This is blowing my mind. Such a lightweight mod just straight up adds a new mechanic, and it works so well - why it isn't in the game to begin with? CDPR wanted mantis blades to have wall-running capability, and it seems like they could've do it easily. It isn't even unbalanced, there are still obstacles (i.e. fences w\ barbed wire) that are only scalable with jump leg cyberware.
this mod is awesome i used it for a whole 100hr playthrough with no issues or conflicts with my 200 installed mods. super lightweight mod doesnt change anything that would make it conflict with another mod. The only annoying thing and i doubt there is a way around it, but you cant keep climbing a building if there is a bump or a ledge only if its a flat building.
So, just to clarify—does the wall-climbing become available immediately after installation, or is it locked behind a skill or story progression in the game? I’ve started with a Corpo V, and it seems odd that a corporate character would be able to do wall-running parkour right off the bat.
Yeah it's available immediately. Not sure if I'll ever lock it behind a certain skill or level cause it's easy enough to uninstall/install the mod since it's just one tiny file. We'll see though, if I get the motivation to learn how to do that I may make another mod that does so.
I came here specifically to wonder if it could be locked behind cyberwares, I was gonna suggest the one that gives a massive speed boost at first before slowing because in universe, it would gives the momentum to wallrun in the first place but Lynx Paws is a great alternative because it's underpowered and it's the "ninja" option.
I love the mod but I'd love to have to sacrifice double jump for it, make a real trade for something OP and awesome. Either way great mod!
I tried every mod of this kind and this is the most successful implementation or wall running and jumping by far. When you get the hang of it, it opens up a whole new world without launching you 50ft in the air or clipping you into a wall. It also doesn't alter anything it doesn't have to.
Using the Alternate Camera file and jumping on a wall does move the camera but doesn't make me wall run. It might be conflicting with Smooth Movement but I'm not sure.
I did some more testing and the mods working correctly but ig the difference just wasn't very noticeable at first glance. Is there anyway for me to configure it so V falls down the wall a liiiitle slower?
Right now I don't have anything about the mod configurable, but after looking at Mod Settings it looks I should be able to since it's a redscript mod. Will try to figure out how to implement that for my next update.
As someone who used to do parkour I love the idea of this mod but im a bit scared to try it due to hearing about the exception_Access thing. Gonna recheck every once in a while to see if enough users are reporting it working just fine since I already got a lot of mods installed and im about as tech savvy as an 80 year old Amish grandmother.
I mean no harm can come with testing it, if there's an error all it'll do is just crash the game and you just need to simply remove the mod and it'll work again if it is my mod causing the issue. Only 2 users out of 10,000+ downloads have ever mentioned the error, so hard to say if my mod is even the sole reason for their issue with so few reports. Plus, I also already pushed an update after the reported issue that aimed to improve the mod's stability. So more than likely it'll work fine for you.
Having an issue so far in reguards to scripted events (scene where you jump onto the chimera int he PL intro is a prime example) but any movement in which i brush the wall yanks the camera, and can even cause the scripted animation/"cutscene" point of view to get locked outside of the intended field (couldnt look at the chimera core as we ripped it out, and tossed the grenade in, was stuck looking to the side)
I am using the alternate camera version but the issue also occors just bumping into a crate here and there, suddenly my neck snaps to a new viewpoints (the gameplay part is fine but ANY collisional vicinity with anything in these scripted scenes triggers the camera yank).
Thanks for the report. Yeah alternate camera version is going to be a long-time work in progress and I would recommend just not using that version outside of free roaming the city. The mod is working as intended right now, it's made to overwrite the camera control any time you jump and collide with some object. I'm gonna have to look through the source code again and see if there's a way I can prevent the camera being overwritten during scripted events or a system where I can detect a collision with a wall specifically. Until then I would just stick with the original version more often than not.
Just a follow up, would this possibly have been caused by having wall hang as well? (Sorry for late response, was hostipalized) as i love the idea of the camera tilting for that mirrors edge vibe
108 comments
Endorsed.
I love the mod but I'd love to have to sacrifice double jump for it, make a real trade for something OP and awesome. Either way great mod!
Big thanks to creator for this one.
I am using the alternate camera version but the issue also occors just bumping into a crate here and there, suddenly my neck snaps to a new viewpoints (the gameplay part is fine but ANY collisional vicinity with anything in these scripted scenes triggers the camera yank).