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No Walking On Mouse+Keyboard?

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J

JonathanDyonisio2

Fresh user
#121
Dec 10, 2020
Toogle ADS also.
 
le_fossoyeur

le_fossoyeur

Fresh user
#122
Dec 10, 2020
Really miss me in most of the mission indeed.
 
Japo32

Japo32

Fresh user
#123
Dec 10, 2020
yes please! Don't want to go jogging everywhere.
 
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L

ljupced

Forum regular
#124
Dec 10, 2020
Could be nice, yeah.
 
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K

kissybyc3

Forum regular
#125
Dec 10, 2020
Thanks for the Neros solution. Still, we ask for native support. Give us that, CDPR!
 
kopasov76

kopasov76

Fresh user
#126
Dec 10, 2020
I support, in the game for V there is not enough usual movement with a step, the strange thing is that when the scanner is activated, V walks at a slow pace, as soon as you turn off the scanner, V runs, as a result, when studying the world of the game and just when studying, moving, V always or runs or runs fast, walking is not given, and this is strange just for such a game where you spend a lot of time indoors, and with this run, instead of a step, V just pokes at all the walls and objects, it's just very uncomfortable when V is constantly running, but does not go, therefore, an appeal to the game developers, with all the possibilities that are in the game, there is no way to just go the usual step, please add the option to switch to a normal step, the same as when activating the scanner, only without the scanner. Thank you, I hope they will hear me.
 
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H

Highlancer

Senior user
#127
Dec 10, 2020
Nero2708 said:
I turns out you can do the same thing with car acceleration. If you add

<button id="IK_Alt" val="0.5" overridableUI="vehicleAccelerate"/>

to the section <mapping name="Acceleration_Axis" type="Axis" >
so it looks like this
<mapping name="Acceleration_Axis" type="Axis" >
<button id="IK_Pad_RightTrigger" />
<button id="IK_W" val="1.0" overridableUI="vehicleAccelerate"/>
<button id="IK_Alt" val="0.5" overridableUI="vehicleAccelerate"/>
</mapping>
You can accelerate much smoother with alt key.
Click to expand...
Sadly that doesn't cut it and it's not a full solution.

As soon as you side-step (press A or left / D or right), the character starts to run again.

So the solution only works for walking forward and that's it.

Thanks for trying, nevertheless.
 
Bloodartist

Bloodartist

Senior user
#128
Dec 10, 2020
So the thing is, V has two speeds:
run, and cyber-enhanced 100 meter dash.

I think she is SUPPOSED to walk (evident when looking down to your feet while "walking"), except that she walks faster than Michael Myers. Walking speed is about same speed as other games running speed. It REALLY needs to be toned down, or at least let us adjust it.

This is the most annoying thing Ive come across so far. Truthfully. It takes away my immersion and enjoyment of the game. Walking speed is so fast, it gets difficult to loot stuff since V tends to overshoot the items lying on the ground as I try to align myself correctly.

Walking speed when following a story NPC in missions is also very inconsistent. For example when following Evelyn to Judy in the prologue, V walks in pace with Evelyn. When EXITING the same place, she walks twice as fast as Evelyn.

kopasov76 said:
the strange thing is that when the scanner is activated, V walks at a slow pace
Click to expand...
There is a time slow effect when activating scanner
 
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Spunky Noodle

Spunky Noodle

Senior user
#129
Dec 10, 2020
Yes, we need a walk mode, I'm surprised on Xbox controller with PC we can walk in range of variable speed. Why we cannot have that on keyboard?
 
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S

Som1TookNyxeka

Fresh user
#130
Dec 10, 2020
So, they made a claim that they went with first person because it was "more immersive", idk, but it turns out that with keyboard and mouse, as you'd usually play an FPS on PC, there doesn't seem to be a walk option except for if you just zoom in, which feels absolutely ridiculous. Other than that, you're just sprinting around everywhere and it completely breaks the immersion of the game for me. I haven't been able to find a key-binding that lets you choose walk speed, is there something I'm missing?
 
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S

Som1TookNyxeka

Fresh user
#131
Dec 10, 2020
I just made a post about this and didn't realize this one already existed, so bump here. Feels not-very-immersive to be sprinting around everywhere and dodging people all the time.
 
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T

TheAlgerian

Senior user
#132
Dec 10, 2020
Som1TookNyxeka said:
So, they made a claim that they went with first person because it was "more immersive",
Click to expand...
Always been a lie, far as I'm concerned, didn't believe that for a second.
First person is just MUCH easier to make.
 
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martygod

martygod

Forum regular
#133
Dec 10, 2020
lets hope they fix it soon
 
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H

Highlancer

Senior user
#134
Dec 10, 2020
Bloodartist said:
So the thing is, V has two speeds:
run, and cyber-enhanced 100 meter dash.
Click to expand...
No, V has multiple speeds. See playing with gamepad.

If you want to capitalize on set speeds then it has 3 speeds:

1. walk (see trailers)
2. jog / run (the actual default on PC with M/Kb)
3. sprint (that takes stamina)

And it's perfectly normal to have it like this, in three options. Witcher 3, Deus Ex HR, RDR2 have identical character movement systems (1. walk default / 2. run on tap or toggle / 3. sprint or tap or toggle).
 
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StarfleetCommand

StarfleetCommand

Forum regular
#135
Dec 10, 2020
I simply cannot believe this was excluded from the game, moving around feels super un-immersive, especially inside interiors were I keep jumping on chairs and tables.
I was really looking forward to taking my time in this game and take a stroll through night city without feeling like Adam Smasher himself is chasing me.

Please CDPR dev's makes this an option, I'm begging.
 
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G

GrimReaper801

Senior user
#136
Dec 10, 2020
Bloodartist said:
So the thing is, V has two speeds:
run, and cyber-enhanced 100 meter dash.

I think she is SUPPOSED to walk (evident when looking down to your feet while "walking"), except that she walks faster than Michael Myers. Walking speed is about same speed as other games running speed. It REALLY needs to be toned down, or at least let us adjust it.

This is the most annoying thing Ive come across so far. Truthfully. It takes away my immersion and enjoyment of the game. Walking speed is so fast, it gets difficult to loot stuff since V tends to overshoot the items lying on the ground as I try to align myself correctly.

Walking speed when following a story NPC in missions is also very inconsistent. For example when following Evelyn to Judy in the prologue, V walks in pace with Evelyn. When EXITING the same place, she walks twice as fast as Evelyn.
Click to expand...
Well the walking was definitely designed to work with consoles and they didn't have K+M in mind obviously. Nero's solution works (awesome work Nero) and you can easily adjust the walking speed to whatever you desire (0.5-0.6 feels perfect IMO and follows NPCs speed perfectly). The only problem is if you hit whatever key you binded walking to+WASD it'll screw up the walking speed.

It's not a perfect solution but it's the only one we have until CDPR adds it
 
TheMilkArtist

TheMilkArtist

Rookie
#137
Dec 10, 2020
TowarzyszBroni said:
So to summarize the Neros solution.

1. Go into the game and unbind/rebind the key you want to use for your walk toggle if its bind to something else, like Alt for example.

2. Then go into Cyberpunk 2077\r6\config and edit InputUserMappings.xml file.

3. Find the section <mapping name="LeftY_Axis" type="Axis" > at the top and add this at the bottom
<button id="IK_Alt" val="0.4" overridableUI="forward"/> or the value can be whatever you want. It's the speed of your character 1.0 = full. It should look something like this:

<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="0.4" overridableUI="forward"/>
</mapping>

4. Enjoy your new walking toggle on PC.
Click to expand...
I can't get this to work for me. In the inputUsermappings file it looks like this:
<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="0.4" overridableUI="forward"/>
</mapping>

I actually want it to be caps lock but I can't get that to work either. Should I have alt completely unmapped in game? or should it be mapped to something?
 
G

GrimReaper801

Senior user
#138
Dec 10, 2020
TheMilkArtist said:
I can't get this to work for me. In the inputUsermappings file it looks like this:
<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="0.4" overridableUI="forward"/>
</mapping>

I actually want it to be caps lock but I can't get that to work either. Should I have alt completely unmapped in game? or should it be mapped to something?
Click to expand...
Yes, definitely map alt or whichever key you want to use to something else or leave it umapped.

By default alt is your weapons wheel.
 
TheMilkArtist

TheMilkArtist

Rookie
#139
Dec 10, 2020
So I mapped caps lock to skip dialogue in game. My file now looks like this:
<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_CapsLock" val="0.4" overridableUI="forward"/>
</mapping>

Am I missing something? Do I need a proper XML editor?
 
G

GrimReaper801

Senior user
#140
Dec 10, 2020
You don't, I used notepad myself and it worked.

When you say it doesn't work, do you mean it doesn't do anything or the speed isn't right?
 
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