Weapon Shield Synergy
Let a one-handed weapon assist the shield in your other hand. Tune each weapon category separately, so swords can widen your block angle without giving the same bonus to axes, knives, or spears.
Features
- Ten adjustable contributions for each of six categories: swords, axes, clubs and maces, knives, spears, and other eligible one-handed weapons.
- Contributions to block armor, block force, parry bonus, parry window, blocking stamina consumption, block break threshold, effective block angle, knockback taken while blocking, and parry adrenaline.
- An independent Extra block angle setting for each category. A value of
0.25increases that shield's effective block angle by 25% while the matching weapon is equipped: 120° becomes 150° before any game limit. It works even if Goo's weapon angle multiplier is neutral. - Separate multipliers for bucklers, round shields and tower shields, plus PvE and PvP switches and a PvP multiplier.
- Gameplay settings synchronized from the server with Conditional Config Sync.
The default block armor, block force and parry-bonus contributions are 0.25 for swords, axes, clubs and maces, knives, and spears. Other contributions, including Extra block angle, start at 0. The sixth weapon category starts with all contributions at 0.
Installation
Install with a compatible mod manager or put WeaponShieldSynergy.dll into BepInEx/plugins/WeaponShieldSynergy/. Requires Goo's Combat Overhaul 2.1.2 or newer and Conditional Config Sync 1.0.9 or newer. For a manual install, make sure both ConditionalConfigSync.Plugin.dll and ConditionalConfigSync.dll are installed from its own package. BepInEx is required.
Install Weapon Shield Synergy 0.2.0 on both the server and every connecting client. Use matching versions for configuration synchronization. Remove older duplicate DLLs before starting the game or server.
Configuration
Edit BepInEx/config/loiyver.valheim.weaponshieldsynergy.cfg or use a compatible in-game configuration menu. Each Weapon: ... section has its own contribution settings. For example, set Weapon: Swords → Extra block angle to 0.25 and leave the same entry for the other categories at 0 to widen blocking with swords only.
Effective block angle is a separate setting: it transfers the matching weapon's Goo angle multiplier deviation from 1 to the shield. If the weapon multiplier is 1, that transfer gives no bonus. Extra block angle directly scales the shield's angle multiplier. Both can operate together. The same distinction applies to Parry window, which transfers a weapon's Goo parry-window deviation, while Parry adrenaline assist directly scales the shield's successful-parry adrenaline and does not use the weapon's attack adrenaline.
Each category's contribution is also scaled by the equipped shield-type multiplier. Against players it is additionally scaled by the PvP contribution multiplier. Zero disables a contribution. The final block angle is subject to Goo and game limits.
Updating from 0.1.1
On the first launch with 0.2.0, existing global Contributions values are multiplied by the old Weapon categories multiplier and transferred into the new individual weapon sections. For example, an old Block armor contribution of 0.25 with a Swords multiplier of 2 becomes Weapon: Swords → Block armor = 0.5. The new Extra block angle entry starts at 0. Existing shield-type and general settings are retained. Save a backup of the old configuration before upgrading; migrate the server's configuration first when using a shared server.
Compatibility and support
Applies during incoming blocks with a one-handed weapon in the right hand and a shield in the left hand while Goo's weapon modifiers are active. Two-handed weapons, bows, staves and tools do not qualify. Modded one-handed weapons that Goo classifies as Other use the sixth category. A shield that cannot parry does not gain parry capability. Shield item tooltips retain their base item values.
Version 0.2.0 was compiled and checked against the Goo 2.1.2 package, but its new mechanics have not yet been verified during live gameplay. If you encounter a problem, include BepInEx/LogOutput.log and the mod versions in your report.