Fighting Game Overhaul SE
CGO has added some features and fixes for combat and movement. It features responsive dodge, programmed tilt, grip changes, aerial combat, striking with staff, two-handed weapon swinging, first- and third-person weapon animations, and more.
Screenshots 5 screenshots
About this mod Machine translation
CGO has added some features and fixes for combat and movement. It features responsive dodge, programmed tilt, grip changes, aerial combat, striking with staff, two-handed weapon swinging, first- and third-person weapon animations, and more.
CGO function list
Spoilers: Show
Dodge Rolls
Players and NPCs can make dodge rolls with or without weapons
Dodge Roll has animations for first and third person, they work in 8 directions
Dodge uses modified stealth controls (dodge if moving, switch stealth if stationary), creating lag-free input
NPCs will occasionally dodge attacks and dodge when low on health
There are MCM options to use script hotkeys, add i-frames and remove stamina charges
program learning
Players and NPCs tilt based on their acceleration and turn speed
Tilt is applied on top of the animation, it does not replace the animation
The tilt is a continuous element without annoying transitions, making the animation more cohesive
There are separate sliders to adjust first-person and third-person perspectives in MCM
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Grip strength changes
Hold the strike weapon with one or two hands and switch with hotkeys
The grip with one hand is precise, and the grip with the other hand hits all enemies in a 180° arc.
Skills switch with the grip - affecting damage, perks, and XP effects
Change grip during attack combos for custom combinations
Attack speed will change when changing grip, you can adjust the amount in MCM
air combat
Aerial attacks and spells work for first and third person
The direction jump has changed slightly, and it can now be rotated according to the program
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Weapon animation
Greatsword (1st and 3rd person): basic attacks, idle, walk, run, turn, gear and sheath
Tomahawk/Warhammer (1st and 3rd person): Basic Attack, Idle*, Walk*, Run*, Turn* and Equipment (*- when left hand is full)
Sword/Dagger/Axe/Mace (3rd person only): Idle animation
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Reworked attack animation system
The basic attacks generated by CGO are different, and changes have been made to the system to prevent glitches in attack animations related to changing grip
Typically, there are 9 attack animations for each attack (1 in place, 4 walking, 4 running), and for CGO, use in-place attacks to generate directional animations in the behavior.
Use in-place attack animation for the upper body, use motion animation for the lower body, and rotate the entire body
This may allow for a more advanced attack system in future updates, with different animations for each weapon type as well as some new weapon subtypes
Unlock attack action
Free movement during power attacks, sneak attacks, dual-wield attacks, attacks while casting, and blocked slams
The attack starts with a power attack selected based on your movement direction
If you continue moving in the same direction, the animation will play over the entire body
If you move in another direction, it will continue in the upper body and the legs will move in the new direction
In first person view, the animation is not affected and you can move without any changes to the animation
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Other features
-Added second swing for left-hand weapons to match right-hand behavior
-30% increased attack speed while standing still (non-stacking) - Adjustable in MCM
- Attacks have a 50% chance of glancing at obstacles instead of bouncing off, allowing you to attack again
- First person camera noise added first person movement - Adjustable in MCM
-Fixed sneaking bug where drawing or sheathing a weapon would not make you move faster
- Removed strafe animations from motion behaviors (runstraferight, runstrafeleft) due to redundancy
- Contains 360° battle mode for basic attacks for normal matches, it will be completed in a future update
compatibility
Mods containing behavior files (located in data\meshes\actors\character\behaviors\ or data\meshes\actors\character\_1stperson\behaviors\) will conflict w …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.