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CC Classes

REQUIRES: Player Model Lib and its dependencies for 1.22+ If you choose to ignore this, you risk being visted by the Drifter of Many Rocks. (And also probably the mod not working) (HEAVY WIP) CC Classes A selection of 15 classes inspired by Vintage Story lo

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which CC Classes release should I use?

Updated 2 months ago
Latest stable file 0.5.2
Game version 1.22.0, 1.22.1, 1.22.2
Loader Built-in Vintage Story mod system

CC Classes 0.5.2 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is CC Classes required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does CC Classes 0.5.2 need?

0.5.2. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add CC Classes without breaking your instance.

Built for CC Classes 0.5.2. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 0.5.2. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 0.5.2. It opens that exact file at the source.

About this project

What does CC Classes add?

REQUIRES: Player Model Lib and its dependencies for 1.22+

If you choose to ignore this, you risk being visted by the Drifter of Many Rocks. (And also probably the mod not working)

(HEAVY WIP) CC Classes

A selection of 15 classes inspired by Vintage Story lore to be used in small-to-medium sized groups interested in classes with light RP (role-play) potential.  Likely not balanced as well as it could be, and certainly not finished with features. (Solo and large groups are probably fine too but what little balance there is may break down). I attempted to make the descriptions and text of each class no more spoilerly than the base game's classes. That being said, please let me know ASAP if something slipped through my proofreading.

 

This class mod was made for personal use amongst a friendgroup whom I've brainwashed with the Vintage Story Mind Virus. The group got large enough that handing out the Zip file wasn't gonna work, so I decided to overcome my crippling social anxiety and share it with you all as well. However, because this was made for me and my friends, I am unlikely to add anything that we do not find useful, interesting, or fun. I am still open to CONSTRUCTIVE criticism and suggestions, and especially any bugs you may come across. I am a full-time clinical employee at a hospital, and will also begin teaching soon - so I will update when I find the time and energy to do so.

 

This is my first real journey into modding anything and I have essentially only the bare minimum experience in how coding works. Json isn't too complicated, but I am very likely to have made mistakes somewhere that I have not caught. I have tried to fix anything that would hard-crash you, but there may be smaller things that are not working as intended. Just let me know in the comments, if you could.

Thank Yous!

Before I begin to talk about the mod, I want to give a sincere thank you to the people who made it possible. Massive, gargantuan, MONOLITHIAN thank you to both Aldi of Aldi's Classes and quilladile of Specialized Classes for their help. They are not only both wonderful individuals to interact with, and were incredibly helpful and encouraging. I picked apart both of their mods extensively to both learn how to make class mods, and just learn how to even do JSON work to begin with. Several aspects of this mod will certainly share some similarities, DNA, and inspirations - notably the "Combat Style" of traits and Archivist class found in Specialized classes. That being said, do not fret - all the code is written by myself with the exception of some things written by a friend of mine who would definitely not appreciate me pinging him. In any case, both Aldi and Quill's mods are (in my opinion) some of the best class mods on the DB, and are significantly more well-developed than this one. If you want to check those out, and I highly recommend it, the hyperlinks are above next to their names!

 

Another huge thank you to Maltiez, who I will not ping because he's a busy guy, but who created the PlayerModelLib library which was intstrumental in making a lot of this mod's traits work the way I want them to. Let this also serve as a reminder to DOWNLOAD THAT as it is a DEPENDENCY.

 

Last but not least but also Thank you to Tyron, Saraty, and the whole VS team for the wonderful game and community we all share here.

Classes + Meta Explainations

 

Blackguard

Fills a similar role to the base-game Blackguard: Melee Powerhouse. They've traded in their piddling mining proficiency for more daka, and a prodigious hunger to match. Notable the only class with two "Combat Style" traits.

Carpenter
The master of all things wood. The go-to for wood clearing and building wooden structures as they both obtain more wood, and are more effiecient with crafting with it. First class in the list to be considered "Civilian" meaning they can engage in combat, but prefer to leave it to other more capable classes.
Gearshaper
A vanilla Clockmaker with some added traits that make them somewhat adept Blacksmiths. The vanilla Clockmaker didn't have too much going for it IMO and there isn't a whole lot I could do for "Blacksmith" related traits (at least not right now) so I decided to smash the two concepts together for a master of metal of all kinds. Also adept at ranged combat, and meant to be used with the Firearms and Crossbows mods, but can function just fine without them.
Hospitaller
My take on one of my favorite aspects of vanilla lore: The Forlorn Hope. They are a heavy-armor class and while comparisons could be made to the Blackguard, they are not meant to be a "mirror" or exact opposite of them. They are instead of a heavily armored, incredibly durable melee fighter with some added benefits to healing items and they also retain the average speed of the typical Seraph. The tradeoffs being their overall lower damage output and the fact that they consider the only viable direction in combat to be "forward towards enemy".
Malefactor
Plays similar to one of my favorite base-game classes of the same name. They assume the role of swift and resourceful ruin-diver with some added and tweaked traits that land them more in-line with the typical fantasy "rogue" archetype. Sneaky, swift, and cunning. They favor avoiding fights, and are well-suited to that.
Messenger
Likely not going to see play outside of larger groups, as their usefulness in solo or small-group play may be limited. That being said, they are the FASTEST class, slightly edging out the other "Outrun" classes with their athleticism. They are also surprisingly hardy to the perils of the wilderness roads and have the unique ability to pave such roads with far less resources than anyone else. Great for delivering written messages between settlements, and for creating a widespread road network!
Miner
Fairly self-explanatory with some caveats. They are the masters of specifically extracting ore, but gain little from stone quarrying as they leave such things to the Stonemason. They also posses great strength and perform adequately in melee. This makes them great for diving into the many open caves you may see in any playthrough, and for combating the horrors that inhabit those deep dark places.
Forgotten Noble
Originally a "joke" class suggested by a friend to be bad at everything, I was inspired by the words of some noble-related tapestries and lore entries and decided to make them somewhat usable. Well-trained in a variety of combat forms, and strives for the finery in life - filling the role of Orchardist and Brewer. Able to obtain more fruit-tree cuttings, as well as craft distillery gear cheaper.
Potter
An integral part of both early and late-game settlements, the Potter brings clayworking proficiency to the table. They are skilled at gathering the basic materials needed for early-game pit kilns, and are also adept at creating late-game clay-based building materials and refractory bricks of all kinds.
Scholar
A favorite of mine, and inspired heavily by Quill's own Archivist. At first glance, you may rightfully assume a Scholar is not fit for surviving the wilds. However, they do incredibly well in temporally unstable regions, and cave dive deeper and longer into ruins to extract books, paintings and other lore items. Certainly a challenge-class if you play solo, but may be incredibly flavorful in both small and medium group content!
Serf
The Serf (along with the Tracker) serve as the very base of any settlement. Great farmers and animal husban..drists(?) they are more suited to a sedentary lifetyle of homesteading. Not well-suited for combat or nomadic activities, but with great boosts to both crop yield and butchering. They are also able to produce, with great effort, Vintage beef, and can create terra-preta with greater efficiency.
Squire
Jack-of-all-trades and master of none, the Squire serves as a great option for people looking for a simple but effective class. They are adept at combat of all kinds and are durable to match. They are however a slow and hungry bunch. They also serve to tend to and outfit any of the settlement's mounts with greater efficiency.
Stonemason
The stocky Stonemason serves the role of builder alongside the Potter and Carpenter - but they instead focus on stone products, building mighty stone walls, castles, and are able to quarry the stone to feed their pursuits. They are durable, but are otherwise poor combatants, and have no place alongside the Miner in deep, dangerous caves.
Tracker
A permutation of the base-game Hunter class, the Tracker serves as both forager and hunter for a group. With their ranged weapons, they stalk forests for food during the warmer months, and man the walls of settlements to defend them during colder times. They prefer the calm and safety of the outskirts of settlements and the wilds, and have no place in caves or ruins.
Tradesman
An evolution of the base-game Tailor, the humble Tradesman represents any Artisans that don't fall under the Potter, Stonemason, Carpenter, or Gearsmith classes. They deal in cloth, fine goods, and leather. They have simple traits, but as my group tends to play with Tailor's Delight and a litany of other tailor mods, the "Clothier" trait gets a LOT of use. They have the unique ability to carefully extract usable fibers from mundane grass, and are able to maintain their own gear much easier because of this. They do not prefer combat, and prefer the cozy city life to anything they could find out in the wild.

Compatibility!

  • Combat Overhaul: The mod does possess an old 1.21 patch for Combat Overhaul, and depending on what changes with the new update Maltiez is working on, it may still work in 1.22 when it comes out. Wont know until I test it myself.
  • With the Butchering mod enabled, the Tracker, Serf, and Stonemason gain new functionality.
    • The Tracker now is the master of field-dressing and hauling kills. They are slowed much less by carrying carcasses, but they butcher corpses using tables much much slower.
    • The Serf is now more differentiated from the Tracker in the sense that the Serf is now the master of utilizing the Butchering system. Their tools last longer when used to butcher, and they butcher at an increased speed.
    • With the Bone Pickaxe enabled, the ability to make one is further locked behind their class trait, allowing them to begin gathering stone material or clearing underground space earlier than others.
  • With the Posts and Beams mod enabled, the Miner gains some new recipes.
    • They are able to craft posts with greater effiency, to better facilitate mining with Cave-Ins on.

 

Thats it for now, but more to come as I find the time! (See Plans section below)

Plans!

General

  • Update the recipes to use the 1.22 Tag system... once I figure that out.
  • Refine the class recipe traits to include Handbook links so people don't have to guess what I changed and I can use less words in the description of them.
  • :shrug:

Class Related

  • Cheaper bamboo stuff for Carpenter?
  • Carpenter firewood and/or log backpack - (I have literally never modeled or textured something in my life, but gosh dang if I wont try)
  • Potter painted artisan storage vessels, for fun. Appropriate dye + brush of some kind?
  • Satchel for Archvist that carries specifically quill, parchement, paintings, tapestries, basically any lore item that you usually drop because you have no room.
  • Seed pouch for Serf, seeds + compost?

Patches/Compat

  • Cheaper Envelope mod stuff for Messenger
  • Maybe a giant Butchery mod backpack for the Tracker? Or just cheaper Butchery backpacks?
    • Also use Butchery mod's exposed character attributes and patch them to the Serf/Tracker to further differentiate the two.

FAQ!

  • Q: What does CC stand for?
    • A: You'll never know!
  • Q: Why is X like that?
    • A: Because my friends and I wanted it to be!
  • Q: Will you change X?
    • A: Gimme one good reason. No actually, like if you give me a good reason then maybe. If theres no reason, or I dont find the reason compelling, then feel free to patch it yourself, but it wont be in the main branch.
  • Q: What is that thumbnail?
    • A: The Gob being shown their place. Obv.
  • Q: Will you patch X mod?
    • A: Maybe! Patches are really only for mods that my friends and I use that I feel need to be patched.
  • Q: Can I use this on a server?
    • A: Yes! But I will say if it's anything other than just you and your friends (for instance, a large public server) I would be mindful of my balancing as I have no idea what a very large selection of people will look like with these classes.
  • Q: Can I patch/modify your mod?
    • A: No problems with patching, obv just link back to the main mod. As for modifying - if you upload something to the DB, or to a public discord or whatever: you can if you label it as a "Fork" and link back here. Just please no wholesale copy/pasting things and calling it your own, especially my flavor writing - I spent a lot of time on that =(

Project description from Vintage Story Mod DB.

Pick your setup

CC Classes releases for each Vintage Story version.

Choose the version and loader you play, then open the matching release.

18 available setups

Showing the newest 12 of 18 game versions. Older files are in the list below.

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

CC Classes versions and loaders

10 of 10 releases match

Looking for an older file? The official Vintage Story Mod DB project page is in Resources.