2017-06-07-12:43 - Downloads have now been updated to includes both an MEAMOD and a FBMOD file
2017-06-11-14:31 - Please note that I am going to change the way that I write the file version, old way was "v1a" but from now on I'll be using the game version number followed by a letter and it is the letter that indicates the version of my mod, current version will be "v108a" So even though it might look as if new files have been uploaded since last, this not actually the case, if you already have a working version you won't need to redownload anything until the mod version name changes to "v108b" or higher
I don't know if it's this mod that's causing problem. But sometimes, NPCs, even assets do not spawn. And squadmates don't follow Ryder. I wonder if it's becos Ryder ran too far and too fast for assets to load at all.
PSA: The additional jump height can reach otherwise inaccessible platforms/roofs surrounded by invisible one-way-walls (allowing entry but no exit), effectively trapping the player and requiring a reload from last save.
This works great, especially with the nomad being so slow I can run faster and jump up mountains quicker than the nomad and one huge leap had Sam saying "I hope the hydraulics are helping" and I thought yep Sam, they really really are. I really like depending on how long the button is held alters the jump height. It is perfect. Cheers for this I have endorsed the mod.
Huge shout out and thanks for this mod! I didn't think it'd be this addictive from the description, but once you try this sucker out, you never, EVER want to go back to the normal mobility settings! It seriously breathed way more life into this game for me!
This is flat out hilarious and great for fooling around. But I'd like a more moderate mobility rebalance. Moving Ryder reminds me of my struggles when first playing as Niko in GTAIV. All I wish for is better responsiveness, less momentum, better turning and maybe remove the stopping when landing after an evade. Crazy how walking gives you momentum but a boost that easily lifts you a couple meters in the air has you stopping dead after it wears off.
Just wanted to say thanks for this. Tried your vanilla version, then Mk 2. Both worked very nicely. Went for the Mk 2. Jump height seems to depend on how long you hold down the key, which I love.
102 comments
- Downloads have now been updated to includes both an MEAMOD and a FBMOD file
2017-06-11-14:31
- Please note that I am going to change the way that I write the file version, old way was "v1a" but from now on I'll be using the game version number followed by a letter and it is the letter that indicates the version of my mod, current version will be "v108a"
So even though it might look as if new files have been uploaded since last, this not actually the case, if you already have a working version you won't need to redownload anything until the mod version name changes to "v108b" or higher
The walking speed when using Ryder's scanner is good so is ot possible to tweek something lik that?
Ask me how I know!
I couldn't go back to the 1m jetpack jumps anymore, this mod has completely spoiled me.
DAMN it's fun
EDIT
Oops. Just found there's more than one flavour of this mod!
But I'd like a more moderate mobility rebalance. Moving Ryder reminds me of my struggles when first playing as Niko in GTAIV.
All I wish for is better responsiveness, less momentum, better turning and maybe remove the stopping when landing after an evade. Crazy how walking gives you momentum but a boost that easily lifts you a couple meters in the air has you stopping dead after it wears off.