FistAttackMod
Turns the primary attack for Fist-class weapons into a 3-hit combo: punch, punch, kick. The kick always uses the vanilla Fists kick, so weapon-specific secondary attacks (e.g. Warfare mod fists) stay
About this mod Author’s original text
FistAttackMod
Turns the primary attack (left-click) for Fist-class weapons into a 3-hit combo: punch, punch, kick.
The kick is always the vanilla Fists kick — pulled from Humanoid.m_unarmedWeapon, not from the equipped
weapon's own secondary attack. That means fist-type weapons with a non-kick special attack (e.g. Warfare mod
weapons) still get the standard punch-punch-kick combo on left-click, while their unique special attack
stays completely untouched on right-click.
How It Works
- Detects any weapon using the Unarmed skill, or with Fist/Claw in its prefab name
- Left-click (primary attack):
- 1st & 2nd hit — normal punch, unchanged
- 3rd hit — vanilla Fists kick (animation, range, damage, stamina cost, etc.)
- Chain resets after 3 hits, or if attacks aren't chained within the same window vanilla weapons use (~0.2s)
- Right-click (secondary attack) is never touched — each weapon's own special attack still works as normal
Configuration
Edit BepInEx/config/com.fistattack.plugin.cfg after first launch.
[FistChain]
| Key | Default | Description |
|-----|---------|-------------|
| Enable | true | Enable the punch-punch-kick combo for Fist-class weapons |
| KickDamageMult | 2.0 | Damage multiplier applied to the 3rd hit (kick), on top of the vanilla kick's own damage |
| MinSkillLevel | 0 | Minimum Unarmed skill level required (0 = no restriction) |
Requirements
- BepInExPack Valheim
Changelog
1.1.0
- Fixed: the combo no longer triggers when fighting bare-handed with no weapon equipped at all (previously Fists itself was misidentified as a Fist-class weapon)
- Fixed: a FieldAccessException on Attack.m_currentAttackCainLevel that could spam the log during the 3rd hit (kick) — now accessed safely via Harmony FieldRefAccess instead of a direct field write
- The combo now reports a correct 3-level attack chain (m_attackChainLevels/m_currentAttackCainLevel) throughout all 3 hits, instead of misreporting a 0-length chain on the kick — improves compatibility with other chain-attack mods (e.g. ChainAttacks) that read these vanilla fields
- Attempted fix to let the kick's recovery be cancelled into the next combo hit, same as the punch-to-punch chain (depends on the kick animation clip's own cancel window; may not have an effect on every animation)
1.0.0
- Initial release
- Punch-punch-kick 3-hit combo for all Fist-class weapons (vanilla Unarmed + Fist/Claw-named modded weapons)
- Kick sourced from vanilla Fists, independent of the equipped weapon's own secondary attack
- Configurable kick damage multiplier and minimum skill level
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: