GTA IV Melee Combat Revive "Standalone Light Version"
1.116
53
1.116
53
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✨Basic Description:✨
This mod is my attempt at bringing the feel of GTA IV melee combat to GTA V using animation retargets and custom animations! This mod features FULL unarmed and melee wpn combos, takedowns, counters, dodges inspired by IV reimagined in the world of GTA V!! It uses a very limited file size so it does not require a custom gameconfig which means it will never go outdated!!
This "light" combat mod is a demo of a bigger mod in development that will feature all GTA IV styles as assignable styles including but not limited too niko's style, Luis/Johnny's style, gangster style, generic ped style and some other fun additions such as a new drunken brawler style. This pack includes a lot of animation retargets so in the meantime I put together this mod that will be compatible with most major mods such as LCPP and WoV!!
Features List:🥂
-IV's Melee weapons (Knives/Two Handed Bats) and Unarmed combos retargeted from IV and imported into Vs melee combat system!! "See attached comparison video for reference" ;D
-Improved V system with new directional dodges and hit reactions retargetted/converted from IV.
-AI have special moves and abilities during combat such as support attacks, taunt attacks, dazed attacks and IV fight club taunts!
-All lethal and light counters successfully imported into GTA V and key bined! (see controls section for details)
-All melee wpn types have melee wpn combos, all IV types use IV animations and other V weapons use vanilla animations. (I took the time to make these combos as similar to IV as possible with the assets I have currently working/available)
-New unique knockdown system where specific moves have a chance to knockdown enemies for a moment keeping fights unique and challenging. (uses Unreal Engine Animations)
-New Unique Stun system where specific attacks have a chance to stun enemies. (Uses unreal engine animations)
-Guns can now whip attack enemies similar to IV.
-New Gun knockback feature added to make distance allowing the player to push back armed gunners or melee/unarmed attackers to get a clear shot.
-New custom unarmed combat idle/strafe using a blend of IV and V's first person animations!
-New two handed bats and knives strafe/block idles from IV
-New one handed stealth strafe for two handed weapons
-New combat behaviors and ped personalities that make V feel more like IV in terms of pedestrian/gang interactions.
-Multiple enemies can attack at once resulting in the possibility of one getting "jumped". XD
-New OPTIONAL loadouts file that shifts the focus of GTA V combat to more of a melee experience. (not as lethal cops using batons, stun guns and stun batons) Gangs using melee wpns with a lower, but not impossible, ability to equip dlc weapons based on affiliated gang styles "biker, vagos, ballas etc".
-New OPTIONAL "weapons.meta" file that removes the "dangerous looking melee wpn flag" from the basic knife allowing timid pedestrians to continue combat and no longer flee.
-New damages modified to allow longer, but also challenging, fights depending on opponents level of strength/bravery and if a melee wpn is or is not equipped.
--------------------------------------------------------------------------------------------------------------------------
INSTALLATION (HOW TO INSTALL & Uninstall): (read carefully please)😎👍
1. Open OpenIV, activate edit mode in right top hand corner, click "yes on popup" "Package Installer". Drag and drop the OIV file "GTAIVMCRevive.oiv" located in "OIVPACKAGE-Install" folder anywhere into Open IV and then click "install" and "install into mods folder".
2. Load up game
For Optional "loudouts.meta and weapons.meta" file:
Install by dragging and dropping those files into mods-update.rpf-common-data-ai
To uninstall via oiv package follow the steps above but instead use the "uninstaller.oiv".
Manual install/uninstall options are available as well for all files.
--------------------------------------------------------------------------------------------------------------------------
🎮NEW Controls:🎮
Gamepad (controllers):
- B to combo
-RT to no target attack and shove. (Shove peds in proximity and while walking without lockon to use IV upperbody shove/melee anims)
-Double tap A to sprint and RT to running shove an opponent. (revived/unused V feature)
-Dodge/Block with X
-Counter after a successful dodge by pressing B (Light counter) or RT (fatal counter)
-To takedown armed attackers press B in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press RT to punch and B to kick/stomp.
-While Locked onto an opponent press A to kick
-When using guns, press A while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press B to whip attack enemies
-When using guns, aim and press RT on armed gunners to knock them back when in close proximity.
Keyboard:
-R to combo
-left click to no target attack and shove. (Shove peds in proximity and while walking to use IV upperbody shove/melee anims)
-hold shift to sprint and left click to running shove an opponent. (revived/unused V feature)
-Dodge/Block with space
-Counter after a successful dodge by pressing R (Light counter) or left click (fatal counter)
-To takedown armed attackers press R in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press left click to punch and R to kick/stomp.
-While Locked onto an opponent press Q to kick
-When using guns, press Q while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press R to whip attack enemies
-When using guns, aim and press left click on armed gunners to knock them back when in close proximity.
--------------------------------------------------------------------------------------------------------------------------
More Q&A:🤔
What makes this mod so special compared to my other major combat mods?
It replaces only vanilla animation files, does not rely on addons, or alter major files required by other big mod projects. It also runs off of the vanilla gameconfig, having a refined "one style" system that fits within the game's limits meaning it will NEVER go outdated!! So when/if my other mods go outdated, this fun mod will always be available. It also retains GTA V's recoil system as I recently learned how to apply recoil to retargetted animations. This mod also removes the basic V combat strafe without deleting the generic action core. This means that the "stealth mode" can be activated as seen in the video showcase above and peds can still pursue you using their assigned walk/run styles similar to IV.
If every ped will have Niko's style assigned to them, won't this get boring?
Using the meta file knowledge I have accumulated over the years, I created some various "AI" only attacks that are performed by aggressive peds. They can use the generic attacks when hit repeatedly, can use some gang variation attack moves as taunts in 1v1 and also have a large variety of "support" attacks depending on what weapon type is equipped resulting in the chance for the player to get "jumped" by oncoming attackers.
How does this mod alter the environment of GTA V?
It change the way the world behaves and treats melee wpns, armed guns and unarmed fights. Similar to IV, brave and gang peds have a chance, while unarmed, to continue fighting the player armed with a gun. When the player uses a "dangerous looking melee wpn" brave peds will continue fighting and not flee. With the loadouts installed, some will even try to match the player using a melee wpn of their own. When a fist fight happens in the world similar to IV, it draws people's attention, and can even cause riots to happen where peds will intervene as backup, or attackers depending on the situation. When shoving vehicles for example, peds have a high chance to get out of the car and attack the player regardless of the pedestrians gender or bravery similar to that of IV. Timid peds also have a chance at getting a bravery boost when backed up by support attackers or bodyguards and can choose to fight the player as self defense.
Does this mod affect loadouts, and if so what does it do?
When the optional loadouts file is installed the world of GTA V shifts the popularity of guns to that of melee wpns making guns being drawn less frequently forcing the player to rely more on melee or unarmed strength. When approaching territorial gangs, they can equip machetes, switchblades, bats, knives, brass knuckles, etc. If you pull a gun, they will continue to fight you while armed with melee, and even have a chance at matching you with a high power dlc weapon. (Lost gang using biker guns for example.) The police will use batons, stun batons and stun guns. (non lethal) While swat and FIB will use lethal force. (dlc carbines, shotguns etc)
What about the other melee wpn types not featured in the comparison showcase, brass knuckles, machetes/hatchets, one handed clubs?
As people know in the past, I created various melee wpn combos using GTA V animations, but I had really no idea what I was doing when I did. This mod brings back that feeling as it utilizes various V animations within the new IV combat styled system in GTA V. When performing "fatal" counters, depending on which dodge was made prior, machetes/hatchets and one handed clubs use their respective lethal takedowns. Each weapon has custom "light" counters based on respective weapon type that is similar to V, but with new custom hit/knockdown reactions. Brass Knuckles use V's original style, but instead makes it stronger making each attack force a stun anim or knockdown the opponent to match the brass knuckles damage output. The brass knuckles "light" counters are some fan favorite failed takedown animations. The reason I did not reuse IV animations for these combos was because these weapons were not introduced in IV, so I decided to make their combos lore accurate(I will make some extra showcases later that feature these weapon types).
How to install with other mods such as LCPP, Niko's Addon Walkstyle, or WoV?
Make sure this mod is always last in load order. For example, AFTER installing LCPP or WoV, install the package file to your mods folder and load up the game! ;D
Any Known Issues?
Pool cue when used by Franklin, Trevor or Michael, sometimes keep upperbody anims resulting in visual bug during knockdown reactions. I intend on fixing this issue in the later huge combat pack #3 once it is complete.
When using guns sometimes when hit from the front the hit reaction does not play and also results in a minor upper body anim bug. (this one not being as noticeably quirky as the above error.)
-no other issues to note, this mod works well with missions and gamplay/world interactions.
--------------------------------------------------------------------------------------------------------------------------
Version history:
-1.0 initial release
--------------------------------------------------------------------------------------------------------------------------
🏆-Highly Suggested Mods-🏆
For the true "Niko Bellic" Experience:
https://www.gta5-mods.com/misc/niko-bellic-addon-walk-style
https://www.gta5-mods.com/player/niko-bellic-ped-thengclan-lunchxbles
(or)
https://www.gta5-mods.com/player/mp-niko-bellic
https://www.gta5-mods.com/misc/gtaiv-niko-bellic-voice-mod (will need to be assigned via simple trainer or menyoo)
Working Fight Club Mods: (tested/works with recent nightly build and latest game update as of 6/25/2025)
https://www.gta5-mods.com/scripts/crime-jobs
(Fight Club works extremely well with this mod and since the IV anims replace the unarmed ycd files of V, the script uses the IV anims in combat :D)
--------------------------------------------------------------------------------------------------------------------------
Keep in touch:🔥🐺🔥🔊
Join our discord community to follow updates or make suggestions to this mod or share ideas! Have some cool anims to share and want to learn more about animation retargets? Let's discuss some plans and ideas! ;D
https://discord.com/invite/SmNGBN47vc
YouTube: "Wolf Fire Productionz" Feel free to check out our latest videos, please like and subscribe if you love our mods and productions! ;D
https://www.youtube.com/channel/UCy88U4GA1pRhyY1OD6XAZPA/featured
Would you be interested in commissions for your very own custom brawling styles? Reach out through the Discord channel above and ask about what is available and offered! ;D
✨Basic Description:✨
This mod is my attempt at bringing the feel of GTA IV melee combat to GTA V using animation retargets and custom animations! This mod features FULL unarmed and melee wpn combos, takedowns, counters, dodges inspired by IV reimagined in the world of GTA V!! It uses a very limited file size so it does not require a custom gameconfig which means it will never go outdated!!
This "light" combat mod is a demo of a bigger mod in development that will feature all GTA IV styles as assignable styles including but not limited too niko's style, Luis/Johnny's style, gangster style, generic ped style and some other fun additions such as a new drunken brawler style. This pack includes a lot of animation retargets so in the meantime I put together this mod that will be compatible with most major mods such as LCPP and WoV!!
Features List:🥂
-IV's Melee weapons (Knives/Two Handed Bats) and Unarmed combos retargeted from IV and imported into Vs melee combat system!! "See attached comparison video for reference" ;D
-Improved V system with new directional dodges and hit reactions retargetted/converted from IV.
-AI have special moves and abilities during combat such as support attacks, taunt attacks, dazed attacks and IV fight club taunts!
-All lethal and light counters successfully imported into GTA V and key bined! (see controls section for details)
-All melee wpn types have melee wpn combos, all IV types use IV animations and other V weapons use vanilla animations. (I took the time to make these combos as similar to IV as possible with the assets I have currently working/available)
-New unique knockdown system where specific moves have a chance to knockdown enemies for a moment keeping fights unique and challenging. (uses Unreal Engine Animations)
-New Unique Stun system where specific attacks have a chance to stun enemies. (Uses unreal engine animations)
-Guns can now whip attack enemies similar to IV.
-New Gun knockback feature added to make distance allowing the player to push back armed gunners or melee/unarmed attackers to get a clear shot.
-New custom unarmed combat idle/strafe using a blend of IV and V's first person animations!
-New two handed bats and knives strafe/block idles from IV
-New one handed stealth strafe for two handed weapons
-New combat behaviors and ped personalities that make V feel more like IV in terms of pedestrian/gang interactions.
-Multiple enemies can attack at once resulting in the possibility of one getting "jumped". XD
-New OPTIONAL loadouts file that shifts the focus of GTA V combat to more of a melee experience. (not as lethal cops using batons, stun guns and stun batons) Gangs using melee wpns with a lower, but not impossible, ability to equip dlc weapons based on affiliated gang styles "biker, vagos, ballas etc".
-New OPTIONAL "weapons.meta" file that removes the "dangerous looking melee wpn flag" from the basic knife allowing timid pedestrians to continue combat and no longer flee.
-New damages modified to allow longer, but also challenging, fights depending on opponents level of strength/bravery and if a melee wpn is or is not equipped.
--------------------------------------------------------------------------------------------------------------------------
INSTALLATION (HOW TO INSTALL & Uninstall): (read carefully please)😎👍
1. Open OpenIV, activate edit mode in right top hand corner, click "yes on popup" "Package Installer". Drag and drop the OIV file "GTAIVMCRevive.oiv" located in "OIVPACKAGE-Install" folder anywhere into Open IV and then click "install" and "install into mods folder".
2. Load up game
For Optional "loudouts.meta and weapons.meta" file:
Install by dragging and dropping those files into mods-update.rpf-common-data-ai
To uninstall via oiv package follow the steps above but instead use the "uninstaller.oiv".
Manual install/uninstall options are available as well for all files.
--------------------------------------------------------------------------------------------------------------------------
🎮NEW Controls:🎮
Gamepad (controllers):
- B to combo
-RT to no target attack and shove. (Shove peds in proximity and while walking without lockon to use IV upperbody shove/melee anims)
-Double tap A to sprint and RT to running shove an opponent. (revived/unused V feature)
-Dodge/Block with X
-Counter after a successful dodge by pressing B (Light counter) or RT (fatal counter)
-To takedown armed attackers press B in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press RT to punch and B to kick/stomp.
-While Locked onto an opponent press A to kick
-When using guns, press A while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press B to whip attack enemies
-When using guns, aim and press RT on armed gunners to knock them back when in close proximity.
Keyboard:
-R to combo
-left click to no target attack and shove. (Shove peds in proximity and while walking to use IV upperbody shove/melee anims)
-hold shift to sprint and left click to running shove an opponent. (revived/unused V feature)
-Dodge/Block with space
-Counter after a successful dodge by pressing R (Light counter) or left click (fatal counter)
-To takedown armed attackers press R in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press left click to punch and R to kick/stomp.
-While Locked onto an opponent press Q to kick
-When using guns, press Q while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press R to whip attack enemies
-When using guns, aim and press left click on armed gunners to knock them back when in close proximity.
--------------------------------------------------------------------------------------------------------------------------
More Q&A:🤔
What makes this mod so special compared to my other major combat mods?
It replaces only vanilla animation files, does not rely on addons, or alter major files required by other big mod projects. It also runs off of the vanilla gameconfig, having a refined "one style" system that fits within the game's limits meaning it will NEVER go outdated!! So when/if my other mods go outdated, this fun mod will always be available. It also retains GTA V's recoil system as I recently learned how to apply recoil to retargetted animations. This mod also removes the basic V combat strafe without deleting the generic action core. This means that the "stealth mode" can be activated as seen in the video showcase above and peds can still pursue you using their assigned walk/run styles similar to IV.
If every ped will have Niko's style assigned to them, won't this get boring?
Using the meta file knowledge I have accumulated over the years, I created some various "AI" only attacks that are performed by aggressive peds. They can use the generic attacks when hit repeatedly, can use some gang variation attack moves as taunts in 1v1 and also have a large variety of "support" attacks depending on what weapon type is equipped resulting in the chance for the player to get "jumped" by oncoming attackers.
How does this mod alter the environment of GTA V?
It change the way the world behaves and treats melee wpns, armed guns and unarmed fights. Similar to IV, brave and gang peds have a chance, while unarmed, to continue fighting the player armed with a gun. When the player uses a "dangerous looking melee wpn" brave peds will continue fighting and not flee. With the loadouts installed, some will even try to match the player using a melee wpn of their own. When a fist fight happens in the world similar to IV, it draws people's attention, and can even cause riots to happen where peds will intervene as backup, or attackers depending on the situation. When shoving vehicles for example, peds have a high chance to get out of the car and attack the player regardless of the pedestrians gender or bravery similar to that of IV. Timid peds also have a chance at getting a bravery boost when backed up by support attackers or bodyguards and can choose to fight the player as self defense.
Does this mod affect loadouts, and if so what does it do?
When the optional loadouts file is installed the world of GTA V shifts the popularity of guns to that of melee wpns making guns being drawn less frequently forcing the player to rely more on melee or unarmed strength. When approaching territorial gangs, they can equip machetes, switchblades, bats, knives, brass knuckles, etc. If you pull a gun, they will continue to fight you while armed with melee, and even have a chance at matching you with a high power dlc weapon. (Lost gang using biker guns for example.) The police will use batons, stun batons and stun guns. (non lethal) While swat and FIB will use lethal force. (dlc carbines, shotguns etc)
What about the other melee wpn types not featured in the comparison showcase, brass knuckles, machetes/hatchets, one handed clubs?
As people know in the past, I created various melee wpn combos using GTA V animations, but I had really no idea what I was doing when I did. This mod brings back that feeling as it utilizes various V animations within the new IV combat styled system in GTA V. When performing "fatal" counters, depending on which dodge was made prior, machetes/hatchets and one handed clubs use their respective lethal takedowns. Each weapon has custom "light" counters based on respective weapon type that is similar to V, but with new custom hit/knockdown reactions. Brass Knuckles use V's original style, but instead makes it stronger making each attack force a stun anim or knockdown the opponent to match the brass knuckles damage output. The brass knuckles "light" counters are some fan favorite failed takedown animations. The reason I did not reuse IV animations for these combos was because these weapons were not introduced in IV, so I decided to make their combos lore accurate(I will make some extra showcases later that feature these weapon types).
How to install with other mods such as LCPP, Niko's Addon Walkstyle, or WoV?
Make sure this mod is always last in load order. For example, AFTER installing LCPP or WoV, install the package file to your mods folder and load up the game! ;D
Any Known Issues?
Pool cue when used by Franklin, Trevor or Michael, sometimes keep upperbody anims resulting in visual bug during knockdown reactions. I intend on fixing this issue in the later huge combat pack #3 once it is complete.
When using guns sometimes when hit from the front the hit reaction does not play and also results in a minor upper body anim bug. (this one not being as noticeably quirky as the above error.)
-no other issues to note, this mod works well with missions and gamplay/world interactions.
--------------------------------------------------------------------------------------------------------------------------
Version history:
-1.0 initial release
--------------------------------------------------------------------------------------------------------------------------
🏆-Highly Suggested Mods-🏆
For the true "Niko Bellic" Experience:
https://www.gta5-mods.com/misc/niko-bellic-addon-walk-style
https://www.gta5-mods.com/player/niko-bellic-ped-thengclan-lunchxbles
(or)
https://www.gta5-mods.com/player/mp-niko-bellic
https://www.gta5-mods.com/misc/gtaiv-niko-bellic-voice-mod (will need to be assigned via simple trainer or menyoo)
Working Fight Club Mods: (tested/works with recent nightly build and latest game update as of 6/25/2025)
https://www.gta5-mods.com/scripts/crime-jobs
(Fight Club works extremely well with this mod and since the IV anims replace the unarmed ycd files of V, the script uses the IV anims in combat :D)
--------------------------------------------------------------------------------------------------------------------------
Keep in touch:🔥🐺🔥🔊
Join our discord community to follow updates or make suggestions to this mod or share ideas! Have some cool anims to share and want to learn more about animation retargets? Let's discuss some plans and ideas! ;D
https://discord.com/invite/SmNGBN47vc
YouTube: "Wolf Fire Productionz" Feel free to check out our latest videos, please like and subscribe if you love our mods and productions! ;D
https://www.youtube.com/channel/UCy88U4GA1pRhyY1OD6XAZPA/featured
Would you be interested in commissions for your very own custom brawling styles? Reach out through the Discord channel above and ask about what is available and offered! ;D
Poprvé nahráno: 26. červen 2025
Poslední aktulizace: 26. červen 2025
Last Downloaded: před 31 minutami
60 Komentářů
More mods by WolfFire23309:
--------------------------------------------------------------------------------------------------------------------------
✨Basic Description:✨
This mod is my attempt at bringing the feel of GTA IV melee combat to GTA V using animation retargets and custom animations! This mod features FULL unarmed and melee wpn combos, takedowns, counters, dodges inspired by IV reimagined in the world of GTA V!! It uses a very limited file size so it does not require a custom gameconfig which means it will never go outdated!!
This "light" combat mod is a demo of a bigger mod in development that will feature all GTA IV styles as assignable styles including but not limited too niko's style, Luis/Johnny's style, gangster style, generic ped style and some other fun additions such as a new drunken brawler style. This pack includes a lot of animation retargets so in the meantime I put together this mod that will be compatible with most major mods such as LCPP and WoV!!
Features List:🥂
-IV's Melee weapons (Knives/Two Handed Bats) and Unarmed combos retargeted from IV and imported into Vs melee combat system!! "See attached comparison video for reference" ;D
-Improved V system with new directional dodges and hit reactions retargetted/converted from IV.
-AI have special moves and abilities during combat such as support attacks, taunt attacks, dazed attacks and IV fight club taunts!
-All lethal and light counters successfully imported into GTA V and key bined! (see controls section for details)
-All melee wpn types have melee wpn combos, all IV types use IV animations and other V weapons use vanilla animations. (I took the time to make these combos as similar to IV as possible with the assets I have currently working/available)
-New unique knockdown system where specific moves have a chance to knockdown enemies for a moment keeping fights unique and challenging. (uses Unreal Engine Animations)
-New Unique Stun system where specific attacks have a chance to stun enemies. (Uses unreal engine animations)
-Guns can now whip attack enemies similar to IV.
-New Gun knockback feature added to make distance allowing the player to push back armed gunners or melee/unarmed attackers to get a clear shot.
-New custom unarmed combat idle/strafe using a blend of IV and V's first person animations!
-New two handed bats and knives strafe/block idles from IV
-New one handed stealth strafe for two handed weapons
-New combat behaviors and ped personalities that make V feel more like IV in terms of pedestrian/gang interactions.
-Multiple enemies can attack at once resulting in the possibility of one getting "jumped". XD
-New OPTIONAL loadouts file that shifts the focus of GTA V combat to more of a melee experience. (not as lethal cops using batons, stun guns and stun batons) Gangs using melee wpns with a lower, but not impossible, ability to equip dlc weapons based on affiliated gang styles "biker, vagos, ballas etc".
-New OPTIONAL "weapons.meta" file that removes the "dangerous looking melee wpn flag" from the basic knife allowing timid pedestrians to continue combat and no longer flee.
-New damages modified to allow longer, but also challenging, fights depending on opponents level of strength/bravery and if a melee wpn is or is not equipped.
--------------------------------------------------------------------------------------------------------------------------
INSTALLATION (HOW TO INSTALL & Uninstall): (read carefully please)😎👍
1. Open OpenIV, activate edit mode in right top hand corner, click "yes on popup" "Package Installer". Drag and drop the OIV file "GTAIVMCRevive.oiv" located in "OIVPACKAGE-Install" folder anywhere into Open IV and then click "install" and "install into mods folder".
2. Load up game
For Optional "loudouts.meta and weapons.meta" file:
Install by dragging and dropping those files into mods-update.rpf-common-data-ai
To uninstall via oiv package follow the steps above but instead use the "uninstaller.oiv".
Manual install/uninstall options are available as well for all files.
--------------------------------------------------------------------------------------------------------------------------
🎮NEW Controls:🎮
Gamepad (controllers):
- B to combo
-RT to no target attack and shove. (Shove peds in proximity and while walking without lockon to use IV upperbody shove/melee anims)
-Double tap A to sprint and RT to running shove an opponent. (revived/unused V feature)
-Dodge/Block with X
-Counter after a successful dodge by pressing B (Light counter) or RT (fatal counter)
-To takedown armed attackers press B in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press RT to punch and B to kick/stomp.
-While Locked onto an opponent press A to kick
-When using guns, press A while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press B to whip attack enemies
-When using guns, aim and press RT on armed gunners to knock them back when in close proximity.
Keyboard:
-R to combo
-left click to no target attack and shove. (Shove peds in proximity and while walking to use IV upperbody shove/melee anims)
-hold shift to sprint and left click to running shove an opponent. (revived/unused V feature)
-Dodge/Block with space
-Counter after a successful dodge by pressing R (Light counter) or left click (fatal counter)
-To takedown armed attackers press R in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press left click to punch and R to kick/stomp.
-While Locked onto an opponent press Q to kick
-When using guns, press Q while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press R to whip attack enemies
-When using guns, aim and press left click on armed gunners to knock them back when in close proximity.
--------------------------------------------------------------------------------------------------------------------------
More Q&A:🤔
What makes this mod so special compared to my other major combat mods?
It replaces only vanilla animation files, does not rely on addons, or alter major files required by other big mod projects. It also runs off of the vanilla gameconfig, having a refined "one style" system that fits within the game's limits meaning it will NEVER go outdated!! So when/if my other mods go outdated, this fun mod will always be available. It also retains GTA V's recoil system as I recently learned how to apply recoil to retargetted animations. This mod also removes the basic V combat strafe without deleting the generic action core. This means that the "stealth mode" can be activated as seen in the video showcase above and peds can still pursue you using their assigned walk/run styles similar to IV.
If every ped will have Niko's style assigned to them, won't this get boring?
Using the meta file knowledge I have accumulated over the years, I created some various "AI" only attacks that are performed by aggressive peds. They can use the generic attacks when hit repeatedly, can use some gang variation attack moves as taunts in 1v1 and also have a large variety of "support" attacks depending on what weapon type is equipped resulting in the chance for the player to get "jumped" by oncoming attackers.
How does this mod alter the environment of GTA V?
It change the way the world behaves and treats melee wpns, armed guns and unarmed fights. Similar to IV, brave and gang peds have a chance, while unarmed, to continue fighting the player armed with a gun. When the player uses a "dangerous looking melee wpn" brave peds will continue fighting and not flee. With the loadouts installed, some will even try to match the player using a melee wpn of their own. When a fist fight happens in the world similar to IV, it draws people's attention, and can even cause riots to happen where peds will intervene as backup, or attackers depending on the situation. When shoving vehicles for example, peds have a high chance to get out of the car and attack the player regardless of the pedestrians gender or bravery similar to that of IV. Timid peds also have a chance at getting a bravery boost when backed up by support attackers or bodyguards and can choose to fight the player as self defense.
Does this mod affect loadouts, and if so what does it do?
When the optional loadouts file is installed the world of GTA V shifts the popularity of guns to that of melee wpns making guns being drawn less frequently forcing the player to rely more on melee or unarmed strength. When approaching territorial gangs, they can equip machetes, switchblades, bats, knives, brass knuckles, etc. If you pull a gun, they will continue to fight you while armed with melee, and even have a chance at matching you with a high power dlc weapon. (Lost gang using biker guns for example.) The police will use batons, stun batons and stun guns. (non lethal) While swat and FIB will use lethal force. (dlc carbines, shotguns etc)
What about the other melee wpn types not featured in the comparison showcase, brass knuckles, machetes/hatchets, one handed clubs?
As people know in the past, I created various melee wpn combos using GTA V animations, but I had really no idea what I was doing when I did. This mod brings back that feeling as it utilizes various V animations within the new IV combat styled system in GTA V. When performing "fatal" counters, depending on which dodge was made prior, machetes/hatchets and one handed clubs use their respective lethal takedowns. Each weapon has custom "light" counters based on respective weapon type that is similar to V, but with new custom hit/knockdown reactions. Brass Knuckles use V's original style, but instead makes it stronger making each attack force a stun anim or knockdown the opponent to match the brass knuckles damage output. The brass knuckles "light" counters are some fan favorite failed takedown animations. The reason I did not reuse IV animations for these combos was because these weapons were not introduced in IV, so I decided to make their combos lore accurate(I will make some extra showcases later that feature these weapon types).
How to install with other mods such as LCPP, Niko's Addon Walkstyle, or WoV?
Make sure this mod is always last in load order. For example, AFTER installing LCPP or WoV, install the package file to your mods folder and load up the game! ;D
Any Known Issues?
Pool cue when used by Franklin, Trevor or Michael, sometimes keep upperbody anims resulting in visual bug during knockdown reactions. I intend on fixing this issue in the later huge combat pack #3 once it is complete.
When using guns sometimes when hit from the front the hit reaction does not play and also results in a minor upper body anim bug. (this one not being as noticeably quirky as the above error.)
-no other issues to note, this mod works well with missions and gamplay/world interactions.
--------------------------------------------------------------------------------------------------------------------------
Version history:
-1.0 initial release
--------------------------------------------------------------------------------------------------------------------------
🏆-Highly Suggested Mods-🏆
For the true "Niko Bellic" Experience:
https://www.gta5-mods.com/misc/niko-bellic-addon-walk-style
https://www.gta5-mods.com/player/niko-bellic-ped-thengclan-lunchxbles
(or)
https://www.gta5-mods.com/player/mp-niko-bellic
https://www.gta5-mods.com/misc/gtaiv-niko-bellic-voice-mod (will need to be assigned via simple trainer or menyoo)
Working Fight Club Mods: (tested/works with recent nightly build and latest game update as of 6/25/2025)
https://www.gta5-mods.com/scripts/crime-jobs
(Fight Club works extremely well with this mod and since the IV anims replace the unarmed ycd files of V, the script uses the IV anims in combat :D)
--------------------------------------------------------------------------------------------------------------------------
Keep in touch:🔥🐺🔥🔊
Join our discord community to follow updates or make suggestions to this mod or share ideas! Have some cool anims to share and want to learn more about animation retargets? Let's discuss some plans and ideas! ;D
https://discord.com/invite/SmNGBN47vc
YouTube: "Wolf Fire Productionz" Feel free to check out our latest videos, please like and subscribe if you love our mods and productions! ;D
https://www.youtube.com/channel/UCy88U4GA1pRhyY1OD6XAZPA/featured
Would you be interested in commissions for your very own custom brawling styles? Reach out through the Discord channel above and ask about what is available and offered! ;D
✨Basic Description:✨
This mod is my attempt at bringing the feel of GTA IV melee combat to GTA V using animation retargets and custom animations! This mod features FULL unarmed and melee wpn combos, takedowns, counters, dodges inspired by IV reimagined in the world of GTA V!! It uses a very limited file size so it does not require a custom gameconfig which means it will never go outdated!!
This "light" combat mod is a demo of a bigger mod in development that will feature all GTA IV styles as assignable styles including but not limited too niko's style, Luis/Johnny's style, gangster style, generic ped style and some other fun additions such as a new drunken brawler style. This pack includes a lot of animation retargets so in the meantime I put together this mod that will be compatible with most major mods such as LCPP and WoV!!
Features List:🥂
-IV's Melee weapons (Knives/Two Handed Bats) and Unarmed combos retargeted from IV and imported into Vs melee combat system!! "See attached comparison video for reference" ;D
-Improved V system with new directional dodges and hit reactions retargetted/converted from IV.
-AI have special moves and abilities during combat such as support attacks, taunt attacks, dazed attacks and IV fight club taunts!
-All lethal and light counters successfully imported into GTA V and key bined! (see controls section for details)
-All melee wpn types have melee wpn combos, all IV types use IV animations and other V weapons use vanilla animations. (I took the time to make these combos as similar to IV as possible with the assets I have currently working/available)
-New unique knockdown system where specific moves have a chance to knockdown enemies for a moment keeping fights unique and challenging. (uses Unreal Engine Animations)
-New Unique Stun system where specific attacks have a chance to stun enemies. (Uses unreal engine animations)
-Guns can now whip attack enemies similar to IV.
-New Gun knockback feature added to make distance allowing the player to push back armed gunners or melee/unarmed attackers to get a clear shot.
-New custom unarmed combat idle/strafe using a blend of IV and V's first person animations!
-New two handed bats and knives strafe/block idles from IV
-New one handed stealth strafe for two handed weapons
-New combat behaviors and ped personalities that make V feel more like IV in terms of pedestrian/gang interactions.
-Multiple enemies can attack at once resulting in the possibility of one getting "jumped". XD
-New OPTIONAL loadouts file that shifts the focus of GTA V combat to more of a melee experience. (not as lethal cops using batons, stun guns and stun batons) Gangs using melee wpns with a lower, but not impossible, ability to equip dlc weapons based on affiliated gang styles "biker, vagos, ballas etc".
-New OPTIONAL "weapons.meta" file that removes the "dangerous looking melee wpn flag" from the basic knife allowing timid pedestrians to continue combat and no longer flee.
-New damages modified to allow longer, but also challenging, fights depending on opponents level of strength/bravery and if a melee wpn is or is not equipped.
--------------------------------------------------------------------------------------------------------------------------
INSTALLATION (HOW TO INSTALL & Uninstall): (read carefully please)😎👍
1. Open OpenIV, activate edit mode in right top hand corner, click "yes on popup" "Package Installer". Drag and drop the OIV file "GTAIVMCRevive.oiv" located in "OIVPACKAGE-Install" folder anywhere into Open IV and then click "install" and "install into mods folder".
2. Load up game
For Optional "loudouts.meta and weapons.meta" file:
Install by dragging and dropping those files into mods-update.rpf-common-data-ai
To uninstall via oiv package follow the steps above but instead use the "uninstaller.oiv".
Manual install/uninstall options are available as well for all files.
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🎮NEW Controls:🎮
Gamepad (controllers):
- B to combo
-RT to no target attack and shove. (Shove peds in proximity and while walking without lockon to use IV upperbody shove/melee anims)
-Double tap A to sprint and RT to running shove an opponent. (revived/unused V feature)
-Dodge/Block with X
-Counter after a successful dodge by pressing B (Light counter) or RT (fatal counter)
-To takedown armed attackers press B in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press RT to punch and B to kick/stomp.
-While Locked onto an opponent press A to kick
-When using guns, press A while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press B to whip attack enemies
-When using guns, aim and press RT on armed gunners to knock them back when in close proximity.
Keyboard:
-R to combo
-left click to no target attack and shove. (Shove peds in proximity and while walking to use IV upperbody shove/melee anims)
-hold shift to sprint and left click to running shove an opponent. (revived/unused V feature)
-Dodge/Block with space
-Counter after a successful dodge by pressing R (Light counter) or left click (fatal counter)
-To takedown armed attackers press R in proximity of armed attackers or unsuspecting victims.
-When attacking a downed opponent while unarmed, press left click to punch and R to kick/stomp.
-While Locked onto an opponent press Q to kick
-When using guns, press Q while aiming at an attacking melee attacker to knock them back.
-When using guns, aim and press R to whip attack enemies
-When using guns, aim and press left click on armed gunners to knock them back when in close proximity.
--------------------------------------------------------------------------------------------------------------------------
More Q&A:🤔
What makes this mod so special compared to my other major combat mods?
It replaces only vanilla animation files, does not rely on addons, or alter major files required by other big mod projects. It also runs off of the vanilla gameconfig, having a refined "one style" system that fits within the game's limits meaning it will NEVER go outdated!! So when/if my other mods go outdated, this fun mod will always be available. It also retains GTA V's recoil system as I recently learned how to apply recoil to retargetted animations. This mod also removes the basic V combat strafe without deleting the generic action core. This means that the "stealth mode" can be activated as seen in the video showcase above and peds can still pursue you using their assigned walk/run styles similar to IV.
If every ped will have Niko's style assigned to them, won't this get boring?
Using the meta file knowledge I have accumulated over the years, I created some various "AI" only attacks that are performed by aggressive peds. They can use the generic attacks when hit repeatedly, can use some gang variation attack moves as taunts in 1v1 and also have a large variety of "support" attacks depending on what weapon type is equipped resulting in the chance for the player to get "jumped" by oncoming attackers.
How does this mod alter the environment of GTA V?
It change the way the world behaves and treats melee wpns, armed guns and unarmed fights. Similar to IV, brave and gang peds have a chance, while unarmed, to continue fighting the player armed with a gun. When the player uses a "dangerous looking melee wpn" brave peds will continue fighting and not flee. With the loadouts installed, some will even try to match the player using a melee wpn of their own. When a fist fight happens in the world similar to IV, it draws people's attention, and can even cause riots to happen where peds will intervene as backup, or attackers depending on the situation. When shoving vehicles for example, peds have a high chance to get out of the car and attack the player regardless of the pedestrians gender or bravery similar to that of IV. Timid peds also have a chance at getting a bravery boost when backed up by support attackers or bodyguards and can choose to fight the player as self defense.
Does this mod affect loadouts, and if so what does it do?
When the optional loadouts file is installed the world of GTA V shifts the popularity of guns to that of melee wpns making guns being drawn less frequently forcing the player to rely more on melee or unarmed strength. When approaching territorial gangs, they can equip machetes, switchblades, bats, knives, brass knuckles, etc. If you pull a gun, they will continue to fight you while armed with melee, and even have a chance at matching you with a high power dlc weapon. (Lost gang using biker guns for example.) The police will use batons, stun batons and stun guns. (non lethal) While swat and FIB will use lethal force. (dlc carbines, shotguns etc)
What about the other melee wpn types not featured in the comparison showcase, brass knuckles, machetes/hatchets, one handed clubs?
As people know in the past, I created various melee wpn combos using GTA V animations, but I had really no idea what I was doing when I did. This mod brings back that feeling as it utilizes various V animations within the new IV combat styled system in GTA V. When performing "fatal" counters, depending on which dodge was made prior, machetes/hatchets and one handed clubs use their respective lethal takedowns. Each weapon has custom "light" counters based on respective weapon type that is similar to V, but with new custom hit/knockdown reactions. Brass Knuckles use V's original style, but instead makes it stronger making each attack force a stun anim or knockdown the opponent to match the brass knuckles damage output. The brass knuckles "light" counters are some fan favorite failed takedown animations. The reason I did not reuse IV animations for these combos was because these weapons were not introduced in IV, so I decided to make their combos lore accurate(I will make some extra showcases later that feature these weapon types).
How to install with other mods such as LCPP, Niko's Addon Walkstyle, or WoV?
Make sure this mod is always last in load order. For example, AFTER installing LCPP or WoV, install the package file to your mods folder and load up the game! ;D
Any Known Issues?
Pool cue when used by Franklin, Trevor or Michael, sometimes keep upperbody anims resulting in visual bug during knockdown reactions. I intend on fixing this issue in the later huge combat pack #3 once it is complete.
When using guns sometimes when hit from the front the hit reaction does not play and also results in a minor upper body anim bug. (this one not being as noticeably quirky as the above error.)
-no other issues to note, this mod works well with missions and gamplay/world interactions.
--------------------------------------------------------------------------------------------------------------------------
Version history:
-1.0 initial release
--------------------------------------------------------------------------------------------------------------------------
🏆-Highly Suggested Mods-🏆
For the true "Niko Bellic" Experience:
https://www.gta5-mods.com/misc/niko-bellic-addon-walk-style
https://www.gta5-mods.com/player/niko-bellic-ped-thengclan-lunchxbles
(or)
https://www.gta5-mods.com/player/mp-niko-bellic
https://www.gta5-mods.com/misc/gtaiv-niko-bellic-voice-mod (will need to be assigned via simple trainer or menyoo)
Working Fight Club Mods: (tested/works with recent nightly build and latest game update as of 6/25/2025)
https://www.gta5-mods.com/scripts/crime-jobs
(Fight Club works extremely well with this mod and since the IV anims replace the unarmed ycd files of V, the script uses the IV anims in combat :D)
--------------------------------------------------------------------------------------------------------------------------
Keep in touch:🔥🐺🔥🔊
Join our discord community to follow updates or make suggestions to this mod or share ideas! Have some cool anims to share and want to learn more about animation retargets? Let's discuss some plans and ideas! ;D
https://discord.com/invite/SmNGBN47vc
YouTube: "Wolf Fire Productionz" Feel free to check out our latest videos, please like and subscribe if you love our mods and productions! ;D
https://www.youtube.com/channel/UCy88U4GA1pRhyY1OD6XAZPA/featured
Would you be interested in commissions for your very own custom brawling styles? Reach out through the Discord channel above and ask about what is available and offered! ;D
Poprvé nahráno: 26. červen 2025
Poslední aktulizace: 26. červen 2025
Last Downloaded: před 31 minutami
awesome mod! 🔥
damn bro this is insane
Amazing as always Wolf! This is definitely a big deal and I can't wait to see how far it goes! I know you've been wanting this for a while haha, keep it up bro.
Please where is the link to your discord server?
@V3ST3R19 All our links are located at the bottom of the mod description! :D
@NGame Thanks bro! Glad you love it! 💯😎
@oax Thank you so much Oax, you always have been a long time supporter of us and our work! I have most definitely been hyped about this mod! It makes me hella excited to get to work on Mod Pack #3 which will feature a ton of IV assignable styles and others inspired by True Crime NY! 🔥🐺🔥
@WolfFire23309 it says invalid or expired
@V3ST3R19 No it works, we just tried it from another phone and received the invite. Have you tried updating your discord and all that?
Fantastic mod! Your talents are unmatched honestly very impressive and works incredibly well - so much better than Vs slow combat. Wish i tried this one sooner I'm always a bit hesitant to try overhauls like this but its simply great! One thing I would love is if it worked with beta takedowns... (the pushback with weapons drawn anim takes over so if there's a way for it to do jedijosh's takedown anim instead that would be amazing - still 10/10 as always
@WolfFire23309 Love the mod but is there a way to disable the 'gun knockback' animation (when you hit shoot whilst close to the target with weapon drawn)? I'm thinking replacing one of the files in the manual install folder with its vanilla one...
my favorite part of this mod is to go on somebody's car and stomping their windshield repeatedly. I don't know why but it looks so funny to me🤣🤣🤣
Bro Can this mod fix this? This mod starts Enter to Story mode and the game crash to the screen So No warning I like it but can you please fix it?
@WolfFire23309 still loving the mod but anyway to turn off the knockback animation when they get close to you with you weapon drawn...? - most times it gets stuck in continual loop as the player doesn't push the target away far enough...
@Crazyboy4881 Honestly one of my favorite past times as well 😂🤙
@punpunpro123 I'm not sure why it wouldn't load in for you since all of the files do not need edited for new updates. Make sure you installed the mod in the correct location and ensure you have no other mods present that may possibly be outdated. If you need further assistance on this, join my discord and I can better help you in the assistance forum. 👍
@ChargedKILO Glad you love it bro! I can see what you mean, after a while the knockback animations does get a bit dry. I think I'll create an optional update where it brings back the V takedowns so people can download that separately.
To disable would require you to go in and find the takedown animations for the Rifle and Pistol. I cannot remember them off of the top of my head, but my guess would be takedown_front_armed and delete that entire item from the definitions.meta (be sure it contains only the guns and no melee wpn takedowns as of might accidentally delete some of those as well if they are all within the same container)
Hope this helps for the meantime!
🔥🐺🔥
@WolfFire23309 I appreciate the clue and will give it a go - this mod is inspirational! - for anyone thinking of installing... you've come this far so just do it! Completely switches V to IV's melee mechanics - if you know you know!
@WolfFire23309 I figured it out but really hoping you do a version that keeps the vanilla takedown line because I can't figure that bit out so the player just stands there if they get too close... any clues on what i need to add would be greatly appreciated... but really hoping for an optional install!
Looking forward to your future works
@WolfFire23309 figured it out! Got it playing perfectly (just replaced the definitions with vanilla file and still working with your changes)
@ChargedKILO My bad for not replying bro, life's been super busy lately, and I haven't been on this page in a while. Glad you could figure it out and could get that working in the end! 💯 Got some cool mods coming soon and one that I am working on for a whole complete GTA IV melee combat mod which includes all the gang styles and pedestrian styles along with keeping the original GTA V combat for the main protagonists but giving them a bit more to fit their character abilities! Hope you have a great day bro and keep an eye on the discord server and YouTube channel of ours if you are a part of our community on those platforms!! 🔥🐺🔥