I have carefully reviewed the contents of this mod file (V3). I compared it with the original and with what I use. And I still don’t understand why this “mod” was created in principle, if it’s not a mod, but a banal replacement of two (actually one, since the difference is one unit of gravity is not even funny) parameters in the .ini file, which can easily be changed with using the ME3Tweaks Mod Manager and even contain a description of these parameters. Also, the version of the .ini file in this mod is too old, which could affect something else.
@Zupremo hi , i want to modify the stats of mako's cannon , but i don't know were to look for those stats , those stats aren't in the coalesced , and they aren't even in the sfxgame.pcc , so where are those data ?
I tried all three versions of this "fix", and they had virtuallly no influence on the Mako whatsoever; if anything, they made matters worse. The Mako still bounces around like a paper sailboat in a hurricane (you're probably too young to have ever made paper sailboats and sailed them in the gutter during a rainstorm. When I was a child, back in the 60s, my friends and I used to have paper sailboat races.) I hit a rock and the Mako bounced up into the air, did a barrel roll, and landed in a river of lava. Your settings actually redduce the gravity affecting the Z axis; only by a single point, but still; the default gravity on the Z axis is 981, you change that to 980. Thus there is slightly less gravity holding the Mako down. Incresing this value (984 or so) rather than reducing it to 980, as you did, helps a little bit, but can make climbing cliffs and mountains slightly more difficult, as there is more gravity trying to pull you back down. Your increase to the gravity scaling somewhat reduces the ability to climb cliffs and mountains, but has no noticeable effect on the "bounciness" of the Mako. AllowPhysicsOnDeadBodies should have no effect on the Mako. That simply causes the bodies of enemies to react to the force of your shot, and be thrown back rather than simply dropping right to the ground. If it had any effect on the Mako at all, the impact of hitting a rock would again make it react more to the impact rather than less.
I used this mod with most of my original trilogy playthroughs. I had hoped they'd really improved the Mako for Legendary Edition, but it's absolutely awful; like a beachball, just as bad as the unmodded original. I need to use this mod again...
It's shocking that people see this as helpful in any way. With this mod the Mako is far worse that it's in vanilla. Only thing it does is make the Mako even more difficult to control. It's still as bouncy as ever, but with this "fix" you can barely control the driving at all. Do yourself a favor and actually test the vanilla Mako before you download this mod and keep it that way, because this mod makes it impossible to revert back to the controllable Mako that the vanilla version has.
How is it impossible to go back to the original settings? Just open the BIOGame.ini and set the four changes back to their original values (DefaultGravityZ=981, RBPhysicsGravityScaling=1.0, m_fForwardStormInputWeight=1.5, and m_bAllowPhysicsOnDeadBodies=FALSE). Better still, just copy over the backup you made before you used this file. Like any smart gamer, you DO make backups before you change an ini filel, don't you?
Hi, This looks like a game changer ! Could you please specify which line(s) you edited or added ? I'm also using ME1Controller Mod that comes with its own BioGame.ini, and would like to preserve its changes while injecting yours.
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I used this mod with most of my original trilogy playthroughs. I had hoped they'd really improved the Mako for Legendary Edition, but it's absolutely awful; like a beachball, just as bad as the unmodded original. I need to use this mod again...
This looks like a game changer !
Could you please specify which line(s) you edited or added ? I'm also using ME1Controller Mod that comes with its own BioGame.ini, and would like to preserve its changes while injecting yours.