Vanilla Batcape Physics Drop-In
⚪ Last updated 2023Preview

🔍 Analysis
- 👍 1.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #148 of 171 Characters mods in this game by downloads
📋 About This Mod
New: Less squirrel-y crouch. Less stiff when running / Adds more physics to the default Batcape. Requires reverted patch as the physics changes required editing data tables.
What this does:
Drop it in and it'll affect all vanilla batcape usage (See Compatibility below for more detailed explanation).
Adds additional physics profiles from RB/BG
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[]Uses Batcycle physics from BG, something that the default vanilla physics doesn't cover.
[
]Crouch movement physics from RB, as crouch-movement with the default physics has the cape fall to one side.[]And from subjective tuning.. BG's falling and grappling physics.
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[]Cape not clipping through the floor, most noticeable when crouching idle.
[]BG's environmental collision prevents clipping when idle on the Batcycle.
[]Maintains (vanilla) cape-body collision in every profile because those collisions are very specific to body contact.
[]This was the problem of trying to directly swap the main physics definition file. It really needed a mix of vanilla batcape body contact and other capes' environmental
Compatibility:
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[]The only non-compatibility is that one physics mod will override the other. This is because:
[]This drop-in mod edits only one asset - the main physics definition file of the vanilla Batcape. (C_AL_BW_Suit_CapeLong_HeavyLeather_01_FnxCloth)
[] But I don't think this will be a real problem because there's no point having two different physics mods for the same cape.
Instructions:
- Unzip your package and shove it into ...\Gotham Knights\Mercury\Content\Paks\~mods
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[]The only non-compatibility is that one physics mod will override the other. This is because:
📊 Mod Details
- Game
- Gothamknights Mods
- Author
- Mangoose1695
- Version
- 1.1
- Downloads
- 534
- Endorsements
- 9
- Category
- Characters
- Created
- 4/20/2023
- Updated
- 4/25/2023
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