


Goo's Combat Overhaul is a configurable Valheim combat-feel overhaul focused on making weapon classes more distinct, responsive, and satisfying while preserving the structure of vanilla combat.
The mod adjusts combat behavior by weapon category and attack type. It can tune hyperarmor, counter damage, stagger power, hit-stop, animation speed, attack movement, lunge/root-motion scaling, attack rotation, base damage, backstab damage, PvP behavior, stamina behavior, movement behavior, blocking, and equipment values.
Fresh installs use Goo's curated preset by default. Players can reapply Goo's preset, reset the mod back to vanilla/no-op behavior, or manually tune each weapon category.
A configuration manager is strongly recommended because most of the mod's balance values are intended to be adjusted and tested in game.
Supported weapon categories include:
Version 1.0.5 expands running attacks, jump attacks, airborne attack tuning, utility-damage control, sledge tuning, and player/enemy feel controls while keeping the public config reset/preset flow clean.
Highlights:
RunningAttackMinimumVelocity speed gates. Goo's preset uses a 3.0 gate for supported running attacks.RunningAttackUsed: Primary1, Primary2, Primary3, or Secondary.BeforeHitbox by default, meaning movement is available from attack start until the hitbox emerges, then forced to 0 during recovery.0.7x running-attack damage by Goo preset.0.4s of airborne time by Goo preset, preventing tiny ground gaps from accidentally triggering them.1.3x airborne damage by Goo preset.1.5x base damage, 2x stagger, 1.5x animation speed, 0.9x knockback, 0.9x PvP knockback, 1.5x stamina consumption, and an -8% movement penalty by Goo preset.3x stagger.1.0x by Goo preset while its Primary1 attack keeps its dedicated attack-damage modifier.AttackMovementModifier / RunningAttackMovementModifier for the attack movement multiplier values.SetToGooRuleset is now the one-shot control for reapplying Goo's ruleset.1.0.5 are refreshed to Goo's current ruleset once, and stale entries are cleared.Most melee weapon settings are split into:
Running attacks and special attacks are configured inside their corresponding weapon-category sections.
Weapon categories can tune:
The goal is not to make every weapon stronger in the same way. The goal is to give different weapon classes stronger identities.
Goo's ruleset is the default combat-overhaul setup. It applies the intended balance values automatically on a fresh install.
In general:
2.0x attack rotation before the hitbox trigger.Preset system defaults include:
-50 stamina floor.1.2x.Vanilla.450.0.5x.0x.8m.3.0 for supported running attacks.BeforeHitbox movement by default, so recovery does not keep sliding movement.1.5x base damage, 2x stagger, 1.5x animation speed, 0.9x knockback, 0.9x PvP knockback, 1.5x stamina cost, and an -8% movement penalty.0.4s of airborne time by default.1.0x; two-handed sword base damage remains 1.25x.You can reapply Goo's preset at any time with:
SetToGooRuleset = true
This rewrites combat/balance config values back to Goo's preset, saves the config, and then turns itself back off.
The mod includes a vanilla reset option:
ResetToVanilla = true
This resets combat and balance values to vanilla/no-op behavior while keeping the mod installed.
Use this if you want to start over, compare vanilla behavior, or manually rebuild your own preset.
This reset affects combat/balance settings. It does not wipe every general/debug option.
ApplyModOptions = true
This is the master runtime switch.
When enabled, the mod reads and applies the current config.
When disabled, the mod stops applying its combat changes and clears active runtime effects.
This does not rewrite the config. It only turns the mod's functionality on or off.
BaseDamageMultiplier changes the weapon category's displayed and runtime damage baseline. It scales the full damage package, including elemental damage and utility channels such as chop or pickaxe damage when present.
Attack-slot damage multipliers such as Primary1DamageRateMultiplier are runtime attack modifiers. They do not directly rewrite the weapon's tooltip damage.
This separation lets the tooltip represent the weapon's base damage while individual attacks can still have different motion values.
Combat damage, chop damage, and pickaxe damage are controlled separately.
Each attack slot can tune its chop and pickaxe damage channels. Goo's ruleset preserves vanilla-style utility channels by default: axes keep chop damage, pickaxe/tool-style attacks keep pickaxe damage, and weapons without vanilla utility damage keep those channels at 0.
Goo's ruleset also disables airborne chop damage, so airborne attacks do not make axes overpowered for tree chopping.
BackstabDamageRate is a final displayed value by weapon category.
For example, knives can keep a 6x backstab value while other melee categories can use lower values. The tooltip backstab line reflects the configured value.
Airborne attack bonuses are evaluated when the attack is initiated. If a player starts a supported melee attack after meeting the configured minimum airborne time, that attack can receive its configured airborne damage, stagger, and rotation multipliers even if the player lands before the hitbox connects.
Goo's ruleset requires 0.4s of airborne time for airborne bonuses and special jump attacks. Swimming does not count as airborne for this mechanic. Tools and the Other category do not receive the airborne bonus by default.
Weapon categories without a Goo-enabled special jump attack receive 1.3x airborne damage by default. Weapon categories with a Goo-enabled special jump attack generally keep airborne damage at 1.0x because the special jump attack itself is the reward.
Supported melee weapons can have running attacks with their own modifiers, including configurable minimum horizontal velocity gates and configurable attack-slot selection through RunningAttackUsed.
RunningAttackUsed can select Primary1, Primary2, Primary3, or Secondary. If the chosen attack slot does not exist for that weapon, the running attack does not trigger.
Supported weapon categories can also have special jump attacks with their own damage, stagger, stamina, animation, rotation, PvP, knockback, adrenaline, and lunge settings. Goo's ruleset gives special jump attacks 0x lunge and requires 0.4s airborne time.
If both running attack and jump attack conditions would apply, the jump attack takes priority.
Balanced is the main hyperarmor mode used by Goo's preset.
Hyperarmor means an attack can resist interruption while it is being performed. Depending on the weapon settings, hyperarmor can affect:
Balanced hyperarmor is designed to protect the committed part of an attack without protecting the full recovery.
Attack begins
-> Balanced hyperarmor starts
Swing / hit event happens
-> Balanced hyperarmor ends
Recovery frames
-> no hyperarmor
This makes heavy attacks more reliable, but still punishable if they miss.
Counter damage rewards hitting an enemy during its attack animation.
If counter damage is enabled for your weapon attack, the mod checks whether the target is currently in a real attack state. If so, your hit receives a counter-damage multiplier.
This is meant to reward timing and spacing, not random damage spam.
Valheim briefly freezes the attacker's animation when a melee hit connects. This gives attacks impact, but it can also make some weapons feel sticky or sluggish.
This mod can preserve, reduce, or remove hit freeze depending on the weapon category.
Attack rotation controls how much the character can turn during an attack. Goo's ruleset uses faster rotation for responsive attacks, slower rotation for heavier commitment attacks, and rotation locks after the attack-trigger/hitbox event.
Attack movement controls how much normal movement is retained during attack animations. AttackMovementModifier and RunningAttackMovementModifier are multipliers over the selected attack's vanilla movement factor, not percentages. FullAnimation keeps the configured movement multiplier for the full attack animation. BeforeHitbox keeps it only until the hitbox emerges, then forces attack movement to 0 through recovery.
Lunge/root-motion settings control attack-driven movement separately from normal input movement. In Goo's preset, these tools are used to make attacks feel committed without making them unresponsive.
The mod includes configurable player-system options:
Negative stamina lets stamina-consuming actions overdraw stamina down to a configured floor. Actions are only allowed when current stamina is strictly above 0, so you can commit to an action while barely positive, but you must regenerate back above 0 before acting again.
The stamina bar displays 0 while internal stamina is negative.
The stamina regen curve can be:
Vanilla = Valheim's normal curve.Constant = constant 9 stamina per second before the recovery-rate multiplier.Reverted = vanilla-style curve with high/low stamina behavior reversed.Armor can be tuned by base-armor multipliers for light, medium, and heavy armor. The armor tooltip reflects the configured value.
Shields can tune:
Weapons can also tune block power, deflection force, block stamina consumption, and block-break threshold by weapon category.
Bows can tune:
Crossbows can tune:
Dundr-specific tuning is intentionally not included.
Almost every feature is configurable.
You can:
Main controls:
ApplyModOptions = true
SetToGooRuleset = false
ResetToVanilla = false
For consistent behavior, all players in a multiplayer session should use the same mod version and preferably the same config.
This is especially important for:
Recommended multiplayer setup:
All clients install the same version.
Host/server and players use the same config.
Install with a mod manager such as r2modman or Thunderstore Mod Manager.
Manual install:
Install BepInExPack Valheim.
Place GooCombatOverhaul.dll into:
BepInEx/plugins/GooCombatOverhaul/
Launch the game once to generate the config.
Edit the config if desired.
A configuration manager is strongly recommended because this mod has many balance options and one-shot preset/reset buttons.
This mod is highly configurable. If you dislike a specific balance choice, you can usually change it directly in the config.
Fresh installs use Goo's combat-overhaul ruleset by default. If you want vanilla behavior while keeping the mod installed, use:
ResetToVanilla = true
If you later want to return to the intended preset, use:
SetToGooRuleset = true
Bugs can still exist. Feedback and testing notes are welcome. Leave your feedback on this reddit page for now: https://www.reddit.com/r/ModdedValheim/comments/1toleqf/about_combat/