Melee Overhaul

The mod is officially being worked on again, the SR4 source leak has opened several new opportunities, such as restoring the cut takedowns that were missing their animations in retail version of the game.

Current version of the mod is being made from scratch again, taking into consideration everything i learnt and in some way i'm rebuilding the melee moves in melee.xbt from scratch, i still wouldn't expect a release soon but i'm playing around with the files to see what i can and can't do.

With that being said, here's some things i'm currently working on:

1. Saints Row 4 exclusive sprint takedowns (Rolling Neck Breaker, Head Scissors - with restored camera and Nutsack Ripper)
These currently lack audio in game, they might end up being optional in the released version.


2. Extra stomp animations (From SR1/2), they're slightly goofy but i think they're passable enough. There are now separate stomp animations if you're running (replaced with long kick) and right mouse button has unique long heavy stomp instead of sharing it with regular punch. The video only shows heavy stomp, more soon.


3. Restored charge spin animation, you can trigger it after landing a successful punch on an enemy and then pressing F (Testicular Assault button), this makes the player character spin and hit enemies.

 
The mod is officially being worked on again, the SR4 source leak has opened several new opportunities, such as restoring the cut takedowns that were missing their animations in retail version of the game.

Current version of the mod is being made from scratch again, taking into consideration everything i learnt and in some way i'm rebuilding the melee moves in melee.xbt from scratch, i still wouldn't expect a release soon but i'm playing around with the files to see what i can and can't do.

With that being said, here's some things i'm currently working on:

1. Saints Row 4 exclusive sprint takedowns (Rolling Neck Breaker, Head Scissors - with restored camera and Nutsack Ripper)
These currently lack audio in game, they might end up being optional in the released version.


2. Extra stomp animations (From SR1/2), they're slightly goofy but i think they're passable enough. There are now separate stomp animations if you're running (replaced with long kick) and right mouse button has unique long heavy stomp instead of sharing it with regular punch. The video only shows heavy stomp, more soon.


3. Restored charge spin animation, you can trigger it after landing a successful punch on an enemy and then pressing F (Testicular Assault button), this makes the player character spin and hit enemies.

Awesome to see this being worked on again, this has been one of my main mods for a long time.
 
Here's more things i'm still working on

The current melee combo only consists of two attacks - Starter and Chain


Starter is either left or right punch, the game alternates between both of these, there's also directional starters which are in vanilla game too, but in my mod these only trigger for the first attack - 180 Kick, 90 Left Backfist, 90 Right Elbow. So if you press the melee button but the enemy is on the left side of the player, you will perform the backfist move, but only for the first punch in the melee combo.

I'm still working on the finishers and heavy attack (right mouse button) so i'm not showing that yet until i come up with a good idea. I would like to keep finishers separate from the main melee combo to give extra control to the player and not make basic melee feel too OP.

New Feature - Crouch Attack

When an enemy is crouching, player will now perform a kick animation, this feature is unused in retail game but i made use of it in the mod, it's also much easier to attack crouched enemies now as previously the player character wouldn't know what to do.


New Feature - Walking Attack

When the player is walking (holding a dedicated walk button from settings menu or slowly pushing the analog stick) the player will now do one of the two kicking moves from "End" attack animation set, this gives you even bigger control over your fight style.


New Feature - Running Attack

Another restoration, originally the "End" attacks were supposed to trigger when running towards an enemy, it has been restored to the original vision. I also did it this way because these animations would screw up some of the Chain animations (they wouldn't lock onto the enemy properly and hit the air instead, reboot flashbacks).

 
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