Fallout New Vegas

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Imp of the Perverse

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Imp of the Perverse

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About this mod

Some NVSE mods will probably be coming out soon that increase the player\'s jump height. This mod is a workaround for the \"invisible ledge\" that crops up when it is increased too much. It prevents the player from getting stuck in the air during high jumps.

Permissions and credits
Jump Fall Fix
R1.0


by Imp of the Perverse



Description
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This mod removes the "invisible ledge" that crops up when the player's jump height is increased too much by a mod.

Somewhere between the release of Oblivion and the release of Fallout 3, there was a change made to the Gamebryo engine that limited the player's jump height, or hang time while jumping to be exact. In Oblivion jump height tended to increase as your character became more agile. In Fallout 3, your jump height never changes, so the change wasn't apparent until some mods began increasing or otherwise altering jump height by changing the fJumpHeightMin numeric gamesetting. Setting this value too high introduces the invisible ledge glitch - if your character spends too much time airborne after jumping, they will appear to land on an invisible ledge. I have no idea why this happens, or what change brought it about, but it's pretty frustrating for modders. This mod works around the invisible ledge by exploiting a difference in the way the engine treats jumping versus walking off of something. If you step off of a ledge or other high object, you'll fall smoothly to the ground regardless of how high it is. So to get around the invisible ledge, this mod tracks your progress through your jump, and at the top of it, resets your scale via setscale (this resets the fall counter and effectively ends your jump). This fall is uninterrupted by the invisible ledge regardless of how high you jumped*.

For some reason, the landing animation and sound will play, which will sound odd, and look odd in third person. There might be a way around this, so look for updates in the future.



* I'm pretty sure that if you set the jump height really high, you will hit the invisible ledge on the way up rather than the way down. This mod does nothing to prevent that (that's a pretty high jump though).




Compatibility
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This mod should be compatible with any other mod.

There is a minor issue with the setscale command - it sets both the base scale and the ref scale, meaning the actual scale is the square of the value specified. That means that if you've changed the player character's base scale via the GECK, you'll end up a different height after you jump. THis shouldn't be an issue though for 99.99% of users, because they'll either be using the default scale of 1 (the square root of 1 is 1, so no problem) or they'll have set their scale via the console or a mod with the setscale command, in which case the base and ref scales will both be the same anyway.

I'll probably put together a list of mods that would benefit from this (if you know of any let me know.) I'm about done with transferring Powered Power Armor over from Fallout 3, and it'll make use of this mod.



Installation
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Install NVSE

http://nvse.silverlock.org/beta/nvse_1_beta5.zip

Keep in mind that NVSE is still in its Beta stages.

Move the .esp and meshes folder into your Fallout 3 data directory. Add the .esp to your load order. Order is unimportant, as nothing is overridden and everything is accomplished via script.

If you are a modder that would like to use this as a resource for your mod, just instruct your users to install this file. There is no need to add it as a master, unless you want to force your users to install it.




Uninstall
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Delete the Jump Fall Fix.esp from your Fallout 3 Data directory.




Usage
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This fix only needs to show up once in a player's load order - multiple instances of the script could potentially interfere with one another. So even though this is a resource meant to be used by other mods, it is best that you have your users install this file rather than incorporating the code into your mod (that's why I've separated it out from Powered Power Armor, where it originated).