Repo ↗ · Source README ↗ · Markdown & license bundle

Image reference (original game): The Elder Scrolls V: Skyrim - Special Edition · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: tnrjns · Revision: f00ad2134509 · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


This project ports Mirror’s Edge parkour movement onto Skyrim’s player as an SKSE plugin. The movement core reuses Faith Runner’s faith_move, but collision is taken from Skyrim’s own Havok geometry, so wallruns, wallclimbs, vaults, ledge grabs, slides, rolls, springboards and Reaction Time all run on Skyrim’s existing terrain and architecture. Animations and sounds are not bundled; they are read at startup from the user’s own Mirror’s Edge installation and retargeted onto Skyrim’s skeleton.

Technically, the plugin is written in C++ with CommonLibSSE-NG, while Rust handles movement and animation through the faith_ffi C interface. Each frame on the main thread reads input, re-reads collision when due, steps Faith’s state, then moves the player reference and Havok capsule to her feet. Collision reading covers Havok shapes such as triangle meshes, MOPP trees, boxes, capsules and convex hulls, converted into faith_move’s MeshWorld. First-person arms and body are lit by Skyrim’s sun, ambient and nearest lights with sun shadows, and the speed blur uses Mirror’s Edge’s own shader.

The README notes remaining gaps: moving objects collide as last read; world cables, bars and beams are guessed from collision shape rather than game markers; the vertigo test is not decoded; some takedown animations and voice lines do not load; and on training courses only Faith collides with the geometry. These feature claims come from the README and have not been independently verified.