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.
the strange thing is that when the scanner is activated, V walks at a slow pace
So, they made a claim that they went with first person because it was "more immersive",
So the thing is, V has two speeds:
run, and cyber-enhanced 100 meter dash.
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.
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?