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No Walking On Mouse+Keyboard?

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lWFDl

lWFDl

Fresh user
#221
Dec 21, 2020
There are so many buttons we should, but couldn't assign ourself. The question is why? I'm pretty sure, in TW3 you could do all that from the start...
 
  • RED Point
Reactions: wasp.devourer
Warthog91

Warthog91

Fresh user
#222
Dec 21, 2020
Not being able to walk: Anoying!
Skipping dialogue because you wanted to stop crouching: Breathtaking

But seriously CDPR, implement walk for PC
 
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Reactions: X_FloW, Ninivekha, wasp.devourer and 1 other person
E.Light

E.Light

Fresh user
#223
Dec 21, 2020
adsl97 said:
I've been trying to improve the solution proposed before, this is what I'm using:

<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
<button id="IK_D" val="1.0" overridableUI="right"/>
<button id="IK_Alt" val="0.0" overridableUI="MoveX"/>
</mapping>

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_Alt" val="0.0" overridableUI="MoveY"/>
</mapping>

Notice I added 2 lines on each mapping container for each axis.

This will give you 0.5 units/s speed while going straight ⭡ ⭣ ⭠ ⭢ , but you go slightly faster (I believe at 0.707 units/s speed) while going diagonally ⭦ ⭧ ⭨ ⭩ .
This is because the point (0.5 , 0.5) is at 0.707 units from (0,0).

I prefer this over just 0.6 speed when going forward, but its slightly too slow to be comfortable (and too fast when going diagonally)
Click to expand...
I was hoping that version 1.05 would solve the problem with not being able to walk, but it didn't happen:sad:
Maybe this will help someone. Slightly modified the above option. Thank you adsl97!

Open the file "inputUserMappings" (for example, using Notepad) which is located in the game folder (Cyberpunk 2077 > r6 > config). At the very beginning of the file there are two paragraphs that need to be edited.

<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_LShift" val="0.0" overridableUI="MoveX"/>
<button id="IK_A" val="-1.2" overridableUI="left"/>
<button id="IK_D" val="1.2" overridableUI="right"/>
<button id="IK_W" val="0.0" overridableUI="forward"/>
<button id="IK_S" val="0.0" overridableUI="back"/>
</mapping>

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_LShift" val="0.0" overridableUI="MoveY"/>
<button id="IK_W" val="1.2" overridableUI="forward"/>
<button id="IK_S" val="-1.2" overridableUI="back"/>
<button id="IK_A" val="0.0" overridableUI="left"/>
<button id="IK_D" val="0.0" overridableUI="right"/>
</mapping>

With these changes, you can move at a speed of 60% of the original speed (it seems that NPCs move at this speed in the game). Also solved the problem with accelerated movement on the diagonal, the speed is slightly lower, but very close to 60%. If you want to walk faster, put 1.3 or 1.4 instead of 1.2.
For the walk key, I use "LShift", You can specify any, but make sure that in the game settings it is not assigned an action.

And I'm sorry for my terrible English.
 
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Reactions: Val_KillMe and Warthog91
W

wasp.devourer

Fresh user
#224
Dec 22, 2020
I'M RUNNING! :rolleyes:
 
W

wasp.devourer

Fresh user
#225
Dec 24, 2020
am I running?
Post automatically merged: Dec 24, 2020

yes, I am
 
Last edited: Dec 24, 2020
The_Vulture

The_Vulture

Fresh user
#226
Dec 25, 2020
Hydra_360ci said:
Double tap on forward dodge messes up keyboard users as well (honestly... when is anyone going to want to dodge forward into an enemy?)
Click to expand...
Draw katana [==|::::::::::::::::::::::::::::/
Charge heavy attack...
>>> Dodge forward into enemy >>>
\\\ Stabbity Stab Stab \\\
<<< Dodge backward like a freak <<<

rinse repeat

In all seriousness, dodging into enemies while attacking is risky, but sometimes it messes up the timing of their blocks.
But yeah, it's a borderline suicidal move.
Fun though.
 
inertiacreep

inertiacreep

Fresh user
#227
Dec 26, 2020
No forgiveness!
 
PepeSmug

PepeSmug

Forum regular
#228
Dec 26, 2020
Ramzah said:
The game isn't even "officially" out yet. Wait for day 1 patch and see.
Click to expand...
Well, we sure saw.
 
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Reactions: Warthog91
Ramzah

Ramzah

Forum regular
#229
Dec 27, 2020
PepeSmug said:
Well, we sure saw.
Click to expand...
:shrug:
 
CactusMcFly

CactusMcFly

Fresh user
#230
Dec 27, 2020
It's annoying when I am following behind an NPC on a mission and there is this auto walk detection, but it doesn't work 100%, so I keep charging past the NPC, and then the NPC has to pause so I can get back behind them. This would be avoided if I could just manually hold a key to walk myself....
 
Dr_Sinister420

Dr_Sinister420

Forum regular
#231
Wednesday at 5:04 PM
Ramzah said:
The game isn't even "officially" out yet. Wait for day 1 patch and see.
Click to expand...
That didn't age well lol
 
  • RED Point
Reactions: Warthog91
L

largpack

Forum regular
#232
Yesterday at 9:39 AM
Please please and please implement a "walk" button. This game should be so immersive. I don't want to run all the time.
Post automatically merged: Yesterday at 10:59 AM

For all who can't wait:


www.nexusmods.com

WALK key on PC

Adds the ability to walk with ALT instead of constantly running like a 10 years old with ADHD
www.nexusmods.com www.nexusmods.com
 
Last edited: Yesterday at 10:59 AM
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