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  1. tsptds
    tsptds
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    SkyParkour V2

    2.0.5 New Features:

    • Proper button delay for jump key: Jump on button release instead of button press. Tap to jump, hold to parkour without having to jump first. Of course customizable from the MCM.
    • Indicators are toggleable now.
    • Plugin is ESPFE. Your MCM settings may reset. Should be safe to update otherwise.
    • Renamed the ESP to SkyParkourV2. Don't rename it.
    • Mod requirement warnings on startup to ensure requirements are installed properly.
    • Fixed compatibility with mods that disable saving by using SetInChargen command.
    • Next update should be another framework overhaul for new features. Might take longer but looks promising.

    V2 Release Trailer:

    Spoiler:  
    Show


     
    SkyParkour is Best Enjoyed with:

    Known Issue & Fix: 

    Possible Slight Incompatibilities: Mods that add jump attacking. The animations might look weird. Requires patching.
  2. tsptds
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    Discoveries & Progress:
    Even better framework than v2 to support first person and consistent weapon state, not the next update though.
    However, next update will feature smooth pre-parkour height adjustment, toggleable indicators, proper delayed jump (jump on button release instead of press, to skip jumping first and go into parkour mode directly).
    Edit: 2.0.5 is out.
    Spoiler:  
    Show
  3. Restartitius
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    So just a minor PSA for anyone having the same issue as me:

    I was having a problem where my character would just climb in place and never climb up anything. I reinstalled XP32 and picked the 'basic' (no MCM/styles but with animation support) option, and it all magically started working perfectly.

    (I was having a bunch of other issues too, I suspect a conflict somewhere, but also I only switched to the full XP32 profile fairly recently so maybe it just doesn't work well)
  4. RadiantWings
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    This might just be an upgrade issue since I was not coming from a clean save, but after upgrading to 2.0.5hotfix, I noticed a lot more microstuttering in my game, and gradual performance degredation over time (I lost about 2 fps in about 15 minutes of play).

    Going back to 2.0.3, and I ran into none of those issues.
    1. ToxicTortugo
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      Same here. It was driving me insane.
    2. Hantoosa
      Hantoosa
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      same problem
      I not only experienced the frame falling, but also the ctd
    3. tsptds
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      Could you give me the crash log?

      Also if possible, confirm if the fps drop happens the more parkour you do or happens without even engaging with the mechanic at all.
  5. glennkahlil
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    I use Alternate Hardcore Death mod, do I need the Respawn Soulslike patch for that? Or should I keep playing without it?
  6. danc010
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    Really love the concept of the mod, opens up tactical options for the stealth game; Is there a way to stay in 1st person while parkour-ing?
  7. Antilia
    Antilia
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    I only wish I had discovered it a long time before, I've been using it for a little over a month, and I can't do without it anymore.
    Thank you!
    1. tsptds
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      Enjoy!
  8. DullDogs
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    Hi!

    I've just downloaded your new update for the Respawn mod as I was enthusiastic that I would be able to use my saving mod with SkyParkour2 as it seems that we are not able to use the Parkour system if the ChargenIn was modified.

    However it seems that the code that was released was just modifying the Respawn mod. I would like to take the aspects you've modified so I can apply that part of the script with my mod.
    Spoiler:  
    Show

    bool f5Pressed
    Faction property playerFaction auto

    Event OnInit()
        player = Game.GetPlayer()
        
        player.GetActorBase().SetEssential()
        player.SetNoBleedoutRecovery(false)
    PopulateNamedBossList()
    PopulateNoResetNPCList()
    PopulateNoResetLocationList()
    PopulateNoRespawnLocationList()

        RegisterForSleep()
    AddInventoryEventFilter(gold)
    EndEvent
    ; OnPlayerLoadGame events can only be received by player/player aliases
    Event OnPlayerLoadGame()
        player = Game.GetPlayer()
        
        player.GetActorBase().SetEssential()
        player.SetNoBleedoutRecovery(false)

    PopulateNamedBossList()
    PopulateNoResetNPCList()
    PopulateNoResetLocationList()
    PopulateNoRespawnLocationList()

    if (PlayerRespawnMarker.GetParentCell() == PlayerRespawnMarkerCell)
    ;debug.notification("PlayerRespawnMarker not initialized, moving to player...")
    PlayerRespawnMarker.moveto(player)
    playerRespawnMarkerInitialized = true
    endif
        RegisterForKey(63)
        RegisterForSleep()
    AddInventoryEventFilter(gold)
    EndEvent
    Event OnKeyDown(Int KeyCode)
        if (KeyCode == 63 && mcmOptions._disableSaves)
            Game.SetInChargen(true, false, true)
            f5Pressed = true
            RegisterForSingleUpdate(0.5)
        EndIf
    EndEvent
    Event OnUpdate()
    ;   bool keyPressed
    ;   If (keyPressed != Input.IsKeyPressed(mcmOptions._pushKey))
    ;       keyPressed = !keyPressed
    ;       if (keyPressed)
    ;           savedObject.PushActorAway(player, 3.0)
    ;       EndIf
    ;   EndIf
        if (!f5Pressed)
            if (player.IsBleedingOut())
                Game.ForceThirdperson()
                player.SetNoBleedoutRecovery(false)
    player.GetActorBase().SetInvulnerable(false)
    AddInventoryEventFilter(gold)
                player.RestoreActorValue("health", 1000000)
    player.RestoreActorValue("stamina", 1000000)
    player.RestoreActorValue("magicka", 1000000)
                Game.EnablePlayerControls()
            EndIf
        Else
            RegisterForSingleUpdate(0.5)
            f5Pressed = false
        EndIf
        Game.SetInChargen(false, false, false)
    EndEvent


    Let's say that I just want this:

    My scripts looks like this 

    Scriptname _JLSaveKey extends Quest  
    MagicEffect Property JLSaveME Auto
    SPELL Property JLSaveSpell Auto
    Event OnInit()
       RegisterForControl("Quicksave")
    EndEvent
    Event OnControlDown(string control)
    If control == "Quicksave"
    Debug.Trace("The player is pressing the Quicksave control.")
    JLSaveSpell.cast(Game.GetPlayer())
    EndIf
    EndEvent

    This is to hook the Quicksave button to the Savespell script.

    And here is the savespell script.

    Event OnEffectStart(Actor akTarget, Actor akCaster)
    game.ForceThirdPerson()
    game.DisablePlayerControls()
        if playerRef.IsWeaponDrawn()
            debug.sendAnimationEvent(playerRef, "Unequip")
    utility.wait(2)
    endIf
    game.GetPlayer().PlayIdle(IdleWriteLedgerEnter)
    utility.wait(0.85)
    game.GetPlayer().PlayIdle(IdleWriteLedgerWrite)
    utility.wait(1)
    utility.wait(0.1)
    debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
    game.SetInChargen(true, false, false)
    utility.wait(0.5)

    So the game.SetInChargen(true, false, false) makes it so I'm not able to use SkyParkour. If I used the same method as yours, how would I be able to apply to mine?

    Would it also be probably possible to modify the skse code so we can exclude the SetInChargen restriction?


    Thanks a lot!
    1. tsptds
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      First off, please kindly put the code under a spoiler tag as it clutters the posts section.

      Your code is correct, I will be uploading an update soon. I'm working on it.

      SetInChargen takes 3 parametes: Saving, waiting and hands bound. As long as you shut it down correctly ( false false false) SkyParkour will work properly. Respawn incorrectly flags the player as hands bound after exiting the respawn state, so I had to modify the script itself.

      2.0.3 currently disables parkour for any chargen flag, including the save flag. Next version will check the "Beast Form" state in a better way and enable parkour with saving disabled.

      Edit: Updated.
    2. DullDogs
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      Ah jeez, I am really sorry for that I thought I added spoilers, My bad I didn't want to monopolize this thread.

      thanks a lot for the update! I really appreciate it! 
  9. 2gtandknives
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    I really wish something like this could be made for FO4.
  10. nichio77
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    Hi,

    Been using mod since it came out. Great job!
    Updating from 2.0.3 to latest (via MO2 latest) I saw that the main .esp name has changed.
    This means practically that in order to update safely, old version needs to be removed and new version has to be installed on a clean save.
    Is this correct?

    Thx & kudos for your work!
    1. tsptds
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      I usually test for the worst case scenario. Installing on an ongoing save without clearing anything seems to work properly. Though since the form ID for the quest that holds the MCM script has changed, your settings may get reset. Of course the better way is:
      Disable Mod -> Save -> Uninstall -> Save -> Update
    2. Dracoilmkt
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      Adding to this, I didn't anticipate the .esp name change in the latest update, so I overwrote the old version 2.0.3 with 2.0.5hotfix, instant crash when loading old save, I'm downloading 2.0.3 again to do the disable and uninstall first
    3. Dracoilmkt
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      Nvm that, looks like I'm still crashing with 2.0.3, false alarm, must be something else wrong, apologies
  11. Arkos9
    Arkos9
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    Thank you so much, the new version works great now!! Your effort is truly appreciated




  12. cuddm
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    Great news about the 1st person support discovery, looking forward to finally replacing base SkyClimb once that update comes out <3
    1. tsptds
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      Oh I'm cooking... I think :P