No Walking On Mouse+Keyboard?

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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.
 
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.

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.
 
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.

the strange thing is that when the scanner is activated, V walks at a slow pace

There is a time slow effect when activating scanner
 
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?
 
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?
 
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.
 
So the thing is, V has two speeds:
run, and cyber-enhanced 100 meter dash.

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).
 
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.
 
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.

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
 
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.

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?
 
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?

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.
 
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?
 
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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