Mod

Immersive Combat (1.12 Better Combat)
Rank 154
Rank 86 among mods

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Immersive Combat (1.12 Better Combat)

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1 rating (33%) · 4.0★
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2 ratings (67%) · 5.0★
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Gameplay rating distribution
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1 review (100%) · 5.0★
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Aesthetics rating distribution
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1 review (100%) · 5.0★
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Performance rating distribution
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1 review (100%) · 4.0★
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0.5★ 5★

Adds animations to attacking & much more! (Extensive config included)

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5.0
Outra

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Posted: November 4, 2025 at 5:57:15 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

What is it ?

A mod which adds first person animations to attacking, which vary in order to adapt to the type of weapon you attack with (includes sound effects too) ;
This mod also affects certain properties about the weapon depending on the config (with certain mods such as spartan weaponry already in mind), properties such as Sweeping, Potion effects to give to the target or you on certain conditions, Critical hit chance, if it's Onehanded or Twohanded, amount of Knockback, Reach distance and ability to parry.
Finally the last but quite important thing this mod does is delete spam attacking. This means in order to attack you will have to precisely wait for the cooldown to end, instead of having the ability to attack earlier but deal considerably less damage.

What does it offer ?

A greatly configurable mod which by default applies properties and first person animations to melee weapons based on part of their "modid:name" (if it's written as "modid:warhammer_dragonsteel" it will automatically receive the warhammer animations and properties found in the config, which again is configurable). Dual wielding as well as parrying is a possibility and you can very much slaughter enemies with one sword in each hand if you'd like.
It also adds config on shields such as ability to shieldbash (with related configurable damage, knockback and cooldown), as well as configurable amount of shield disabling depending on the type of axe used against a player's shield. You can also tweak some stuff about bows but I have not personally used that part of the config, so I don't really know how useful or interesting this is.
Nausea and Blindness will now affect entities, and a few custom potions effects have been added with the mod. This mod also comes with a few generic enchantments, which are quite basic, but again they can be disabled if you don't want them.

I can't really think of any major cons for this specific mod, as I have not experienced any major performance issue while playin with its latest version at the time, though I would like to point out that since dynamic surroundings also adds sound effects to sword swipes while this mod does too, I would recommend checking dynamic surrounding's in game mod config section in order to avoid having double the sound effects. This mod also does break some mods with the new way melee weapons are handled, for example when put with Atum II you probably will have to remake a whole custom configuration to properly integrate Atum II's artifacts and the potion effects they should apply on hit (and this probably happens with other mods I haven't tried with Immersive Combat too).

In conclusion

This mod really gives each weapon (especially when spartan weaponry is involved) a different feeling through their animations and sounds, as well as little quircks and the fact that all can be easily changed and tweaked adds to the help this mod might give to future modpacks in feeling immersive in their combat. The config file has quite a lot of details on how everything works, and is basically its own tutorial on how to configure the mod and its properties-system.

0
0
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 4, 2025 at 5:57:15 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

What is it ?

A mod which adds first person animations to attacking, which vary in order to adapt to the type of weapon you attack with (includes sound effects too) ;
This mod also affects certain properties about the weapon depending on the config (with certain mods such as spartan weaponry already in mind), properties such as Sweeping, Potion effects to give to the target or you on certain conditions, Critical hit chance, if it's Onehanded or Twohanded, amount of Knockback, Reach distance and ability to parry.
Finally the last but quite important thing this mod does is delete spam attacking. This means in order to attack you will have to precisely wait for the cooldown to end, instead of having the ability to attack earlier but deal considerably less damage.

What does it offer ?

A greatly configurable mod which by default applies properties and first person animations to melee weapons based on part of their "modid:name" (if it's written as "modid:warhammer_dragonsteel" it will automatically receive the warhammer animations and properties found in the config, which again is configurable). Dual wielding as well as parrying is a possibility and you can very much slaughter enemies with one sword in each hand if you'd like.
It also adds config on shields such as ability to shieldbash (with related configurable damage, knockback and cooldown), as well as configurable amount of shield disabling depending on the type of axe used against a player's shield. You can also tweak some stuff about bows but I have not personally used that part of the config, so I don't really know how useful or interesting this is.
Nausea and Blindness will now affect entities, and a few custom potions effects have been added with the mod. This mod also comes with a few generic enchantments, which are quite basic, but again they can be disabled if you don't want them.

I can't really think of any major cons for this specific mod, as I have not experienced any major performance issue while playin with its latest version at the time, though I would like to point out that since dynamic surroundings also adds sound effects to sword swipes while this mod does too, I would recommend checking dynamic surrounding's in game mod config section in order to avoid having double the sound effects. This mod also does break some mods with the new way melee weapons are handled, for example when put with Atum II you probably will have to remake a whole custom configuration to properly integrate Atum II's artifacts and the potion effects they should apply on hit (and this probably happens with other mods I haven't tried with Immersive Combat too).

In conclusion

This mod really gives each weapon (especially when spartan weaponry is involved) a different feeling through their animations and sounds, as well as little quircks and the fact that all can be easily changed and tweaked adds to the help this mod might give to future modpacks in feeling immersive in their combat. The config file has quite a lot of details on how everything works, and is basically its own tutorial on how to configure the mod and its properties-system.

0
0
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 4, 2025 at 5:57:15 PM UTC
MC 1.12
The version(s) the reviewer played
0
0

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About

Project Details

Type
Mod
License
MIT License
Latest Version
ImmersiveCombat-12-13-25.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Immersive Combat

 An updated version of 1.12 Better Combat Rebirth

Combat Changes
  • 1st-person attack animations (Sweeping, Chopping, and Stabbing)
  • Idle breathing animation to weapons and items in hand
  • Entity-aware & wall-aware positioning for items in hand
  • Swinging a weapon slightly tilts the camera to make for a more immersive attack (configurable)
  • New attack crosshair cooldown UI
  • New Critical Chance and Critical Damage system
  • Extensive config for adding and editing attributes on weapons, such as Sound Type, Animation, Hand Property, Sweep, Reach, Knockback, Critical Chance, Critical Damage, and Potion Effects on hit
  • Configuration for adding a Shield Bash ability to shields. Adjustable Shield Bash Damage, Knockback, and Cooldown
  • Configuration for bows. Adjustable Damage, Velocity, and Draw Speed
  • Weapons can be dual-weilded and attacking has been added to the offhand
  • Attacks now have a cooldown period where attacking is disabled, and has a delay before the attack registers on the target
  • Added the ability to adjust the attack cooldown on swords (this was not possible with Material Changer)
  • Configurable Knockback XZ and Y options
  • Configurable option for specific weapons to disable shields for a specific duration, and the option to have critical strikes disable shields
  • Configurable attack width & height and the option to reduce the Damage & Reach of unarmed attacks
  • Added several enchantments, such as Curse of Gluttony, Webbing, Revitalize, Sorcery, and Lightning
  • Added several potions, such as Aetherealized, Precision, Brutality, and a Bleeding effect
Quality Changes
  • Shields now block fire from projectiles
  • Healing arrows deal no physical damage if they healed the target
  • Ranged silver weapons from other mods now deal additional damage to undead
  • Minecraft's Healing and Harming arrows now properly calculate damage See https://minecraft.fandom.com/wiki/Arrow#Tipped_arrows
  • Mobs are affected by Blindness and Nausea status effects
  • Fast equip hotkey that allows players to quickly equip their weapons (default key: X)
  • Added many combat sounds, such as when equipping, sheathing, swinging, or hitting with a weapon
  • Configurable sounds for weapons depending on their material and animation
  • Added informative tooltips to weapons that displays their Reach, Knockback, Critical Chance, Critical Damage, and Potion Effect
  • Added animations and particles for shoveling grass paths, tilling farmland, and stripping bark off logs
  • Added fixes to bugs in the original mod that incorrectly calculated properties from Spartan Weaponry & Quality Tools
 

Built-in compatability with: Elenai Dodge 2

Compatible with: Spartan Weaponry & Quality Tools

A great mod that adds 3rd-person animations: Mo' Bends

To change the Attack Speed & Attack Damage on weapons, download: Material Changer

To add compatibility to Tinkers Construct weapons, add the following lines to (Class) Item Whitelist in the config bettercombat.cfg:

slimeknights.tconstruct.library.tools.AoeToolCore

slimeknights.tconstruct.library.tools.SwordCore

A special thanks to Ski_ for helping fund & test this mod!

 

logo

Immersive Combat

 

 

 An updated version of 1.12 Better Combat Rebirth

 

Combat Changes

 

  • 1st-person attack animations (Sweeping, Chopping, and Stabbing)
  • Idle breathing animation to weapons and items in hand
  • Entity-aware & wall-aware positioning for items in hand
  • Swinging a weapon slightly tilts the camera to make for a more immersive attack (configurable)
  • New attack crosshair cooldown UI
  • New Critical Chance and Critical Damage system
  • Extensive config for adding and editing attributes on weapons, such as Sound Type, Animation, Hand Property, Sweep, Reach, Knockback, Critical Chance, Critical Damage, and Potion Effects on hit
  • Configuration for adding a Shield Bash ability to shields. Adjustable Shield Bash Damage, Knockback, and Cooldown
  • Configuration for bows. Adjustable Damage, Velocity, and Draw Speed
  • Weapons can be dual-weilded and attacking has been added to the offhand
  • Attacks now have a cooldown period where attacking is disabled, and has a delay before the attack registers on the target
  • Added the ability to adjust the attack cooldown on swords (this was not possible with Material Changer)
  • Configurable Knockback XZ and Y options
  • Configurable option for specific weapons to disable shields for a specific duration, and the option to have critical strikes disable shields
  • Configurable attack width & height and the option to reduce the Damage & Reach of unarmed attacks
  • Added several enchantments, such as Curse of Gluttony, Webbing, Revitalize, Sorcery, and Lightning
  • Added several potions, such as Aetherealized, Precision, Brutality, and a Bleeding effect

 

Quality Changes

 

  • Shields now block fire from projectiles
  • Healing arrows deal no physical damage if they healed the target
  • Ranged silver weapons from other mods now deal additional damage to undead
  • Minecraft's Healing and Harming arrows now properly calculate damage See https://minecraft.fandom.com/wiki/Arrow#Tipped_arrows
  • Mobs are affected by Blindness and Nausea status effects
  • Fast equip hotkey that allows players to quickly equip their weapons (default key: X)
  • Added many combat sounds, such as when equipping, sheathing, swinging, or hitting with a weapon
  • Configurable sounds for weapons depending on their material and animation
  • Added informative tooltips to weapons that displays their Reach, Knockback, Critical Chance, Critical Damage, and Potion Effect
  • Added animations and particles for shoveling grass paths, tilling farmland, and stripping bark off logs
  • Added fixes to bugs in the original mod that incorrectly calculated properties from Spartan Weaponry & Quality Tools

 

 

 

Compatible with Spartan Weaponry & Quality Tools

To change the 3rd-person animation of your character, download: Mo' Bends

To change the Attack Speed & Attack Damage on weapons, download: Material Changer

 

A special thanks to Ski_ for helping fund & test this mod!

 

 

 

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~480,000
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Modrinth
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