Gotham Knights

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zhandao

Uploaded by

zhandao

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About this mod

New: Less squirrel-y crouch. Less stiff when running / Adds more physics to the default Batcape. Requires reverted patch as the physics changes required editing data tables.

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What this does:

Drop it in and it'll affect all vanilla batcape usage (See Compatibility below for more detailed explanation).

Adds additional physics profiles
from RB/BG
  • Uses Batcycle physics from BG, something that the default vanilla physics doesn't cover.
  • Crouch movement physics from RB, as crouch-movement with the default physics has the cape fall to one side.
  • And from subjective tuning.. BG's falling and grappling physics.

Adds environmental collision to the vanilla batcape collision profile(s), as the latter didn't have any.  Includes
  • Cape not clipping through the floor, most noticeable when crouching idle.
  • BG's environmental collision prevents clipping when idle on the Batcycle.
  • Maintains (vanilla) cape-body collision in every profile because those collisions are very specific to body contact.
  • This was the problem of trying to directly swap the main physics definition file. It really needed a mix of vanilla batcape body contact and other capes' environmental


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Compatibility:
  • The only non-compatibility is that one physics mod will override the other. This is because:
  • This drop-in mod edits only one asset - the main physics definition file of the vanilla Batcape. (C_AL_BW_Suit_CapeLong_HeavyLeather_01_FnxCloth)
  • But I don't think this will be a real problem because there's no point having two different physics mods for the same cape.


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Instructions:
  • Unzip your package and shove it into ...\Gotham Knights\Mercury\Content\Paks\~mods