GoosCombatOverhaul
Modernize your Valheim combat experience with Souls-like mechanics and extensive combat customization, including per-weapon attacks, movement, stagger, hyperarmor, PvP, magic, YAML profiles, and more.
About this mod Author’s original text
Goo's Combat Overhaul
Goo's Combat Overhaul (GCO) makes Valheim combat more aggressive and gives weapons clearer roles. Running and jump attacks help you close distance; heavy weapons trade stamina for stagger and protection; tower shields hold their guard until a blocked hit empties your stamina. PvP has its own balance settings.
Use the default Goo ruleset, customize individual systems or weapons, or reset them to Vanilla.
Getting started
- Install GCO and its dependencies, then launch your modded game once. Fresh configs are ready to play. Full installation instructions are below.
- Use normal Valheim controls. Sprint into a primary attack for a Running attack, or jump and press primary while airborne for a Jump attack. Availability depends on the weapon.
- Press F3 for the GCO config menu, in game or on the start screen, or use Configuration Manager (F1). The config file and console also work without a menu.
- Updates preserve your saved tuning. Apply Goo replaces it with the current preset. Weapon YAML is On for fresh installs and Apply Goo; the bundled range-only sword/spear profiles are installed without replacing existing weapon profiles.
Default Combat Identity
This describes fresh installs and the Goo preset. Saved settings, host rules and enabled weapon profiles may differ. Primary is the normal attack; Secondary is the alternate attack; P1/P2/P3 are successive combo hits. Free movement means movement from your input; lunge is forward movement built into an attack animation.
What changes across combat
- Attacks turn more readily, two-handed swords and axes less so, but most melee swings stop turning after their hit. Many attacks restrict free movement while lunging forward. Most can transition into a block after the hit.
- Most sword, axe, club, knife and atgeir combos grow stronger with each hit, without placing so much damage in the finisher. Fists and native paired axes/knives retain their existing damage progression.
- A smaller base stamina pool comes with faster recovery and limited stamina debt. Running and jumping attacks provide new approaches, while conditional bonuses reward positioning and timing.
- Large incoming PvE hits are softened. PvP damage is more consistent, with separate stagger, knockback and defensive tuning.
- Player attacks deal half the usual knockback; each weapon's own knockback tuning applies on top.
- Heavy armor offers more resistance to being interrupted or pushed around, without its usual movement penalty. Weapons and shields still have their own equipment penalties.
Melee weapons
- Two-Handed Swords: gain base damage and stagger at a higher stamina cost. Planted primaries lunge strongly and cleave without losing damage across targets. Secondary trades damage for stagger, Counter and faster recovery. Running uses the second swing with a long lunge; Jump uses the finisher with extra stagger. Ordinary impact pauses are shorter.
- Two-Handed Axes: also trade more stamina for base damage and stagger. Planted primaries gain lunge, broader contact and penalty-free cleave; Secondary retains limited free movement and its own cleave rules. Running uses the second swing without lunge. The finisher and Jump have deliberately long impact pauses. Primary chopping is weaker, and the equipped axe slows movement more.
Both heavy families reduce damage and stagger taken during primaries and Running. Ordinary attacks also resist knockback completely; Running does not. Their secondaries protect only at the instant their hit is being resolved, leaving wind-up and recovery exposed. That brief protection prevents PvE stagger and knockback; PvP instead gives strong stagger resistance. Jump attacks have no default hyperarmor.
- Sledges: keep their area damage and radius, swing faster, cost more stamina and inflict much more stagger with slightly less knockback. Primaries gain lunge. Protection lasts through the hit, reducing damage and preventing stagger/knockback; recovery is exposed. They
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: