Mantle
Climb and vault. Jump at a ledge and haul yourself onto dumpsters, crates, cars and vending machines, or vault over fences and railings.
| Last updated | 3 hours ago |
| Total downloads | 10 |
| Total rating | 1 |
| Categories | Mods AI |
| Dependency string | The_Protectorate-Mantle-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Mantle
Your detective isn't Superman, but they can climb. Jump at a ledge and haul yourself up onto it, or vault over a fence and drop down the other side. It's slow and effortful, the way a real person climbs.
How to use it
Run or walk at something, jump, and keep holding Jump and forward.
- Climb onto anything with a surface to stand on: dumpsters, crates, filing cabinets, cars, vending machines, low walls, fire-escape landings.
- Vault over thin obstacles like fences and railings, then drop down the far side.
- A plain jump without holding forward stays a normal jump, so you won't climb things by accident.
How it feels
- Slow and deliberate. Climbing takes about 1.2 seconds and vaulting about 1 second, a little quicker if you hit the ledge sprinting.
- Your view dips and leans as you haul yourself up, then settles as you come over the top.
- Landings are real. After a vault you drop under gravity, with the game's own landing sound and thud.
What it won't do
- No climbing through walls. It uses the game's own collision; if something gets in the way mid-climb, it cancels and gives you control back.
- No suicide vaults. It won't vault you off anything with more than a 4 m drop on the far side, which is about where fall damage starts.
- No full walls. Anything taller than about 2 m above your feet is out of reach (jumping first reaches higher).
- It stays out of scripted moves. It's off in air vents, while hiding, in rat mode, and during scripted moves.
- Trespassing is still trespassing. Climbing into somewhere you shouldn't be counts exactly as it would on foot.
Configuration
After the first launch, edit BepInEx/config/sodmods.mantle.cfg (or use r2modman's config editor):
| Setting | Default | Description |
|---|---|---|
Mantle.MinLedgeHeight |
0.5 | Lowest ledge (metres above your feet) that triggers a climb |
Mantle.MaxLedgeHeight |
2.0 | Highest ledge you can reach |
Mantle.Reach |
0.6 | How far in front of you a ledge can be |
Mantle.MaxSurfaceSlope |
50 | Steepest top surface (degrees) you can climb onto |
Mantle.Duration |
1.2 | Seconds to climb onto a ledge |
Mantle.SprintMultiplier |
0.85 | Duration multiplier when sprinting (lower = quicker) |
Vault.Enabled |
true | Vault over thin obstacles |
Vault.Duration |
1.0 | Seconds to vault |
Vault.MaxDrop |
4.0 | Furthest drop allowed on the far side of a vault |
Camera.DipAngle |
9 | How far your view tips down while climbing (0 = off) |
Camera.RollAngle |
3 | How far your view leans while climbing (0 = off) |
Controls.RequireForward |
true | Only climb while holding forward |
Debug.LogMantles |
false | Log ledge detection (useful for bug reports) |
Compatibility
- Requires BepInExPack IL2CPP (installed automatically by r2modman/Gale).
- Built for the main (IL2CPP) branch of the game, not the mono beta branch.
Feedback
Found something you should be able to climb but can't (or the other way round)? Turn on Debug.LogMantles, try it again, and include BepInEx/LogOutput.log in your comment on the Thunderstore page.