#Combat Overhaul

1 messages Ā· Page 30 of 1

final garden
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Yeah, this was definitely the better choice

fallow surge
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Hm, you didnt add visor hud effect/overlay for vanilla helment?

final garden
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I did, actually. I recall testing it and it working. Is it not working?

fallow surge
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Nope, may be because of CO

final garden
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Oh wait, you mean the vanilla plate helmets?

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Not visors at all

fallow surge
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Yes

final garden
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OH! No, I didn't. Though it'd make sense to

fallow surge
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Also light helemt from armory should have one, may be less severe

fallow surge
final garden
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Yeah, sounds like a good idea

fallow surge
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Will look into config in a sec btw

faint bough
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a

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dont mind me testing smthn

fallow surge
final garden
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Sure thing! I actually had some people mention they liked that it covered the UI a bit, surprisingly, so I might make that a config as well

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Just so I have this correct: Plate is healing 0.03 per slot, hunger 0.04 per slot. Middle layer is healing 0.03 per slot, hunger 0.03 per slot?
Plate face and neck is manipulation 0.025 per slot, 0.05 steadyAim per slot. Middle layer face and neck is manipulation 0.0 per slot, 0.025 steadyAim per slot?

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(0.025 rounded up to 0.03)

fallow surge
fallow surge
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per slot

final garden
fallow surge
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Plate neck or face:

{"walkspeed": 0, "manipulationSpeed": -0.03, "steadyAim": -0.04, "healingeffectivness": -0.03, "hungerrate": 0.04}

Plate head:

{"walkspeed": 0, "manipulationSpeed": 0, "steadyAim": -0.02, "healingeffectivness": -0.03, "hungerrate": 0.04}
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Hm, wait...

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Lets neck or face have "manipulationSpeed": -0.03 but when combined "manipulationSpeed": -0.05

final garden
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How does this look for blackguard/forlorn (Bear in mind I haven't updated the protection values yet)

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Interesting, so blackguard is better than forlorn, but with heavier penalties?

fallow surge
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I would not say that one is strictly better

final garden
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Makes sense

gentle dock
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FH pants + BG helmet/chestpiece shrimple as

brave canyon
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Alrighty, I pushed the update and everything after fixing another bug haha

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So the Tags are all in the newest version, Malt!

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And should be automatically adding them to anything falling under the configs as well

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(I have no idea how this will effect liquids, cause technically they are getting tagged as well, lol)

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I imagine it shouldn't matter... cause they can't be picked up normally, but hah.

oblique bramble
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How do I change the texture of Combat Overhaul weaponry?
I want to change the Meteoric Iron texture from just flat white to something else, but I can't seem to find the mapping

quiet skiff
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hmm, cant find the item code for bear hide armor, anyone happen to know where to find it?
nvm found it

hollow pasture
hollow pasture
final garden
hollow pasture
final garden
final garden
final garden
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@fallow surge Do you think scale helmets should also have the overlay visored helmets apply?

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Currently it is just plate and light helmets

brave canyon
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Hmm. @fallow surge , have you had any luck with the Tags stuff on your end? I'm noticing now that in a multiplayer environment, the tags don't appear to exist on the clientside at all which... is frustrating to say the least.

fallow surge
brave canyon
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I checked both items that I added tags to myself, and the vanilla Falx, since it has the Weapon and Weapon-melee in the json

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It doesn't appear to sync either of these

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I was worried about the syncing required but, it just seems even the Json-defined ones appear to not exist?

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This is the Iron Falx

fallow surge
brave canyon
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Hmm. In multiplayer does it show you the tags on the item tooltips fine? I wonder if maybe I desync'd it all so hard it just failed to run anything.

fallow surge
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Yeah, I see

brave canyon
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It does show them?

fallow surge
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In MP they are not synced for some reason, it is vanilla issue

brave canyon
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Ah. Crap. Okay.

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That’s what I feared then, damn.

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Thank you for confirming it though, I hope it can get sync’d soon. Maybe I could see about opening an issue or fix it as well, heh.

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I wonder if it’s true for even Entities as well, I’d assume so, but I did see a wolf with state tags on its inspection panel.

solid mist
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Will we get more compat patches with flora zones?

final garden
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Since I need to actually consider what the bevor looks under the helmet now that I'm making the bevor its own thing... Should I just remove this angle for the back or set it to be lower? Angled is how it actually looks under the helmet, but obviously that is sort of dorky. I can absolutely make angled work, though, but most bevors seem to go up in the front rather than the back

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I think I put that angled piece just to hide details and make it look better from the opened front

solid mist
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I tjought Bevors only sit on the chestplate and cover the front half.

final garden
solid mist
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I think the second one looks nicer

final garden
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Yeah, probably. It's simpler and easier to do

lyric marsh
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is durability on iron spears supposed to be lower than bronze?

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one of those things i keep forgetting to bring up

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another is that armor repair recipes don't match their components

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seems many armors still use their vanilla repairs

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chain needs leather, scale needs chain, plate needs leather and chain etc

subtle sundial
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@fallow surge Just pinging you to let you know I did a few pull requests on some of the combat overhaul mods relating to the french translation. Quivers, tabards and combat overhaul itself. Armory didn't need an update since I worked on it so I left it as is, and I need to check out the others to see what I can do but you can expect pull requests for them in the near future too.

echo monolith
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hey all im having an issue with combat overhaul

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im on 1.21.4 and its been working for me, but my friend has been trying to use it but it doesn't load properly, and the top directional attack always shows even when not having a weapon

brave canyon
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He probably didn’t install it correctly or the game bugged out.

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Try clearing the mod cache and ensuring that he has everything downloaded properly and the right versions if you manually installed it

blazing elk
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Ahoy! Is there a way to disable the overhaul library while using the mining animations mod that has the library as a dependency? I couldn’t find the correct config.

echo monolith
brave canyon
hollow pasture
brave canyon
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Oh I see

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But the library doesn’t do anything on its own?

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It’s just a library

brave canyon
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Click that, then go up a folder, to VintageStoryData. You’ll see a bunch of folders here like logs, mods, ModConfig… so on. Delete the one named ā€œCacheā€, and if this is a server, there should be some server data folder that holds the mods downloaded from the server itself?

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I think in there is either another cache, or just try deleting the server’s files so it redownloads again

echo monolith
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ah okay,

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he's on a singlepalyer world testing it

brave canyon
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Oh okay

echo monolith
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he deleted cache but still to no avail

brave canyon
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Then ignore the bit about the server files

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You might have to just delete the mods from the folder and redownload them. Ensure you have the right version for your game, too.

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And that he has his game version matching yours

echo monolith
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okay gotcha, ty

brave canyon
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No worries! Hopefully it helps, this issue is mainly just an installation one

blazing elk
final garden
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Is this the work of an enemy spy the auto-patcher? It's supposed to be just outer neck. Perhaps I'm just making JSON mistakes, though

final garden
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Nevermind, I was just making JSON mistakes

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As part of making the bevor separate, I've been toying with letting more hair visible in the sallet, and it actually sort of works. What do you think, @hollow pasture @fallow surge

hollow pasture
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Do you know of any current hair combinations that would cause major clipping?

final garden
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Well, a big bad one I've seen is dreadlocks

hollow pasture
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And would you be able to cull specific parts of the underlying character?

final garden
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The dense dreadlocks work fine, but the standard are set up wrong, so the dreads stay even in my standard helmets that allow any hair

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Dreadlocks :/. Unless I completely hide hair (which means no long hair or at all visible hair) the dreads stick out

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Dense dreadlocks don't have that problem!

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Which means it probably falls into the same category as some of the other hairs, and the VS team hasn't set up their tags properly

hollow pasture
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If it's literally only 1 hairstyle that causes issues, then I think it 100% should become standard

final garden
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Without the bevor and without the sallet.

hollow pasture
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Also that bevor looks so tuff with the long hair flowing around it

final garden
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Fair enough. Seems to work, though. And in theory I could put these changes onto the merged vanilla helmet, too. So that players will actually be able to see their hair flowing out under their sallet and over the bevor

hollow pasture
fallow surge
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Too many traits...

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I dont feel like fixing it in CO

final garden
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Oh jeeze. High jumps, now?

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Looks like I'll need to wear pants sooner

fallow surge
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Yeah, you can just jump at 1.5 block, instead of 1.2

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But you should not ignore leg protection

final garden
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Ah, alright, so nothing extreme

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I usually don't ignore leg protection, but I do tend to ignore all protection until I have bronze or iron (usually iron)

fallow surge
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barely

final garden
# final garden Without the bevor and without the sallet.

@fallow surge Did you want the bevor models for your own armory stuff or was it a pet peeve that they were meeged with the helmet?

Also trying to think of how players should craft it. It seems like players shouldn't have to spend extra resources just for the steel variant, but it also seems counter-intuitive to make the helmet recipe produce both helmet and bevor, since then you'll always make the helmet even if all you need was the bevor

fallow surge
final garden
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In theory, somebody could pair the bevor with another helmet that doesn't cover the neck, now. Not sure if that'd be beneficial though

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Not sure if it's any better to pair an open helmet with the bevor over just making the visored helmet

fallow surge
# fallow surge ...

Use https://mods.vintagestory.at/playermodellib if this bug bothers you

You can support me on Patreon:

This is a library for adding new player models. It does not add new model on its own. Players can choose a model they want in the character-creation window. All players will see the model they choose. This mod is required both on client and server.
On its own, allows players to choose their model size.
Use Con...

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I added scroll area to class tab in it

supple radish
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Question.

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It is possible to lock into a single direction?

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I keep hitting my friends by accident with the sideswings.

tender scroll
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Tell them to just get out of the way 🧠

earnest forge
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Spears are good for group combat

solid mist
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is there a chance for a lance in the future? Since we have mounts

rigid mortar
final garden
solid mist
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But a lance is a piece of military equipment

final garden
solid mist
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it would be funny (and impractical as hell) to be able to use the pike on horseback and give it a speed damage boost

final garden
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I know Mount and Blade did that, could always get a little damage boost by moving quickly on a mount, and moving at a high speed for a bit would cause your character to couch their lance

hollow pasture
hollow pasture
lyric marsh
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also you can reduce the direction switch sensitivity so only exaggerated swipes are registered as a direction switch

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you can finetune it

oblique bramble
fallow surge
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I will probably not look into elk and mounts until 1.22

ripe relic
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We are in 1.22?

lyric marsh
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good buff to malefactor and good balance for blackguard

tranquil onyx
lyric marsh
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i assume malefactor was buffed because the class had no major advantage?

fallow surge
lyric marsh
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hunter has bow and crossbow profs which make it the dominant ranged class aside from guns

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malefactor makes slings which are great but don't hold their power later into the game

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now malefactor has an edge in making the most vulnerable part of the body less vulnerable

fallow surge
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Updated sling with lead bullets in hands of malefactor will outperform bows when targeting monsters

lyric marsh
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that is true

fallow surge
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Thinking about adding +50% damage to head/face and -50% damage to torso to clockmaker... Dunno how to call the trait though

lyric marsh
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eggheaded

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i think that would be a very strong trait though

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as you can easily wear a light helmet and your torso effectively becomes a limb

fallow surge
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Torso armor does not provide that much debufs though, but it makes an outfit with priority to head more viable

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Also on average for unarmored player it increases damage received by 30%

lyric marsh
fallow surge
lyric marsh
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torso armor is too easy to wear, and now that takes half damage

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that makes clockmaker a tank

fallow surge
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nope

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it makes torso armor less needed

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The piece of armor that provides the less debufs

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Also already vulnerable head now receives even more damage

lyric marsh
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hm, would need to see that in practice

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i think it would make clockmaker the best tank class

fallow surge
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42% of hits goes into torso, but 25% goes into head

lyric marsh
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yeah i would need to try it

fallow surge
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0.92 expected damage for default
1.17 for clockmaker
If we consider only head and torso

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So with same armor clockmaker will receive 27% more damage than commoner

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To torso+head

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So nope, I would disagree with "it would make clockmaker the best tank class"

plain crypt
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What is the new trait for Blackguard? The list is so long it vanish under the box for temp and time

fallow surge
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temp and time?

plain crypt
fallow surge
# plain crypt the envoriment "box" when you press c

...
No, no, no, I'm not going thorugh it again. You can report on vanilla issue tracker that this window is badly designed. I wont touch vanilla ui for some time at least, I had enough pain with last scroll area I added.

plain crypt
fallow surge
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it is increased from 1.2 to 1.5 block

plain crypt
tranquil onyx
fallow surge
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multiplicative

tranquil onyx
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It would 1) make you REALLY want to get a helmet early on if you engage in combat frequently, and 2) make combat in general less consistent for Clockmaker

fallow surge
tranquil onyx
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I mean, I agree; I’d argue that having the -melee damage penalty is a reason enough, but I kind of like different classes having defensive strengths and weaknesses

lyric marsh
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quarterstaff block (his proficiency) doesn't protect head

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hmm

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or wait does it lemme doublecheck

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yeah it doesn't

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maybe a different prof then?

fallow surge
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Only heavy shields and parries protect head

plain crypt
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Such traits should have perhaps the option to be optional?

fallow surge
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Nope, traits and classes are not configurable

lyric marsh
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maybe spear prof for keeping distance?

fallow surge
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quarterstaff is fine

lyric marsh
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sure

fallow surge
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spears are for hunter

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Also, the mod provides tools to solve these problems. Mix and match armor, invent strategies. This is a game, not a cookie-clicker Bad example...

lyric marsh
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i guess a better way to put it would be
the helmet is the lightest and cheapest part of your kit, so achieving reasonable protection is significantly easier

plain crypt
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I am worried what happens if a bowtorn hits your head.

tranquil onyx
fallow surge
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neck is not affected by the trait, btw

tranquil onyx
fallow surge
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yes

lyric marsh
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big win for light helmet gang

still wave
plain crypt
lyric marsh
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12.5

fallow surge
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3 hits instead of 4? Not that big of a difference, also they all need to land at head, that is 25% chance, so it is 1.5% and 0.4% chance respectively

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"But sometimes" situation

tranquil onyx
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Like yeah, early in the game you will be dropped into second chance by some attacks unexpectedly

fallow surge
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With 8 seconds grace period

tranquil onyx
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But your most often hit body region will also be more resilient

lyric marsh
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that invincibility period made all the difference for balancing risktaking

fallow surge
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for ppl with high risk aversion*

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Also did somebody noticed red particles when you receive a hit during invincibility period? Or I made them to subtle?

lyric marsh
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i only noticed the particles on activation

tranquil onyx
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I haven’t tested 1.21.4 stuff yet; unless that has also been present in 1.21.1?

lyric marsh
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i'm thinking, maybe it should be a slight vignette instead?

tranquil onyx
lyric marsh
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i think a white vignette when you take a hit while invincible would communicate better

fallow surge
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Nah, not worth the effort

lyric marsh
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or it could be a sound effect?

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like the temporal storm bell sound on activation or something similar

fallow surge
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it is fine as is for now

lyric marsh
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oookay i believe you now

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iron brig+chain+gamb

tribal quail
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katana? locust

lyric marsh
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it's op but it's there

neat knoll
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those new traits for bg and malefactor apply automatically right? don't have to have everyone do .charsel?

hollow tulip
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me writing my last note before looking at the flowers outside

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#1422640928207798292 btw

final garden
hollow tulip
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i think the scroll n pen should be swapped doe

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yes

quiet cradle
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is there a spreadsheet or something with melee weapon ranges somewhere?

fallow surge
quiet cradle
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im too lazy to actually make one, which is why i asked if it already existed xd

true nexus
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I wanna test the weapons anyways

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In terms of reach

supple radish
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I got a question.

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How does parrying with two handed weapons work?

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Well, parrying in general.

fallow surge
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Parrying works like perfect block in other games

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You can see its stats in item description

supple radish
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Should I time it right?

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Also what is the deal with that parrying stance, by holding rmb with two handed weapons?

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It is possible to break the stance, or I need to hit the back in order to break it?

true nexus
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I wanna meyer this shyte /j

lyric marsh
ripe relic
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Btw have any of the recent updates needed a .json refresh? I'm still using my old json

sinful panther
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I'd like to recommend that class stats be adjusted to lower values rather than extremes from the getgo, there are noticeable differences in 10%s, there are differences in 15%s, there are massive differences in 25 or 30%s, and the plentiful 50+% changes for each class in the mod are just too much

lyric marsh
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would be too insignificant

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and would have ugly math

lyric marsh
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are we getting a sheath for medium length guns? (bossi and arquebus)

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or a sling rather

solid mist
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does the musket with bayonet on benefit from Spearman from Xskills?

earnest forge
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Very cool separation for the quiver!

fallow surge
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Had to suffer a bit to make it work: #mod-development message

simple comet
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Seems worthwhile, as far as player QoL. I've answered the same questions about what slot icons mean a bunch of times, and that's just on a server.

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Figured you'd want to know that the 1.12.8 is giving a false positive for a trojan/script. Oh, Windows...

fallow surge
simple comet
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I knew that was there, too. šŸ˜…

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If you aren't worried about that version doing it, I won't either. First time I've run into it with your mods, showcasing the wonderful consistency of Windows.

fallow surge
simple comet
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🤣

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That's certainly something.

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And MS's answer summarizes to: 🤷

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That's... that's great.

fallow surge
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technically if there is a vulnerability in code that processes png or json, it can be a virus

simple comet
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Which is incredibly creative, but that would indicate an area to fix in the means of processing such files more than telling users "oh this could be very dangerous!"

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This kind of thing will breed the same glazed expressions that cookie warnings online have created, and overall make for a less safe user environment. Shame that large international companies don't particularly care about that aspect of things though. What can you do!

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Already getting feedback from users on the change to quivers/sheaths: "he did good work :D", "i'm glad he changed it", "that's my favorite", etc. It's an impressive change, for certain!

fallow surge
fallow surge
simple comet
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Well, it's absolutely excellent and so far, very well received!

true nexus
fallow surge
true nexus
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I know nothin of programming, but if someone does, they be a spiteful bastard

fallow surge
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Like mods are a one big RCE vulnerability.

true nexus
fallow surge
true nexus
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I like yer funny words magic man

fallow surge
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Means a mod can run arbitrary code on user's machine

true nexus
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I see

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Btw, simple question: how's the simithin update gonna affect CO?

lyric marsh
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i thought a security vulnerability had to be found in dotnet first no?

fallow surge
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ImGui loads native binaries for example

lyric marsh
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well time to think thrice about random mods

fallow surge
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You cant even trust not random mod, cause moddb account can be hacked in theory, and virus uploaded to popular mod.

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So, nothing is safe, and it always a gamble.

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You can scan each mod with virus total every time you download a release, this will reduce the risk, probably.

lyric marsh
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i'm on linux

fallow surge
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so what?

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Use different scanner

lyric marsh
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which i doubt is much safer since dotnet is crossplatform

fallow surge
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linux does not mean safe

lyric marsh
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yeah i figured, especially with the inevitable upcoming windows 10 exodus

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sandboxing will become essential

true nexus
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What with windows 10?

lyric marsh
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you have less than two weeks

true nexus
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Cuz i could care less for that gobbledygook

fallow surge
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Ok, I think this is too offtopic now, sorry.

true nexus
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Oi, also, will ya add flamberges?

fallow surge
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Not planned

true nexus
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I see, might be hard to model one i reckon

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As hard as forgin one

fallow surge
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Just not planned, current set of weapons seems enough

true nexus
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What's yer favorite?

floral coral
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@fallow surge do you take commissions?

hollow tulip
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damm they didnt use combat overhaul fully :(

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bloated modded server award

final garden
lyric marsh
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also since mods have no security measures, that makes the autodownloader quite dangerous..

final garden
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I always assumed moddb had some sort of security auto-scanner

brave canyon
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Yeah, that quivers slot separation is absolutely glorious. It was absolutely well worth the effort getting it figured out!

candid chasm
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Modding is always dangerous no matter how you go about it

true nexus
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Why most folks have vivid in their name

final garden
brave canyon
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Yeah pretty much :P

placid warren
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hey how do i go about adding the combat overhaul traits to a class that doesn't normally have them?

brave canyon
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You'll have to patch them in to the classes in question

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There should be some examples in CO itself cause that's what it does for the vanilla classes

fallow surge
brave canyon
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Ooh, that's really awesome

tight harness
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@fallow surge Apologies, I did see the "dont ask" thing but also didnt want to start making requests in public if the answer was going to be 'no'. But I'll ask straight up here, I like your mod, and I am planning on integrating it with my classes mod. During the course of this I have made several patch changes that apply to your mod, such as making the proficiencies higher or lower and creating new traits for these. I am not certain how this effects most licenses since im not taking your work but patching it in my mod, but I do note you have an MIT license. I still wanted to get approval from you before continuing further.

fallow surge
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If you are trying to edit vanilla classes, you cant, cause you cant patch patches.

tight harness
fallow surge
tight harness
placid warren
native lynx
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Hi! very sorry Maltiez, could I ask to DM you to ask for some guidance to make a proper CO patch since I'm having some issues with a particular instance?

native lynx
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ye, so...
I'm trying to write a patch to alter some CO values for some armour. I've so far managed to do a few successfully, since they were kinda simple (I changed the values and layers of the Kastenbust and the Lamellar armours from NotOnlySpearExpansion).

However, the issue I'm having now is I wanted to change the values of the wizard robes from Rustbound magic, to instead of being outer layer, being inner layer.

And, well, maybe it's because of how much more complex they are, maybe I just have no idea what I'm doing (very likely). I can change the value of the FIRST tier of the robes, but any of the 2 upper tiers end up becoming unable to be worn since they get "layer none" before any other layer change.

I tried asking vies but he's also not very familiar with CO patching, so I couldn't really figure out a proper way... is there any chance I could ask you for help?

I can show here what I tried the first time, which works for tier 1 but not for tier 2 and 3

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if it's a mess: I am incredibly bad at coding so I mostly look at other patches done by other people and try and copy what works

fallow surge
native lynx
fallow surge
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You cant patch patches

native lynx
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ah..

true nexus
final garden
# fallow surge I dont know how

Couldn't you in theory patch after another patch? Like, Patch 1 addmerges for CO co.patibility, patch 2 replaces with new custom values

fallow surge
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Order is not guaranteed, at least as it is stated on wiki

native lynx
native lynx
fallow surge
#

Spent 10 hours today making this: https://mods.vintagestory.at/skeletons

Requires Player Model Lib
Adds skeletons as playable race.
Planned:

config
more customization options
skeleton voices
custom clothes for classes

This mod was created for the monthly Unofficial Mod Jam, hosted by Nat. The theme for this month was 'Spooky'.

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Hope it was worth it

native lynx
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it totally was lmao, that's amazing

brave canyon
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Haha, now you can properly be a trumpet doot skeleton

final garden
brave canyon
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The voice choice!

final garden
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Oh, true! But it's not quite the same

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I wonder... is there a way to differentiate between player 'races' in code? For example, I made the cannibalism mod, but currently it would treat all players as Seraphim. However, there are kobolds and boners skeletons now

fallow surge
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there is an api for changing player tags with different models

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I haven't added tags replacement to this mod yet, though

final garden
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Hmm. That makes sense. That way I could use the tags to change the entity from my dead seraphim to something else

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I've noticed some people have mentioned that if you have the visored helmets mod, there is basically no reason to wear anything else. Do you think I should maybe rework some aspect of it to rebalance it a little? I.E. Increase the crafting cost or something or require crafting the visor separate from the helmet and then have to attach the two together? Maybe it doesn't even need such fine-tuning

true nexus
#

Always peronƩ to violence

lyric marsh
#

skeletons IN exoskeletons

lyric marsh
#

so just keep it that way

#

it's like guns, they're overpowered as a baseline

final garden
#

Fair enough, but the real trade-off with those is that visors in real life are hard to make as are guns, and both usually require a little more in the way of resources

#

All the same, I am trying to figure out how to change the steel helmet recipes now that it exists as two parts

#

I can either shrink the helmet shape for steel to require one less ingot, and then make a recipe for neck protection that uses only one ingot, or I can increase the cost only for steel helmets (which I don't like for consistency sake)

#

I also really don't like how much I have to remove from the helmet shape just to make it one ingot less

final garden
earnest forge
#

Put some meat on their bones?

lyric marsh
#

i think the skeleton should just have no hunger

#

with all the downsides

final garden
#

Eh, that kind of just makes them lame

#

There goes most of the game

lyric marsh
#

yeah but currently in the game hunger is already almost a non issue

final garden
#

They almost seem like a weird alternative blackguard. Intended to be heavily armoured head, neck and torso, but less damage on anything else

lyric marsh
#

i don't think it's supposed to be taken seriously

final garden
#

Probably not, true

lyric marsh
#

but this is the only race mod that actually catches my eye

final garden
#

My problem is I want the race mods to be distinctly different from basic humans, but that usually breaks everything

#

Like Kobolds are super cool, but I'm worried they can't wear most stuff without it looking jank

lyric marsh
#

here's a thought, if skeleton has -100% hunger rate then wearing armor still makes it require food

earnest forge
#

Just some feedback about the different types of bronze, but I think the durability of tin bronze and bismuth bronze should be swapped. Tin bronze seems to be harder while bismuth is tougher, at least according to the derived stats of tools, but in armor bismuth is just less durable with no benefit.

olive hazel
#

having this happen when i load up my game

fallow surge
#

Old version of gloomeclasses?

fallow surge
#

and it is a content mod...

olive hazel
fallow surge
olive hazel
#

yep

hollow tulip
#

btw will there ever be a fix of hitting stuff behind closed doors? @fallow surge

fallow surge
hollow tulip
#

I've seen people kill drifters behind closed doors but eh

#

also damm

#

physics based combat be something

#

Well hit connection

fallow surge
#

the solution is to make entities not clip into stuff

hollow tulip
rancid mauve
#

Hey I've just started a server with a friend and it seems spears just aren't working at all, same for javelins I can't swing or anything anyone know if there's a bug with multiplayer or something?

final garden
near valve
#

having an issue with updating CO in a server. all our weapons don't bounce of walls anymore, they phase through everything. clearing the cache had no effect

near valve
#

thank you

lyric marsh
lyric marsh
#

do bows not have individual sway values?

#

can't find it in the jsons

elder bear
#

Hallo @fallow surge, czech translation update for some of your mods:

Armory 1.4.0:

lyric marsh
#

tried skeletons, the head seems to disappear when you're wearing armor

final garden
#

I've noticed this odd error when booting up a world with skeletons. Looks like a patch failing to apply

final garden
#

So it probably gets hidden?

brave canyon
#

Oooh, does that mean you can go haunted armor mode?

#

Become the Oathbreaker Paladin in BG3 :P

lyric marsh
#

not haunted armor, empty head

#

the headless helmetman

#

it's visually confusing too

#

i thought the coif was a full cube of chain

fallow surge
#

Post screenshots

brave canyon
#

It's likely what Bronze mentioned, that makes a ton of sense honestly.

fallow surge
#

Some armors have textures that are not transparent, so head is just inside. But it should not be actually hidden.

lyric marsh
#

almost any head armor causes this

fallow surge
#

Thats armor texture problem

#

Will solve later for CO

#

Vanilla will have to suffer though

vale sleet
#

small bug for armory the Sabres does not have quality from xskills
idk if this is the same on the new versions of armory since we are on 1.2.3
when we try updating to 1.3.0 a bit back
it broke everyone's armory items and armory stop showing up in hand book
so we had to back date the mod

fallow surge
#

Report to XSkills

vale sleet
#

ah alright will do thx

naive sedge
#

Are there other mods that uses the other hidden slots besides belts/quivers and tabards?

final garden
#

@fallow surge Figured I should mention this about the skeletons, but if you choose to start with 5 HP, then skeletons get -3 HP

#

I seem to be able to take two hits, then will die and respawn

oblique bramble
#

maybe the health traits should be based on percentages than flat values to prevent this sort of thing? would also compensate for the "doubled traits" thing that seems to happen sometimes
instead of being -8HP, have it be like -50% or something and the game can calculate it from there

#

unsure if the base game supports that though

final garden
final garden
#

Any amount of damage from something else seems to insta-kill you (unsurprisingly)

hollow tulip
#

this will be CO in 5 years btw

final garden
#

Surprisingly, while skeletons are super weak with a lower starting HP, they are actually still functional, even with HP of 0 or negative, they just die immediately upon any damage (or in two combat hits). Best they can manage with full nutrition is 9.5 HP

rigid mortar
#

incredible

naive sedge
final garden
true nexus
#

They should be able to spawn where they die

#

Would be nice to have such a positive

fallow surge
grave gulch
#

this mod includes an armor system overhual as part of it yeah? I think that's where I'm getting it from

grave gulch
#

Thank you that's great news, so I've got no idea how it works is there some documentation on what counts as skin inner and outer? Or what the tags are

true nexus
#

each type of armor is different

grave gulch
#

Ah you can search by tag? I wasn't aware

true nexus
#

in the handbook, yes

grave gulch
#

Yeah i was trying to work out the benefits vs downsides of each

true nexus
#

i like to layer gambeson/chain/brigandine

earnest forge
#

Tailored gambeson ftw

true nexus
earnest forge
#

Yes you can. Requires steel but possible for anyone. Check your handbook.

true nexus
#

i see nothin but needing the tailor trait

earnest forge
#

Important bit

true nexus
#

I see

earnest forge
#

You can make the normal cloth armor with iron, but if you're a tailor you can make it with bronze.

wispy rapids
#

halu

#

can i ask šŸ¤” i was reading the Combat overhaul page and it said that Vanilla ranged damage, accuracy, distance and speed stats do not affect weapons anymore.

#

does that mean like everything bow related in vanilla?

#

im using Sonito's dynamic traits

fallow surge
#

Sonitos has support for CO

wispy rapids
#

and im making a trait that is associated with bows and im wondering if i should remove bowDrawingStrength:

fallow surge
#

bowDrawingStrength does nothing in CO, you can leave it if you want

wispy rapids
#

Ah thanks!

wispy rapids
fallow surge
#

'rangedWeaponsAcc' affects aim sway still

#

but it is more of a legacy support feature

#

use steadyAim instead

wispy rapids
#

Thanks so much!

fallow surge
wispy rapids
winter lily
#

hi guys, so there is a crit mecanic or smth? all of sudden mobs do little damage then bang, a ton of damage

#

same mob

#

not sure why

#

wearing full bear armor

lyric marsh
#

it's an rng system like vanilla, except different parts take different damage

#

by default torso is 1x, limbs are 0.5x, face is 1.5x, head and neck are 2x

#

bear armor doesn't protect much, i only recommend the top two pieces for surface mob protection

#

legs are not worth it unless you're bg

#

layering it with even copper chain armor is where the protection becomes decent

#

(chain is much much cheaper in co)

#

enemies also take different damage to different parts

floral epoch
#

Got that issue above, even while wearing a scale helmet still got hit by like 10+ damage from a random tier 1 drifter

lyric marsh
#

no blunt protection

#

therefore, full damage

#

wear something with blunt protection for drifters

#

jerkin is specifically for that

#

a basically free to wear skin layer that adds 4 blunt

floral epoch
#

Still, should the damage be so high even for tier 1 enemies?

lyric marsh
#

i think it works really well, drifters have been worthless for a long time

floral epoch
#

I kinda get it, but I don't know if I'm just unlucky or smth, but they seem to constantly bonk me in the head

lyric marsh
#

this rebalance actually made me respect them, after being headshot twice back to back on me bald head and almost dying to surface drifters

#

protect that head

#

bear armor head or jerkin does the trick

#

open helmet if you want something extremely light

#

riveted helmet if you want something light and very cheap

#

light helmet is like riveted helmet but more expensive and better

floral epoch
#

Do they (drifters) have an extra chance to headshot tho? Most enemies don't seem to headshot that much

lyric marsh
#

no, all mobs have the same chances to hit different parts, only matters where you get hit from

#

below, front or above

floral epoch
#

Can it be the drifter animation?

lyric marsh
#

getting hit from the front is a 30% headshot iirc

floral epoch
#

30%? jesus

lyric marsh
#

need to look at the math again

floral epoch
#

Tbh probably accurate

#

I've been more scared from tier 1 drifters than all of other tier 4 mobs

lyric marsh
#

@fallow surge think you can add the part hit rng as a handbook entry?

floral epoch
#

Thanks for the help, comrade

#

I'll try to use more armor

lyric marsh
#

skin armor hardcounters drifters, at least common ones

#

no need for heavy armor

#

jerkin/gambeson has almost zero penalties now

floral epoch
#

Makes sense

#

Ty!

#

Also, would ya recommend shields? I usually don't use them that much

lyric marsh
#

shields are op on co currently

floral epoch
#

Nice

#

I'll try them, ty again!

hollow pasture
# floral epoch Also, would ya recommend shields? I usually don't use them that much

Light shields are super effective and have much less "sustainability" issues (i.e. lower hunger penalties while carried and no move speed penalty) and they have a parry in case you want to push your luck fighting things you shouldn't be.

Heavy shields are for when you don't want to take any chances and just need that damage blocked at all cost or your focus is not able to be used on parrying because of sheer intensity

lyric marsh
#

the two problems i see with shields currently are:

  • they are basically unbreakable, even the stone age hide shield could last you a lifetime
  • large shields perfectly deny all incoming damage as long as the tier of the attack is equal or lower than the block tier, allowing you to turtle through any possible situation with a fast enough weapon to block in time
hollow pasture
lyric marsh
#

yes but they have lower tiers and don't protect every part

#

so a block is not guaranteed safety

#

my best idea on how to balance large shields is to give them a different system

#

like a percentage damage reduction

earnest forge
#

Vanilla does it simply by blocking only 80% of melee hits if I remember correctly

lyric marsh
#

90%

#

but vanilla's shield implementation is stupid and underbaked

earnest forge
#

It's simple

lyric marsh
#

if large shields had an rng dependent block i definitely would never use them

#

their identity is consistent defense

#

so in theory a percentage based damage reduction would work

earnest forge
#

Most games just use a fatigue system to counteract excessive blocking, so you might be able to tie into the vigor mod for balancing tanks

tranquil onyx
#

Excessive blocking is already punished by not providing full protection + you can’t attack during it

#

The reward for parrying is that you get windows of time to perform more attacks between consecutive parries/blocks, if necessary (bellhead shivers being probably one of the better examples where good parrying is handy in bringing them down quickly)

#

I wouldn’t mind a Vigor compatibility, but if anything, I wouldn’t punish players for developing good parrying skills

rigid mortar
#

oh right, attack tiers

#

womp womp

#

šŸ’€

tranquil onyx
#

Most, if not all, I can’t recall

rigid mortar
#

I know some weapons have a big list of protected body parts that seem like everything

#

but probably don't protect one or two body parts

#

I think Poleaxe doesn't protect hands (?)

#

some limited fatigue can definitely help balance things

#

you can literally stall certain singular enemies indefinitely by spam punching them so the knockback keeps them just out of melee range

#

Also Falxes are pretty ass in Combat Overhaul; no parry and has less range than punching šŸ’€

tranquil onyx
#

They still are plenty helpful against anything that has 7 slashing protection, which notably is, I think, all tier 4 Shivers and drifters

#

It’s not a handy weapon by any means though - I wouldn’t just stroll casually in a cave with it; it needs a shield to be suitable for ā€žduelingā€

rigid mortar
#

and if you're caving then your offhand is definitely gonna be for a lantern or torch

earnest forge
#

I spam torches because they're cheap and I need my shield

rigid mortar
#

too lazy to smelt or light a stack of torches every time I want to go into a cave

#

lmao

earnest forge
#

Better firepit makes it really quick

tranquil onyx
earnest forge
#

A calcium carbide water lamp would slap

rigid mortar
#

clearly one should set themselves on fire for portable light

earnest forge
#

Fire and explosions

#

Looks like producing calcium carbide requires lime, coke, and 1100c temperatures. VS has all of these already

rigid mortar
#

seems carbide lamps are an 1890s invention

lyric marsh
#

i'm talking exclusively about large shields

#

also, balancing a mod using another mod isn't a great idea imo

tranquil onyx
#

I must have misunderstood, but even then I think what I said was relevant to the discussion about Vigor v CO in general.

Re: large shield - what exactly is the issue with it?

lyric marsh
#

complete full body protection assuming the incoming damage is the same tier or lower

#

like i said above, a fast enough weapon to block in time allows you to turtle any situation

tranquil onyx
lyric marsh
#

yes

#

large shields have no parry

#

just a full body block at all times

#

at the cost of 10 movement speed offhanded, and an extra 50 when blocking

tranquil onyx
#

I don’t think it’s a big issue

#

Turtling is already not the most optimal way to resolve combat

lyric marsh
#

it's a noob friendly option sure but i would prefer more depth

#

small shield block is balanced because it exposes a few parts (head and legs i believe)

fallow surge
lyric marsh
#

i use candle lamps

#

easiest to massproduce

hollow tulip
#

@fallow surge idea for maybe future texture updates for meteoric iron weapons

#

maybe give them some yellow trim instead of dots? rn its just white metal

#

ig giving them some golden trim could look good and maybe be dif from silver metal

#

šŸ› šŸ‘

#

what u think?

simple comet
#

I don't know where else to ask this, but whatever happened to the amazingly useful Item Magnet necklace?

#

Last saw it for.... 1.19.3.

fallow surge
#

I can try reviving

#

it used FSM lib

simple comet
#

Well, if you bring it back, I know everyone on my server would do handstands and backflips with joy. šŸŽ‰

#

I didn't even find it on the moddb with a search, I had a local copy in my old 1.19.8 server. šŸ˜…

fallow surge
simple comet
#

Ah. Yeah, I've been asked to add that to the server, but I 100% refuse to have a vein miner, diamond tools, etc. in the game.

fallow surge
simple comet
#

🤷

#

Well, if you do decide to revive it, I'd be delighted. If not, no huge deal.

#

I don't want to take that veinminer mod and remove/disable the features I won't have on my server, but I may end up doing that at some point... even though it sounds like the mod author would likely be upset about it. šŸ˜…

fallow surge
#

I was just grumpy about Buggi creating unnecessary drama.

simple comet
#

It sounded very frustrating, yes. I don't think I'll ever quite understand the viewpoint of being outraged by similarity between mods, especially when it's not just a case of copy/paste of the code.

fallow surge
#

Its just Buggi, I hanen't seen other modders being upset about simillar things.

simple comet
#

"Be careful wearing armor straight out of forge" šŸ˜‚

#

That is an excellent change.

fallow surge
#

Hm... Armor stays on you when you die? Yeah, that will be fun, cant wait for a flood of complains.

fallow surge
hollow tulip
#

oki

simple comet
quartz basin
#

Quench it ya sillies

simple comet
#

Yup. Takes two seconds.

fallow surge
#

There is vanilla bug that if you take out your armor right before you die, and then respawn your armor will dissappear from mouse slot.

simple comet
#

"Do I keep dying and respawning, or do I forfeit this armor...?"

lyric marsh
#

become one with steel

simple comet
#

I just know I'm going to get reports of this "bug" on my server.

lyric marsh
#

is it possible to just make it unwearable until it's cool?

rigid mortar
#

šŸ’€

lyric marsh
#

while this is absolutely hilarious i don't think it's practical

simple comet
#

Neither is wearing glowing hot metal, so. 🤷

fallow surge
#

I will make it drop armor from inventory if it deals more than 6 damage

#

Just to give a chance

fallow surge
quartz basin
#

I cast Heat Metal

fallow surge
#

@slim latch if you add a spell that heats up metal armor on player, it will deal damage to the player in CO now... Should be an interesting spell to have for pvp.
Or may be have it as a side effect of using other spells.

lyric marsh
#

damn dnd players are a hivemind, my friend just made the same joke

naive sedge
#

This implies heating up tools / weapons

final garden
#

I love the idea of a heat metal spell that just makes target armour like 600C

brave canyon
#

Oh my god, that’s kinda a brilliant idea, hahah

#

Oh damn, Heat Weapon as well to just heat whatever’s in your main hand (and/or offhand?) so that you take a hit and drop it automatically too

#

I’d laugh if someone legit tries to counter it with Tongs in the Offhand

final garden
#

Sounds super OP be fun. Countered by using a club or other wooden-handle weapon

brave canyon
#

That would be the funniest thing to see hahah

#

You see a guy going up against the known Heat Weapon user, and he whips out the offhand tongs :P

hollow pasture
#

Afaik

lyric marsh
#

except vanilla shields

#

what's the deal with vanilla shields in co anyway?

past cosmos
#

Newbie here, first time playing with this mod along with armory part and guns. What's the best weapon to punish drifters with and the best armor solution? Just to set up future crafting goals
P. S. Why there isn't steel club, balance reasons? We are using iron one currently

quartz basin
#

Steel war hammer my beloved

#

Blunt is best vs monsters, pierce best vs animals, slash is a middle ground

earnest forge
#

Monsters fear the bonk.

hollow pasture
past cosmos
#

Thank you!

#

What armor do you usually use and why?

earnest forge
#

Tailored gambeson because...

rigid mortar
#

Yea tailored gambeson is the best skin layer-only armor

#

linen if you aren't clothier

earnest forge
#

Hot tip, if you have steel you can make tailored gambeson as a non tailor

#

#1260976245374582886 message

rigid mortar
#

oh wow

tranquil onyx
# past cosmos What armor do you usually use and why?

In CO?

Full plate and chain mail, and t. gambeson if melee playstyle; for hybrid gambeson and chain mail, and optionally some outer layer for extra protection. I also like scale mails from Forgotten armoury series of mods for how small ranged/manipulation speed maluses they have

Melee playstyle with no plate on hands/arms is also ideal, since they limit manipulation speed greatly

lyric marsh
#

scale without sleeves is great for ranged

#

and for light combat

#

but if you go melee there's not much reason not to do the logical three layers

#

mix and match to find your ideal setup

naive sedge
#

noticed broken copper javelin heads gives 20 bits in armroy version 1.2.1

fallow surge
#

Not a CO feature

naive sedge
#

ah myb

floral coral
finite ember
#

hi, wanted to ask for some help regarding of item patching for the mod compatibility, in this case being a sword, I've tried copying a file from another mod (Ancient Armory) to make it work as I'm not very familiar with this mod code (and patching in general), but it doesn't work properly, I'm missing something?

naive sedge
#

What does grip changing do for charging spears?

swift hollow
#

https://mods.vintagestory.at/show/mod/19838
@fallow surge
we talked a long time ago about this but now there is a port!!
its not Blender but its close?

Most recent releases can be found here from now on: https://github.com/Darkluke1111/BlockbenchPlugins/releases
What this is:

A Blockbench (BB) plugin that handles importing and exporting from and to the Vintage Story (VS) shape format to make it a viable alternative to Vintage Story Model Creator (VSMC). The VS shape format is similar to the B...

lyric marsh
#

no idea what you mean by charging spears

naive sedge
#

When u charge them by holding down rclick

lyric marsh
#

it doesn't affect throwing

naive sedge
#

Oohhh ty

sinful panther
#

i'm trynna modify the traits, if i change the values is there an actual change ingame or are these just descriptions?

hollow tulip
#

why tf does tailored gambison need steel or meteoric iron nails @fallow surge

#

ig it's balance cuz it's better than jerkin armor?

final garden
near valve
#

in pvp would a weapon having the armor piercing effect mean that their damage goes through shields? or is this effect only applied on clean hits to another player?

hard gale
#

Guys, question for my Forgotten Armory update.. im adding bear armor variants... for Vannila stats, im keeping them just slightly slower (like 2% per part) with the benefit of getting you some warmth.

Im considering different approach for Combat Overhaul stats adding +2 +2 +2 for resistance and heavy penalisation on walking speed and manipulation, lets say 15% on both per set and of course benefit is temperature bonus...

I would like to see yall opinion on this
Does it feel
1ļøāƒ£ balanced
2ļøāƒ£ Useful
3ļøāƒ£ Useless
4ļøāƒ£ Keep it mainly just cosmetic as vanilla

fallow surge
#

Dont need to ping me for such questions

fallow surge
oak moat
#

not a fan at all of the armorer Sewing and tailor kits

#

maybe if there was an actual early game skin layer armor that'd be appreciated but nothing is pre-anvil

gentle dock
#

tailormains keep losing

lyric marsh
#

bear armor is an early alternative

#

lamellar for noobs

#

given how skin armor is now pretty much free to wear, this works

#

first you get cumbersome armors, then at copper you can make light armors

#

but i do agree tailor got nerfed by this

#

now the class' most significant trait is getting base gambeson at bronze

hollow tulip
#

Well tbh we got it now on my server

near valve
oak moat
#

OK fair enough but floral zones

#

Mods

#

I also have a habit of exploring for upwards of 6 hours before settling

#

I think something like reed armor or crude pelt armor could be nice to have really early on

#

Especially with how aggressive boars have become with 1.20.5

near valve
#

ah okay that makes a lot more sense

oak moat
#

Even bamboo armor was a think but I can't imagine that being skin layer

#

Rattan armor!

lyric marsh
#

wood lamellar

#

a pelt, a resin and firewood

#

that's easy day 2 stuff

finite ember
#

wooden lamellar, my beloved

#

but I agree that it would be interesting to have a pelt/skin option, like a light armor counterpart

#

obviously less protective but more light to wear around, and maybe more durable.

#

and tbh, you could have some real bad luck and not find any resin around, making primitive armor your only available option (which sucks)

naive sedge
#

wood bark armor?

finite ember
#

and where would you get bark specifically

naive sedge
#

could be a new co item like wooden handles

lyric marsh
#

bloating with an item that only has one use?

#

why does stone age NEED a skin armor

#

stone age is limiting by design

fallow surge
#

Use lamellar until you get leather for jerkin

earnest forge
#

Just don't get hit, no need for srmor. 1hp and a dream!

lyric marsh
#

maybe if enemies had good attack hitboxes that would be more viable

#

co makes it a lot better with the tighter player hitboxes but getting hit by air is still a problem

fallow surge
#

I'm not a gamedev team with animators, coders, testers, e.t.c. There is no way I'm doing full entities rework.

lyric marsh
#

yeah i figured that

fallow surge
#

The amount of works it requires is enormous.

lyric marsh
#

here's hoping vanilla gets to it sooner than later

fallow surge
#

heh, doubt that

lyric marsh
#

i was gonna be a vanilla purist until i realized the devs are not even thinking of touching combat yet

#

now i'm on co and can't play without it

earnest forge
#

CO crossbows are so much better than vanilla ranged options for hunting

lyric marsh
#

bullseye bows are great too

#

(though frustrating to use as non hunters)

fallow surge
lyric marsh
#

no way

#

if they do at least something by chapter 3 that would be a great sign

earnest forge
#

Well next update is supposed to focus on mechanics, and combay is a mechanic

lyric marsh
#

mechanical power

fallow surge
#

Tbh, I would prefer for combat update to not happen, so I dont need to find ways to turn new features off, to bypass new crutches, and fight with new vanilla code that does stuff in a wrong and crutchy way.

lyric marsh
#

in a perfect world co gets slowly integrated into vanilla

#

i wouldn't expect it to be without changes but i'd take anything

final garden
finite ember
#

that'll be quite cool

#

not practical, but fear inducing armor/clothing to intimidate others

final garden
#

I've been trying to think of uses for stuff like that anyway, so it may actually be a decent idea

finite ember
#

jerky

#

seraph jerky

final garden
#

You can already smoke and cure seraph

finite ember
#

oh right, forgot about the "Cannibalism" title lol

final garden
#

It'll hardly help at all, but it should look horrible

fallow surge
#

There are more powerful ways to look horrible

final garden
#

Hehe. I love that mod and run it on my server, sadly nobody has played skeleton yet šŸ™

#

But imagine a skeleton wearing skin armour... šŸ¤”

lyric marsh
#

did you give em a charsel

final garden
#

The command? They got to pick when they spawned in, but I'm not sure if you mean something else

earnest forge
lyric marsh
#

yeah maybe someone would play skeleton if they could charsel into one

fallow surge
final garden
#

My brother and I chose Kobolds because we love them so much, but the others just went Seraph

final garden
lyric marsh
#

i'm bound by the swampman, i cannot play anything else by my code

final garden
#

I particularly enjoy that kobolds can be the absurd height difference

lyric marsh
#

hire a skeleton to hold rightclick

final garden
#

So my brother is 3 blocks tall, and I'm 1 block

#

Does it cause weird bugs? Absolutely, but they're so worth it

#

In theory, I found a potential bug that would allow skeletons to be any size, too

fallow surge
#

I fixed some of these bugs, but game is just not meant to be played with height not equal to 1.7

final garden
#

Honestly? The problems aren't that major

fallow surge
final garden
#

I realize it causes issues, but it's too fun otherwise

final garden
#

Even though skeleton doesn't allow that

final garden
#

It's more of a feature than a bug, but my own philosophy is that players should be allowed to screw themselves over if they want

fallow surge
lyric marsh
#

how would that even work

final garden
#

You have a weapon in one hand, and another weapon in the other /j

naive sedge
#

I assume just animation and attack angles

#

Its nice thought tho

lyric marsh
#

let the devs figure out one weapon first

earnest forge
#

You would just swing weapons alternately at a faster pace than just one

#

But also you would die twice as fast with no block

fallow surge
final garden
earnest forge
#

With the skeletons it would be interesting to replace drifters and bowtorns with skeleton versions, get a sort of necromancy vibe going

final garden
#

Sounds like a neat solo mod idea

fallow surge
#

Ton of work still, may be later

olive hazel
#

yo maltiez the belt and sheaths are sick idk if you have thoght of this yet but back scabbards for longer swords would be sick

#

also what is this?

fallow surge
# elder bear Hallo <@263749013294153729>, czech translation update for some of your mods: Ar...

Sorry, I think I will direct translators to this project now: https://mods.vintagestory.at/bettertranslations

Translations from the Community for all kinds of mods.
Ā 
From the project on Crowdin at https://crowdin.com/project/vintage-story-mods
All credits to the translators!
Allows to update the language files even if the original mod didn't update.How does it work?It grabs all the translations from the Crowdin project and adds the translated strings...

tight kraken
#

feel silly having to ask this, but if i accidentally closed the menu to equip armor...how do i reopen it? AreEyePee

#

C just brings up everything else but the armor menu

rotund swan
#

hell, mix it with the glider

wispy rapids
#

halue, can i ask? is there a list to see all the combat overhaul proficienciesšŸ¤” ? im looking at the modpage and it has a few but it does not look like thats all of them

#

im trying to customize some sonito perks

brave canyon
#

You can crack open the mod Zip and check out the json file defines for the traits

wispy rapids
#

thanks

brave canyon
#

That might be the most comprehensive option right now, heh

#

Usually it'll have bonuses and names that'll make it pretty clear what it's trying to do

wispy rapids
#

i think this is it šŸ¤”

#

dem theres alot more than i thought XD

#

"canParryProjectiles"šŸ¤” ā“

#

is this like

#

hm...

#

i gotta try this out XD

lyric marsh
wispy rapids
#

thats so cool man 0_0

lyric marsh
#

but is also now balanced out by taking torso damage to legs

wispy rapids
#

is there gonna be any indicator that the parry worked? im tryna test if it works with sonitos perks by throwing a spear into the air and trying to parry it XD

#

i cant seem to hit it tho.. idk if im just bad or

rotund swan
#

I mention it bc I tried it with a friend

#

the motherfucker parried a shot from a blunderbuss

wispy rapids
#

ahaahah XD

rotund swan
#

but yeah there's an indicator for a successful parry

#

do I recommend it? no, get a shield

#

is it fun? when it works

wispy rapids
#

omg it works! i gave up on the spear and tried with a stone and i finally hit it

#

i heard like a thHOnk

#

hahah this is so cool

rotund swan
#

yeah!

wispy rapids
#

can i ask what playerLegsDamageFactor and playerFeetDamageFactor attribute does?

#

{"code": "legDay", "type": "mixed", "attributes": {"playerLegsDamageFactor": 1.0, "playerFeetDamageFactor": 1.0, "jumpHeightMul": 0.25}},

#

does that encrease dmg to the legs and feet? on here it says 1.0 so im guessing it increases dmg by 100%?

#

but that does not make sense on a perk called LegDay

#

on the perk called ThickScull theres this attribute called playerHeadDamageFactor

#

and its -0.5

#

so based on the vanilla stats that means it reduces dmg to the head by 50%

lyric marsh
#

in co different parts take different damage

#

torso 1x, face 1.5x, head and neck 2x, limbs 0.5x

#

the traits multiplicatively add or reduce those multipliers

wispy rapids
lyric marsh
#

yes, which makes it 1x

wispy rapids
#

ohhh

lyric marsh
#

same as torso

wispy rapids
#

aight thanks!

earnest forge
#

Just checking my client-main log after a crash and it's not related, but seeing some CO warnings about missing colliders for "Snout" for caribou deer and "mouth up" for takingold goats.

lyric marsh
#

self explanatory

#

oh that's vanilla

hollow tulip
#

what are the new armor models like?

lyric marsh
#

?

#

what new armor models

#

oh new update

#

i would guess that's transforms?

#

helmets are transparent now

#

for skeleton combatibility

#

only change i can immediately notice

#

bear armor is still clipping city

hollow tulip
fallow surge
#

I pretend that bear armor does not exist for now

lyric marsh
#

all vanilla player got so hyped for it when it turned out to be tier 1

#

which, worryingly, did not stop their hype

fallow surge
#

Anyone can fix the clipping issues and make a pull request

#

Just fyi

tawdry remnant
#

Hey, i was wandering if there's a way i can disable movmeent while an attack animation plays?

ocean siren
#

i belive someday touhou model comes to vs

fallow surge
#

What? How is it related to CO?

oblique bramble
ocean siren
#

What, i didnt know pml has its thread

oblique bramble
#

#1364315680077512756

lyric marsh
#

wow this really fits my character

#

here's pre rot swampman

#

+30% -30%

#

life just be like that

naive sedge
#

game 1.21.1
mod 1.2.1
are copper javelins meant to use 5 durability on thrown hit?

tranquil onyx
#

It sounds intended, yeah

#

Throws deal a lot of damage after all

naive sedge
#

well between spears and javelins...
javelins lasts alot longer than spears in melee
and javelins lasts shorter than spears in thrown

#

but javelins are easier to throw

#

(copper)

lyric marsh
#

yes the extra durability use is the design of javelins

#

they have way more range and autoswap

#

javelin melee sucks ass, you're supposed to throw them

fallow surge
lyric marsh
#

make it something similar to the vanilla stab

hollow tulip
lyric marsh
#

humans.

#

deepest lore

hollow tulip
#

what happed to seraphs

#

why they no boots @lyric marsh

lyric marsh
#

cause they're just cool like that

hollow tulip
#

no

#

boots are cool

#

or warm idk

fallow surge
#

What a nice golden helmet, should I put it on straight away?

#

Wtf, it was copper... There is a bug in recipe that noone reported? Or is it this id shifting shit?

neat knoll
#

are the CO traits that the classes get something that are configurable?

#

trying to get people to play Tailor but its hard to convince them when its like 5 downsides and no benefits

fallow surge
#

I had this helmet lying around unfinished for some time

neat knoll
final garden
neat knoll
fallow surge
fallow surge
final garden
#

Yeah, I see it's bismuth bronze, but isn't it still superhot?

fallow surge
#

it is, this was the joke

#

But I was making copper helmet using copper

fallow surge
neat knoll
#

yeah i thought that might be the case

fallow surge
#

traits and classes are loaded on client before server sends first sync packet to client, so they cant be synced, so they cant be configured.

neat knoll
#

that makes sense, thought maybe it was something you could change before server launch. tbh i never change configs on the fly, always restart after i adjust them, wasn't aware they could just update like that

simple comet
fallow surge
hollow tulip
#

hey is there a way to tone down the grace timer when ur close to death as its 5 seconds and I wanna make it 2 @fallow surge

#

server config wise

fallow surge
#

I will look into adding into config

hollow tulip
#

overall good mod had some fun tribal warfare today lol

lyric marsh
#

why would you run AT the thing killing you

#

you only would if it's a hit from death

#

makes no sense

#

the point of the invincibility is giving you a chance to potentially escape

#

also making it 2 seconds would completely remove the point

#

it would only be applicable in 1% of situations

cunning drift
#

Xskills heavy armor skill not working, any idea why?

fallow surge
glossy oracle
#

Reworked armor models don't have the time rn to check it in game but like a complete visual rework?

lyric marsh
#

no

#

compatibility tweak

hollow tulip
lyric marsh
#

oh so pvp

hollow tulip
#

most people do range

#

and yes its pvp

lyric marsh
#

co isn't balanced around pvp

fallow surge
#

Just turn off second chance