yeah, they've changed something with update. Got it working for 2.11. But basically it's easier to just go into your "\Cyberpunk 2077\r6\config\" folder and change the file "inputmappings" by yourself in any text editor. It's what i've tried and all works now, yeah, the speed kinda slower it seems. I increased LShift value to 1.48 and sprinting speed is the same but im not sure about walking speed. Good to me and playable enough, but something is not right, probably. But i just can't play without walking by default so yeah, it is what it is lol. Dont download the mod, it will break your 2.11 game. Just change these lines on first page you see: (first two sections after <--mappings-->)
Yeah, but you can change things by yourself without the mod(inputUserMappings file in r6 folder there). Go down a bit and change everything that sazato9085 said here, it works 100% :)
It's a really good mod. but Before downloading the mod, I stopped using the computer(In-game computer, i mean function to read messages or stop cctv.) by pressing the c button while using the computer, but after installing this mod, I can't get out of the computer. Any solution? (English is not my native language, so it may sound strange, sry about this)
Oh i finally solved! in mod's Usermappings missing Exit_Button. because basically mod's jogging button is C. So the solution I did was first, install mod and go to cyberpunk local file folder-r6-config-inputUserMappings and open inputUserMappings.xml file. find under the <!-- MAPPINGS --> section, and
Here, change IK_C in to IK_B(or whatever want any key) ->This action is to change the jogging button.(I recommend not to overlap with other vanilla keys.)
second, Find the Cancel_Button mapping section and insert the Exit_Button mappings below it. (The Exit_Button mappings is in vanilla inputUserMappings.) </mapping>
After inserting the Exit_Button mappings text, save and run the game to see if it works. If you have completed all these tasks, you can exit by pressing the C button on the computer as before downloading the mod, and since the jogging button has been changed to a button other than the C button (I changed it to the B button), jogging is possible without any problem.
I wrote a workaround I tried, in case it might help someone else with the same problem. Anyway, thanks again for this greatx99999 mod.
YESS!!! THANK YOU, sazato9085!! I didn't even realise this was happening until I actually clicked on a computer terminal!! Hella awesome fix you discovered, and works like a charm!! You rock! A Kudos to you good sir!!
Every time I try following this it wipes my space bar and I can't access anything in the main menu or even exit the game. Just says Press 'None'. Any idea what I am doing wrong?
Sorry about that. Do you have any Vanila UserMappings that you have backed up? I didn't adjust or change the spacebar keys in the work I did. Looks like I'll have to compare the backed up vanilla UserMappings to the installed mod to see if text like Button id="IK_Space" is missing.
And thank you for the greetings of others who have succeeded in solving it.
@Roughnecks2277~ You may be having a mod conflict, with another mod that may have made edits to your 'inputUserMappings.xml' file, which could be conflicting with the edits made by this mod, on the same file (being 'inputUserMappings.xml')?
Hi is it possible to assign the scroll wheel to stages of walking to runing and in-between so just scrolling up or down and it stays at that level? if I want to get up to a full run i scroll up more until reaching max. and if i want to walk all the way back down and it just stays at a walking level. And leave at whatever level you want.
Thanks this worked. Finally. I changed C to Q, changed change car cam to something else for now., and then copy pasted it so in reads like you have it there. no extra mapping lines. etc
Nice, thank you, sazato9085 !!! i downloaded the mod and installed (with override) and game just crashed in the main menu, so i restored initial InputUserMappings file in r6/config and just in the initial file (the InputUserMappings file that everyone have after installing Cyber engine tweaks) changed everything you suggested here. And i can finally Walk By Default. version - 2.2, works well :) Huge thanks to you and to dimasnik , who made this mod!
In 2.0, after every action (dialogues, sitting, etc.), it reverts back to running. This is how it's always been as far as I know. So yes it's easy to switch between the two states, but constantly having to be mindful of pressing that button so you're not running after every action is a horrible immersion breaker.
Ironically, I've been playing some Mass Effect 2 for nostalgia's sake (Starfield has me in a sci-fi mood), and being able to find a good mod to walk by default in that game has proven difficult as well. I don't understand why developers go through such trouble to create these ultra-immersive worlds and then expect players to sprint around everywhere in them. For most players it's not an issue and they run everywhere anyway because they like to rush through games. But for a sizeable minority at least, the fundamental ability to simply walk through the world in a hassle-free way is crucial. Devs don't give a shit.
Yeah agreed. Fact is, games are designed to cater to all sorts, so for those of us who prefer immersion, we usually get some, but have to mod the rest in. Same with "realism" in games, I like a lot of it, but most players don't.
Videogames are in a sort of balance point between actual virtual worlds with rules somewhat like the real world, and being games with made-up rules that make competitive fun easier. Lean too much one way and you might as well be playing Tetris or dueling spreadsheets, lean too much the other way and it's just a walking simulator.
I should say though, that there's a mod that enables you to set your own default walking speed, and control your walking speed with the mouse wheel - Advanced Control. You can also do things like lean with it. Also it's non destructive (it doesn't alter the game's input user mappings.xml like this one, but uses another mod to change them on the fly just for a playing session). Might be worth asking that mod author if he could have it set so that you walk by default too.
I FORGOT TO BACKUP THE FILE, this mod fucks up my alternative mid air movement which every time i land i stop running which is annoying for smooth parkour. Any way i can undo everything?
Just a thought maybe you should make it so when you pull your weapon out you go back to the normal movement that way you don't have to hold a button down while in combat.
I love the concept of this as i do prefer to walk in game, but this is the only mod i had installed and found that it broke a number of menu's/ key bindings, like the sell junk button not working, some menus i couldn't exist out of or that had 'Invalid Input' text instead of a button option at the bottom of the screen etc, had to revert back to my backed up settings and will just toggle to walk with G from now when i need it, lovely idea, works for walking but not really an option for me when it breaks/changes a bunch of other keybindings/menus even though I have no other mods installed and had originally set all the keybindings to the default (i've never modified any of them from install of the game-so it was strange to me that several keys had changed for no reason I could see).
If I may, my suggestion (don't know if it is possible) is to make this default behaviour be overridden if the player is in combat/weapon out. Does anybody knows if it is doable?
Edit: my idea were s#*! before, and now is a little less.
133 comments
and then replace the init.lua file with these line
registerForEvent("onInit", function()
TweakDB:SetFlat("PlayerLocomotion.player_locomotion_data_Crouch_inline1.value", 3)
TweakDB:SetFlat("PlayerLocomotion.player_locomotion_data_Crouch_inline4.value", 50)
TweakDB:SetFlat("PlayerLocomotion.player_locomotion_data_Stand_inline1.value", 1.5)
TweakDB:SetFlat("PlayerLocomotion.player_locomotion_data_Stand_inline4.value", 25)
end)
this basically make the joggling speed slower than the walking speed, reversing the two, making it effectively walk by default.
Got it working for 2.11. But basically it's easier to just go into your "\Cyberpunk 2077\r6\config\" folder and change the file "inputmappings" by yourself in any text editor. It's what i've tried and all works now, yeah, the speed kinda slower it seems. I increased LShift value to 1.48 and sprinting speed is the same but im not sure about walking speed. Good to me and playable enough, but something is not right, probably. But i just can't play without walking by default so yeah, it is what it is lol.
Dont download the mod, it will break your 2.11 game. Just change these lines on first page you see: (first two sections after <--mappings-->)
<!-- MAPPINGS -->
<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-0.62" overridableUI="left"/>
<button id="IK_D" val="0.62" overridableUI="right"/>
<button id="IK_W" val="0.0" />
<button id="IK_S" val="0.0" />
</mapping>
<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="0.70" overridableUI="forward"/>
<button id="IK_S" val="-0.70" overridableUI="back"/>
<button id="IK_LShift" val="1.48" />
<button id="IK_Home" val="1.0" />
</mapping>
Go down a bit and change everything that sazato9085 said here, it works 100% :)
first, install mod and go to cyberpunk local file folder-r6-config-inputUserMappings and open inputUserMappings.xml file.
find under the <!-- MAPPINGS --> section, and
<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="0.7" overridableUI="forward"/>
<button id="IK_S" val="-0.7" overridableUI="back"/>
<button id="IK_LShift" val="1.0" />
<button id="IK_C" val="1.0" />
</mapping>
Here, change IK_C in to IK_B(or whatever want any key)
->This action is to change the jogging button.(I recommend not to overlap with other vanilla keys.)
second, Find the Cancel_Button mapping section and insert the Exit_Button mappings below it.
(The Exit_Button mappings is in vanilla inputUserMappings.)
</mapping>
<mapping name="Cancel_Button" type="Button" SIEJADependent="true" >
<button id="IK_C" overridableUI="cancelSelection"/>
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Exit_Button" type="Button" SIEJADependent="true" >
<button id="IK_C" overridableUI="cancelSelection"/>
<button id="IK_Backspace" />
<button id="IK_Pad_B_CIRCLE" />
After inserting the Exit_Button mappings text, save and run the game to see if it works.
If you have completed all these tasks, you can exit by pressing the C button on the computer as before downloading the mod, and since the jogging button has been changed to a button other than the C button (I changed it to the B button), jogging is possible without any problem.
I wrote a workaround I tried, in case it might help someone else with the same problem. Anyway, thanks again for this greatx99999 mod.
And thank you for the greetings of others who have succeeded in solving it.
</mapping>
<mapping name="Exit_Button" type="Button" SIEJADependent="true" >
<button id="IK_C" overridableUI="cancelSelection"/>
<button id="IK_Backspace" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
It worked for me.
And I don't believe they don't have a simple walk button in this game
<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="0.67" overridableUI="forward"/>
<button id="IK_S" val="-0.67" overridableUI="back"/>
<button id="IK_LShift" val="1.0" />
<button id="IK_LControl" val="1.0" />
</mapping>
What should I add to be able to exit terminals? This Exit_Button mappings thing.
Rather than use keys for it.
and then copy pasted it so in reads like you have it there. no extra mapping lines. etc
Wow.
Thanks for the help in fixing it though.
i downloaded the mod and installed (with override) and game just crashed in the main menu, so i restored initial InputUserMappings file in r6/config and just in the initial file (the InputUserMappings file that everyone have after installing Cyber engine tweaks) changed everything you suggested here.
And i can finally Walk By Default.
version - 2.2, works well :)
Huge thanks to you and to dimasnik , who made this mod!
Ironically, I've been playing some Mass Effect 2 for nostalgia's sake (Starfield has me in a sci-fi mood), and being able to find a good mod to walk by default in that game has proven difficult as well. I don't understand why developers go through such trouble to create these ultra-immersive worlds and then expect players to sprint around everywhere in them. For most players it's not an issue and they run everywhere anyway because they like to rush through games. But for a sizeable minority at least, the fundamental ability to simply walk through the world in a hassle-free way is crucial. Devs don't give a shit.
Videogames are in a sort of balance point between actual virtual worlds with rules somewhat like the real world, and being games with made-up rules that make competitive fun easier. Lean too much one way and you might as well be playing Tetris or dueling spreadsheets, lean too much the other way and it's just a walking simulator.
I should say though, that there's a mod that enables you to set your own default walking speed, and control your walking speed with the mouse wheel - Advanced Control. You can also do things like lean with it. Also it's non destructive (it doesn't alter the game's input user mappings.xml like this one, but uses another mod to change them on the fly just for a playing session). Might be worth asking that mod author if he could have it set so that you walk by default too.
Now this mod crashes my game with middle walk setting.
If I may, my suggestion (don't know if it is possible) is to make this default behaviour be overridden if the player is in combat/weapon out. Does anybody knows if it is doable?
Edit: my idea were s#*! before, and now is a little less.