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Walk Script for PC [v5h1 / Patch 6 + DLC compatible]


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#126
Jackal19851111

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I didn't upgrade to V5h1 for a while because I was very happy with V3, so it's probably closer around 2-3K downloads in total.



#127
GODzilla

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Probably. BTW: I did not upgrade to v5 at first, sticking with v3, too but v5h1 nails it imho. Better than v3 because all buttons for all functions are near to WASD. ^^



#128
Jackal19851111

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The response time is why I upgraded, even with my workaround with CE's 100ms toggle delay it wasn't always precise in V3.

 

With V5 I can switch between jog/run, run/walk and use shift/alt to walk/jog/run interchangeably with no issues, and can even walk up some fallen trees - can never do that on vanilla with KB+M. Can now also jump from ledge to ledge without sliding off. This is an essential mod, I only wish my first playthrough had this.



#129
azile0

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incredible. We basically need to hack the game in order to get a walk function. 



#130
GODzilla

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Yes and we'll still need it pre-patch 3, because jogging is not in. Bioware keeps on being incapable of modifiying their own game. I'm really disappointed.

 

But I'm sure 2flower will provide us with an updated version of his script that just adds in jog-toggle. And since I've been playing for dozens and dozens of hours with the current script active I can safely say: Works like a charm, no issues.



#131
yankblan

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Do not want a flame war, I am just genuinely curious: why the walk button/key? Why is it needed? I've done 1.5 PT as of now, and I can't come up with a single instance where I would have needed it.

#132
GODzilla

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Immersion and the simple reason it is possible when plugging in a gamepad, which is not a native pc input device. Keep in mind that Bioware advertised the game as being developed "for pc players by pc players", so missing these features on THE native pc inputs is a bit stupid.

 

If you're asking about examples: Since the script I've usually used the "jogging" speed while going around Skyhold. You remember these double-doors that are between the main hall, Jospehines office and the war-room, or between the main hall and the garden? Fun-fact: You cannot go through there while running and not run into the doors. They open too slow and you can't activate them fast enough, so you hit them while they still swing open. A clear sign that slower methods of movement are intended to be used, but only possible while using a gamepad. Same goes for going around narrow corners (the steps up the wall) or when traversing along canyon edges on the hunt for shards. More then once did I slip off the edge because I was running full speed and couldn't stop in time. "Now only if I were able to walk", did I think to myself...

 

For immersion reasons people already pointed out several scenes in the game: When you first wake up in Haven and walk out the hut through the waiting crowd. It transfers so much more of a glorious feeling when you can actually walk through there, but you couldn't when the game released on pc. I ran through there and it felt stupid.

 

Then there is the the long quest on the ball in Val Royeaux. I must admit I have yet to play it myself, but people pointed out that it not only feels much more appropriate to be able to walk or jogg in that location, instead of running around as if chased by a dog, but that they were also able to eavesdrop on NPC conversations much more naturally by walking around. Of course you could always stop and listen, but this whole afair is about having a choice, which we had not and still wont have after patch 3. At least not all of it.

 

Yeah and that's pretty much it.



#133
Jackal19851111

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In RPGs it's standard to have a toggle walk function, so you can walk around, immerse yourself in the environment, and run when necessary.

For action adventure games, its standard to have a hold walk function, so while running, you can slow down especially around ledges/tight spaces and feel the immersion of your character's movement through the controls.

 

In Skyrim, they have both, so you can switch to walk mode, enjoy the environment, and run in short bursts with the shift key. Alternatively, you can switch to run mode, and walk in short bursts like in AA games. At any time we can sprint. They nailed it in that one. This is immersion, not just for RP reasons but to immerse yourself with the controls and feel like you are really controlling your character.

 

DAI includes action adventure elements in its exploration despite its RPG roots, hence a toggle AND hold function is vital for maximum enjoyment for many players including myself. The basics required is walk and run. However after playing with the mod, the 3 speeds, walk, jog, run can be used in different situations. Jogging feels more natural for general exploration, running is at times too fast.

 

As for why walk is needed, just check my video on the OP, can't you see the difference in the experience of those scenes compared to running through everything?



#134
Jackal19851111

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Yes and we'll still need it pre-patch 3, because jogging is not in. Bioware keeps on being incapable of modifiying their own game. I'm really disappointed.

 

But I'm sure 2flower will provide us with an updated version of his script that just adds in jog-toggle. And since I've been playing for dozens and dozens of hours with the current script active I can safely say: Works like a charm, no issues.

 

Agreed, no issues across multiple characters.



#135
Dubya75

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Do not want a flame war, I am just genuinely curious: why the walk button/key? Why is it needed? I've done 1.5 PT as of now, and I can't come up with a single instance where I would have needed it.

 

REALLY???

 

Well let me ask you this: Would you be happy with the game if your toon had no animations at all? I mean, surely....why do we need animations? 

 

IMMERSION.

 

But not only that. Perhaps more importantly, it is a matter of NAVIGATION in tighter areas, especially those you can fall off of.

 

Either you are playing the game with a controller, or you are mindlessly rushing through the game. If that is your (MMO) play style, more power to you. But this is a "role playing" game in which many people want to immerse themselves. 

You don't run around your house at full speed 24/7, do you? Well, maybe you do...

 

So as for your confusion to why we ask for this feature, I believe you are trolling and trying to rile people up, because you only need half a brain to figure out why people would want to be able to walk in their game - and the fact that EVERY OTHER GAME has this feature! For a REASON!

 

Hope that clarifies it for you.



#136
Dubya75

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I really hope the author of the walk mod will be willing to update it for patch 3, because I have absolutely NO confidence in Bioware to provide anything more than a half-hearted toggle between walk and run (ignoring jog).



#137
GODzilla

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Patch notes for patch 3 are already here, so it is already confirmed that we only get a walk-toggle and nothing more:

 

http://blog.bioware....-patch-3-notes/



#138
Dubya75

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Patch notes for patch 3 are already here, so it is already confirmed that we only get a walk-toggle and nothing more:

 

http://blog.bioware....-patch-3-notes/

 

Yeah I know....but with Bioware these days, you can't really even trust their patch notes to accurately say what they've actually done.



#139
GODzilla

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Oh you evil...don't get my hopes up. :D


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#140
Jackal19851111

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It just says "key binding", not sure if its toggle or hold. We can only hope its both.

 

In truth I was hoping they put in just that extra mile to make it both toggle and hold. But I guess that's asking too much. For some reason it's harder for the devs to implement the functions that the modders have done.

 

I fear mouse look / mouse rebinding won't make it till patch 4 or 5. By that time TW3 will be out and I'll just shelf DAI until 1 years time. Then next time I'll just buy Bioware 1 year post release. Did that before anyway with KOTOR/JE/ME when Bio went all console and Xbox exclusive.

 

Back to the second dark ages of Bioware for me.

 

I can personally live without jogging, but after having experienced the immersion of having both toggle and hold functions, I simply just can't play without.



#141
Dubya75

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It just says "key binding", not sure if its toggle or hold. We can only hope its both.

 

In truth I was hoping they put in just that extra mile to make it both toggle and hold. But I guess that's asking too much. For some reason it's harder for the devs to implement the functions that the modders have done.

 

I fear mouse look / mouse rebinding won't make it till patch 4 or 5. By that time TW3 will be out and I'll just shelf DAI until 1 years time. Then next time I'll just buy Bioware 1 year post release. Did that before anyway with KOTOR/JE/ME when Bio went all console and Xbox exclusive.

 

Back to the second dark ages of Bioware for me.

 

I can personally live without jogging, but after having experienced the immersion of having both toggle and hold functions, I simply just can't play without.

 

Ditto, brother. Ditto!



#142
GODzilla

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Patch has arived. I would have recommended for everyone to wait if it brings new bugs and keep playing without, but aparently Origin works in a way which doesn't let you play unless you patch. So we have to patch. I'm currently very angry about this very, very, very stupid decision by EA / Bioware. This means I wont be able to play until we get the okay for the walk script. <_<

 

 

PS: Offline-mode works, but for me this has shown a lack of music. Yeah, the whole sound systems seems to be bugged all over the game.



#143
alschemid

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Will the script be updated for patch 3 too? The character runs too fast for me now. <_<



#144
GODzilla

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2flower already said it and I can confirm it: The current version of the walk-script seems to work with patch 3 after some initial testing. I'd like to test and play a bit longer with it - tomorrow (middle european timezone here, 10:30pm in the evening).

 

The newly introduced walk-toggle of patch 3 is not mapped as a standard and you wont have to change that if you intend to keep on using the script. Which I will certainly do, because it just offers more (hold and toggle and jogging speed).

 

Will report back tomorrow after some playtime.


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#145
Jackal19851111

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So... just a walk toggle, as I feared =/



#146
Dubya75

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2flower already said it and I can confirm it: The current version of the walk-script seems to work with patch 3 after some initial testing. I'd like to test and play a bit longer with it - tomorrow (middle european timezone here, 10:30pm in the evening).

 

The newly introduced walk-toggle of patch 3 is not mapped as a standard and you wont have to change that if you intend to keep on using the script. Which I will certainly do, because it just offers more (hold and toggle and jogging speed).

 

Will report back tomorrow after some playtime.

 

Confirmed. The Walk toggle mod still works absolutely fine post-patch 3, even when you use the same key mapping for the "official" toggle (I use Alt). The mod also remains FAR SUPEROIR to the official shite.



#147
GODzilla

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Confirmed. The Walk toggle mod still works absolutely fine post-patch 3, even when you use the same key mapping for the "official" toggle (I use Alt). The mod also remains FAR SUPEROIR to the official shite.

 

Hehe, I couldn't have said it any better. :D Thanks for your report.


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#148
Jackal19851111

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Godzilla you might want to update your OP if it's still working. I have yet to patch.



#149
GODzilla

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Godzilla you might want to update your OP if it's still working. I have yet to patch.

 

I have yet to follow up on my promise and play a bit for myself...but on the other hand you're right. It's pretty clear it's working and it was even expected, since 2flower said his script will be patch-proof as it scans memory dynamically and doesn't look for static adress spaces. :)



#150
Jackal19851111

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Haha, this is just legendary! :D