SkyParkour is a procedural parkour framework for skyrim, allowing players to smoothly climb on & vault over objects. Also allows midair ledge grabs & out of water climbing, and quick steps to navigate Skyrim's sometimes frustrating terrain.
Features a dynamic stamina system, and has XInput gamepad support.
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Author notes
You are not allowed to upload my mods to nexus or any other platform without my permission. This also includes the ports to bethesda.net, PS and Xbox. You can upload translations, as long as the original mod is required.
File credits
Credits to: sokco816 for SkyClimb, Inspiration for the mod. Everglaid for EVG Animated Traversal Everyone in xSE RE Discord. BingusEx and GonceptGosting, for the player scale fix. Ershin, found the detection method for stairs from Open animation replacer mod. And everyone who open sources their work, learned a lot from their repos.
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Fixed the micro stutters, that was caused by mistakenly added experimental code. SkyParkour ledge point updates are now multithreaded for better performance.
Fixed Werewolf attacks being disabled, caused by the weapon state correction that should not run in beast form.
Version 2.0.5Hotfix
Hotfix for 2.0.5: Fixed transforming back from Beast form not enabling parkour.
Plugin is now ESPFE, should not require a new game.
Indicators are now toggleable through MCM.
Proper Button Delay Feature integration for preset Jump Key:
If "Initial Press Delay" MCM option is above 0, you'll jump on button release instead of button press. This prevents the initial jump if you start holding the key before a ledge was found. Like in Souls Games how Dodge / Sprint input works. Tap to jump, hold to parkour. Horse behavior is not affected.
True Directional Movement Swim Pitch: Out of water climbing will be blocked if the player swimming rotation is above +-90 degrees (diving & rising) to prevent weird climb angles.
Indicators references are pulled using SKSE instead of passing from the MCM script. Mod should no longer require new saves when updating. Just don't rename the ESP, or remove its ESPFE flag.
+True Directional Movement is only required for 360 parkour.
**Major features:
+Completely New Framework
-Furniture markers are gone, mod is infinitely more responsive & allows new systems.
+Midair Ledge Grabs:
-Grab ledges after jumping when falling down.
+Out of Water Climbing:
-Climb out of water when a ledge is available.
+New Animations:
-Lower height steps, leap, and a higher climb animation. Steps have 2 height variants & 2 leg variants.
+Keep Sneaking Status
-Sneak state is persistent throughout the parkour action. (If TDM is installed, out of water climbs will get you out of sneak.)
+Parkour With Weapons Drawn:
-Drawn weapons won't prevent parkour, with the exception of midair grabs. (It breaks some jump attack mods & animations.)
+Preset Key Options:
-Use *Jump, Sprint, Activate* keys from Skyrim's control map directly, automatically matched between keyboard & gamepad as parkour button.
-Custom keys are still supported, *but do not switch automatically*.
+New Smart Parkour System (Toggleable):
-Disables High Climbing and *Failed Climbing (Read stamina system) while moving, so you won't be grabbing roofs during moving. Steps, Vault, Low & Medium ledge will still work*
-Disables Vaulting when standing still, so you won't jump down from high places while not moving.
+Stamina Requirement System Overhaul (Fully Customizable):
-If there's not enough stamina, climbing will fail and play a new animation (steps and vaulting will still work & drain remaining stamina).
-Stamina system is on by default.
-You can turn off the requirement and keep the consumption.
+Updated indicators:
-New more subtle indicators. A red indicator will also appear when stamina requirement system is enabled and you have low stamina. * Currently *Community Shaders'* Occlusion Culling feature can break marker visibility, disable it if you're having issues.
+Overhauled MCM Options & Look:
-Merged Vault & Ledge options under "Enable Mod"
-Added relevant MCMs to new features.
**Improvements:
+All parkour conditions have been improved.
+Everything that requires constant processing is now SKSE, only MCM settings and indicator references are registered from Papyrus.
+Gamepad Trigger buttons can now be mapped as parkour key (LT / RT). Xinput controllers are supported.
+Better parkour activation detection to ensure stamina is consumed once on parkour.
**Fixes:
+Parkouring without pressing the button issue is fixed.
+Prevented parkour if player is a beast race.
+Prevented parkour during dialogue or when menus are open.
Version 1.4.3
Prevent NPC's from using climb markers for sandbox. Rest is same as 1.4.1 & 1.4.2
Version 1.4.2
Fixed input delay and climbing in menus bugs of 1.4.1. Rest is same as 1.4.1
Version 1.4.1
DLL files remain the same. Only script & ESP update. Install over 1.4.0 main file and merge, or install below SkyParkour separately.
Changed vault animation's motion values directly, you no longer should see vaulting getting cancelled if vault was delayed.
Quick tapping (not holding) button is identical to SkyClimb now. If Skyrim reads your input, you climb.
Climb Markers no longer get disabled after climbing, should prevent getting stuck a lot better.
Removed sneak after climb, as you still get detected while climbing, and it failed occasionally.
Stamina cost will no longer prevent you from parkouring, your stamina will be drained at most the cost value, at least what you currently have. Won't go below 0.
Increased ledge marker update interval, moving more checks to SKSE makes it too fast for its own good.
Further de-bloated papyrus stuff by removing some redundant condition checks.
Version 1.4.0
-Fixed an issue related to mods that alter player collisions, like Dynamic collision adjustment.
-Fixed climbing after exiting a menu if the climb button was pressed during a menu.
-Moved IsParkourActive Check to SKSE, parkour point updates should be a lot faster, reduces papyrus VM stress.
-Fixed an issue with climb key getting stuck and parkouring even if the key was not held down.
Version 1.3.0
Disabled climbing onto buckets and carts etc. (clutter items)
Fixed vaulting for taller characters when raycast hits the player's collision
Fixed a wrong collision condition for vaulting
Capped maximum backwards offset of climbing to value at default player scale, should prevent sliding down after climbing better
Improved responsiveness further by re-introducing "key down" event on top of the new hold key function, polling interval increased to reduce Papyrus VM stress
Support for Mouse wheel click, M4 and M5 mouse buttons
Version 1.2.1
Using both old and new jump checks to further reduce player getting stuck during/after a jump.
Disabled some unnecessary logs now.
Fixed potential errors related to type casting and floating point precision.
Version 1.2.0
Solution for characters with different scales (Setscale x)
Fixed Stamina damage setting always starting with 25
MCM to Set delay time 0.0 - 0.5 seconds
Better stair detection, relaxed vertical / horizontal check. Meaning much easier climbing
Better input polling logic
Better responsiveness overall
Version 1.1.3
Fix quickloot compatibility issues of Main DLL
Implemented a better fix for Mod not registering on a New game.
New input delay is 0.1 seconds for better responsiveness
Version 1.1.2
Fixed new game issues.
Fixed input problems that I've mistakenly reintroduced in Hotfix 4.
Version 1.1.1-Hotfix4
Fixed the gamepad bindings I messed up.
Version 1.1.1
Hotfix for 1.1.0 Input overlap issue and ESP errors. Update procedure is same.
Version 1.1.0
UPDATING FROM 1.0.2 to 1.1.0 Disable BOTH SKYCLIMB AND SKYPARKOUR, make a new save, enable both again.
-Added a tiny delay before climbing starts to allow jumping with quick taps. Note that if a ledge is found, jumping still gets disabled if you're using jump key mcm option.
-Markers only update on location changes, climbing should be massively more responsive, improved performance.
-Added stamina consuption mechanic (Configurable)
-Moved entire input check to SKSE plugin to prevent key getting stuck. Button press checks happen on engine level now. Xinput controllers are supported
Version 1.0.2
Fix for go to bed and other furniture related mods, also a fix for a recent crash report
You can no longer climb when your weapon is drawn
Version 1.0.1
Potential fix for a crash
Version 1.0.0ng
Added experimental backwards compatible version. Tested with 1.6.640
Version 1.0.0
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SkyParkour v2 lets you parkour around Skyrim, with fully procedural ledge detection, now powered by SKSE and CommonlibNG.
Trailer
Gifs
Midair Ledge Grab
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High Ledge
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Higher Ledge
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Low Ledge Leap
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Medium Ledge
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Quick Steps
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Vault
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Walkthrough of the Features
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Ledge points are dynamically calculated during gameplay, if a ledge is found, an indicator will appear with a slight delay.
Press or Hold Down the Key For Parkour. When a ledge is valid, you will do a parkour action.
NO NEED TO WAIT for the indicator to show up. The moment ledge is valid, you can get up there.
Multithreaded calculations (since v2.0.6), no Papyrus VM bloat. All logic is handled via SKSE for maximum performance.
Grab ledges midair, climb out of water. No more frustrating terrain blocking your movement. Just hold down the parkour key.
Equipment weight based stamina system.
Tap to jump, hold to parkour. "Button delay" feature allows jumping on button release instead of button press, to switch into parkour mode without jumping first. Select the Jump Preset Key option along with a non-zero button delay value.
"Smart Parkour". More control over your actions depending on whether you're moving or standing still.
Completely dynamic ledge detection. Height, distance, movement and player scale dependent parkour actions.
Custom player scale support. (Setscale x)
Controller support
Consistent sneak state, smooth parkour entrance, no loss of camera control, no need to sheathe weapons.
Toggle indicators on / off, the choice is yours.
Smart Parkour
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Disables "High Climb", "Highest Climb", "Failed" actions while moving.
Disables "Vault" action while standing still.
Stamina System
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Stamina will be consumed by a base amount set in MCM plus your equip weight * 0.2.
If you got insufficient stamina, indicator will be red and a failed animation will play. (Toggleable)
Vault actions will not prevent parkour, only climbing will. (High, Highest, Failed)
Vault actions consume half the stamina required for climbing.
Inputs
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Preset Key Options use Skyrim's own control map actions, they will match your input devices automatically.
"Button Delay" feature requires holding down the key for the set amount of seconds before going into parkour mode.
Starting with v2.0.5, if delay value is selected a non-zero value along with the Jump Preset key option, player will jump on button release instead of button press. Like Dark Souls Sprint / Dodge input.
Custom Keys can be mapped to other inputs. However they don't match devices automatically. Requires reassigning.
Compatibility
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Compatibility for SkyClimb and it's version upgrades are not supported,SkyParkour implements all features of SkyClimb.
VR is not supported. Not needed anyway I think.
Skyrim Version 1.5.97 to 1.6.1170, thanks to CommonlibNG.
I don't have GOG, feel free to test it out.
Install
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MANDATORY REQUIREMENTS
Install all mandatory requirements. Check if they are up to date.
AMR allows the actual movement, get it. (MANDATORY)
OAR & OAR Math Plugin are different mods, both are required. (MANDATORY)
Disable the mod From "SkyClimb" MCM of SkyParkour v1 (or disable ledge & vault options from SkyClimb).
Exit the Menu.
Make a new save.
Uninstall SkyParkour V1 (or SkyClimb)
Install V2.
If it still doesn't work, try in a new save and see if the issue persists.
Rules for Parkour
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Ledge point needs to have enough headroom for you to stand on. Vault will not work if there is an obstruction behind the ledge point.
Troubleshoot
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Try creating a new save & reloading it (or any save). This resets the mod to its initial state.
If there is a crash, post a crash log with a spoiler tag.
Paste your SkyParkour SKSE log from Documents/My Games/Skyrim Special Edition/SKSE into pastebin or similar when opening a bug report.
Permissions
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You are not allowed to upload my mods to nexus or any other platform without my permission. This also includes the ports to bethesda.net, PS and Xbox.
You can upload translations, as long as the original mod is required.
Credits to: sokco816 for SkyClimb, Inspiration for the mod. Everglaid for EVG Animated Traversal Everyone in xSE RE Discord. BingusEx and GonceptGosting, for the player scale fix. Ershin, found the detection method for stairs from Open animation replacer mod. NickaNak for helping with behaviors. Sphyx for helping with thumbnails & trailer video. And everyone who open sources their work, learned a lot from their repos.