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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Changelogs
Version 1.1
Less squirrel-y when crouched. Less stiffness when walking/running. Slightly heavier physics on the Batcycle.
Version 1.0 available as an option for player preference
Version 1.0
Initial Upload
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 noticeablewhen crouching idle.
BG's environmental collision preventsclipping 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