#Combat Overhaul
1 messages · Page 21 of 1
Cause yessss. I was going to see about at least making some rough patches for my own use, until you popped in to say you were working on it :P
Anything, for my fellow Vintarians
hehe
Hahaha
The base game has this issue too with steel armor
As in you wish you had a sort of maille collar armor instead of the whole aventail?
They are very much aware, at least I'm pretty sure that's the case
I just don't like the huge contrast between my meteoric iron chainmail overtop of my blackguard armour
Dang, I followed the exosuit method and it's still returning empty...
Hm... I changed my errorcode to something different and it's still the same in-game... so the problem the whole time is possibly with the harmony patching...
IT WORKS! This whole time I've been so stupid... I was checking to see if ModSystem was enabled instead of Mod.... I feel so stupid. Thanks for your patience and help, though! I just need to fix a couple small bugs and then I can probably get some people to try testing it on their systems
Yup, just crashed on 1.20.12 after ~4 hours of stable multiplayer.
Apparently I had the server running overhaullib_0.2.7 though. We'll see if 0.2.9 fixes it. 😅
Nope.
Sure didn't, so now it's crashing consistently.
hate to be the guy who immediately runs to the discord for mod help but can someone help me make heads or tails of this?
this is in a server and we just randomly crash
I'm here troubleshooting the same issue. Maltiez posted an explanation. With the mod author's answer being "don't run a 1.20.11+ server with my mod" and with 1.21.0 around the corner, I don't expect we'll ever see a fix for this index error on this version.
If your server is brand new, no progress on it, consider trying a different game version for now.
oh fr? damn
could you roll back without starting a new world or is that not worth it?
Hmm. Well, unfortunately 1.20.11 implemented huge RAM optimizations on servers, so rolling back behind that might suck. Every modded VS server I've run has tended to chew up all 32gigs of RAM over time due to, I can only assume, mod introduced memory leaks. So if you're running a modded run, you're gonna want the RAM optimizations.
More to the point of what you asked, though, I found this resource that may help.
ah bolls
Yeah. I don't want to roll back or play without CO, so I'll probably be seeking a solution. I'll poke you if I find something.
please do, i only have 12 gigs on a server so we are kinda fucked
I look forward to seeing your mod in action!
If you ever need help with the visual overlay part of the mod, just let me know and I can do the art for it if you're interested
Visual overlay? Oh right, the visor blocking! That actually could be really helpful
Ooh, wonderful! You got it working? Hell yeah!
Good work! And good stuff on not giving up!
It is always the dumb errors most often then not as well, haha.
Yeah i had 12.9 too. Honestly idk what I did (I went in an messed with stuff) but it seems to be stable now.
Ach, I'm glad I double checked each helmet again with CO
This one isn't as bad, but still a little jank
I still love that you can see the eyes through there
I'm gonna publish it now and fix the stupid iron helmet tomorrow or something
Huge thank you to Maltiez, Corat, JonR and the Vintage Story Community for their invaluable ideas, feedback and assistance!
Added helmets:
Spoiler!
Visored Copper Helmet
Visored Tin Bronze Helmet
Visored Bismuth Bronze Helmet
Visored Black Bronze Helmet
Visored Iron Helmet
Visored Meteoric Iron Helmet
Visored Steel Helmet
Visored Silver ...
Hell yes! It lives!
-# Time to open up another Tab as I gather mods to add to the list...
It's brand new, though. I'm sure people will find issues somewhere
There's always going to be unexpected complications, and it's usually a dumb error as well :P
Like, so many times I forgot just one dumb thing... For example: starting up a While () loop and then entirely forgetting to even bother implementing the counter that should be incrementing to eventually break out of it...
Whoops
Cue people being like "Hey, I did this and suddenly the server stopped responding...? It didn't crash though, it just... stopped."
Both the biggest issue I could cause, and the easiest damn fix for it too :P
Aah,a dependency changed when I wasn't looking.
Yoink.
Brand new or not, mods always have their little quirks, I'm sure you'll figure out most of them without a problem :3
It's everywhere, and by it, I mean my rusty gears
Would you like the visor overlays to be as realistically obscuring as possible, or do you think having a bit more visibility would be more feasible?
To be honest the hounskull variants don't obscure much, but those bronze, copper, and silver/gold helmets seem to have a substantially more occluded view
It would make sense from a balance standpoint to make the lower tiers more obstructive as you move up in the technology tree, but also most people don't make copper/bronze plate anyways
Do you know of any way to fix it? I know I can just wear weak armor but it's kind of lame handicapping myself.
I wish there was a mod that maxed out the damage resistance cap. It shouldn't be possible for a drifter to deal .1 damage
If they deal less than 0.1 it's typically ignored I believe
But it's not like armor is overpowered either, especially in the base game where bellheads will still 3-4 shot you through steel plate and shields are basically useless
I get that. But armor does make majority of the game a cakewalk
I just want to make it so the max resitence you get is like 70%
This isn't something you can do with combat Overhaul and would require another mod if you want the max amount of damage reduced from any attack to be 70% without making yourself naked and only making every enemy do 30% of their damage.
Armor has penalties for a reason, and they are especially punishing in the base game
I'm not sure what you mean by a cakewalk either. What specific parts are made too easy by combat overhaul's armor/base game armor?
Normal mobs deal .1 damage in forlorn armor with basic chainmail
I can stand still and not die. Bell heads and actual damaging mobs are only in deep caves and certain ruins
Do you wear a gambeson under this? Also "basic" to me means iron, but feel free to correct me
Also, if you have the game open right now I would appreciate a reminder on how much Blunt resistance the forlorn hope armor gives so that I can run it through the table
Yea iron chainmail, I dont have the game open I'm in bed rn, all I know is I have full forlorn hope armor, metoric chain, steel chain, and gold chain, so a bit of a mix. And with this, drifters that deal 5 damage deal .1, even after hitting me 7 times in a row.
But no gambeson?
Linen gambeson
Linen coif and the leg bit
I got all slots filled
Then if you're fighting drifters just take off your gambeson if you want to get hit harder
I get that, but I am not a fan of artificial handicap. It feels kind of lame, especially when you then die only to go back to the 99% damage resitence out of rage
Well then I wish I could help you more, but it's just how the damage system works
You could try to meddle with the mod’s config to increase damage dealt to players’ limbs and/or body, or head even if you want to have a really bad time against high tier enemies (ConfigLib provides a UI for changing that in-game). I’m not sure if this will translate well to low level rust creatures being more dangerous, though, so I speculate
Otherwise you’d probably have to make a modlet to say, adjust what tiers of attacks enemies have
Are people complaining about armour layering still?
I genuinely wonder why people simply refuse to wear mail under their plate.
It’s heavy; it slows down your attacks and movespeed. Wearing just gambeson and plate is sufficient most of the time
Aah,there's the community's myopic and senseless obsession with speed again.
- wearing 3 layers requires you to have a lot of backpack or just storage space
Gambeson,mail,and plate all at once? You're borderline indestructible. Speed becomes a non-factor,since you'll never need to run away.
i just think it's unnecessary, should've been a separate mod
And since you're borderline indestructible,you won't need to heal,either.
The only threats that remain are gravity,drowning,and starvation,since you can parry the enemies that can actually penetrate your armour still.
Armour does its job. So let it do its job.
And with that you don’t need 3 layers of protection, so what gives?
Because eating hits is still guaranteed. We're not perfect. But you can parry enemies enough to win every fight,so you can doff your cuirass and bandage up.
Or snarf down some Expanded Foods fruit bread.
Yeah, a big no to that
The point I'm making is,squeezing a small amount of extra movement speed out of the system while exposing yourself to significant damage is utterly nonsensical.
You can't move if you're dead. If you're borderline indestructible,you don't need to run fast.
I mean, fine, I get your point and see what the conclusion of the debacle is. I don’t find it personally fun to be indestructible, though, so I don’t use the mod to its fullest extent
and if you can outrun something, you can't get hit by it
it's why fleetfooted is disproportionately powerful
Better luck than I had, even with the updated files I had consistent crashing running a server. It is what it is, it'll have to go without CO and all until 1.21 goes stable and Maltiez has time/desire to do an update. The players didn't want to revert to 1.20.10. 😅
I feel like it'll mostly need some playtesting to decide. Personally, I don't think it should be too absurdly obstructive, since it's still a game and it may discourage people too much if they make a cool helmet and then find out they can barely see in it
Well,I rocked a Malefactor,because I never did a run around javelins,maces,and slings yet.
Since this basically makes me an Age of Empires II Skirmisher,what would that mean I wear over my gambeson? Mail,scale,or brigandine?
@hollow pasture Would you mind testing out the visors for me? I want to make sure they work on different systems and different versions. (I only tested it with my own stuff, version 1.20.7 vintage and I think an outdated CO)
Yeah, I was going to test it last night, but you showed off that the hounskull needed a patch so I was gonna wait on that before doing my first impressions
@final garden I cannot seem to get the visor to lower when pressing V
Rebinding the key to something else doesn't seem to work either
It also appears like the top surface of this visor is either culled or untextured in game. The same is true for the closed visor variant, but I could understand if that was intentional
Your armor values are also adjusted to the old values of Combat Overhaul's balance
I'm not entirely sure what you're pointing out here.
Ah, yeah, so I definitely need to make some changes for the new version of combat overhaul
I suspect that have to do with combat overhaul. Can you try it with combat overhaul disabled? I just want to see if the issue is related to Vintage Story or CO
I'll take a look at it myself once I'm done my work for today
They gap created by having the wedge shaped this way is significantly reduced with the visor down, so it's not really a problem
Yeah, I have combatoverhaul0.1.23, so the issue you have here is probably because my code doesn't reference overhaullib like it should in the newer stuff
Time to update my stuff
@hollow pasture All fixed up for the overhaul lib
Huge thank you to Maltiez, Corat, JonR and the Vintage Story Community for their invaluable ideas, feedback and assistance!
Adds 9 new helmets that have openable visors. Opened helmet visors provides slightly less relative protection, but reduced debuffs to healing rate, hunger rate and ranged weapon stats, encouraging players to keep their v...
Patch 1.0.1 should work with Vintage Story 1.20.12 and the newest version of combat overhaul
@full dune @night crest @gleaming citrus Sorry for the random ping, but I just figured I'd send a message to let those who expressed interest know that visored helmets is now released!
thank you!!
That would be perfect for players who use ranged weapons until either they approach or the enemy approaches.
"Helms down! Weapons up! Fight like it's payday!"
I hope people give me some feedback about the balancing on that, don't want people to feel like it's useless or OP
I'm currently rocking a Malefactor,who's basically designed around a hybrid ranged/melee playstyle.
I'll let you know.
But,first: What would such a combatant wear over their gambeson? Mail,scale,or brigandine?
Related: Do slings to Blunt or Piercing damage?
Damage types don't exist in vanilla,so...
It's been asked before, I just don't remember the answer... Have you checked the handbook?
Not yet,and I'm about to turn in,so I can't check right now.
Maille and plate/brigandine aren't a bad choice, but you'd definitely want to forego the arm armor, maybe only armoring it with upper arm maille (no different than maille gloves, but the arms look cooler)
Cheers mate
Alright, so I did some brief testing, I got some pictures of all of the helmets matched to their appropriate plate/maille sets with a stand-in for a lance (pike) whilst on elkback. I'll send them to you tomorrow, but here are my "critiques"
The only "flaw" I ran into is just a product of late helmet design not using large maille aventails. I saw some clipping while using your steel visored helmet with the maille (in the bottom left and right corners of around the face), but honestly it looks fine to a normal person who's not being nitpicky.
The next is sort of something I someday wish to see, but lies outside the simple scope of this mod
-Animation where the seraph raises (or lowers, but not necessary) the visor with his hand
-The previously mentioned hud overlays
-Slight transparency for breathing holes on the iron hounskull, and maybe an extra cuboid on the nose to make it pointier
-Visor functionality on restored Blackguard and Forlorn helmets
And now, the praise.
Besides the things I mentioned about the hounskull, it's everything I could have wanted from such a specific mod. It provides a good rp option for servers, practical option for actual play, and does it all in a way that appeals to me more than vanilla. I totally forgot to check if your smithing recipes were functional though, so I'll have to do that tomorrow, but otherwise all of the functionality and stat changes for everything was what it should be. Massive props for turning a pipe dream shared between a few different people and making it a reality, and I look forward to contributing to it more in the near future. Thanks again!
There is 1.21 version of Overhaul lib and firearms, crossbows dont need any changes, CO needs some, but work in general. Armor models in inventory borked, some of them.
But the important part is: I need someone to reproduce the multiplayer bug reported earlier with index out of range.
Thanks for your work maltiez just a little unfortunate not to have v 1.20.12 for the guns
1.20.12 copmared to 1.20.10 is just some performance update, so no problem just running 1.20.10 version of the game with no crashes
And for singleplayer, you can use 1.20.12
So I see no huge problem here
Question: what weapon type does Poleaxe count as? Where can I find that information in the mod’s files also?
wait it doesnt crash anymore?
oh I missread well the perfomance update is quiete a important one
cause when I played at 1.20.4 the ram usage server and pc wise was 20-30% higher
I fixed one of the two crashes. The other one that happens in multiplayer is not fixed.
1.20.11 is when these crashes were introduced
Thanks to radfast optimisations
Are these the crashes that happens when I want to use bows (and crossbows), where my client or friends client just shuts down without a crashlog?
Crash when using ranged weapons is fixed. Crash with index out ranged in multiplayer is not.
Oh, I can send my log file.
"System.IndexOutOfRangeException: Index was outside the bounds of the array."
This is from a multiplayer server, as client. The server hard crashed, no log produced.
In fact, the four times it crashed, no log was produced. 🤔
server-debug just... didn't save?
That's combined crash logs from overhaullib_0.2.7 and 0.2.9, by the way. Happened identically, both versions.
very badass, thank you
Glad to hear it! The steel helmet issue bugs me, but yeah, it looked mostly ignorable. I'll have to see about the hounskull at some point, but I think because of all the cuboids in the snout transparency is pretty tricky and I recall fully pointing the snout was problematic, but I'd love to fix that so I'll give it a shot at some point.
The arm thing would require an animation override on the left arm, wouldn't it? I think CO has some functionality for implementing animations like that, but that's definitely something I wanted to do if it wasn't a huge hassle. Trickiest part I see is balancing the animation with mechanically using the left hand. I.E. what happens when a player swings their polearm while visor is raised. Suppose I could make the visor shut itself.
A few people have asked for functioning versions of the lore helmets, so I'll probably do that at some point (I don't think it'll be too tricky). I just don't want to override the base armours
Had a silly idea where you get the vanilla helmets that have visors to move by getting them 'unstuck' with fat or oil
Could also just use the helmet + nailsandstrips approach, though
I need this crash to be reproduced with latest overhaullib version which is for 1.21
@final garden
According to the mod description,the visor button is currently unconfigurable? If so,looks like I'll need to rebind the vanity key. Or just disable Vanity.
I will make skipEntityTags behave the same way as EntityTags, so for example it will be easier to exclude specific defence types for predators that can bypass them... Hope Radfast wont be angry at me for affecting performance a bit.
What specific mods of yours would the server need to be running on 1.21-pre to capture the data you're after?
CO
and the lib
Okay, just Combat Overhaul, and overhaullib. I'll try to set up a test server and players tonight, and see if we can't get it to crash with a log for you.
But I'm not sure, may be it is a compatibility issue and wont reproduce on just these two
Okay, if that doesn't work, I'll add the other mods (armory, crossbow, firearm, animations, etc.) and see what happens.
May be it is connected to player model replacers, but I checked logs of the crash reports, and haven't found them, may be I just missed them
Unless your mods replace player models, I haven't had any of those running on my server.
They can be client side. May be only some ppl got crashed, that had them.
I see. Well, unless someone is doing that and not mentioning it, we should all be running 100% identical modpacks.
I'll make certain to ask, though.
Tracking down variables is hard enough, and I'm always willing to help where I can!
Specifically, and this was in 1.20.12, no crashing happened until shortly after a player crafted a simple bow. That player crashed, rejoined, and that crashed the server with the log I sent earlier. I'll be trying to get the server to crash by spawning in resources to make simple bows, and have a hunter make them and pass them out.
Prior to that, it ran for ~4 hours.
Same here. There should be a cap to the amount of damage mitigated.
And even then swing speed is still a concern with 3 layers
Gambeson and Forlorn plate allow you to comfortably stick in 2 attacks before you need to block against melee attacks, which I don’t think would be feasible with 3 layers (plate, chain, gambeson)
Does armor slow down attack speed?
Allegedly.
As a Blackguard,at least,decked out in full plate,I was able to get two to three attacks in between parries with a zweihander.
There is https://mods.vintagestory.at/show/mod/25388 for ppl that want CO for multiplayer for 1.20.11 and 1.20.12
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...
Try putting on/off clothes and armor
I reproduced it, thanks for offering help
Hm, I missed this post, otherwise I could just fixed it earlier.
Better to ping me next time
I thought you were taking a break and didn't wanna bother you.
Yeah, but still better to ping, if I'm taking a break I will just ignore it and look into it later.
Okay, will keep this in mind next time. Thanks for fixing
Wait, my mod is still needed for 1.20 servers
I will recompile it back for 1.20.12. I just need to install this version of the game back
Unfortunately yes, for now. I plan on adding a config for it, but don't know how yet, so it's another thing to figure out
Use hotkeys functionality, it will add it into setting/controls automagicaly
Done, released the fix for 1.20.12
1.20.11 pathced broke the lib more then 1.21 ...
ponders skipping copper weapons and armour and going right for bronze
I do that every time
Mostly skip copper tools, too
I usually forgo armour until iron, too
I couldn't find any surface tin. So,I need to prospect for it,now.
I tend to restrict myself to nothing higher than bronze until I complete the Archive.
After all,since you're expected to give up a bronze pick for the location,you're expected to go there with bronze.
Ah, yeah. I'm playing on a server with a couple buddies and we're at steel now and still haven't archived
Because the one guy who hasn't been before doesn't play much
I find this incredibly amusing. Thanks to Maltiez pointing it out: the visors button is already reconfigurable. I already programmed it in and was too dense to realize that's what I did
No, just go to settings and change it under controls xD
Righto!
If nothing else,your mod is perfect for roleplay and immersion.
Visor up while traveling and shooting. Drop the visor once melee is joined.
Thanks! Sounds like people are having fun with it now. I love to hear it and I can't believe it's already got like 170+ downloads
The iron helm is a houndskull bascinet,I think...?
Yeah, right at the bottom there. I'll have to add it into the lang file, but it's already reconfigurable
That's the idea! It was probably the most frustrating design to make
Soulsborne armors in CO, everybody running around with a steel greatsword and the onionbro armor
Siegwards and Siegmeyers as far as the eye can see
I'm not gonna lie, I love frogsmouth
It's so silly and impractical
Seems like that's how it goes sometimes!
I'll still be trying to reproduce the exact crash tonight, on multiplayer, with the bow (I strongly suspect it was the bow, anyway) and so on. Might as well see what happens with the most recent versions.
It isnt
Whoops, that was the wrong crashlog
I and friends keep getting a critical error in overhaullib.
Hey @fallow surge, just got this possible crash log - but hard to say if it's really CO or anything, just maybe it's related to that multiplayer issue. Came from a Client Crash Log.
6/24/2025 5:25:17 PM: Critical error occurred
Loaded Mods:
System.InvalidOperationException: Server sent me an entity packet for entity player, but I cannot instantiate/update it, entity is null
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitiesPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 246
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93```
Isn't my log but I saw it posted in another server, and it followed that similar Index Out Of Bounds issue 4 days prior, and they said it was happening when someone was joining with Vanity slots hidden (I believe CO ones?) and anyone who looked at them when they were loading in ended up crashing.
Suddenly im completely unable to attack with any weapon with the CO mod enabled. It was working a few hours ago any ideas why?
Never Mind i figured it out, poor reading comprehension.
Good news/bad news. We couldn't get the server to crash last night, which is excellent, and the "bad" news is very minor visual issues on armor.
Nothing else to report at this point.
Yeah, some armor icons are borked
If that's the biggest issue, chalk it up as a win! I really thought we could get it to crash as before.
this is happening when clothes get taken off?
What does choking up and down on a javelin do?
Lets you do a little dance like Hello my baby, hello my honey, hello my ragtime gaaal…
Heheh. But I think it might change the throwing arc, and/or range if you stab with it
@final garden I found a mod in Blade and sorcery that allows me to see the inside of helmets (i.e. your vision gets occluded by them) and I doubt this is what you want for your armets? Spoiler because blood (maybe gore, idk I'm too blind to tell)
unrealistic, the visor is closer to your eyes so you are able to see more so than you can in the video you sent
It is a more fantastical style of visor, but the visor is still around where it would be irl. You can see the bottom of the armet, which means the camera is too far away though; normally that would be pushed almost against your chin
Also keep in mind that is only slightly greater than half of my field of view because it's using a technique that merges the left eye image to the right in order to create an image that looks mostly homogenous. I'll be uploading a video to my channel shortly that has footage with both eyes recording seperately placed side by side though if you're curious
Yeah, that doesn't look very fun. Not for any real length of time, anyway
tbf real visors aren't either, but neither of us want this specifically 🤣
Yeah, I usually put fun over realism. I know some people would like it, but I think most would find it's too much
When using XSkills,what skill would improve mace output?
Swords.
Weird,but I'll take it.
Xskills was made with vanilla in mind, but most 1h/2h weapons that are not spears count as swords, polearms should count as spears and anything ranged-related is bows
Something people who make visor overlays tend to do wrong: The nasal bridge section would be imperceptible unless you cross your eyes to look directly at it,thanks to how binocular vision works.
You could see alright in a helmet with visor, nobody would've ridden a horse with visor otherwise
That,too. The faceplate was typically basically pressing against your face.
Unless you're wearing a sugarloaf/great helm.
Those were made large enough to wear an underhelm with.
In most closed helmets you have your down and up peripheral vision cut off, and it is hard to see what is right before you at waist height and lower (and the lower it is, the further away it can be hard to see). Dunno about up, never had look fro something above me in helmet.
Also in a some helmets sounds become muffed
I have a lot of time practising in tightly fitted barbute for example. It had all of these problems
I can imagine you almost never need to look up when fighting the medieval and renaissance ways.
Looking *down,*however,would still be pretty important. That being said,you can have a pretty good idea of exactly where your opponent's weapon is,even when it's out of sight,simply by the way they're moving.
Any way to make other weapon mods compatible with this
I imagine you'd more or less copy the JSON file of the closest comparable vanilla weapon,then tweak from there. Could be wrong,though.
I've made overhaul weapons before
It's basically just, if you don't want to overcomplicate it, you could just copy the overhaul weapon jsons and change the desired values
It gets trickier if you want custom animations or control schemes
I mean honestly id get custom animations, but the control schemes are pretty good for most weapons you could still add
Not every weapon has directional attacks.
Maces,for example,only get one attack. Unlike swords which get chops,uppercuts,thrusts,and cuts from either side.
And spears get a high thrust and a low thrust.
when you going to drop your training footage 😄
ive been trying to get hostile enemies to do meaningful damage to me while wearing armor and it still dosent seem to do anything. I have shivers dealing 20 damage per hit and they still only do .1 damage most of the time aside from the odd 3 damage hit. How can i make this current armor setup i have be less effective at blocking hits??
bellhead shivers deal a lot of damage, and when they deal negated damaged its still 3 or 4, so they end up being the only threat in my playthrough
i dont want to make every enemy deal 30 damage like the bellhead however
i just want this armor to be less effective
best way is to tweak attack speed / movement / hunger / healing rate
in the end as long as the enemys dont have armor piercing values
where plate is severly countered instead a flat dmg type there is no way to balance this.
flat dmg hurts everyone but armour pen only the ones stacking armour
@fallow surge curious if you ever thought about adding a armour piercing mechanic (technically its the blunt dmg type) but not sure its just the bells doing blunt and some animals
but otherwise @austere phoenix just adjust the stats from that armour to be steel / iron so its more a novelty thing to wear forlon hope armour
or make the plate armour only good against slashing and the piercing nerf it by 80%
whats the stat of it anyway
ill take a look at the armor stats. Do you think maybe changing everyenemies attack type to "Bluntdamage" would work?
you could add that to every enemy yes
like in the json
that should make them have that dmg type and resulting hurting armoured plebs more
but if you truly just want to adjust the forlorn hope armour
its easier to just change the stats for it
so its the forlorn hope armor thats making enemies deal .1 damage
yes but no
compare just the dmg with iron / steel
its the whole layering which is the "broken" part
but if you wear bronze plate its a lot more balanced in terms of dmg for example
so where in the mod file is the armor json file?
its in the combat overhaul mod in itself
every armour is shown there
btw any mod with compatability with combat overhaul is structured like that
for example only spears I adjusted to my liking
"manipulation speed" is the attack speed for example
don't forget to differentiate in forlon hope armour / black guard there are broken ones and damaged and pristine condition
you could just go trough every plat armour and reduce piercing by -4 and that should nerf every plate by a margin
or slashing
ok, what does flat reduction mean? could i set a max mitigation there?
not sure what it means but i think its the vanilla values
where it just flat reduces 10% of the dmg you receive
but yeah if it were me I would just nerf piercing with the idea of that the enemys hit the gap between the armor and hitting the chainmil / gambeson bits
ah ok. so to recap, i should set peircing attack to like 4 and slashing attack to 4 and that should
ok
just reduce the armour stats to make it less tanky
but you should makes ure to compare it to iron
or steel
you could ofc just copy those stats but even in iron full plate your technically unkillable
so bronze plate says its resistence are 5, and thats more balanced in your opinion
just test it out
alright, thanks for the suggestions
its just you can look at the overall stats and bronze is i believe just a more middle ground but should it be the late late game armor stats?
having the armor be almost immune to only slashing but being vulnerable to blunt / piercing is sounding a lot more balanced
you still tank more than someone wearing brigandine in 1 department
Isn't this like the best heavy armor aside from steel
isnt it better than steel?
but even in iron / steel your practically unkillable
steel seems to be better, aside from movement speed
ah lol would have thought the ancient fancy stuff is best but I was wrong
Given you get additional protection from the armour layers you get from CO I don't see what's wrong with being hard to kill
well i was wondering, what is forlorn armor even made of? it looks like copper
I assume that's sort of the intent
that its just a bad gameplay experience.
or at least for the ones looking for a challenge.
I mean if you're Solo you're gonna likely need good protection for story related combat lol
and not sort of godmode after spending iron on it
well did we talk about solo?
like if we imagine 3 people with full plate they can go afk and get some kfc
and none of them be dead while being attacked by 40 mobs
still forlorn hope armour can't be made, you need to find broken versions of it
So it being pretty good given its rarity is fair imo
my point is the moment something makes the game mechanics redundant is bad. That's also the reason why I use combat overhaul as the vanilla combat is just shit.
if it only would be that just make iron and your godmode too
and iron isnt that rare
you see the point?
from what I experience even with iron you're not unkillable, unless you use armour layers in CO
why would you use plate and no other armour underneath?
like if you refer to plate armour any individual thinks about the whole set
in a historian context too
the plate itself is fine I agree
but you put on plate usually once you already made the other 2 layer
I mean in terms of Vanilla, only being able to wear one set is expected to have advantages and drawbacks
but we dont speak about vanilla
we speak about the mod balance
that the mod adds 3 dmg types and your immune to 2 with the whole layering
and they only have bellhead and bellshiver? as blunt or any other animals if I recall
regardless from what I recall given all the penalties you get from all full sets the protection is fine
so i tested it out, they deal more damage, but for lower teir mobs they still for the majority of the time do these .1 damage attacks. its only when i get to nightmarish they start to deal either high damage attacks or 3 damage
tbf lower tier mobs dont need to do dmg
as they have like 1-2 dmg ?
the penalties are not much
i set the lowest teir shiver to do 20 damage
for the godlike unkillability
and it still only does like .1 damage
how much does it do when having chain / gambeson on?
you can just count together how much body protection you have on xyz body part
and make the adjustment of balancing to that
These helmets are sort of dorky to use. They don't line up well to begin with
why not remove the face completely?
or rather the visor
is not really immersive if its gone but eh hanging it off to the side doesnt work either
Eh, it's not too tricky to do it the way I have already
but does it look good
in that context it looks just like garbage bin someone put on 😄
Probably looks better than just removing it outright, but honestly, I'm not sure
i think removing it outright is better or not offer the option
Are mace heads one ingot or two?
One
it looks to me like a normal fully helmet with no visor
thats what I would assume the intention was of the original dev
put on and be quiete like type :"D
Maybe, I always thought it was some sort of weird visored helmet, especially since it comes off in the broken version
nothing to fancy and that would fit the blackguard
cause when I saw the blackguard it felt like if it does the job it's good no fancy stuff
wait lemme find a picture
cause ididnt know that 😄
could one assume it just a broken helmet?
And it has a sort of weird cloth cover underneath
i mean yeah butwith the spike on top
not sure how youd move a helmet up there
i think the cloth is
always on
but not on the eye area
Yeah, but I think the hinges are on the top
it makes sense looking at biker helmets
Those are the lighter coppery parts maybe?
they do are extra accented
it's up to you but if you ask me it looks to silly to implement just make it a new cannon
either none removable
Either way, people have been asking me about the blackguard helmets, that's why I was considering it
Maybe, yeah
or the other way where its just missing the front pieces
cause the other helmets you made are clear cut and understandable and look good
looking at that roman helmet
Yeah, I get it. Not sure what the best option is, just figured I'd look into it and see what people think
@austere phoenix are you using armory then its under armory
for the other armour it adds
i just actually solved that mystery as to why my chain was still showing 5 lol
syntex error?
I see
@hollow pasture Your opinion would be appreciated on this (though no hurry). Just trying to decide if I should bother making functional versions of vanilla visor helmets. Most of them seem to open like this
Well this is the in game flavor text for the restored helmet. Sounds to me like the visor was meant to be lowered, but yeah, it seemed that the helmet didn't want to line up to start with when I was messing with the model for Combat Overhaul
I actually only found out about this text because I looked up "visor" in the creative menu and this kept popping up instead of just your helmets 🤣
I think your helmet design seems feasible, and it preserves the vanilla design
I just wish the vanilla design wasn't so mediocre 🤣
well i can safely say ive created an un unkillable combat overhaul experience, all i had to do was reduce all slashing damage protections by 2, make every enemy deal around 10 damage. now armor isnt op
Most of the damage blocked is based on damage tier rather than raw damage, so yeah, reducing the tiers of armor would work way better than just increasing raw damage
Sounds like you're going to have a fun early game though
Yeah, sounds like I opened the visors correctly
I also had a silly idea. While I could make it the same as other helmets where you need nails and strips to make the visor, I am so tempted to make it where you just need to use animal fat or something, especially with the lore helmets, as if you just needed to lube up the rusty hinges
Yeah, looks kinda goofy
What about side-hinged visors? Those existed,did they not?
Most likely, but it seems pretty clear in the default helmets that the hinges are at the top
Maybe have it be half visor like Armet and have only the upper part hinge?
From everything that I've seen, these are only plausible with very little evidence suggesting their existence
But then there would have to be a model change to the helmet adding a pivot to the sides of the helmet, I think
Seems meaningful enough for me: https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
You are doing something wrong then
There is, just get damage tier high enough
If you get a thousand surface drifters or bowtorns, then yeah, if you get one gearfooot or sawblade locust they will be dead in no time
I just dont get it, do you want for armor to work or not? Should all the mods be exactly the same so double headed drifter will deal same damage and same damage tier as surface?
Is there a way to make Swordz compatible with this mod
there is
same for (Not only) Bows expansion?
there is also
neat
any weapon and armor mod
if only I knew how to do it on my own lol
search this thread for me explaining how to do it
btw is it normal that most weapons return to vanilla attacks if you have something in your offhand
or is it just a spear thing
So "most weapons" means "just spears"?
Also no, I just tested, all works just fine.
So it's just a spear thing
no idea, you dont make sense
maybe im imagining the animation looking vanilla with an offhand
in other news I havent managed to find you explaining how to add compatibility
thats bad, probably someone here will explain
I think someone already told me a part of it a few days ago but I can't find the post for some reason
It was more a question if it would be possible to add a armor pen mechanic. As i am not sure how many different types of blunt dmg there is in vanilla.
There is an armor pen mechanic though? It's the weapon tier puncturing through the resistance. Like, it's the whole basis of the armor system in CO really.
Higher tier rates punch through higher tier resistances
But it isn't really noticeable on most mobs. If you stack it your virtually unlikable by majority of the vanilla enemys.
If by 'majority' you mean like, Surface Drifters when you are around home? Well yeah
Those are the lowest enemy
I mean about anyone
But I've had my ass kicked in iron gear when going underground
When I played last time without tweaking that i can just go to KFC and still be alive
When was the last time you played?
Cause it already underwent a rework like, a month or two back.
1.20.7 full plate and tweaked it yesterday and can still face tank it.
Against what?
Every type. Mostly. I reduced the steel values to 4/7/4
Also if you do the math having 2 armor stats in the higher 7 is kinda much considering that's the reason why it is even that strong that 2 enemy dmg types are redundant.
Cause I don't believe I have any mods that would increase the damage levels, and Nightmare/Corrupt ones still deal a good amount of damage
I am asking again which enemys use blunt attacks it's bells shiver/ some bells
Define good
Hell even the tainted ones are pretty strong
Perhaps it's a definition issue.
Nightmare can like, 3 shot me
I seriously haven't encountered much nightmare ones in the gameplays i had so 90% of the time it just didn't matter.
I will test later to see the hit amount
I mean, they show up fairly frequently during a storm
They also show up heavily in the deep underground if you spend too long in the dark.
Yeah but storms are not a refined mechanic
To long in dark doesn't happen unless you really want to do that
That's what i meant with a competent player it's like semi godmode
So 10% of the enemys who can hit you good are under conditions
You also don't balance things for the best players of the game, that's just going to make it horribly un-fun for everyone else
Don't know if it were possible but having a kind of mechanic the more hits you eat you stack a debuff. So you can easily reason to get a armor. But it would also mean taking 6 -8 hits do not much but afterwards you feel it.
I run around in the Temporal Storms and have a blast in my iron armor, and still sometimes die, so I don't see any problem with the armor balancing as is.
That's the issue I don't define this as best player rather common sense.
The average player doesn't strive to min-max everything though
Let alone plate would be the only one affected by a proper armorpen mechanic. As the other ones won't notice that much of a difference. That's why % armor pen is useless almost against middle type of armor in games.
while typing this @brave canyon I am being attacked by a nightmare shiver they do in average 0.7 dmg ish
in full plate/ chain iron and a gambeson
and once movement is included it's just easy to dodge their attacks iwth that
bellhead shiver 3.0 ish stilt shiver 0.7
Stilt shivers in CO have very low attack tier for some reason
The main point I was making is 10% of the enemys which can kill you. You just don't see them to often to be a proper threat for plate and making 90% of the other stuff virtually not able to kill you. A armour shattering mechanic would fix that issue for every hit you take you lose 5% of armour stats. Not sure how that would be good perfomance wise but that would mean if you truly play like a tank with 0 regards it will eventually build up onto you the debuff.
I mean, yeah, I concur - my remark was just a stray thought - I agree that there should be some means of punishing players for stacking defences that make them nigh-invincible against anything that isn’t bowtorns or sawblade locusts
oh yeah sawblades are strong enemys too
i forgot
i think also one of the main issues in this game is more of the way enemy spawns I am not sure but its mostly when there is a void rift for example. Underground you might find 1-2 enemys but not much. I am ofc using the context of the other block game.
It's also the only thing which has spawners the locust. It's also one of the things I dislike about better ruins :"D
Just copy this spread sheet and suggest your configuration of armor damage reduction system: https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
The main issue isnt the balance on overall medium layered stuff is fair (I also made brigandine on my end Outer, Middle.
I don't think adjusting the dmg curve will make it feel good just worse for everyone. What you could ofc just do as a bandaid fix is to add more blunt dmg to enemys who dont visually have it
Perhaps you could add a mechanic if you get hit you lose a part of your sanity. Making brainless face tanking a disaster which is brewing up.
"behaviors": [
{
"name": "CombatOverhaul:Armor",
"properties": {
"Layers": ["Outer"],
"ZonesByType": {"-torso-": ["Torso"], "-arms-": ["Arms"], "-hands-": ["Hands"], "-legs-": ["Legs"], "-feet-": ["Feet"]},
"ResistsByType": {
"-copper-": {"PiercingAttack": 1, "SlashingAttack": 4, "BluntAttack": 1},
"-bronze-": {"PiercingAttack": 2, "SlashingAttack": 5, "BluntAttack": 2},
"-iron-": {"PiercingAttack": 3, "SlashingAttack": 6, "BluntAttack": 3},
"-steel-": {"PiercingAttack": 4, "SlashingAttack": 7, "BluntAttack": 4},
"-gold-": {"PiercingAttack": 2, "SlashingAttack": 4, "BluntAttack": 2},
"-silver-": {"PiercingAttack": 2, "SlashingAttack": 4, "BluntAttack": 2}
},
"FlatReductionByType": {
"-iron-": {"PiercingAttack": 0, "SlashingAttack": 0, "BluntAttack": 0},
"-steel-": {"PiercingAttack": 0, "SlashingAttack": 0, "BluntAttack": 0},
"": {"PiercingAttack": 0, "SlashingAttack": 0, "BluntAttack": 0}
},
"PlayerStatsByType": {
"-torso-": {"walkspeed": -0.04, "manipulationSpeed": -0.05, "steadyAim": 0, "healingeffectivness": -0.03, "hungerrate": 0.05},
"-arms-": {"walkspeed": 0, "manipulationSpeed": -0.05, "steadyAim": -0.1, "healingeffectivness": -0.03, "hungerrate": 0.05},
"-hands-": {"walkspeed": 0, "manipulationSpeed": -0.05, "steadyAim": -0.1, "healingeffectivness": -0.03, "hungerrate": 0.05},
"-legs-": {"walkspeed": -0.06, "manipulationSpeed": 0, "steadyAim": 0, "healingeffectivness": -0.03, "hungerrate": 0.05},
"-feet-": {"walkspeed": -0.06, "manipulationSpeed": 0, "steadyAim": 0, "healingeffectivness": -0.03, "hungerrate": 0.05}
}
thats the way I tweaked it not sure if it will be the final one but it was a decent experience
it tackled the issue with the fact that apparently only 4 types of enemy use blunt which are not high end tier
After I finish tags system and ai tasks refactoring for vanilla, rewrite player model lib, and fix stuff that was broken by 1.21, I might look into armor balancing one more time. But I think it is good, or at least good enough.
it is good enough for 90% people I agree
but you can guess that when I tweak that stuff I love it to much 😄
Another I dea would be to always have a base dmg of 0.5 for smaller enemys where if you layer to much you dont get a benefit for that anymore
If there were proper stamina system, I could have made attacks that dont penetrate armor to deplete stamina, and reduce armor protection when stamina bar is very low. But until there is a mod for stamina system, it wont happen.
which is fair. I am also using the sprint momentum mod to make it less floaty gameplay where you have 100% controll of the movement
You should get benefic for layering too much, the whole purpose of layer is for players to use them
have you ever thought about that medium light should instead offer positive manipulation speed?
The benefit would be for medium to high end tiers. But lower ends will always have at least 0.5 dmg
No, you cant get exoskeleton by just slapping a bunch of cloth on you
so your indeed going the realistic approach for balancing?
The whole game does going the realistic approach, and the mod makes it more realistic... There are limits to it. If you want fantasy armor that gives you +1 intelect, then it should be a separate mod.
You can use exoskeletons mod for manuipulation bonus
well it's not about fantasy in that context but I understand but then I do have to ask this question. Plate's biggest disadvantage was and will always be being swarmed by a bunch of peasants
and being stabbed between the armor gaps
that's why 0.5 wouldnt hurt to much as a base dmg against lower tier mobs at max protection
as realistically the only time I get hit is if I am overwhelmed by enemys.
0.5 is a lot of damage actually. it is like a 25% of surface drifter attack
max food hp is 37.5 for a peasant
if we presume plate iron armor
you will have most likely a base hp line of 25 ish or not?
nvm its up to 12.5
Then I guess I need to just double all the damage then. Making the strongest posible armor to stop only 75% of damage of the weakest enemy is ridiculous
if you double all the dmg every armor will feel like shit.
Ok, I need to focus on work, better to discuss this with @brave canyon .
CO armor and damage system wont change in next couple of months for sure
Why is it such a problem to make lower tier of the enemy roster to have a base dmg at idk 7 slashing protection of 0.5
which is fine!
for that anyone can tweak the stuff
but game design wise nullyfying dmg is bad unless there is a proper debuf armor mechanic otherwise the benefits of plate overshadow everything else.
You can rebalance armor via josn patching. ovehraul lib has armor-config.json
As I said I did it!
What's the problem then
Haii, I know the message itself is a little older x3
Anyway, I've enjoyed looking into Chinese armour recently, so I got a suggestion for armour from the Ming Dynasty Musketeers, since the armour is hard to find online I'll provide ya with 2 pictures (there's barely more sadly, at least those that I could find)
Also they are called either "Chang Shen Da" for a longer version with full sleeves or "Qi Yao Jia" for a "waist long" armour
As you can maybe spot, those are brigandine armours
Our server has updated Overhaul Lib to 0.2.10, the one that says it fixed both the bow crash and the clothes/armor crash, but players still crash when they hit enemies/animals with an arrow. Any suggestions?
In that same vein, the japanese "counterpart" the Ashigaru might also be a fun addition
they need less of an introduction, as they are much more well known
They could also work for mail
Very nice suggestions. Once i finish current roadmap, i will definetly consider adding theese
I like more armour variations
especially ones from history
also you could maybe consider making some variations for lower tier armour as well, like leather and Gambeson, as thats stuff people still use later
would be great for some servers as well, im sure some people are interested in some cool armour for lots of people, making everyone steel plate may be rather difficult
I get the choice, its supposed to represent power and effort, but its just an idea :3
there is none afterall it's just balance discourse !
Im definetly into the idea of making more of everything. Even the low tier variants. You know, sky is the limit. Possibilities are pretty vast.
Sadly, im just a guy with a family, full time job and a lot of activities in my community. So on a good week i can spend on modding just a couple of hours.
It can take some time to get there.
Yeah dw, I'll wait, this game isn't gonna leave, nor is the community, I got time :3
You're not supposed to just hunker down during a storm. Rush out and pick fights for entertainment, otherwise the storms are just boring as you hide away or craft
"you'
"you"re not supposed to just hunker down during as Storm" is kind of incorrect
it's a choice
You're right, it's a choice. But if you wear the meanest armour and always stay out of combat, it's not a surprise you don't get hurt
I personally think it's safest to go out and either run or sail during a storm,than to stay put. Because monsters can spawn right on top of you during a storm,ignoring light levels,looking only for three dimensional space.
If you're in constant motion,you won't have a surprise Nightmare Shiver drop on your head.
Full armour gets very strong, yes, but it's also a pain to make and slows you down. I play with my brother, who always wears partial armour for his archery stuff. He still dies. I wear full plate and the nightmares we regularly fight can do serious damage
I tend to sit on my roof, it works like a charm
Yeah, that's fair. You don't really have to worry if you keep running
Full armour,all three layers,is borderline invulnerability.
You don't need to run if enemies can't threaten you.
You don't need to heal if enemies can't hurt you.
The only threats you face while wearing full plate is gravity,drowning,and starvation.
And all three of those threats are rather trivial to sidestep.
Hell,your slow speed can be easily ameliorated if you ride an elk.
Or rock a Blackguard.
Perhaps, but you can't outrun faster threats now and I still get swarmed by nightmares while mining as a blackguard
Honestly,besides vibes,the only argument against full plate,is because full helms and arm protection beyond gambeson impairs ranged combat stats.
That I agree with
Even my tailor friend wears full plate because there's no reason not to
My first CO run was with a Clockmaker.
The only creatures that killed me while I was in full battle rattle was *bears,*and that's because they get too close to me to see when I should parry.
But I'm the only one that wears it even out of exploration/combat, so perhaps I'm biased
Armour does its job.
In other news,water makes things wet.
I also wear my full battle rattle if I'm leaving my compound.
For any reason.
That's what I mean, though. I don't see a problem with armour stopping hits from stupid weak drifters
I almost never encounter top-shelf enemies,outside of storms or fixed spawns at points of interest.
I actually love that they and my friends can throw rocks at me and it just bounces off and my character doesn't even complain
No I don't >:3
Skill issue
Also I know it's kinda outa the scope
but talking about eastern Musketeers would remind me of adding variations to the firearms of the CO extension, like a Tanegashima
I can't cus my digital art skills (generally art skills) are sub par lol
I suspect that if you can chisel well in game,you can make models for the game. The modding tools are voxel based.
wait why is your name water, this made me laugh harder then it should have lol
Hahah
And yeah, I agree with Bronze.
If you actually go out and look for a fight and take advantage of your armor?
Drifters and Bowtorn of like, higher then mid-tier will still be terrifying.
cus it is
Shivers are intended to be like, the kinda hit and run little bastards who kinda just slap you a bit, quickly a few times, and run away forcing you to chase.
spears do well to "discourage" them lol
i find myself carrying a spear and a mace
As much as my friends say "blunt is better against the Rust Creatures" I'm like MAN
Keeping them at Range?
Yes please thank you.
I can just juggle one or two guys with a spear or my long axe and work to keep them at that sweet spot.
It's so much fun.
SURE maybe it kills them faster using blunt... But I can juggle them and not take a hit because if I get that close, I often get Shiver-nipped heh
yeah it why i have multiple weapons, sometimes there so close that a mace does better
I really just want a pole hammer 😛 range AND blunt
Yessss
One more thing, do you plan on making different colours for the Landsknecht armour style?
I really enjoy their style, I'm looking forward to that one :3
Cuboid based, not voxel
I usually go club and spear, but now I just carry a greatsword
I'm currently rocking a Malefactor,so I'm leaning into the class' strengths: Javelins and maces.
Speaking of: Can you huck javelins with a shield in hand?
Why do you have my name
Why do you have mine
Most only have it as their last name, im one of the only with it as their first
It's not my actual name. It's from a character in an old black and white TV show.
Its not that i want armor not to work, i want low teir damage to still mean something other than .1 tick out of my 27 hp health pool.
but in any case, i ended up lowering every slash and perice protection on armor and chain by 2 all the while raising the damage of all low enemies to around 10. so i found the solution
This does put a smile on my face
My idea right now is, to have three different colors mix and match. Only issue is, that it creates 9x9x9 variations for every slot. And thats a lot. If thats too extensive, ill just make it that you can mix two colors for each armor slot.
In the end Landsknechts were much more "show-offs" and "playboys", then knights. And i want it to be reflected in the mod.
Hell yeah :3
Also fun fact, Landsknechts used to wear big codpieces and sometimes they'd use em to carry wine
A thought: Chain whips. Properly made and used,they can make skulls explode from significant distance.
Welp, it works. Doesn't look like much, but I didn't need to add any new textures to do it
Those look like they should be... houndskull bascinets,yeah?
I'm definitely tempted to remake the designs into something more interesting
But for now, I'll just make those ones functional for those who like having the option
Tangent: You think the practice of the salute came from people using their weapon hands to lift their visors to greet passersby on the road?
I'm pretty sure a salute came from bowing your hat
So after medieval
Like if you took a bow you'd tip your head, was further shortened to just raising your hand to the spot
Hey, anyone using combat overhaul has an issue with range weapon, my spears and bows doesn't hit the target even when it cleary goes through the target
Are you using XSkills as well? Cause if so, you probably have to update both CO and XSkills.
I do use xskills, I may have an older version of it tho
ill check and update
I think it fixed it
I'll try on other entities tho to be sure
yep it fixed it
thanks man you the goat
Haha, no worries.
so i havent played since January, anyone have a TLDR of all the changes this mod has gotten since then?
all the major changes at least
Look at the patch notes
Hey so the crossbow wall mount crashes the game any time it is hovered over in the smithing menu
is there a known mod conflict causing this?
I actually had an idea describing a potential mechanic in detail for this, but it's a struggle finding the motivation to do anything that isn't required in life for me rn
I actually really like them the way they are ngl; it feels like it would be odd to do anything else. Maybe try your luck with one of the existing mods that adds new forlorn/blackguard armors that people have been asking for CO support for so long?
I forgot to mention here that the resistance values for everything besides besides blunt damage would become no longer additive like it is now
There is actually
I actually like this part of Vintage Story more than I think most do, because you can pick and choose your threat level you're exposed to (besides storms). This means that if you're planning on the RA? Bring full bronze plate+chain+gambeson and barely survive (Me and 2 friends died multiple times with full bronze and had gears placed outside). Looking for KFC? Bring a iron+ exo so you can cheese the jumping puzzle. I can't speak to the balance of this part because I had a steel plate exo, but I think it still did around 6 or so damage a hit to me.
Also I play with rifts off entirely because they annoy me when they get placed inside my base
Don't forget long axes!
Maybe @brave canyon could hook you up with his texture keyword magic or however it works?
Haha, that is funny cause I got the original example from CO and Maltiez :P
But yeah, it would be totally possible to do something like that
I'm sorry I keep mentioning you about it, but it seems like such an often reoccurring theme that it's worth adding it to the official wiki
And you're the only person who I know has used it besides Maltiez, but you seem to be incredibly active/sociable
Hahaha
Well thank you!
And I do think it should be added to the Wiki that would be a good idea...
It does require code though for sure, well. Hmm.
Maybe... Maybe I could rework it as a library actually? Any do a bit more work to make it accessible for any item through Json...
I'm unsure how the player armor renderer works and everything, since I feel like it isn't going to come from the Item itself and probably is on the entity instead. So that might need a bit of working around but yeah.
I'm pretty sure it does? When I was retexturing the armor I was able to just assign the texture to the item in my little modified CO instance to see the items in game
Oh huh
I suspect the armor renderer code might be on the Entity, but then certainly grabs the info from the item... But that does make it easier perhaps.
Actually, I'm pretty sure I just lied to you. I was working entirely within the .json of the entity shape, not the item. Whoops
OH im open to anything. But with my toddler level coding knowledge, i have no idea what are you two talking about.
Im trying to learn more things, especially with coding but again.. slow progress. Until then i can stick to what works!
Im intrigued to learn about better and especially more optimised ways of how to do things.
Essentially how it works, atleast from my understanding, is that when you craft an item it assigns a tag to your item depending on what you made it with, i.e. "from bone, walnut, oak, etc." and then it uses that tag to choose the texture for that specific shape if I'm understanding correctly
Instead of having it set up like From Golden Combs which has like a million different brood box recipes. Apparently they tried a similar system, but people didn't understand how the crafting recipes worked 😭
Ah! Isnt this how the class "ItemShield" works? I kinda meddled with that before i decided on what to start modding with.
Yeah, I can probably see what I can do later on but, I gotta get a few things done first before that heh
Oh boy, how i relate to that 😁
Hahah of course :P
So I'm noticing an issue where no matter what, my ranged weapons aren't registering hits on enemies? Doesn't work with crossbows -or- just standard bows.
Do you have xskills installed? If so, try disabling it and testing it in a new survival world so you don't lose your xp
Wow that's nice
Does anyone know how I could add CO animations to Swordz weapons
I think I'll wear these on my arms. Javelins are relatively short range,so the steady aim penalty doesn't hurt much. And it protects my arms better than gambeson or mail,and plate arm protection would be a little too much penalty on my javelins.
Starting to get my gear for the Archives... and this feels nice.
Visored helms are good.
I'm so glad to hear it!
Man,maces have one ANNOYING weakness.
They have no reach.
https://mods.vintagestory.at/show/mod/25742
I had updated my mod to version 1.0.2, which includes visor sounds and functional varieties of vanilla visored helmets. Also fixed a few bugs
Huge thank you to Maltiez, Corat, JonR and the Vintage Story Community for their invaluable ideas, feedback and assistance!
Adds 9 new helmets that have openable visors and functional visor variants for 5 vanilla helmets. Opened helmet visors provides slightly less relative protection, but reduced debuffs to healing rate, hunger rate and rang...
@hollow pasture Oh, and please send me those pictures you took! I'd love to see how the helmets looked with the elk and everything
me and my friends have been using it a fair deal. 
steel polehammer : )
sick as fuck
it truly looks hella great
They also can't parry from the get-go, which basically eliminates any sympathy I could have towards them 💀
They weren't exactly well planned or anything, but I just personally wanted to see them all
Yeah so that was the issue, sucks I can't run that mod
Just updating it fixes it most of the time
xskills is updated, unfortuantely
What version of the game are you running
Newest stable
Unfortunate. I wish I knew what the continued incompatibility was. Might have to ask the dev of that mod
Always ask for logs and compare the versions, or you can waste a ton of time.
I can chuck javelins with a shield equipped,eh? Noice.
These look great!
That's awesome! Is that a horse?
nyep, from the wild horses mod
Ah, alright

A single bronze javelin to the face is killing all varieties of deer I encounter,and my Malefactor trait,plus the Light-Footed Xskills skill,are letting me get comically close to do it.
Hunting made easy.
Two javelins to the face for a Giant Deer.
just ask the deer nicely to share their meat c:
"Ave! Licetne mihi carnem tuam communicare, cerve magnifica?"
Machine translated.
I feel like a hoplite.
Hah, that’s awesome
Looks sick but I like my usuall hopilite look (couldn't access the server currently so had to use creative)
I might need new javelins before I hit the Archives...
I am farming Giant Deer with the objective of riding...
Here's hoping I can fling javelins from deerback without pinging my mount.
Also,the Hell is aura farming? I'm hearing the term a lot lately.
aura farming's a tiktok term for showing off without any care for authority essentially
be the cool guy and all despite everyone saying
still curious if someone can help provide a guide on how I could try and add CO mechanics to swordz weapons
I imagine you can look at the nearest applicable CO weapon's files,study that,and reverse engineer that?
Like I said before, you just need to look at how CO patches the base game's swords and copy that
Whats server performance like with CO with 10+ players?
@hard gale
Hell yeah, the Templar armour looks great
@ivory charm Thanks! The patch as you asked, is in the works. Im almost finished with one, where armors occupy all slots. It will release as a separate mod
hell yeah!
im glad you manage this quality with your limited time
like it looks really really good
Im expecitng to release the patch next week
Heh... you can always sacrifice something (sleep)
Right now its pretty fun to create.. we will see how long it lasts in me until i slow down
I personally am most excited for the Landsknecht armour
Ill always be excited for a new release of one of your mods
After patches, its next on the chopping block, yes
Thank you for the praise!
I really gotta get into modding myself
cus a fun fact about the Landsknechts kinda gave me an idea x3
and it should be possible with CO
they used to carry exaggerated groin armour and even funnier, they sometimes used it to store wine.
Do you have your own forum yet?
Alr found it x3
Would be nice if somebody will go through CO and related mods with https://mods.vintagestory.at/memleakinspector to check for memleaks and performance issues.
Mem Leak Inspector
Mem Leak Inspector is to help you identify memory leaks, excessive object creation, and thread anomalies. It provides a suite of commands, snapshot tracking, runtime diagnostics, and an optional web-based dashboard for snapshot analysis.
Features
Memory Snapshots: Capture and compare snapshots of live object types to det...
Would using the compatibility patch files in Not only spears expansion folder be a good blueprint for adding CO compatibility in other weapon mods like Swordz
So if damage sources can ignore invulnerability frames in 1.21 pre and up, does this mean overhaul lib can remove the metal spike patch?
is there config to change spears back to vanilla?
we have a server up and i play from a potato so it made spears generally useless for me.
Yeah, Maltiez has mentioned that the patch that does that has been slated for the chopping block ever since that made it in.
I think he might’ve had a hand in getting it in as well? But that’s mostly my assumption, heh
This ingore inv frames for damage source I added personally in vanilla for this purpose, so yes, corresponding patches from the lib will be removed.
Haha, I had a feeling!
What about your poor performance made the Spears more difficult to use?
They arc and go 5 feet. Im sorry but even my 10 year old can throw a traditional spear farther. Without arc.
Is there a way to completely disable the class traits
I wanna do that temporarily until I can go through and make my mod compatible with co
there is a command you can run
or was that just for recipes
i cant remeber now
so there is one but it does not work like i thought
/player [name] allowcharselonce is used to reselect your class
so you can just set it to commoner
which has no traitis
that's not what I was asking
I was talking about the weapon traits CO adds
I wanna completely disable them because my class mod is currently incompatible with it
I see this in configlib but dunno how to deselect it since it's greyed out
Bows and spears are still causing crashes on our multiplayer server. We have the most updated version of Combat Overhaul, Overhaul Lib, and Armory. We are playing on 1.20.12. Any ideas?
Armory adds javelins designed for throwing, and I believe Spears are balanced this way on purpose, but Spears do tend to travel a pretty usable distance with a pretty crazy arc though
But I believe you can edit how much the gravity affects the Spears in the mod/config files
Ok cool. Was curious if anyone knew the json settings for vanilla arc/gravity
Any damage or throwing animation changes are fine imo
But 2 scrap spears and a copper spear should rip up a wolf. Not take 30 throws lol
Compatibility patch for Forgotten armory is out!
I expect a lot of tweaking in the future. Also i kinda rushed it to get the feedback ASAP, but i hope it at least kinda works .
Compatibility works in following fashion. All the armors added by Forgotten armory are craftable by combining multiple layer armors, creating single piece occupying all the slots. The main Reason why is visual clipping. The armor models are too small for fitting with Combat Overhaul extensions, middle and skin layer parts would stick out making...
hey maltiez not sure if you know it but there is a vigor mod now
https://mods.vintagestory.at/show/mod/26142 came out 2 h ago
About Vigor
This mod was created to add a layer of physical challenge and consequence to Vintage Story. Removing the ability to sprint and swim indefinitely adds challenge to combat, and encourages the use of rafts and boats for water traversal.Vigor introduces a stamina system that is deeply integrated with the food you eat, making both physica...
its ofc 1.20.12 cause I believe most dont think 1.21 is to interesting considering the fact it barely adds anything gameplay wise, compared to all the mods for 1.20.12
It's likely more that 1.21 is still on what, -pre.2? I expect the vast majority of people wait at least until release candidates or even the first stable version.
Jup but that will take how long 4 6 weeks?
Typically, which is why people tend to just wait the short time instead.
I don't know if scrap spears are properly balanced into combat Overhaul's damage AFAIK. Copper spear does only do marginally more damage than a flint one to wildlife because they have no piercing resistance
@final garden did I actually send you all of the screenshots I took on elkback or am I imagining things?
You did, thank you!
Alrighty, thanks again!
Hate to be a pain, but is there a particular reason why arrows deal slashing damage instead of piercing damage? Usually arrows (in real life and in media) pierce into the archery targets or enemies, instead of swiping through them.
well, arrow types
the standard arrows are barbed
itd be fair to argue they deal both pierce and slash, but thats a game limitation I think
if you install "more arrows" you get bodkin, which deal piercing
Oh? I didn’t know there were multiple types of arrows
the first 3 should be bodkin, the last 3 should be barbed
It's a balancing choice to nerf bows since they fire quickly, but is essentially made negligible with higher tier arrows. Crossbows are meant to fill the piercing damage gap, but you can always use the mod that maltiez himself has made for more arrows
I forgot what the ones in the middle were called
I've heard a few English folks that have done significant testing on arrows vs. plate armor call them "plate cutters" but I think they acknowledged that's just a colloquialism
Everywhere I'm looking I'm seeing the term "Tudor Bodkin" thrown around
Can you send crash logs?
lol
He was cured
And dont sacre anymore
And game dont like it
Will look into older versions to see if any of them work
On what version are you btw
Creeperhost is running 1
20.xx I think 01
Current mod version is newest. Also modDB page has many similar crash cases. And others.
I think the latest version is meant for the pre-release version of VS
Downgrade your overhaul library version to what it says your version is compatible with
It's all on the mod page
The library is fine lol its the combat overhaul mod itself sending the exception to the client.
I can still attempt changing the overhaul library as it is an opportunity to chase a fix.
Its gonna be a tomorrow morning before I get to that however! Just farting around at work. Slow slow slow.
It could definitely be it trying to pull from a dependency that isn't correct though, so it's worth a shot
Little update to this helpful community. It was a dogshit server that was overpriced... shopped around and got 333% MOAR ram
oh?
Yep. Overhaul didn't cause it. I spent about 1 hour chasing my tail
Used admincommands to teleport out and start forcing a ton of new chunks and got a out of ram crash from the server.
Similar to what I was seeing earlier in the day and blamed on: expanded foods, combat overhaul, flora and fauna of the stone age.
Which in some of their right did increase memory usage significantly.
However I said screw it and just got a bigger server. So far 4 hours no resets.
Fair enoughs! glad you got it sorted out. 
I would say that expanded foods and FOTSA are definitely the biggest consumers there
tenth architect's mods are great, but they do eat your ram x3
hey there, some folks on a server I mod have been having this issue where the combat overhaul menu for armour doesn't show up when they open their character page. (View attached image)
does anybody know what to do about this? Is it potentially a config issue?
personally I find Wildcraft Revival and Primitive Survival to be my main culprits. I mean, they do add a ton, but still
Primitive Survival isn't that big, though. Wildcraft is huge
Just the two I notice cause issues for clients on my server sometimes. Usually we can keep PS on, but Wildcraft has got to stay off for that one lol
Yeah, wildcraft is so much fun, but it's already massive and only getting bigger
do you know what century these are from?
-# I'm a medieval weapons nerd, don't mind me.
Primitive survival is big.
she primitive on my survival
Is it? I suppose it adds a fair bit of food related stuff
its also not super clean
to be fair its a big mod, it happens
but yeah that leads to big mod
Makes sense
Give them the link to the version of the mod you're using and have them manually install it with the one-click install
Probably varies wildly. They're modern reproductions
Sounds good! Will try that
I think I don't realize how big it is because I mostly just encounter the worms, snakes and crabs
like I said, quite a bit comes from it not being a super clean mod, but I think thats largely a problem of how old it actually is
Is there a way to increase combat proficiencies?
It might be nice to have training dummys or something to make drawing a bow faster or swinging a sword hit harder
well there is no true way to train, but there is class buffs, both vanilla and i.e. the working classes mod has compat with CO to give buffs to certain aspects in relation to CO mechanics
the Squire from the working classes mod for example gets a lot of buffs toward swing speed of polearms and I think it was longswords
Xskills is compatible with CO with some version combinations. Compatibility is really spotty though and most oftentimes results in projectiles fired from weapons not damaging targets they hit
But xskills perks do increase attack speed, damage, etc.
This issue with projectiles need proper debugging, first being able to reliably reproduce. If some one can figure out how to reproduce it reliable, I will fix it.
Okay can someone provide some kind of guide on how to give modded weapons CO animations and stats, I tried using Not only spear Expansion as a reference but I couldn't figure it out
Im very new to modifying anything in VS
are there any problems with installing this midgame?
its working for me on 1.20.12 ina new world i just dont wanna mess anything up w my existing one
There shouldn't be, but make a backup of your world just copy and paste it somewhere safe
I explained it here several times, you can try looking for it
You're back to VintageStory btw? Saw an update on the ModDB
may be
I might just be too stupid for this
Looking at this rn from spear expansion as an example and im just scratching my head
So I gather I user this part to determine what CO animation the modded weapon uses:
},
"HandleHitSound": "game:sounds/thud",
"AttackDirectionsType": "Square",
"AttackAnimation": {
"Top": ["armory:halberd-slash-2h-top"],
"Left": ["armory:halberd-slash-2h-left"],
"Right": ["armory:halberd-slash-2h-right"],
"Bottom": ["armory:halberd-thrust-2h-bottom"]
},
"ReadyAnimation": "armory:halberd-ready-2h",
"IdleAnimation": "armory:halberd-idle-1h",
"AttackTpAnimation": "spearhit"
}
}
}
]
How do I even make the jsons apply to Swordz
Fuck! It seems pre.2 broke my animations, at least a part of them
At least not in minor patch like with 1.20.10
Or not...
Multiplayer server i'm in seems to be running into an issue with CO causing games to crash when using bows, even vanilla ones
Lots of people have been reporting this recently. Can you send your logs, game version, and mod(s) versions?
logs contain game version and mods versions
Probably missmatched game/mods versions
I’ll see if I can get’em
As far as I know everyone has the most recent game version at least
Didn't see a dedicated thread here for CO: Armory, so asking in here. There are textures defined in the Armory mod for all the armors. However, they appear to be identical to the ones already created in the base Combat Overhaul mod. Moreover, it doesn't seem to me like the new partial armor itemtypes are even using these textures. Am I missing something? Is there some reason the mod needs those textures present, that I haven't been able to figure out?
Not sure, textures might not be actually identical
are pauldrons plate or brigandine?
That's plate
Brigandine shoulder armour is called rerebraces.
Are there any known reasons why all items effected by combat overhaul would suddenly stop having animations or deal damage?
I recall a couple days ago,Malt griping that an update broke animations.
nope, it didnt, config lib 1.6.0 did, when I tried to delay json patching, but I removed this release
You updated mod to wrong versions of the game, probably downloaded 1.21 for 1.20
Hmmm I’ll let my server host know
Should the latest version of CO be working with 1.20.12?
Yes.
version for 1.21 you mean? Not, use one for 1.20
Well CO itself only got a 1.20.7 version, overhaul lib got a 1.21-pre version
I need to add disclaimer that I dont update mods when they dont need an update, I become tired from this stuff...
I'm quite aware, I was simply pointing out that there's no 1.21 specific version for CO
Oh, yeah, only the lib got the update
Thanks @fallow surge and sorry for the confusion.
this is probably been asked many times, is it possible for this mod to be used on servers?
Yes
I'm not aware of any mods on moddb that cant be used on servers
Is it normal for the shield to not protect the player from attacks from other players or arrows?
I imagine combat overhaul hat to write entirely new script for the shields due to the hitboxes and everything, right?
It isnt
What does damage log says on receiving side?
Is it on 1.20.12?
Try shooting in the back of the target while they block
I wonder, is it about arrow going on the other side of the player, before mod tries to determine where it hit from, or just the math is wrong and I need to flip it
I will use previous projectile position instead of current, but it will be in 1.21, it is a pain to setup it back to compile for 1.20
that is kind of a funny bug
Hahah, wonderful. These bugs are funny.
sweet ty big mans, epic mod aswell
Idk if reported already but there is an issue with loading crafting recipies in handbook and certain armours loosing its icons/inventory textures. Otherwise they look fine when worn (1.21.pre-2)
Can you please test it in pre.3?
Hey there is a addons for this mod that adds new weapons problem being that the weapons somehow dont act like swords rather than just regular items
@fallow surge
and pretty sure im not supposed to hold this like this
these are the errors i got when trying to launch a world
missmatched versions
is there maybe something i can do to make it work for 1.21?
nvm i saw im on 1.20.12
is it also possible to get an earlier version of ur gun mod? @fallow surge
Go to the Files tab at the top of the page
That’s where all uploaded versions are stored, just make sure you check the version before downloading it
omg thanks i dont know how i missed that sorry mb xD
very new to modding vintage story
is it also possible to make stuff for earlier versions work with never versions? because the versions are for 20.7 while i have 20.12
Oh, Malt said he didn’t go through and mark each and every version (cause it’s a lot of clicking)
So that 20.7 one should work for 20.12
But if you move to v21, you need the v21 version
Yeah that should work
weapons still dont work and the muskets and guns dont show up in the menu
still get these errors
Can you post the whole log and not just a snippet of it?
Try going into the Mod Manager ingame, at the bottom click on the Show Mods Folder button
Can you snap a pic of the mod versions you have?
Just so I can compare them
But then go up a folder to VintageStoryData
And you should see a Cache folder near the top there
Just delete that to be safe as well
Yeah, you got the right mod versions, so it might be the Cache folder.
those are the newest i could get that exist before the pre 1.21 versions
ok ill see and see if it works now
ok now im getting no errors
Sometimes the game can leave leftover or broken data in the cache folder and it needs deleting to clear it up
It happens if you jump between versions very quickly, or simply rarely when you update
I'm guessing it might've just kept the v21 versions of the mod in there and that's what was going wrong
But glad it worked out!
yea everything seems to be working now thanks alot for the help ^^
btw do you have any mods you can recommend me maybe? x3
Hahah well
-# I can totally rep my own mod, Toolsmith :P
Also Smithing Plus to go with that, because it's incredible on it's own. Jayu's recently updated it proper as well which is great to see.
ah nice
The RC versions worked fine but people were sometimes worried about using them because they weren't 'full' releases haha.
what ur mod do exactly?
It's uh, complicated, but I could explain it better in the Toolsmith thread? I don't wanna bog down Malt's thread here with it if I can help it :P
fair fair
What mod?
already solved le problem ^
all bows are invisible using combat overhaul on 1.20.12, not sure why this is happening. this also happens when its just the mod + lib so its not a conflict issue
Are you using the most up to date versions for 20.12?
I believe so
Try clearing the mod cache then, especially if you updated from an older version
Yeah, just delete that folder- the first one.
That's odd. It shouldn't be a mod problem but something with your own version, cause this doesn't happen for me.
Maybe try redownloading and replacing them with a fresh download? Dunno. What do your client logs say, can you send those?
should i try reinstalling the game ? I have it installed on a separate drive from my OS idk if that would do anything
where do I find the logs ?