Choose how your skills behave
Four skills act on their own. Each gets a tick box so you decide whether it does.
You need the rank each switch belongs to.
In the menus: ESC → Character → Current → SKILLS
The switches
| Switch | Appears at | Ticked | Unticked |
|---|---|---|---|
| MEDITATE: LEVITATE | Force Attunement 3 | your model hovers and gently bobs during /emote meditate. The lift is visual, so your position and hitbox stay grounded | the meditate pose stays grounded |
| WALLGRAB: CLING | Wallgrab 1 | you hold a wall for as long as you like | you drop off like an untrained climber |
| LEDGEGRAB: AUTO | Ledgegrab 1 | you catch a ledge you fall past | you fall |
| SCOUT: NPC WAYPOINTS | Scout 2 | a green + marks where each nearby NPC is walking to next | no markers |
The first three ship ticked, SCOUT: NPC WAYPOINTS ships unticked.
Your choices carry across every character you play.
Meditate and set the camera covers starting and stopping the pose.
Climb walls and ledges covers the movement controls for Wallgrab and Ledgegrab.
Silence your footsteps
Scout 1 has a switch too, and it sits on the walk style picker rather than the SKILLS screen. Change how your character walks has the route.
Prefer the console?
/footsteps flips silent footsteps and /scoutwp flips the waypoint markers. Neither prints
anything on either state.
Every switch is also a cvar. Setting one prints nothing, 1 is on and 0 is off:
sf_floatmed- Makes meditation hover visibly at Force Attunement 3 while your position and hitbox stay grounded. Ships on.sf_wallgrab- Holds you on a wall indefinitely at Wallgrab 1. Ships on.sf_ledgegrab- Catches a ledge you fall past at Ledgegrab 1. Ships on.sf_quietsteps- Silences your walking, running and ordinary landing footsteps for every player who can hear you, at Scout 1. Ships off.sf_scoutwaypoints- Draws where each nearby routed NPC is walking to next, at Scout 2. Ships off.
The first four travel to the server, because the server decides what happens. sf_scoutwaypoints never leaves your machine.