Quads Parkour
Parkour and free running: wall run, wall jump, climb walls, grab and hang from ledges, shimmy, vault, slide and roll, with a Parkour skill and a blue parkour bar instead of stamina.
About this mod Author’s original text
🤸 Quad's Parkour
Parkour and free running: wall run, wall jump, climb walls, grab and hang from ledges, shimmy, vault, slide and roll, with a Parkour skill and a blue parkour bar instead of stamina.
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✨ Features
The moves
- Wall run: sprint and jump at a wall at an angle, and you run along it, leaning into it, sinking slowly: 2 seconds at first, up to 4 seconds and 15% faster with the skill (about 10 to 22 metres). It costs no stamina: the blue parkour bar above your stamina bar shows how long you have left. It ends at the wall's end, or when you let go of sprint or turn away.
- Wall jump: jump while on a wall, or just after touching one, to kick off it, up and away toward where you are looking (never back into the wall). Chain kicks between two walls to climb a gap between buildings: 2 in a row before you must touch the ground, one more every 20 levels of the skill, up to 6. The same wall can't be kicked twice in a row.
- Wall climb: sprint straight at a wall and jump near it to run up it, 2 metres at first and up to 4 with the skill, then grab the top if it's in reach or drop back off.
- Ledge grab: in the air (a jump, a climb, a wall run), hold forward and you catch an edge in front of you, between your waist and above your head. You hang there (the blue bar, full again with every grab, shows for how long); let go of forward and press it again, or jump, to pull yourself up onto it, crouch or backward lets go. Left or right moves you along the edge while you hang (it stops at the end of the edge, at a corner or at anything in the way). Only where you fit on top. On a lone wall or a fence, with nothing to stand on behind the top, you vault over it and drop down the far side. Look away from the wall and jump to kick off it toward where you look. Edges with no wall under them (a floor on posts, an overhang) can be grabbed too.
- Slide: sprinting, press crouch and you drop into a slide, a quarter faster than your sprint, easing off, faster down slopes and slower uphill, for up to 1 second (1.5 with the skill), as long as you hold crouch. Jump out of it to leap with its speed plus 40% more, and 30% higher than a normal jump. Crouch just before landing from a low jump (up to 4 metres) while running forward and you land straight in a slide, keeping your speed. A slide doesn't take you under anything lower than you stand: the game keeps your full height when you crouch.
- Landing roll: press crouch just before you land from higher up (0.3 seconds, up to 0.5 with the skill) and you land in the game's dodge roll. No fall damage up to 8 metres (10 with the skill), half of the rest above that. From Parkour level 50 a hard landing while moving forward rolls by itself (a message says when you get there).
- A blue bar just above the stamina bar shows what is left of a move: a wall run's time, a climb's height, a hang's or a slide's time, and between wall jumps how many are left.
- It sounds and feels like the game: your feet on the wall and the hands on a ledge (and moving along it) and a slide's scrape make the game's own footsteps for what they touch (wood, stone, metal, rock), and others hear them; the camera leans a little toward the wall as you run along it, and the view widens for a moment as you kick off or pull up.
- They work on anything solid: buildings, rocks, cliffs, trees. Not on ships and carts, which move.
What it costs
- Every move costs stamina, like sprinting and jumping do: more in armour that slows you, less with gear and effects that save jump or run stamina. A wall jump costs a jump, a roll a dodge. No stamina comes back while you are on a wall.
- Not while over-encumbered, swimming, riding, attacking, blocking or dodging. Wet, your wall runs are a third shorter.
- Falls are fair: a fall is measured from where you left the wall, not from the top of the jump before it. Falling off a wall high up still hurts, and a move only catches a fall a roll would take without damage (8 metres
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Dependencies
Install these first, or the mod will not work:
denikson-BepInExPack_Valheim