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SkyParkour v2 - Procedural Parkour Framework皇冠 (SP

时间:2025-07-23 04:08来源: 作者:admin 点击: 3 次
SkyParkour is a procedural parkour framework for skyrim, allowing players to smoothly climb on & vault over objects. Also allows midair ledge grab

SkyParkour is a procedural parkour framework for skyrim, allowing players to smoothly climb on & vault over objects. Also allows midair ledge grabs & out of water climbing, and quick steps to navigate Skyrim's sometimes frustrating terrain.

Features a dynamic stamina system, and has XInput gamepad support.

Requirements  

Nexus requirements Mod name Notes
Animation Motion Revolution   MANDATORY  
Behavior Data Injector   MANDATORY  
Behavior Data Injector Universal Support   Get this for post 1.5.97 Skyrim Version compatibility, overwrite BDI.  
EVG Animated Traversal   MANDATORY  
Open Animation Replacer   MANDATORY  
Open Animation Replacer - Math Plugin   MANDATORY  
Sprint Sneak Movement Speed Fix   Soft requirement, fix for infamous Skyrim slow sprint bug  
True Directional Movement - Modernized Third Person Gameplay   360 movement will not work without TDM, but not a hard requirement.  

Off-site requirements Mod name Notes
Visual C++ Redistributables 2022   Manual link: https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170  

Mods requiring this file Mod name Notes
JellyFishInLoop SkyParkour animations   well...  
Skyparkor Requirements    
SkyParkour v2 - Invisible Markers   Duh  
SkyParkour v2 - Original Low Ledge Behavior Restored   My mod won't do anything but take up disk space without this  
SkyParkour v2 - Procedural Parkour Framework (SPPF) (PTBR)    
SkyParkour v2 - Procedural Parkour Framework (SPPF) - Chinese Simplified Translation   必装  
SkyParkour v2 - Procedural Parkour Framework (SPPF) - CHS    
SkyParkour v2 Chinese Translation   必需  

  Permissions and credits  

Credits and distribution permission

Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets

Upload permission You are not allowed to upload this file to other sites under any circumstances

Modification permission You must get permission from me before you are allowed to modify my files to improve it

Conversion permission You are not allowed to convert this file to work on other games under any circumstances

Asset use permission You must get permission from me before you are allowed to use any of the assets in this file

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets

Author notes

You are not allowed to upload my mods to nexus or any other platform without my permission. This also includes the ports to bethesda.net, PS and Xbox.
You can upload translations, as long as the original mod is required.

File credits

Credits to:
sokco816 for SkyClimb, Inspiration for the mod.
Everglaid for EVG Animated Traversal
Everyone in xSE RE Discord.
BingusEx and GonceptGosting, for the player scale fix.
Ershin, found the detection method for stairs from Open animation replacer mod.
And everyone who open sources their work, learned a lot from their repos.

Donation Points system

Please log in to find out whether this mod is receiving Donation Points

  Translations

Portuguese

Mandarin

 

Translations available on the Nexus Language Name
Mandarin Author:oneandeone   SkyParkour v2 - Procedural Parkour Framework (SPPF) - CHS  
Portuguese Author:Granhadd   SkyParkour v2 - Procedural Parkour Framework (SPPF) (PTBR)  
Mandarin Author:XMDS   SkyParkour v2 - Procedural Parkour Framework (SPPF) - Chinese Simplified Translation  
Mandarin Author:AlexProto   SkyParkour v2 Chinese Translation  

  Changelogs  

Version 2.0.6

Fixed the micro stutters, that was caused by mistakenly added experimental code. SkyParkour ledge point updates are now multithreaded for better performance.

Fixed Werewolf attacks being disabled, caused by the weapon state correction that should not run in beast form.

Version 2.0.5Hotfix

Hotfix for 2.0.5: Fixed transforming back from Beast form not enabling parkour.

Version 2.0.5

>> New Features:

====================================================

Plugin is now ESPFE, should not require a new game.

Indicators are now toggleable through MCM.

Proper Button Delay Feature integration for preset Jump Key:

If "Initial Press Delay" MCM option is above 0, you'll jump on button release instead of button press. This prevents the initial jump if you start holding the key before a ledge was found. Like in Souls Games how Dodge / Sprint input works. Tap to jump, hold to parkour. Horse behavior is not affected.

====================================================

>> Fixes:

====================================================

Fixed issues with mods that disable saving.

Switched to function hooks and removed animation event listener to ensure parkour starts properly.

Blocked external animation graph events during parkour. (NotifyAnimationGraph). Should fix blacksmith idle bug and such.

====================================================

>> Compatibility (Mod specific):

====================================================

True Directional Movement Swim Pitch: Out of water climbing will be blocked if the player swimming rotation is above +-90 degrees (diving & rising) to prevent weird climb angles.

====================================================

>> Quality of Life:

Added mod requirement & ESP check notifications on startup to ensure requirements are satisfied.

Smoother parkour beginning. Pre-Parkour Adjustment no longer snaps the player, instead gradually interpolates to the position.

Increased water depth to be considered valid from 5 to 10 units.

Reduced the timer to be able to grab in air after jumping from 0.4s to 0.2s

Prevented "grounded" parkour options if player just jumped.

Reduced the obstruction check distance from 20 to 10 for climbing actions (like V1, needs less surface area to climb now)

Position adjustment only happens if parkour activation is succesful.

Removed the workaround water height correction. Position adjustment should be more accurate for out of water climbing.

====================================================

>> Technical:

====================================================

Indicators references are pulled using SKSE instead of passing from the MCM script. Mod should no longer require new saves when updating. Just don't rename the ESP, or remove its ESPFE flag.

SKSE logs now show log level.

Reformatted some of the logs for clarity.

====================================================

Version 2.0.3

Fixed Animations That Got Corrupted When Uploading

Reset Ledge Type Properly On Parkour End

Version 2.0.2

Quick Fix For TDM Swim pitch patch I've broken in 2.0.1.

Changes from 2.0.1 :

Should fix the papyrus stack issue for some.

Enabled Midair Ledge Grabbing With Weapons Drawn.

Improved conditions.

Version 2.0.1

Should fix the papyrus stack issue for some.

Enabled Midair Ledge Grabbing With Weapons Drawn.

Improved conditions.

Version 2.0.0

**Requirement changes:

+Re-written the entire mod. Skyclimb is no longer a requirement.

+Removed Powerofthree's papyrus **extender** requirement.

+Removed No Furniture Camera Requirement.

+True Directional Movement is only required for 360 parkour.

**Major features:

+Completely New Framework

-Furniture markers are gone, mod is infinitely more responsive & allows new systems.

+Midair Ledge Grabs:

-Grab ledges after jumping when falling down.

+Out of Water Climbing:

-Climb out of water when a ledge is available.

+New Animations:

-Lower height steps, leap, and a higher climb animation. Steps have 2 height variants & 2 leg variants.

+Keep Sneaking Status

-Sneak state is persistent throughout the parkour action. (If TDM is installed, out of water climbs will get you out of sneak.)

+Parkour With Weapons Drawn:

-Drawn weapons won't prevent parkour, with the exception of midair grabs. (It breaks some jump attack mods & animations.)

+Preset Key Options:

-Use *Jump, Sprint, Activate* keys from Skyrim's control map directly, automatically matched between keyboard & gamepad as parkour button.

-Custom keys are still supported, *but do not switch automatically*.

+New Smart Parkour System (Toggleable):

-Disables High Climbing and *Failed Climbing (Read stamina system) while moving, so you won't be grabbing roofs during moving. Steps, Vault, Low & Medium ledge will still work*

-Disables Vaulting when standing still, so you won't jump down from high places while not moving.

+Stamina Requirement System Overhaul (Fully Customizable):

-If there's not enough stamina, climbing will fail and play a new animation (steps and vaulting will still work & drain remaining stamina).

-Stamina system is on by default.

-You can turn off the requirement and keep the consumption.

+Updated indicators:

-New more subtle indicators. A red indicator will also appear when stamina requirement system is enabled and you have low stamina. * Currently *Community Shaders'* Occlusion Culling feature can break marker visibility, disable it if you're having issues.

+Overhauled MCM Options & Look:

-Merged Vault & Ledge options under "Enable Mod"

-Added relevant MCMs to new features.

**Improvements:

+All parkour conditions have been improved.

+Everything that requires constant processing is now SKSE, only MCM settings and indicator references are registered from Papyrus.

+Gamepad Trigger buttons can now be mapped as parkour key (LT / RT). Xinput controllers are supported.

+Better parkour activation detection to ensure stamina is consumed once on parkour.

**Fixes:

+Parkouring without pressing the button issue is fixed.

+Prevented parkour if player is a beast race.

+Prevented parkour during dialogue or when menus are open.

Version 1.4.3

Prevent NPC's from using climb markers for sandbox. Rest is same as 1.4.1 & 1.4.2

Version 1.4.2

Fixed input delay and climbing in menus bugs of 1.4.1. Rest is same as 1.4.1

Version 1.4.1

DLL files remain the same. Only script & ESP update. Install over 1.4.0 main file and merge, or install below SkyParkour separately.

Changed vault animation's motion values directly, you no longer should see vaulting getting cancelled if vault was delayed.

Quick tapping (not holding) button is identical to SkyClimb now. If Skyrim reads your input, you climb.

Climb Markers no longer get disabled after climbing, should prevent getting stuck a lot better.

Removed sneak after climb, as you still get detected while climbing, and it failed occasionally.

Stamina cost will no longer prevent you from parkouring, your stamina will be drained at most the cost value, at least what you currently have. Won't go below 0.

Increased ledge marker update interval, moving more checks to SKSE makes it too fast for its own good.

Further de-bloated papyrus stuff by removing some redundant condition checks.

Version 1.4.0

-Fixed an issue related to mods that alter player collisions, like Dynamic collision adjustment.

-Fixed climbing after exiting a menu if the climb button was pressed during a menu.

-Moved IsParkourActive Check to SKSE, parkour point updates should be a lot faster, reduces papyrus VM stress.

-Fixed an issue with climb key getting stuck and parkouring even if the key was not held down.

Version 1.3.0

Disabled climbing onto buckets and carts etc. (clutter items)

Fixed vaulting for taller characters when raycast hits the player's collision

Fixed a wrong collision condition for vaulting

Capped maximum backwards offset of climbing to value at default player scale, should prevent sliding down after climbing better

Improved responsiveness further by re-introducing "key down" event on top of the new hold key function, polling interval increased to reduce Papyrus VM stress

Support for Mouse wheel click, M4 and M5 mouse buttons

Version 1.2.1

Using both old and new jump checks to further reduce player getting stuck during/after a jump.

Disabled some unnecessary logs now.

Fixed potential errors related to type casting and floating point precision.

Version 1.2.0

Solution for characters with different scales (Setscale x)

Fixed Stamina damage setting always starting with 25

MCM to Set delay time 0.0 - 0.5 seconds

Better stair detection, relaxed vertical / horizontal check. Meaning much easier climbing

Better input polling logic

Better responsiveness overall

Version 1.1.3

Fix quickloot compatibility issues of Main DLL

Implemented a better fix for Mod not registering on a New game.

New input delay is 0.1 seconds for better responsiveness

Version 1.1.2

Fixed new game issues.

Fixed input problems that I've mistakenly reintroduced in Hotfix 4.

Version 1.1.1-Hotfix4

Fixed the gamepad bindings I messed up.

Version 1.1.1

Hotfix for 1.1.0 Input overlap issue and ESP errors. Update procedure is same.

Version 1.1.0

UPDATING FROM 1.0.2 to 1.1.0 Disable BOTH SKYCLIMB AND SKYPARKOUR, make a new save, enable both again.

-Added a tiny delay before climbing starts to allow jumping with quick taps. Note that if a ledge is found, jumping still gets disabled if you're using jump key mcm option.

-Markers only update on location changes, climbing should be massively more responsive, improved performance.

-Added stamina consuption mechanic (Configurable)

-Moved entire input check to SKSE plugin to prevent key getting stuck. Button press checks happen on engine level now. Xinput controllers are supported

Version 1.0.2

Fix for go to bed and other furniture related mods, also a fix for a recent crash report

You can no longer climb when your weapon is drawn

Version 1.0.1

Potential fix for a crash

Version 1.0.0ng

Added experimental backwards compatible version. Tested with 1.6.640

Version 1.0.0

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(责任编辑:)
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