Melee combat overhaul, restored fight club finisher, more animations added to R3/F and super sprint/sprint attacks

This mod aims to completely overhaul the game's melee system to add much more variety and possibility of attack sequences, restores the legendary fight club boss takedown finisher, expands your R3/F takedown animation pool/variety as well as adding these animations to play with super sprint/sprint, and drastically increases the impact of all of your attacks so now you can send pedestrians and vehicles flying down the street causing even more chaos, just how it should have been originally.

So you get tired of the same basic melee combat in the game right? Where the first 2 attacks are always the jab and hook followed by one of the 4 finishers right? Well this mod makes it so that any 11 animations can play randomly at any point in the attack chain. This means that the finishers are no longer restricted to only the last attack, as well as the base jab and hook can play in any order, plus more. The moves so far are: the jab, the hook, the front kick, the sidekick, the superman punch, the windup haymaker, the freeze break attack haymaker punch which is a fully working move that was limited to only the freeze shatter attack, the ground stomp which now can play in the attack chain and it still connects and works on npcs and cars, and 3 restored moves that for some reason were cut from the game, those being: the gut punch, the elbow (not the directional one), and the knee. There is also this spinning backfist animation but I can't get that one to play for some reason, that one is another cut animation that I know for sure works since I was inspired by the SR 3 melee overhaul mod which also worked for Saints Row 4, and in that one the spinning backfist worked. Essentially the possibility space has been expanded from 4 sequence of attacks that can play to a whopping 1,331. As a bonus, I also made it so that all of these 11 attacks can play on frozen npcs, so you are no longer stuck watching that same haymaker animation each time.

This isn't all though. I have also restored the epic beatdown animation that was artificially restricted as the fight club finisher move, I have bound the animation to play both on super sprint as a random choice, as well as on the R3/F "kick" attack button. So more variety and when a move can trigger is always nice. Also keep in mind that you must be facing an npc for the animation to trigger, it's not a backwards facing npc one. Still trying to figure out how to fix the audio for it and if it's possible to add blood effects to it.

Finally, I also made it so that the human shield toss (without needing to go into human shield stance first), neck snap, the cut vampire bite execution, and for goofiness, the anal probe animation can also play which without a weapon looks kind of wonky but hilarious to see an npc die by having a fist shoved up their ass. These are triggered when facing the back of the npc (the anal probe one also has a front variant that I added that flips the npc to their back and then does it) and pressing R3/F and one of these including the base soccer kick plays randomly, I have also added these as options that can play from super sprint and regular sprint (including the base game gut punch and soccer kick), though for the super sprint the npcs can glide towards you for the synced animation even if you trigger it from a far which actually in a strange way looks good in its own way. The only problem with these is that if you trigger the toss move from super sprint or regular sprint the npcs a lot of the time land on their feet and survive, I don't know why and I am trying to fix that, also you barely throw the npcs with this custom toss version, still trying to figure that one out. Also I changed the r3 attack for the air/vehicle version that plays the separate weak front kick animation to the more powerful looking front kick finisher. There are actually 2 different entries that can play 2 completely different animations but because in the vanilla game both are set to the same animation, you think there is only one attack. Depending on whether your character is moving or not (and by moving it means any slight amount even when the character is playing that little stopping animation), will trigger a different animation, so I attached the powerful looking front kick one to the moving version and the freeze break haymaker to the standing version. Though you can swap these to play any of the animations I previously mentioned as well as the diagonal attack ones. The entry names are unarmed_kick for the standing one and unarmed_move_kick for the moving one if you later want to change these.

Oh and the cherry on top in addition to all of this? The attacks have all been changed to have an impact force of 40 (base game being 15 and 10) meaning attacks now launch npcs down the street and cars are also affected as well, which not only matches the gameplay and theme of the game but it also makes visual sense, because if the boss can trigger an earthquake by stomping, then the basic attacks barely moving npcs and cars feels disconnected from that idea. I also increased the impact force of the human shield toss (the vanilla version not the custom version toss only one I made, for that one it doesn't work still trying to figure that out) so that you can throw npcs down the entire street. With these impact changes, you truly get to see some spectacular and brutal ragdolls and collisions that you never would have been able to otherwise.

There are currently some issues which I will update the mod when I find the solution to them, but the added animations from super sprint/sprint don't seem to kill npcs or at least it's inconsistent, and the toss move while it kills using it from the r3/F pool, it barely launches npcs, with the super sprint/sprint version it neither kills or launches npcs far at all. For the restored fight club animation, audio seems to be missing and I am not sure if it's possible to add blood effects to the animation. As I previously mentioned, I will update the mod when I find the solution to these.

This mod is best enjoyed in addition to the NPC behavior and spawn mod for more varied and aggressive enemies, stronger npcs that don't die from one hit and mini boss fight type npcs that spawn randomly, which take a while to kill and offer a bit of a challenge if not playing with invincibility.
 

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Nice!
I can assume melee.xtbl is the meat of the mod itself, but what changes did you make to unlockables.xtbl? It will help for people to merge with their own file if they already have another mod that uses that file.
 
Nice!
I can assume melee.xtbl is the meat of the mod itself, but what changes did you make to unlockables.xtbl? It will help for people to merge with their own file if they already have another mod that uses that file.
Thanks! Yes 95% of the mod is in melee.xtbl the only change in unlockables is the human shield toss force, changed all 3 levels, muscles_1, 2, and 3 to 40 and the melee multiplier is set to 500 while the throw boost is 10k, but I don't think those boost and multiplier changes actually did anything, only the throw force, because I tested multiple numbers it seemed to have no effect.
 
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