This page was last updated on 21 January 2019, 12:21PM
Changelogs
Version 1.4
[Added]:
> BIOInput - [ End ]
Bindings=(Name="End",InputMode=BIO_INPUT_MODE_NONE,Command="Show FOG",Control=False,Shift=False,Alt=False)
- Press off/on; - Disables EngineMaterials.FogVolumeMaterial rendering, which simulates fog on the horizon;
Disabling of fog most noticeable in open terrain - on the planets with seeable horizon;
// this setting not present and cannot be disabled in .ini file; fogvolumes=false doesn't disabled fog entirely //;
> BIOParty - [BIOC_Base.BioPlayerSquad]
m_fInCombatMaxRange=5000
- Combat range - Distance between squadmates and enemy - when squad can detect enemy;
when enemy is out combat range, combat mode ends and squadmates won't detect enemies;
> BIOParty - [BIOC_Base.BioPlayerSquad]
m_fRevivalRange=3000
- Squadmates resurrection distance (between player and squadmember);
> BIOInput - [ Spacebar ]:
Bindings=(Name="SpaceBar",InputMode=BIO_INPUT_MODE_NONE,Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false | ToggleCommandMenu",Control=False,Shift=False,Alt=False)
- now you can skip conversations without accidentally choosing responses (spacebar will only skip dialog and won't auto choose response);
- command menu now can be activated by pressing button (on/off) instead of holding it;
> BIOInput - [ Delete ]:
Bindings=(Name="Delete",InputMode=BIO_INPUT_MODE_NONE,Command="Quit",Control=False,Shift=False,Alt=False)
- Exit key - exit game immediately (works like Alt+F4);
[Added optional (described and not included in mod)]:
> BIOEngine - [ISACTAudio.ISACTAudioDevice]
SoundGroups=
- Sound volume master control - extended separate volume settings for all sound effects, that not present in game menu;
Options: Music; DLG - dialogs (without cinematic camera, from 3-d person view); GUI - menus sounds (clicks, selects, etc);
VFX - sound effects; GUNS - weapons firing sounds; IMPACTS - explosions!; Footsteps - sound, when player walks on surfaces;
AMBIENCE - game map ambience (water, wind, birds, etc); CUTSCENE; Conversation - (with cinematic camera); MAKO;
> BIOInput - [<RightMouseButton>];
Bindings=(Name="RightMouseButton",InputMode=BIO_INPUT_MODE_NONE,Command="set BioCameraBehaviorFollow CAMERA_FOV 27 | OnRelease set BioCameraBehaviorFollow CAMERA_FOV 75",Control=False,Shift=False,Alt=False)
- weapon aiming hack for non-gun based player classes - added ability to aim;
{! uncomment to use and comment string with same Name="RightMouseButton" - use only one of them};
> BIOGame - [BIOC_Base.BioGamerProfile];
m_nDefaultTargetingAssistModifierHigh=2.0
m_nDefaultTargetingAssistModifierNormal=1.0
m_nDefaultTargetingAssistModifierLow=0.5
- Targeting Assistance configuration (autoaiming);
// set 0.0 to disable / set greater values to convert your weapons into "Zorg ZF-1 Pod Weapon System" from "5th Element" movie //;
[Changed]:
> BIOInput - [F11]
Command="TakeScreenShot" to "Shot";
- take screenshot; it's better to use engine build command rather then the game resources based;
> BIOInput - [F12]
Command="Stat FPS" to "Show Postprocess";
- fps counter was not accurate in compare to Fraps stats;
(still, if you want to use stat fps, use it as console command or bind to any key);
Show Postprocess - press on/off; - temporary enables/disables all postprocess effects:
Bloom, Film Grain, Motion Blur, Depth Of Field, Ambient Occlusion (except Lens Flares);
[Removed]:
> ME1_Gameplay_tweaks_gravity optional file:
- you can change gravity permanently by editing file or set temporary by console command with values at your preferences:
set gravity -981
Readme updated.
Added separate readme for controls: ME1 GT README controls.