plume angles so that it's a bit more upwards rather than so far back. In keeping with the vanilla game's format, I'm going to make the gold helmet another armet using this design, but will change the plume more significantly

languid solstice
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I noticed these cool helmets you've posted here before, what are they for if I may ask? :o

final garden
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I saw Corat and Maltiez discussing adding visored helmets to OC, and Maltiez said they'd add 'em if somebody sent him the shapes/textures. I felt like getting into Vintage Story modding so it looked like a fun thing to do

hollow pasture
# final garden <@422472417340817438> (Not sure if I should ping Maltiez). I think I've got a go...

Historically there are a few examples of armets with visors similar to this, often referred to as "perferatora" referring to the many perforations in the visor. It was a pretty popular option as it offered solid visibility and breathing as compared to older visor types. I think the plume angle looks pretty fancy and flamboyant, but that's just my opinion. You definitely nailed the look of the armet with the visor up as well, covering the edges of the mouth and just barely leaving it exposed to breathe

hollow pasture
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Oftentimes it's seen in sport harnisfechten because it's much easier to reproduce with modern tools as opposed to other traditional helmets

final garden
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If Maltiez isn't feeling up to modding (I'm glad they're taking their needed break) then I'll probably try to figure out the coding myself, since I've written games in C# before and I've messed with the game's JSONs before

final garden
final garden
hollow pasture
final garden
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Oh yeah! Those! I wanted to make some of those at one point but felt like it wasn't flashy enough for silver or gold and I have already done the other metals, so I figured I'd go with a more stylized armet

hollow pasture
# final garden Oh yeah! Those! I wanted to make some of those at one point but felt like it was...

Oftentimes close helms are mistaken as armets because they have a very similar shape, but open in a different fashion. It was not until the early 16th century that the pronounced "mane" that goes across the top of an armet or close helm became prominent, but visor choices were very personal for most knights because something as simple as your own face shape can determine what's easiest for you to use

Dequitem's armor is based around the mid 15th century, so his armet will reflect the style of that time

He's also wearing an extra breastplate because the madman let himself get hit with a Lance in that video and used it for safety reasons

final garden
lofty owl
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Any idea when we get an update to CO?

brave canyon
next saffron
brave canyon
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That helmet is goddamn amazing. Though the Plume could be fluffier maybe…

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Some of those angles make it look a little flat hehe

final garden
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@hollow pasture (Still not sure if I should ping Maltiez or not, so I'll err on the side of caution). Because vanilla gold is just a slight rework of silver, and in keeping with the style, I was able to create the gold helmet super easily! I might want to play with the plume a bit more (including the original silver), but I wanted to get some opinions and much needed feedback! As always, please give me feedback even if you aren't sure how to word it. I'd much rather find an issue that I missed or didn't think of than put something sub-par into the shape

next saffron
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I do like that plumage more

final garden
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I think it looks better, yeah

next saffron
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oh, just noticed...whats with the asymmetry for the eyespots/slits/whatever

final garden
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Mostly, I saw real world eyespots/slits were often asymmetrical and I thought it looked slightly better (in my opinion)

next saffron
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or rather is this like, based on a design

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i see!

final garden
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Figured it made some sense possibly. Not sure if this is the real reason, but it would make sense to have one side be slightly less perforated if you're worried about attacks getting into the eyeslit. So in theory, you could have a main side for viewing/breathing on the right, but better protection on the left so that turning your head could save an eye. That's just me theorizing, somebody with real knowledge would probably think that's a silly explanation

next saffron
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well don't forget that the facing is flipped

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like I think I jsut did

final garden
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I was referring to the wearer's left/right, but yeah

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You can see a bunch of them have fewer or no holes on one side

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This seems to be more common on the more decorative pieces from what I saw, which works fine since this is for silver/gold

next saffron
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there's also probably some operating thought of keeping at least one half of your body extra safe just incase the worst happens to the other

final garden
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Actually, most right handed sword users would probably shift a bit to the right and expose more of their left while blocking, wouldn't they? Not sure. Also might be just confusing people with my odd wording

next saffron
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oh, if its decorative, its probably 'right is good' kind of thinking

final garden
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No idea. Would definitely be a good question for somebody more knowledgeable on armours

hollow pasture
hollow pasture
final garden
hollow pasture
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Unless you're stabbing into the eyeslit, which still often was narrow enough to prevent blades from slipping in, the even smaller breathing holes typically didn't need closing anyways

next saffron
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I'm just asking because I've never had to gore a person (or animal) with a two handed stabbing implement

hollow pasture
next saffron
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mhm

hollow pasture
next saffron
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speaking of polearms, would be cool to be able to brace with the pointier ones to help with the things that are more intent on charging you down than running

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show that shiver why he should slow down for a sec...maybe one day (probably not)

hollow pasture
hollow pasture
next saffron
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just make sure it's a boar spear before any hogs get funny ideas

final garden
hollow pasture
next saffron
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presumably it would be a 'stance' that you have to actually enter or leave, with associated windup/down

hollow pasture
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But it would be cool to have a weapon that would stop an enemy in its tracks

next saffron
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like uhhhhhh

hollow pasture
next saffron
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presumably it would also be REALLY BAD for your durbability yeah

final garden
next saffron
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yeah but your guy in that game is some schmuck, seraph got hands

hollow pasture
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That almost gets 1 shot by normal bear attacks 😭

next saffron
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like. do the drifters and all not just have

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straight up basically rebar for bones lmao

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though i guess them moving at all suggests that maybe it isnt working very well

final garden
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Maybe, but the bears still nearly one-shot you unarmoured

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And bears are a creature whose strength we can actually know

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Hard to gauge the strength of weird rusty rebar/meat beasts

next saffron
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probably a better idea for a long spear though

final garden
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And piercing doesn't seem to work super well on rust monsters anyway :/

I do like the idea of longer spears, but have you seen the pikes you can make already?

next saffron
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(pikes qualify)

final garden
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Mechanically you can't stance them along the ground, though

next saffron
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they probably would also need a modification like boar spears to prevent the whole, angry animal/demon charging down the shaft and killing you anyway, especially with rust creatures

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straight tip is begging for trouble from anything sufficiently crazy

hollow pasture
next saffron
misty steppe
next saffron
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true...good thing its only in the story mode that I don't play!

hollow pasture
hollow pasture
final storm
hollow pasture
raw hollow
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How can I make the quarterstaff hit detection more forgiving? I get smoked by locusts because I can't hit them unless they are under my feet. Is it perhaps "collider" in the itemtypes folder or in the animation folder somewhere?

final garden
sullen mural
glossy oracle
glossy oracle
final garden
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I've actually never had silver or gold equipment in-game, so I don't actually know their stats. Are they essentially just iron?

glossy oracle
final garden
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Yeah, more modular designs would be pretty cool, but I'm not quite sure how it would be done. I'd probably take the approach that Starbound does where textures use specific distinct colours, then use a substitution while the intended colours of the set

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I think @brave canyon might know Vintage Story modularity better than I?

glossy oracle
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so you have duplicate armors but for different materials usage wait there is actually a mod doing that for vanilla silver/gold for steel stats lemme find it

brave canyon
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And Maltiez as well haha. Since he got me looking in the right direction after all :P

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But like, you mean for modularizing addons for the different armors, right?

glossy oracle
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can't find that mod but either way it's up to you! You could ofc make a fancy version of iron anyone would like that

brave canyon
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If it has a plume or not, and such

final garden
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Yeah, I used Maltiez' examples on an unpublished mod before so there were modular textures on the swords/equipment

brave canyon
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Oooh sick

glossy oracle
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I mean more like you have the silver armor set visuals but the stats values and build path tweaked to use iron

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like I could go into json file and make any armor have xyz stat ya know? And if there were 2 versions of your armor set i could make 2 different recipes / stats

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correct?

brave canyon
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Oh, yeah, you are correct Queenie

final garden
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In theory, couldn't you use the same mesh but set the face rendering toggle so that you could choose to have plume or not at no extra size?

glossy oracle
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So if you wanted you could add the second armor as Iron silver armor so it looks like silver fancy armor has the stats of iron

brave canyon
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You could just likely make another armor entry and it’s like “Reinforced Silver” or something yeah

glossy oracle
final garden
brave canyon
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You can do that Queenie but

glossy oracle
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or having to add the plume in a extra recipe

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it's not the optimized way?

final garden
brave canyon
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The issue is that it’s going to bloat the item count very quickly

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Then you have one item that is without the plume and one that’s with

final garden
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So it can be done, but bloats item count and can cause RAM consumption

brave canyon
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Yup.

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It’s why the Weapons in Armory use the TexturesFromAttribute, the game sees them as the same item, and for all intents and purposes, yeah they are one and the same.

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It’s just that one has that additional tag on it that says “I am made of oak” and the other says “I am made of Purpleheart”

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Then the renderer looks at this tag and will assign a different texture based on it

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So the “magic” kinda happens when the games trying to render that specific item

glossy oracle
brave canyon
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Yeah

glossy oracle
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I see could you not make the plumet helmet without the plumet just have no texture on the plumet part? if you wanted to fix it that way

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some quirky stuff I know so you'd still use the same mesh

brave canyon
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Yeah, that’s what we are saying

glossy oracle
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ah I see

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lmao

brave canyon
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It’s very possible to do that yeah :P

glossy oracle
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sketchy shit for the sake of optimization technically?

brave canyon
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It just requires the system to actually understand it. It’s not sketchy at all actually.

glossy oracle
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sooo I would kind of like to do some armour designs too but how hard is the actuall modeling with the tools provided?

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well same reason why the texture blocks aint rendering all faces

brave canyon
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That’d be Bronze’s area haha.

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But my experience with the Vintage Modeler honestly isn’t that bad

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Save VERY often.

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Cause it sometimes crashes

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But you need to be clever cause you can only ever use cubes

glossy oracle
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i see i'd guess id have to see the structure of the combat overhaul armour just copy the stats and code and adjust them ?

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well modeling would be my beloved and trust me I can work my way around pixels 😄

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for the sake of the discourse those are the stat differences

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and now each part adding stats to the body part it adds up

brave canyon
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Yeah, if all you want to do is have armor that has the Silver visuals but stats of iron, just tweak the stats is the easiest way.

glossy oracle
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where would I find the vanilla armour to import into the editor?

brave canyon
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But something for modularity for the Plume and helmet would be reaaaally sick to add honestly

glossy oracle
brave canyon
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Not really no

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It’s how I built Toolsmith

glossy oracle
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ah your the guy!

brave canyon
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Oh! Haha, yeah

glossy oracle
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i found the silver helmet its under head-silver what naming is that wtf

brave canyon
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It’s likely vanilla’s naming scheme

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Maltiez follows it pretty closely

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But yeah, like… in game, each instance of an ItemStack is a separate instance of that item.

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The JSON defines strict stats that are constantly the same between each instance of an ItemStack.

glossy oracle
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so lemme get this right with the editor there are usually no textures applied or do I have to find the corresponding texture and apply it to the helmet?

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ah there we go

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so technically not to hard to edit to whatever one wants

brave canyon
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Then each stack has Attributes that are unique to that specific stack

glossy oracle
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what programm do you use to edit texture map?

brave canyon
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It’s in the program there

glossy oracle
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oh good to know i feel like a silly gooze but I'd figure it out 😄

midnight tartan
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is there somewhere i can go to get a rundown on how them armour works? so i know what exactly i should be investing in

final garden
final garden
final garden
glossy oracle
#

so the armor is inside each other so if I were to edit the torso i'd have to drag it out and put it back

final garden
#

You can hide things, too

#

If you push the little cube next to the object in your hierarchy, you can hide that object and all children

glossy oracle
#

or is it just cubes placed like a blocky sphere?

final garden
#

That was a tricky piece of work. I'll send some pictures to explain it, but yeah, it's a few carefully angled cubes to replicate a rounded sphere

glossy oracle
#

yeah I can guess I was just messing around and using the silver helmet as a base but now that I see also how silly the helmet is in terms of eye placement

final garden
#

That crest in the middle is actually super important because it hides all the gross overlap and jank in the middle

glossy oracle
#

like parts inside each other when I tested it if it where on top of each other it be bad i guess having a 0.1 difference is the trick

final garden
#

It's really up to personal preference. I try very hard to avoid clipping that is visible, but z-fighting is completely avoidable by just giving a tiny offset in the appropriate direction. Usually not something as big as 0.1, I tend to do something like 0.01

#

And clipping isn't an issue if it helps you

#

Like how I put the helmet overlaps clipping with the crest, since the crest hides the messier clipping it covers

glossy oracle
#

i see well time to mess around looking for helmet insp but why are helmets like roundish :c why are all the bad helmet blocky lmao

#

reflecting armour is sadly not blocky lmao

final garden
#

Yeah, the big struggle was deciding how round to go and how hard you want to stick to the game's original style

glossy oracle
#

i mean in terms of pixelatied art it fits anything if its just enough blocky

final garden
#

The copper helmet I did tried to stick to the original style as hard as I could, but it's also the ugliest of the helmets. The gold and silver were when I stopped trying to make everything too blocky and they look great

#

Ah

glossy oracle
#

by my eye judgment 0.2

final garden
#

Ah, that's because you don't have the human base in

glossy oracle
#

so it doesnt clip with the human?

#

or should I drag the human in?

final garden
#

There's a way to import the base model as a reference, hold on

#

You can use the set shape base path, which will do it every time afterwards for you in you set it up with the base game path, or you can set them manually

#

Using Set Backdrop

midnight tartan
#

is there somewhere i can go to get a rundown on how them armour works? does layering matter?

final garden
#

So ideally, you'd have gambeson, chainmail and plate

midnight tartan
#

ahhh so if i got a gambison+chain+brestplate all of the def stats are added?

final garden
#

But that'll slow you down, but you'll be super tough to hurt

#

I think so

#

Also, most gear targets something different

#

Like, Gambeson has bad slashing and piercing resistance, but good blunt

#

Plate has good slashing and piercing, but bad blunt

midnight tartan
#

so i can offset some of them by mixing and matching armour?

#

cus i notices there is armour segments i can make

final garden
#

So a fully plate covered soldier will take huge damage from a blunt source if they aren't wearing gambeson

midnight tartan
#

i REALLY like that

final garden
#

Yeah, you can set up different stuff. Basically, players can target specific areas, but most mobs I think have a random chance for which body area they hit when they attack you

midnight tartan
#

good to know

final garden
#

So it'll be like: %12 chance to hit head (not real value, but an example)

#

So if you don't have a helmet, you might not resist any damage because you got hit in the head

midnight tartan
#

but im assuming head+chest do more damage?

glossy oracle
# final garden

I am kind of struggling to get the human with the helmet in the same scene so I set backdrop to seraph hairless and then how do I add the helmet without it scraping the project?

midnight tartan
#

so i really should armour em

glossy oracle
#

ah

#

i got it somehow

final garden
#

Not sure if head and chest do more damage, but I'd imagine so

#

Sweet!

final garden
#

Now if you set up your base texture path, they should texture themselves

glossy oracle
#

thats the whole hitbox part of combat overhaul?

final garden
#

Yeah, combat overhaul has a hitbox part and I know players do more damage from hitting vital points, but I'm not sure how that applies with mobs. I'd imagine a headshot will do more than an anklebite, though

#

I just know that mobs don't actually use hitboxes for hitting the players, but instead will hit the player then randomly select which body part they hit

glossy oracle
#

lol so they can randomly hit your head? 😄

final garden
# midnight tartan so i really should armour em

There are benefits to armouring different areas though! It's super cool. My brother, for example, is always an archer when he plays, so when I make us all gear, I only make him an open helmet, cuirass, and maybe boots or something depending on what he wants. But the important part is that he leaves his arms unarmoured and face free so that the armour doesn't put a debuff on his manipulation abilities and firing accuracy

#

He also frequently only wears a few pieces of armour because he values the speed more

midnight tartan
#

OHHH that is really cool

final garden
midnight tartan
#

im loving this mod more and more

glossy oracle
#

for some weird reason it doesnt apply the textures when pathed to the texture folder 😄 thats the one i am using I:\Vintagestory\assets\game\textures\entity\humanoid\seraphskinparts

final garden
#

@brave canyon I had a question for you regarding the visored helmets. Originally, I planned to merge their textures as much as I could so that the number of textures being used in the mod was reduced significantly, and then the texture would actually be determined by the shape's UVs (making a texture atlas). But, I think doing so would make certain modularity harder to accomplish. For example, right now, the gold and silver helmets could actually easily swap their colour schemes by just choosing the different texture file, but if I merge them, they would no longer work that way

final garden
glossy oracle
final garden
#

If so, then you actually want to just go to I:\Vintagestory\assets\game\textures

#

Because it'll search through the entire texture library using the directories associated with the textures

glossy oracle
#

I see I see it's now working fine I just redid it from scratch

final garden
#

This is how it'll be looking for them

#

Sweet

glossy oracle
#

that now also explains why the hell the helmet was on the left side of the ground :"D same with armor being inside each other

#

I gravely ignored the popup like a inteligent monkey

final garden
#

Yeah, I'd recommend looking up the wiki for the software and reading up parts of it. I'm still figuring stuff out myself

glossy oracle
#

first of all i gotta design / texture something worth the effort

#

still have to find a helmet shape i'd like to do or ornaments

final garden
#

Hah, best of luck to you then, have fun!

glossy oracle
#

that helmet apparently clips in vanilla jesus 😄

#

i didnt even move it!

final garden
#

@hollow pasture I had a question for you: previously the idea was to send the shapes and textures to Maltiez, and I'm just about done now aside from some final cleanup and optimization. Obviously Maltiez is dealing with other stuff, but I'm not sure whether I should go ahead and try to mod the visors myself or not. Like, I doubt that Maltiez would care if I did the work, but I don't know them and so I don't want to accidentally steal their thunder if they really wanted to do that programming /implementation themselves. Basically, I don't want to bug Maltiez, but I'm not sure if I should ping them or not to let them know the shapes are done when I'd rather spare them the labour

final garden
brave canyon
#

Also I think if you actually got the helmets working and stuff, in the end that just helps expedite things? It’s less stuff for Maltiez to do in the end, hah

#

He said similar of Toolsmith to me, he wanted to do modular tools but then he saw what I was doing and was like ah yes this is it, so he was glad he didn’t have to do it himself, heh

glossy oracle
#

eh close enough

final garden
brave canyon
#

Haha, fair and kind!

#

And oh my god I just realized your picture is a bulborb… the poor Pikmin :P

hollow pasture
hollow pasture
hollow pasture
hollow pasture
brave canyon
#

Actually you can go lower then that surprisingly

#

But the editor cannot display that :P

#

I believe it actually works if you enter it in there, I don't think it clamps it, it just always will round to the nearest .01

#

I had a model that went into the 0.005 and when I load it up in there it shows 0.01, but it appears to retain the actual value fine

final garden
brave canyon
#

Ooooh, good :P

#

Oh god it is... I completely missed the leaf haha

brave canyon
#

Cause I'm having a bit of trouble understanding. Is it kinda like the Minecraft Skin way of adding a texture?

final garden
#

Currently, they'

brave canyon
#

Uh oh, did it get cut off?

#

Aah, hmm. I had a look at the current textures in Armory, and yeah, it's like the exploded kinda playermodel.

final garden
#

they're all just modifications of the current textures

#

So they're exploded player model (sorta)

brave canyon
#

I don't think you need to really merge them into one big atlas cause the game already kinda does that for you automatically - and it's better to keep them separate as the game can then load only the ones it needs to into the memory

final garden
#

I could merge them together so it's just multiple helmets on one atlas

#

Ah, okay

brave canyon
#

It honestly might be more intensive to merge them, yeah

#

Cause like, if you load just one, you load all the variants

#

But with them split, it can load them piecemeal as required.

#

That also is how it can be easily dynamic too, like, if the heads are separate from the body, it can load less for each swap

#

Since I'm seeing that the textures in Armory now all have every part of that full set on one, it probably could be split into separate textures and loaded all separately... I guess it comes down to how it's coded really, and splitting the textures would also mean having to adjust the shapes to account for that, too...

#

That's my best guess at least, without investigating further and confirming it works like that, heh

hollow pasture
hollow pasture
hollow pasture
# midnight tartan good to know

The probability for enemies to hit you is also based on whether they are below, in front, or above you. Crawling drifters have 0 chance of hitting your head if you're at the same height

hollow pasture
final garden
brave canyon
#

Like, it's just the helmet, or it's the full armor set?

hollow pasture
brave canyon
#

Cause I see the current texture from Armory is this:

#

Which looks like the full silver armor set, legs, helm, chest, every bit all together here.

#

But if the helmet portion was split off from this into a smaller file (as small as can fit it) that contains just the helmet, that'd be able to load piecemeal easier and everything

#

And if I'm understanding everything correctly currently, right now if you load the silver Helmet, you are loading all of the silver plate pieces' textures (in this example at least)

hollow pasture
brave canyon
#

Ooh haha

#

That makes sense really, since it'd layer from the layers heh

hollow pasture
brave canyon
#

If your current helmet texture is basically this same texture, but the only part of it that actually has any color or anything is the Helmet and the rest is transparent? Then yeah, merge more onto that same one so it uses less space to reserve for the helmet.

#

Or move it onto a smaller canvas that can better fit it. I believe it needs to be 32x32 pix or a multiple of that.

#

Trying to use all portions of the texture you do load is a good idea though, so if that's what you meant, yeah absolutely merge them or shrink the canvas for each

brave canyon
final garden
final garden
#

Like, this is what the silver looks like

#

But I only need a small amount of that

brave canyon
#

Since that kinda looks like it's basically the same as the rest of the plate set, you could just replace the - Oh no that upper right bit is different.

#

I would say in that case probably just try putting everything you need for the helmet in it's own file.

#

For something like making the plume modular for changing the color or removing/adding it, it would likely need it's own unique texture file to make it somewhat easy to change on the fly.

#

Same goes generally for anything you want to kinda swap out in code. If it's set as it's own texture define, you can just set it to the Transparent texture and of course it doesn't render anything, heh. But you can also just swap out the texture source for any other texture file, it matches up the UVs and it goes fine

#

Ah, here we go

#

A bit of an example there

#

For the two handles on the right, you can kinda see the different texture sources in play

#

Any part you want to kinda swap out modularly it's easiest if you can build the model so that portion has it's own texture source or even it's own shape entirely.

#

Cause for those handles there it's basic, but the Grip around it is actually a different shape file from the handle.

#

And same for how I got the tool heads also rendering in the same item with the handle. Just merging the meshes together.

#

It's hard to tell from the ground storage and the fact that picture was more laughing at the funny offset on the scythe lmao, but each of those is a single item that shows both the handle and the head.

#

Hopefully that helps any :P

#

I just mainly used vanilla textures for everything, so most of them are already loaded and stuff, but it also can work with just adding in your own and setting it to pull from that texture.

final garden
#

Yeah, that makes sense. There's a million ways to do anything game related. The way I'd be tempted to do it if I was programming it myself is do the Starbound method, as I mentioned earlier. Basically just swapping colours that appear in the texture map with the desired colours based on the material

brave canyon
#

Oh yeah absolutely haha

final garden
#

So what you make is like, one texture map, with multiple helmets, but they're all the same colour, then you replace that colour with the intended ones listed in tables as RGBA values

#

Not sure how well Vintage Story supports that, though

brave canyon
#

Aaah, it could be just tint-shifting it? Are things mostly grayscale?

final garden
#

No, they're not

brave canyon
#

Or do they have full RGB- Ooh okay.

final garden
#

It's full RGBA replacement

brave canyon
#

Interesting

#

Since it's a low-pixel game it probably can do that a lot faster

#

That's kinda wild though, huh

final garden
#

Yeah, like you can see here the human bodies

#

But they're made of weird colours and then replace them so that players get colour customization

brave canyon
#

Oooooh okay.

#

The weird colors are likely the Green Screen method

#

Similar procedure to a green screen use

final garden
#

Yeah, similar, but not identical

brave canyon
#

That makes sense

final garden
#

I've done it multiple times for various shaders, but I usually use pure RGB so that they're obvious

brave canyon
#

Yeah, fair

#

That's really cool

final garden
#

You wouldn't happen to be aware of a way to move multiple UVs at once, would you?

#

Because I really don't want to move all the tiny, overlapped UVs manually

#

Oh, and I forgot! I used the vanilla structures to build these helmets, which had the neck included. Does that need to be changed for the armour overlaps? @hollow pasture

brave canyon
#

Oh hmm.

#

Fuuuck, that does look like an absolute pain...

#

It might be the best to just bite the bullet, make the new texture first, load up two instances of the helmet model. One with the old, and one with the new and then just manually copy it over :<

#

I don't think the editor has that advanced of a function sadly.

final garden
#

Ah, dang. Was hoping there might be. Some of these UVs are just gross :l

brave canyon
#

Yeaaaah... :<

#

It's uh, unfortunately going to be a pain...

#

At least you only have to do it once and then like, any alternate textures are just changing that base file.

final garden
brave canyon
#

Oooh, that looks wonderful honestly

final garden
#

I think it looks better than a single feather, though. Probably not much different than gold to be honest

#

And I think it's distinct enough from the gold plumage

brave canyon
#

I think having the lower ones really helps a lot to add some more thickness to the feathers and it doesn't feel flat

final garden
#

Yeah, it definitely looks way better than just one feather

robust pond
#

@fallow surge Was the Polehammer intended to have such a low durability btw? Just curious because some of the people on my server were complaining.

final garden
ashen matrix
#

hey, uh... any news on that "holding ranged weapons forces a crash" bugfix?

shut sequoia
ashen matrix
#

👍

final garden
misty steppe
#

Or just don't use any ranged weapons and cosplay as an Olympic Athlete with Javelins.

dreamy bridge
#

hello, is there any way i can wear classic 3 parts armor from other mods ?

icy thistle
dreamy bridge
#

il love the combat change and the mod that need it but i hate that i can't use vanilla or other mod armor

icy thistle
#

my main issue is just the fact that i can't use ranged weapons rn and i was literally just about to introduce friends to the game with the mod

#

and i was gonna use ranged weapons for that

#

😿

#

apparently it's just a rendering bug with the ranged weapons (idk if that's true or not) which hopefully could get patched somewhat easily

unkempt kettle
#

Hey, Im trying to make a compatability pacth for ElectricalProgressive:Equipment; but the patch isnt taking.
Is there anything code-wise that would need done to an object that already has a class?

placid warren
#

hey is there an existing guide to making compatability patchs?

#

just wanna read through it to get a better understanding before i try anything

final garden
hollow pasture
hollow pasture
#

You should be able to equip the armor in any of the combat overhaul slots

dreamy bridge
#

strange

dreamy bridge
#

well just checked and no, i crafted nomad armor from the mod tonwexp and vanilla armor and enable to wear them

hollow pasture
dreamy bridge
next saffron
#

So what's the deal with trying to play this mod in current ver?

hollow pasture
next saffron
#

and this is prevented by?

brave canyon
#

You mean what is causing the bug?

hollow pasture
#

Unfortunately there is no public fix out currently

balmy island
hollow pasture
balmy island
next saffron
#

we salute our hero

white bear
#

How does one downgrade the game

#

I wonder if simply swapping the executable would work...

tall turtle
#

I just downloaded 1.20.10 and installed it in a different folder, each install is less than a gig and they draw mods and saves from the same place so you don't have to configure anything.

white bear
#

Oh-
Ok then i mean yeah that's fair

#

I just hope backdating doesnt break other mods I had updated

#

Oh you can just download older versions of mods-

fiery snow
next saffron
#

yup. but maltz still died (this is fair)

green kayak
#

I feel dumb asking this because I cannot find a download anywhere at that link, but is there one?

fiery snow
#

As far as I am aware, no. A pull request is a request to modify the code made by someone other than the original creator, but the original creator (or someone else allowed to approve pull requests) has to approve the pull request.

#

However Maeyanie could alternatively post a temporary patched version of the original mod, but it doesn't seem like they've done that.

green kayak
#

Gotcha. Thanks for this.

fiery snow
#

This is a straight-up copy of Combat Overhaul except for changing the dependency from

Like many Combat Overhaul fans, when I upgraded to 1.20.11, I started getting random crashes when I was holding a bow.
 
Since it didn't look like Maltiez was going to be immediately fixing it, but was kind enough to post the source with a MIT license, I decided to take a look into it myself.
 
I've submitted the fix as a Pull Request, but in ...

fallow surge
#

Updated the lib with this crash fix, you can remove temp mods now

fallow surge
simple comet
green kayak
flat compass
brave canyon
#

Yeah, take it easy! Get better and then you can come back and tackle things later!

#

Never any rush for those kinds of things, take as long as you need.

near beacon
#

ok hate to be that goober, but what mods do i actually need for CO to work again?

brave canyon
#

It’s on the mod page, you need just Combat Ovehaul and Combat Lib.

#

Any more then that is optional to add more content.

red nacelle
#

any way to remove spear throwing mechanic?

hollow cargo
uneven trench
quartz orbit
#

Loads of crashes associated with repeating crossbow

#

No logs

red nacelle
uneven trench
#

CO is very configurable, you can disable the spear mechanics

red nacelle
#

where do I do that thoughbeit

uneven trench
#

do you have the mod that adds the mod options in the pause menu?

red nacelle
#

yea I tried using it and nothing changed

uneven trench
#

you usually have to set settings then reload the save

red nacelle
#

let me try again

#

it don work

torpid smelt
#

The game crashes for everyone around you, if you take your Upper Body or Upper Body Over slot clothing off and throw it on the ground. On the previous version of Overhaul Lib (the one before .11), it used to be the Shoulder slot that did this.

It only happens if the dropping player is in survival mode.

09/06/2025 18:34:32: Critical error occurred in the following mod: [email protected]
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at CombatOverhaul.Colliders.ShapeElementCollider.GetTransformMatrix(Int32 jointId, Single[] TransformationMatrices4x4) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityCollider.cs:line 491
   at CombatOverhaul.Colliders.ShapeElementCollider.Transform(Single[] transformMatrixAll, ICoreClientAPI api) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityCollider.cs:line 338
   at CombatOverhaul.Colliders.CollidersEntityBehavior.RecalculateColliders(ClientAnimator animator, ICoreClientAPI clientApi) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityBehavior.cs:line 360
   at CombatOverhaul.Colliders.CollidersEntityBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityBehavior.cs:line 180
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1103
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 481
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 654
   at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 107
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 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
hollow pasture
torpid smelt
#

Shoulder slot I meant

surreal token
torpid smelt
fiery snow
#

Having the same error a lot on my server, it seems to not crash those out of render distance though.

Game Version: v1.20.12 (Stable)
6/9/2025 5:56:58 PM: Critical error occurred in the following mod: [email protected]
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], [email protected], [email protected]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at CombatOverhaul.Colliders.ShapeElementCollider.GetTransformMatrix(Int32 jointId, Single[] TransformationMatrices4x4) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityCollider.cs:line 491
   at CombatOverhaul.Colliders.ShapeElementCollider.Transform(Single[] transformMatrixAll, ICoreClientAPI api) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityCollider.cs:line 338
   at CombatOverhaul.Colliders.CollidersEntityBehavior.RecalculateColliders(ClientAnimator animator, ICoreClientAPI clientApi) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityBehavior.cs:line 365
   at CombatOverhaul.Colliders.CollidersEntityBehavior.OnGameTick(Single deltaTime) in D:\Projects\VintageStory\Overhaullib\source\Colliders\EntityBehavior.cs:line 180
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1106
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 613
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 654
   at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 107
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
   at Vintagestory.Client.ClientProgram.<>cDisplayClass10_0.<.ctor>b1() in VintagestoryLib\Client\ClientProgram.cs:line 130
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93```
hollow pasture
#

Oh, you mean actual clothing, not combat overhaul slots

final surge
#

bro this mod makes combat so much better that i didnt even realize how much i hated vanilla until we added then removed this mod kekw

#

like the volumetric hitboxes instead of the single ray cast is chefs kiss

#

i feel like i can actually fight and hit things versus playing a hit or miss game on click

tall turtle
#

Spears and pikes my beloved

white bear
#

Yeah vanilla should really have hitboxes instead of hitscan because it feels like ass otherwise

#

I think the issue is attacks have a wind up animation instead the hitscan being instant. Its why minecraft combat feels most alright but vintage story vanilla combat feels bad despite mostly being the same

#

Weapons using hitboxes instead pretty much entirely fixes the problem, on top of being mechanically really cool

final surge
lofty owl
#

does this work with bows now or is it still crashing peoples game?

torpid smelt
lofty owl
#

good

surreal token
#

Bows do work but half a dozen guys crashing in my server because someone took a shirt off kinda sucks

faint hearth
#

“Y’all wanna fight? Let’s go!” takes shirt off, everyone phases out of reality “thought so”

final falcon
surreal token
#

I am using the latest update, and 1.20.12 as well so I'm not sure what it would be

final falcon
#

Could be another mod conflict that you have the overhaulslib latest update .2.9. I believe

fallow surge
final surge
#

So is the expanded armor system designed the same way vanilla slots for equipment are? No right? Makes a lot of sense how there would be a item bug if the implementation is different there

#

Is the crash specific to render distance range away from other players? Or is it everyone on a server regardless?

#

Oh nevemind I see reading older messages

#

Seems really weird to me for it to be a rendering or collider crash if it's not caused from a creative mode character - versus a thing with modded equipment slots failing to translate to an item in the world

fallow surge
#

The matrices are tightly fitted to the actual number of animated elements now, instead of being based on MaxAnimatedElements. Any reference you still have to MaxAnimatedElements is probably a crash risk

#

For someone who wants to make a pr with a fix

#

But it seems complicated to fix, so I doubt that there will be any

final garden
#

@hollow pasture @brave canyon Hey, so the visored helmets are nearly complete, I'm just trying to figure out how to set up having a button to swap between open and closed visors. You guys know how to add a new keymapped button? I.E. press v to toggle visor. I can't seem to find this info looking it up :/

brave canyon
#

Aah, I'm not sure. I've not done a custom-mapped keybind before but

#

I do remember that there is uhhh

full dune
brave canyon
#

I believe it's on IPlayer or EntityPlayer, there's a way to read inputs from the keyboard, but I think it has to be specifically from the Clientside

#

Since the Clientside gets the keypress, then it needs to be sent to the server though a set up channel for it to have the server sync it with everyone

#

I used it but only for uhhh, checking if Shift was held for a few things

final garden
#

Easiest would be to "craft" them in the grid to open/close them, but that's super lame and requires removing the helmet

final garden
full dune
#

we need sallet helms

brave canyon
#

Yeaaaah, I think the button pressing is the best way to go honestly

full dune
#

germanic sallet helms

brave canyon
#

It's just unfortunately not something I can point at and say I have a working example for you unfortunately :P

#

The closest I have is uhhh... Check the In-Hand Crafting stuff for Toolsmith, ooor any of the interactions on the Grindstone or Workbench

#

That's where I believe I used the shift detection

#

And it might at least help you find the right part of the player API

#

As for the syncing with the server, I was terrified of approaching that so... haven't yet :P

#

It seems simple though. You just set up the channel and then can send and receive things through that

#

I believe I saw an example used in Hydrate Or Diedrate when I was looking at the code

final garden
#

Alright. I'll need to download toolsmith, then. Where'd you figure it out? Find a wiki entry or video somewhere?

brave canyon
#

I'm not sure what was being - Oh, no, I just looked at the code myself

final garden
#

Oh yeah, it has a piss button

brave canyon
#

I can't remember what exactly, but - Oh yeah!

#

That one mod!

#

Yeah, check that one, I think Chrono had all his mods open source, so pull up that source

final garden
#

I was thinking of looking into Xskills because they have a UI open when you push O

brave canyon
#

That's a good idea as well

#

Though, that one might not sync to the server, but it might send the stat data...

final garden
full dune
#

theyre easily my favorite helmet!

final garden
#

Just on my phone at the moment so I can't send any immediately

full dune
#

i love it!

#

do you post these anywhere?

final garden
#

Then might worry about visor vision changes later

full dune
#

oh man i am EXCITED for that

#

visored helms are a favorite of mine, especially the german sallet

final garden
#

It was one of if not the first helmet design I thought of. It was also a huge pain and there are still things I wish were done better about it

brave canyon
#

They look absolutely amazing too :P

final garden
#

Thank you!

final garden
brave canyon
#

Oh! Very nice! That helps a lot :P

lofty owl
#

so spears have a really oddly broken angle when using combat overhaul

hardy pine
#

hey my server is still experiencing the crash from bows and firearms after switching to overhaullib 0.2.9 on game version 1.20.12. does anyone have troubleshooting tips?

crimson bloom
hollow pasture
hollow pasture
hollow pasture
final surge
#

The bows feel fantastic to use, been going hard with a longbow as a hunter, good times

final garden
#

So I've nearly finished the visored helmets core mod aspects, but I'm trying to make it fully compatible with Combat Overhaul. CO changes the head armour slot by using a new slot, right? The head/face/neck slots?

mint pine
#

Anyone else think the firearms are seriously under powered and lack alot of range?

brave canyon
#

I think you might want to take a look at the compat patches built into CO?

hollow pasture
mint pine
hollow pasture
#

Also historical muskets were smoothbore anyways, so in reality they were pretty inaccurate compared to "rifles"

graceful grove
#

hellooo I might be a little dumb but could anyone offer any help making a patch for combat overhaul? I changed shapes used by armor but CO changes them

#

how it's meant to look

#

how it looks with CO

#

I'm using the Player Model lib

final garden
brave canyon
#

Aaah, it could be in any one of the three as well

#

There's likely an inventory attached to the player entity that holds all that, and you probably can find the key for it in the CO code somewhere... But I'm not certain where.

final garden
# graceful grove

That looks great! Have you tried opening up CO's armor models and seeing what changes?

final garden
graceful grove
#

not sure what I can do about that

final garden
#

The armory mod also adds a bunch of its own shapes

final garden
graceful grove
final garden
#

Sadly the developer is taking a break, so it's unlikely to hear from them

graceful grove
#

I figured, pinged them a few days ago

final garden
#

I'll let you know if I figure anything out that might help you, but I'm pretty unfamiliar with CO's code. The only people who might know that I'm aware of would be JonR or Corat, but I think neither is super well versed in the code

#

But I think it was @hollow pasture who helped with a bunch of the original armor tweaks?

final garden
# graceful grove I figured, pinged them a few days ago

https://mods.vintagestory.at/koboldplayermodelport

These guys accomplished something similar. Maybe contact them? It has CO compatibility with minor issues due to load order. So they may be able to help or tell you if the issue is beyond what you can fix

An updated port of Soi's Kobold Player Model mod that works for 1.20! (and 1.19!)This mod is client-side, meaning it will not automatically download for users connecting to a server, and it contains no new assets or code.  It is simply a model swap.  I cannot offer assistance with altering the mod to do this on its own.
If you run into any iss...

hollow pasture
final garden
#

Also, found some shapes you may be able to examine in the combat overhaul files

full dune
#

should be configurable though?

lyric marsh
#

bro a musket can oneshot every special except bellheads

#

and i can reliably hit 100 meter shots with it

#

the only gun that lacks range is the pistol because of its exaggerated spread, you should not ever fire it further than 50m

#

bossi is more like 70m

#

everything after that is very accurate

#

the guns are not underpowered by any stretch

#

wheellocks can oneshot wolves and severely injure most things

#

matchlocks oneshot most things and blunderbuss is great for direct combat (can oneshot a corrupt drifter)

#

and the musket is just stupid, ticket to god that can reliably hit at 100m due to the accuracy and huge projectile

mint pine
#

Your experience isn’t everyone else’s and as stated above it seems as if mod conflicts cause damage redundancies 👍

lyric marsh
#

we're talking about facts, wdym experience

keen veldt
#

u spitting straight facts

#

and people also crying the guns aren’t powerful enough while using incompatible mods lmao

midnight tartan
#

or complaining a mod is underpowered when comparing it to mods. like bruh everything should idealy be balanced to fit vanilla

keen veldt
#

Legit

midnight tartan
#

that way its balanced by default

keen veldt
#

No wonder maltiez ain’t as active here

midnight tartan
#

its just a thing that comes with being a coder/modder

keen veldt
#

I rmb seeing people ask him to change so much stuff just because it doesn’t suit their needs for the mod

#

truth nuke

midnight tartan
#

when i talk to a modder i dont say "chage this cus i dont like it", i ask "what is your vision of what this is supposed to do"

keen veldt
#

Lmao ye

kind epoch
#

lmao saying underpowered is crazy you can look in the damage log and see it doing 86 damage even with blackguard range nerf I was killing anything that moved. you can just shoot with musket and then finish off anything with the pistol

lilac fulcrum
#

not sure if reported (thank you discord for making it impossible to search threads), but when you try to run w/o the lib and it offers to auto-download it, it fails to find

keen veldt
#

“the gun dev guy has to fix this!!!”

kind epoch
#

i wasnt even thinking of multiplayer, if it removes your hitbox for pvp thats crazy lol

torpid smelt
# torpid smelt The game crashes for everyone around you, if you take your Upper Body or Upper B...

I made a small bandaid patch for anyone who wants to run this mod on 1.20.12 and not crash when people around you change clothes

https://mods.vintagestory.at/show/mod/25388

When using the latest version of CO and OverhaulLib, there is crash that can occur when someone near you takes off their clothes (specifically the Upper Body and Upper Body Over slots). 
 
The crash log looks like this:
Running on 64 bit Windows 10.0.26100.0 with 15731 MB RAMGame Version: v1.20.12 (Stable)12/06/2025 22:06:34: Critical error oc...

uncut mauve
#

@fallow surge I have a modding question. The reason why I ask in this thread is because I have seen animations for items in your combat-overhaul related mods. Like crossbows for example.
My question is: How do you go about animating held items? I'm working on a drill for my jonastools mod and I was able to use animations already present in the game for the holding animation, but now I want to make just the drill head rotate separately from the whole drill tool. Do you have any tips or pointers on how I should go about this?

#

I know about programatically rotating the whole item for example, and I can develop an animation in the model creator for the item, but I am just unsure on how to proceed in applying the animation utilizing whichever method to the item

#

I would greatly appreciate any assistance that you may be able to provide.

simple comet
uncut mauve
#

I was just in there asking about animations and the response I was provided is that you can't do animations with items, just modify their rotation programatically, but I have seen animations with mods that Maltiez has created so I figured I would ask him as well to get his feedback. It seems that the common response when browsing via google is that you can only utilize the programatically modified position method, so I wanted to know in particular how Maltiez executed his animations for his modded items like his musket and crossbow for example.

simple comet
#

I misunderstood, then. He's not in the best health if I recall right, so it may take awhile to hear back.

#

I think, so far, Maltiez is the only one to accomplish that particular animation in VS.

uncut mauve
#

That is a-okay. I understand that modding is on a volunteer basis so there is certainly no rush

#

I'm probably going to delve into the API documentation in the meantime to see if I can find anything there.

simple comet
#

Perhaps there's something on his github?

uncut mauve
#

Oooo, thank you! This will very likely help me!

simple comet
#

It's maddeningly easy to miss the "source" button which appears at the top of some mod pages.

uncut mauve
#

I've found that it looks like Maltiez does store model creator animations within the item shape json file, so the next question is how does he get them to play via the class file. That's what I'm looking into currently

simple comet
#

AnimLib is the likeliest place to look.

uncut mauve
#

I completely missed the githut source button, I'll be looking into the source for his mods that are animated

#

Thanks so much for your help @simple comet

simple comet
#

You're very welcome!

uncut mauve
#

Looks like he uses a custom coded animation system from OverhaulLib 😁 👍

simple comet
#

Sounds like you're puzzling it out, then! Good deal.

lofty owl
ashen matrix
#

can the long axe be used for lumber purposes or is it strictly combat only?

ivory charm
#

I don't think you can chop wood with it

#

Which is also in line with how long axes work

#

They are, simply said, designed for combat

robust pond
graceful grove
#

The player model lib mentions it can work with it

robust pond
#

so wait, is it kemono, but a patch for CO? or a separate mod entirely?

graceful grove
robust pond
final garden
#

If anybody knows how to access the custom slots in combat overhaul from C# code, or knows any mods that add unique compatibility for CO, I would love to know. I am so close to finishing my mod, but I just need to access the head slot in my patch for CO (don't want to release the mod until it works with CO too)

hollow pasture
#

I want to say all of the armor types are defined like vanilla, but there's a small section that shows what area and layer the armor covers

final garden
hollow pasture
final garden
#

In my mod at least. Not sure if Vanilla ever tries to access the armour from the armour slots like that

final garden
tall turtle
#

I inadvertently discovered an issue with ranged weapon rendering if using reshade, even if no effects are active. For some reason ranged weapons, vanilla bows, crossbows, or firearms, don't render at all when both combat overhaul is active and reshade is installed. If CO is off, or reshade is uninstalled it works correctly. I don't think it's a real problem because reshade does basically nothing for the game but it's very peculiar.

final garden
#

This is so frustrating. I feel like I'm at the door with key in hand but can't find the lock. If I could just figure out how to get the player's helmet with CO installed, this mod would be done. Every single other thing is functional now

lilac fulcrum
#

Is it possible to add iframes back to contact damage stuff like cactus (and stuff from mods that damages the player in a similar way)

storm adder
#

So no matter what I do, or what version I use of this, the game just hardcrashes without a crash report whenever I try to use ANY ranged weapon. I've tried multiple versions of the mod, and overhaul lib, is there -any- workaround other than downgrading the version of the game?

tall turtle
#

0.2.9 specifically patched that crash

storm adder
#

it's throwing an exception on trying to start the game, is that normal for this update?

tall turtle
#

What game version are you using

storm adder
#

The current version

tall turtle
#

Stable or unstable

storm adder
#

Stable

#

And can confirm that using any ranged weapon causes the game to crash still, despite having latest overhaul lib

tall turtle
#

And CO version 0.3.9

storm adder
#

I do not have that version of CO, let me try that

#

So it does allow me to use vanilla weapons without crashes, but now crossbows and firearms are no longer in my files? Not sure what happened there

#

yeah for whatever reason, despite having them installed, all of my crossbows/firearms have disappeared in game world and I can't spawn them in creative.

tall turtle
#

Are those mods also up to date?

hollow pasture
# storm adder Stable

Make sure you're installing using the 1 click install. Using external apps like winrar can sometimes cause weird behavior with CO

vagrant vapor
brave canyon
final garden
final garden
#

I think I might be close to finding a solution by looking through the exoskeleton code. Looks like it has a light that activates when you press L, so if I can figure out how it accesses the player's armour, I can probably use the same method

brave canyon
#

Oh that's a good idea yeah

#

I can try taking a peek at things as well in a bit

#

If you still are having trouble at least! And damn, did you see that other armor mod that got posted?

final garden
#

I did not, no!

final garden
brave canyon
#

Oh I don't think your work is obsolete at all, but they just also have really nice looking armor models! I'll grab a link

final garden
#

Oh woah!

#

That stuff looks great!

brave canyon
#

Yeaaah, it's kinda sick as hell, I'd kinda love to use it with yours :P

#

I'm a sucker for armor-weapon variety hahah

final garden
#

That icon art they did is incredible, too

#

Oh! And I found where in the overhaullib the armorinventory and other assorted stuff is. I could actually be done if I could just figure out how to go from the inventory manager to armorinventory

brave canyon
#

Aah, I believe you just need to find what the ArmorInventory is named, and you can request it from the Inventory Manager

brave canyon
#

This is in the CO ModSystem, checking if the CO ArmorInventory is the player's InventoryCharacter

#

Which I believe holds the clothing and armor slots in vanilla.

#

Then that ArmorInventory is defined in OverhaulLib here, and it looks like there's helper methods to find the specific slots you are looking for

final garden
#

Hmmm. The previous method I was using was by accessing the inventory through vanilla global constants

brave canyon
#

... Oh hey.

#

It looks like Maltiez actually has a class made for you perhaps :P

final garden
#

Oh woah. He already did the work, and looks like he used the better method

brave canyon
#

Yeah, haha. I just came across that :P

#

It looks like all you need to do is get the playerEntity, then follow a similar call like the GetGearInventory he uses here and there, check that it's the ArmorInventory and you can cast it to that (or vice versa)

#

Then you just need to have the ArmorType for your helmets and you can get the fitting slot IDs from that

final garden
final garden
#

Not entirely sure how to keep the stats connected to the attributes, though. I.E. Closed having different stats from opened

brave canyon
#

It miiiight need a bit of editing to keep the stat difference but hmm

final garden
#

Well, would I be able to essentially add more attributes to this part here?

#

Basically have a PlayerStatsClosed and a PlayerStatsOpened alongside the VisorStateAttribute?

#

Then when it switches the shapes, it also sets the PlayerStats = PlayerStats{Opened/Closed}?

brave canyon
#

Uhhh

#

Is it currently - Yeah okay you said it above

#

It's a separate variant

#

I remember seeing there was ArmorStatsByAttribute so

#

If you look at that, you can probably figure out how to add different stats based on if it has the opened or closed attribute perhaps?

#

It might need more code work perhaps but it probably would be easy to just have a toggle between two sets of stats based on one attribute.

#

Since if it's like the other stats-by-attribute for weapons, those are attributes that determine the stats... Which, actually, come to think of it you could just utilize even that to like, when you press the button to toggle it open/closed, get the state and then just apply the proper stats as needed to the respective attributes.

final garden
brave canyon
#

Oh, I haven't fully looked into it yet myself haha

#

But I know that Maltiez added stats from attributes

#

And I saw there was the stats from attributes set up for armor as well haha

final garden
#

Ah

hollow pasture
keen veldt
#

If you can’t get the GitHub source page

#

but I’m p sure it’s in this chat

robust pond
final garden
final garden
#

Well I still can't seem to get it working and now I have this bug whenever I try to use combat overhaul as well: The items aren't visible in the UI anymore

#

Wait, why is the data listed twice...?

ashen matrix
#

joking response: to make sure you saw the info

final garden
#

Apparently I need it. Though this might imply somewhere that the data got messed up in the JSON

#

I had my bird with me when I was programming, so now I worry he jumped on the keys and messed something up that I missed...

final garden
#

Alright, I figured out the cause of that bug... UI and data duplicate is fixed

#

Still not sure why this code keeps returning that SlotWithVisor is empty...

#

I even checked at one point if CO was null, and it isn't, so it has to be getting the player's armor inventory, right?

balmy tartan
final garden
balmy tartan
#

oh?

final garden
#

The current state of the mod is that nearly everything works except if you have combat overhaul, you can't press V to open/close the visor like you can normally, because it doesn't seem to find the helmet

#

But even I myself play with combat overhaul, so I don't want to release it until it works even with CO, since I imagine most armour enthusiasts would also use CO

#

I probably just need to look over the stuff like Maltiez' exosuits and see if they ever access the itemslot

brave canyon
#

They might, yeah... But I've not used it myself, so I dunno :<

final garden
#

Using the HelmetsWithVisors class would require a huge rework of my mod, too. So while I do plan on doing that, I wanted to get this working first

#

Since the HelmetsWithVisors class method looked pretty complicated and I am quite unfamiliar with what it does

balmy tartan
final garden
# balmy tartan ooooooo, is there any reason to put your visor up/down besides RP?

Mechanically, a raised visor gives you lowered debuffs on aiming and bow speed, but a lowered visor protects your face while raised does not. I'd also like to add sounds for the visor in the future and have toyed with the idea of making an config option that causes visors to hinder visions similar to a minecraft jack o lantern

#

Also, you will not get hungry as quickly and will heal a bit faster if your helmet is raised

#

This encourages players to keep their helmets up unless in combat

slender ice
stray chasm
#

I can post the stats it auto generated for me in a sec

slender ice
#

that would be super cool thanks 😄

stray chasm
#

Iron / Meteoric
Piercing: 11
Slashing: 11
Blunt: 5.5
Walk Speed: -5%
Manipulation Speed: -5%
Steady Aim: -5%
Healing Effectivness: -5%
Hunger Rate: 5%
Durability: 6000

#

Steel:
Piercing: 14
Slashing: 14
Blunt: 7
Walking Speed: -5%
Manipulation Speed: -5%
Steady Aim: -5%
Healing Effectivness: -5%
Hunger Rate: 5%
Durability: 6000

#

The helmt, chestpiece, and leggings all share the same stats

#

The regular steel plate only has 7 in pierce / slash and 6 in blunt

#

So the greenwich stuff is pretty strong

slender ice
#

Thanks for taking the time to post the stats 😄 , yeah they seem pretty strong but i am happy it works to begin with so ill just take it being a bit op until a manual patch happens

stray chasm
ivory charm
#

I mean 14 is insane, there's nothing that can get through that

#

I'm looking forward to the continuation of the series till the Landsknecht armour

#

I'm really interested in that one x3

lofty owl
#

I had forgot to take a screenshot pf the spear issue

hollow pasture
red ginkgo
#

help! the crossbow keeps crashing my game is there anything i can do?

tall turtle
#

Is your overhaul lib up to date?

red ginkgo
#

ill check

#

ok so i updated it and i think that fixed it

#

thanks for the help!

fallow surge
#

It is recommended to use 1.20.10 version with same game version for multiplayer, and 1.20.12 for singleplayer.
1.20.11 and 1.20.12 broke some stuff

lilac fulcrum
#

what broke?

final garden
final garden
# fallow surge It is recommended to use 1.20.10 version with same game version for multiplayer,...

Don't mean to bug you, and if you're not up to it then don't worry about it, I'm sure I'll figure it out eventually, but I nearly got the visors working with CO but have been having trouble getting the itemslot for the head armour with CO's new slots.

Likewise, I saw that there was a helmetwithvisor class (after I wrote most of my code) so I plan on using that once I do a rewrite of my code for optimization

final garden
fallow surge
final garden
#

Yeah, I have been

fallow surge
#

IndexFromArmorType should work

final garden
#

It always tells me that the slot is empty. Maybe I'm getting the inventory wrong or something

fallow surge
#

Dunno, cant debug it remotely

hard dirge
final garden
# fallow surge Dunno, cant debug it remotely

I don't want to waste your time, though. So I'll keep trying to figure out where I'm going wrong! The picture I shared should have the issue in it, and I think the problem lies in how I am trying to access the armorInventory. Thanks for your help, though, it's good to know I am on the right trail

hard gale
# slender ice Hi, has anyone tried using https://mods.vintagestory.at/show/mod/25550 these arm...

Hi, im the author of the mod... More and more people are asking about the compatibility. And as @final garden says, it makes sense that armor enthusiasts will be using the CO. So im slowly shifting my focus on it.

Right now i want to finish Templar part of the series, with the CO in mind regarding the size of the shapes. Then i might to look back on Greenwich And Gothic to reshape them a little so they fit the middle and lower layers and make an official patch that will allow to (hopefully) use all three parts of the series in combination with CO. While also being somewhat balanced.

#

@fallow surge can i turn to you if i have some questions while patching?

hollow pasture
hard gale
brave canyon
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Yeah, it should be relatively easy enough to add compatibility, I tried my hand on it before but it was for a super outdated mod really.

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I hope you can get it done though! The armors are sick as hell, haha.

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No rush though, certainly :P

final garden
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Happy to help with that

austere phoenix
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I find armor to be way too effective at negating low teir mob damage and only kind of decent at negating high teir damage. How can i change this?

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Like, drifters deal .1 damage when wearing full forlorn and steel chainmail

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and bell head shivers deal 15 damage

final garden
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That's mostly because of damage type. Proper armour mostly negates damage, but a bellhead does blunt, so unless you have padded under armour, you'll take lots of damage

austere phoenix
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like, having it capped out at 60% damage resitence

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would make it so drifters arent dealing .1 damage

final garden
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You could try configlib

next saffron
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i don't see why you would want this but ^

hollow cargo
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Anyone else having issues with overhaul lib?

hard gale
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@final garden Thanks for the offer, i manage for now. Honestly, i spent whole yesterday meddling with shapes to make them fit all the CO layers and im just ... not a big fan of the bulkier model ... like really, maybe its my OCD but with all the decorations, there is so much more clipping etc... The seraph model inside is just too skiny to not feel weird. Especially around the hip area. I wonder if there is a way to disable textures of the Middle and Skin layer, maybe through the "disableElements" attribute. But i have no idea how to figure it out.

I might honestly just go with the compromise in compatibility, and make my armors fit all the layers at once. Im really not sure yet.

brave canyon
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You could just not worry about it, and recommend people grab the Vanity Mod to hide the layers

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Or even check out how the vanity mod did do it.

hard gale
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Oh i didnt know about Vanity mod! Thats exactly what im looking for! Thanks @brave canyon !

brave canyon
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Haha, no worries! Glad it could help :P

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I know it has integration for hiding the CO layers, so yeah you could just say things will clip and to use that to prevent it haha

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Cause frankly, your armor covers everything anyway

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It's not like you need to see the gambeson underneath

hard gale
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True! I will do my best and try to automate it, so the players dont have to do it manually even if there will be Vanity mod dependency. But if i cant do it, i will do just what you say.

final garden
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It makes more sense, though

brave canyon
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Totally fair