The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Skyrim 40,000 - Jump height option
48 Comments
knuckles2007 Oct 25, 2016 @ 8:21pm 
can you add this to https://mods.bethesda.net/#en/workshop/skyrim for the xbox one version
Princess MegHead Jun 8, 2015 @ 7:20pm 
hey
OdahKing Oct 17, 2013 @ 2:18am 
@JOHNSMITH11 It's player.setgs fjumpfallheightmult 0
JohnSmith11 Sep 27, 2013 @ 2:38pm 
@projecphotoking -Do you know a console code to change the fall dammage to zero too?
OdahKing Aug 19, 2013 @ 12:51am 
(player.setgs fjumpheightmin) and you can jump as high as you want I use player.setgs fjumpheightmin 150 it's double jump
PatMoxx Aug 4, 2013 @ 11:27pm 
So wait, I downloaded this mod...is it already activated once I enter the game?
KuChang Jun 14, 2013 @ 7:27pm 
Great mod. Have been using this forever!
@XxPingu666 Oc
No, you wont, your jump (if it exceeds a certain quantity) will evolve into a sort of strange mid-air float- and you will lose momentum- therefore not die.
Boss#1 May 18, 2013 @ 11:07am 
how can I set the high?
The Cat of Cats Apr 17, 2013 @ 10:36am 
I downloaded this mod and it just automaticly turned on
stoncoldbond Apr 6, 2013 @ 7:06pm 
how do u use this my wife downloaded and has no idea on how to use it, can u please tell us in simple terms thank u
msshay77 Nov 3, 2012 @ 3:59pm 
how to set the hight?

Piss Shitterman Oct 21, 2012 @ 9:05am 
if you set the hight too high will you die?
SparkledPixel Aug 15, 2012 @ 9:01am 
Oh okay thanks lol
TheycallmeQ  [author] Aug 14, 2012 @ 9:24pm 
@Darth lol - With the Creation Kit, they are some of the Game Settings (from the menu bar)
SparkledPixel Aug 14, 2012 @ 1:38pm 
But, im curious is to how you set the jumping height options?
SparkledPixel Aug 14, 2012 @ 1:37pm 
oh, lol
TheycallmeQ  [author] Aug 14, 2012 @ 7:51am 
@Darth lol - Because it only changes three variables in the main file, it's not large or complicated enough to register as an appreciable size, lol
SparkledPixel Aug 13, 2012 @ 6:27pm 
why is there 0.000 MB?
kaimnizz Aug 12, 2012 @ 1:55pm 
Very useful. Thank you for this mod. I use it all the time.^^
TheycallmeQ  [author] Jul 3, 2012 @ 10:12am 
@baa55555 - Hehe, yep, the first thing we all tried most likely. That works through the console, but not through scripting.
kot Jul 3, 2012 @ 9:57am 
uhm... "player.setgs fjumpheightmin" should work...
TheycallmeQ  [author] Jun 4, 2012 @ 11:51am 
------------------------------------
First Founding Loyalist Armor Pack - http://steamcommunity.com/sharedfiles/filedetails/?id=75170276
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76561198040397386 May 25, 2012 @ 12:06pm 
good pack ;) THX
TheycallmeQ  [author] May 16, 2012 @ 8:56am 
Heh, yes - as I've said in this thread a few times - just jumping higher would be perfect, but not possible. The problem is that a 'jump enhancer' is not possible. The jump settings can be edited like they are in this mod - but the cannot be edited while playing. That means that, just like this mod, the jump settings would be permanent, whether you were using the jumpack or not. The only way to do it in-game requires massive scripting. I have several methods of accomplishing the same effect, and the all use the 'translate' function. Most, but not all, require gravity to be turned off for the duration. Worry not however, I am more than familiar with the differences between a sci-fi jetpack, and a marine jumpack. (heh, it's even in the name) The only thing keeping me from having one or more versions up to test is that I need to create a new model to represent it, as there is not already one that I can use. (And that is a LOT more work than it sounds.)
Bangcat May 15, 2012 @ 10:45pm 
@TheycallmeQ Thanks for the invite you sent. We'll have to sync up some time. As for the jump pack, doing something of a jump enhancer would actually be pretty accurate. Though added control when decending from said jumps, or even being able to rush downward and some how flare, or other scripted effect to stop fall damage, at the last moment would be great. After all though some confuse a jump pack for having a jet pack's functionality of ongoing length of flight is a common miss conception. However you can get great enhanced distances from the jump, and for a set amount of distances you can rush the ground in something of a thrusting dash. Mastering that as well for your mod would be subperb.

No matter how you pull it though, it's still going to be fun.
TheycallmeQ  [author] May 14, 2012 @ 1:42pm 
@Chapter Master Street - Oh yes, I am working on a Jumpack. Unless a new method is found, it will not function like this though - it will work using a modifed version of the scripts in the Flying Ring mod by Porrone that I posted. (The ring itself will soone require SKSE, but my method will be bassed off the current scripts and not require an external program.)

@palorius - I would be happy to help if I can, and I am always interested in exchanging knowledge :) (Friend request sent)
Bangcat May 12, 2012 @ 4:18pm 
By chance maybe you could mak a jump pack for all the more hight like someone did for Oblivion. Either way, as said many times. Scythe Beasts Chapter approves.
Palorius May 11, 2012 @ 10:04pm 
Hey Q. I also have been searching for a scripting method. I know that the jump can be altered in the magic effect options, but only in the negative (i.e. poison effects) Would you mind doing an info swap with me. I am currently working on a travel spell and am unable to get the jump to work. I have been working on making it a perk that activates when wearing a particular item, but so far I can't get it to work.
Chotalow May 6, 2012 @ 3:55am 
boufon ???

TheycallmeQ  [author] May 1, 2012 @ 9:33am 
[>>]Eventyr[<<] - No worries, i appreciate the interest, as well as the help. I mean, this lets us have the exact function we need, it just won't let us use it 'nicely' - but if it can be done in console there is a way to tell the game to do it, I just have to find it. I'm looking into trying to use scripting to emulate a user entering a console command, heh - maybe we can just work around it that way.
Smokey May 1, 2012 @ 8:56am 
I also can not figure it out,
but hey im no modder only a cheater ^^

Note: would be wesome to feel like Hulk :D
TheycallmeQ  [author] May 1, 2012 @ 6:39am 
@[>>]Eventyr[<<] - Ok, I found the distinction - it works! - But as a console command only, it can't be scripted :( That's the part I've been trying to uncover. Typing it in the consoel each time is no good. I could make it a batch file I suppose, but you'd still need the console (and Steam doesn't support batch files, so I'd have to host only on Nexus) Hmmm, I'll keep digging - thanks again for your help :)
TheycallmeQ  [author] May 1, 2012 @ 6:21am 
@[>>]Eventyr[<<] - Interesting. According to Bethsoft, that command doesn't work, heh (it didn't work when I tried setgs previously, but perhaps I did it wrong.) Thank you, I'll experiment more with this and see what I can do. Setting it each time is a pain, but I can make it a script, so that's ok, and I know how to fix the fall damage - it's setting it at all in-game that I was looking for, thank you :)
Smokey Apr 30, 2012 @ 9:36pm 
Another modder told me this!
save game first in case you mess it up.

(default value)
player.setgs fJumpHeightMin 76
player.setgs fJumpFallHeightMin 600
player.setgs fJumpFallHeightMult 0.1
player.setgs fJumpFallVelocityMin 700

example) player.setgs fjumpheightmin 500

btw, don't set the jump height above 500 without also adjusting the fall velocity and multiplier.
Anything above 500 seems to cause damage otherwise.
Setting it to 600 seems optimal because if you set too high,
there is some kind of jump ceiling which will stop you from going any higher.

you can do it from the console,
but you'll have to do it everytime you start.

(You can also use this to Increase movement speed)
player.setav speedmult [number]
Cinder Darkskys Apr 26, 2012 @ 3:02am 
Hey :D I like the mod. It's the kind of ability powered battle armor would have. in a way that we didnot have before. But I'm not sure how I feel about it
Skys DEV page TcmQ
ContrarianPlus Apr 11, 2012 @ 6:01am 
WEEEEE
Skelebutter Apr 7, 2012 @ 11:44am 
make some guns like plasma and lasers
Old Rooter Apr 3, 2012 @ 4:23pm 
Deathwatch are my fav
OKMB Apr 1, 2012 @ 2:33pm 
rateing out of 5 stars: 10 stars
TheycallmeQ  [author] Mar 30, 2012 @ 7:13pm 
@dylan_henderson2011 - Of course, but many don't like using the console, and far more don't even know about it, so this is easy for everyone.

@rapatera1 - That is the Black Templars chapter version of the Space Marine armor from Warhammer 40K (Another of my mods - Skyrim 40,000 - http://steamcommunity.com/sharedfiles/filedetails/?id=17647)
Rep Mar 30, 2012 @ 6:35pm 
Whats the armor in the picture?
Konekokiba777 Mar 30, 2012 @ 1:42pm 
just saying there a consule command to change jump height its setgs fJumpHeightMin then type desired height
Samoht Nox Mar 30, 2012 @ 2:31am 
keep up the good work your mods are amazing XD
Daedline_38rus Mar 29, 2012 @ 6:24pm 
COOOL
TheycallmeQ  [author] Mar 29, 2012 @ 5:32pm 
@[CC]Big_Boss 199 - Thank you for your support :) I appreciate it!
El Cid Mar 29, 2012 @ 10:33am 
Keep up the great work, Q
Always looking forward to your next great contribution.
BLOOD FOR THE BLOOD GOD!
TheycallmeQ  [author] Mar 28, 2012 @ 10:37pm 
@|Xвпп| DragonBorn™® - Thank you for your support :) I am hoping to get a jumpack going, but it will be a while, and may need to be an on/off type like this one, since it's the same game setting issue, but if I can make it activat in-game I will. Bunkers, and fantasy Warhammer might be possible, in the future, but may be beyond my skills atm.
Ian Somerhalder Mar 28, 2012 @ 9:48pm 
yo you should make a jump pack mod that can let you jump higher or just as armor and maybe a warhammer mod [ not 40k] and a building in the map thats bunker shaped and has a bunch of space marines in it. but any way i lked favorie and became a follower becuase of your great mods keep it up.