note on controls: - commanding allies is left-right-down arrows - Hammerhead area transition is N couldn't find this anywhere else and it wasn't obvious to me, so i'm writing this down for others.
Hello guys! I have such a question, I want to add more talents to the character with the console, but the description completely overlaps, is there an option to move the description aside so that it can be read without interference?
I also wonder how to reduce the distance of my teammates following me? I like to take screenshots and they constantly run away in different directions
I still don't understand how to remove the vignette from the corners of the screen to take good screenshots with the Tiledshot command with a hidden interface? I figured out how to hide the interface and make screenshots (I tied the buttons in the Bioinput.ini file). Is there a command to Hide the Vignette for the simple version of the game (not the legendary edition) Mass Effect 1
Hi, I've changed some buttons but I have a problem with changing 1-9 keyboard buttons. I can't bind on them. Weapon Selection and Console I tried to use "One" and "1" and both variants doesn't work for me.
Hi, thanks for this guide and mod. What can you say about this advices in solution of problem "camera's bob while sprinting/storming" ---- https://fextralife.com/forums/t205487/how-do-i-disable-the-camera-bob/ If on PC, edit your Biogame.ini file. [BIOC_Base.BioCameraUtility] m_bDoCamShake=1
Set to 0
[BIOC_Base.BioPawn] m_isCameraShakeEnabled=TRUE
Set to FALSE ----- Edit: Doesn't work, tried it with Notepad++. No way. Ehh this awful shaking camera effect, eespecially during sprint.....
In response to post #62652941. #62764881 is also a reply to the same post.
Spoiler:
Show
stanislasmichalik wrote: Strange. I cannot find: BIOInput / [Engine.PlayerInput] / bEnableMouseSmoothing=False BIOInput / [BIOC_Base.BioPlayerInput] / m_bUseMouseDampening=False. In BIOInput.ini nor in any of the other .inis with notepad++ . I just downloaded ME (PC) from Origin and the only thing showing is: DocumentS/ ... / BIOInput / [Engine.PlayerInput] MoveForwardSpeed=1200 / MoveStrafeSpeed=1200 / LookRightScale=24 / LookUpScale=20 / MouseSensitivity=160 GamepadAnalogSensitivity=400 DoubleClickTime=0.250000. And DocumentS/ ... / BIOInput / line 70: [BIOC_Base.BioPlayerInput], is now BIOInput / line 70: [BIOC_Base.BioWorldInfo]. Any ideas? Did Origin change the whole structure? No referances in any of the .inis for dampening or smoothing. Thank you.
stanislasmichalik wrote: Found "smoothing" in: Mass Effect/engine/config/baseinput.ini? I think origin did scramble the files.
In Unreal engine 3 games, all game settings are inherited from game resources files and configured by ini files: game resources (.upk files) > default or base .ini-s (in game root dir) > .ini-s by categories (in my documents); - if setting not present in .ini file, it might be not initialized and inherit value from resources files or might be present in default/base .ini-s;
bEnableMouseSmoothing=False - standard option that present in all ue3 games (in input.ini files); m_bUseMouseDampening=False - mouse acceleration - I took this setting from ME2 Coalesced.ini; - engine based settings will be present and work in all ME trilogy;
Except MouseDampening isn't a thing in ME1? BioPlayerInput is enormously different between the two games, and god knows what's actually influencing the accelerated camera behavior here.
Using the Weapon aiming hack, how do you fire the vehicle cannon? Only the Machinegun works The right mouse button only zooms, does not fire the cannon Also you cannot set a destination on the minimap
To fire MAKO cannon press [ SpaceBar ], you can also aim while in MAKO with [ RightMouseButton ] without scope overlay (default MAKO aiming/scope modes is [ LeftShift ]).
I was trying THIS out in the meantime: Bindings=(Name="RightMouseButton",InputMode=BIO_INPUT_MODE_NONE,Command="set BioCameraBehaviorFollow CAMERA_FOV 27 | InGamePropertyEditorLeftTrigger | MiniGame_LeftTrigger | FireVehicleCannon 1 | OnRelease FireVehicleCannon 0 | GuiKey BIOGUI_EVENT_BUTTON_LT | OnRelease GuiKey BIOGUI_EVENT_BUTTON_LT_RELEASE | OnRelease set BioCameraBehaviorFollow CAMERA_FOV 75",Control=False,Shift=False,Alt=False)
The shift zooms the MAKO and unshifts it,right click fires the cannon, left the MG. The shift at the highest magnification is wonky for the cannon, it zooms out after fired then recovers to maximum zoom again while the cannon is being reloaded. Not a big inconvenience. Have not seen any side effects elsewhere yet.
I have a question about modding the delay before the dialogue wheel appears. Basically I'm trying to create a movie out of my custom playthrough and ideally I'd like to be able to totally edit out the conversation wheel, so I'd like to increase the delay so that it doesn't appear until several seconds after an NPC has finished their dialogue (i.e when the camera goes back to Shepperd looking blankly).
Based on your instructions this shoud be pretty straight forward;
And remembering to set all config files to 'Read Only' and editing via Notepad++. Trouble is these particular tweaks don't seem to have any effect at all. I've tried the values as high as 500 just to see whether it's having any effect, but no luck. The dialogue wheel appears as usual.
Just wondering whether I could be missing something. I'm running version 1.2.20608.0 originally installed via disk and added to Origin. No other mods as this stage. Thanks for the help guys!
SojournerOne wrote: Does anyone know how to modify the position of the BioCameraBehaviorFollowNormal and BioCameraBehaviorFollowReadyStance modes so that the camera is more to the right of Shepard's mesh?
I find it annoying that those camera modes have Shepard directly in the center of the frame when most other 3rd person shooters would have the character on the left side of the frame... BioCameraBehaviorZoom is the only camera mode that puts Shepard on the left side.
Modernizing ME sounds like good idea. I like how this option implemented in MEA, especially toogle to the left or right arm. Personally would love to edit theese camera positions, but right now I don't have much time for modding. This and this posts will help.
Thanks, that did actually help in the end. I got around to installing ME3Explorer and started fooling around with the Package Editor. Lo and behold, the second file I opened was BIOC_Base.u in CookedPC, and some ways down the tree all the camera objects were listed.
Unfortunately the BioCameraBehaviorFollowNormal does not include the float property to easily shift the camera, though BioCameraBehaviorFollowReadyStance does have it (CAMERA_OFFSET_RL). BioCameraBehaviorFollowNormal instead has a bunch of different properties that, while able produce the desired effect, also introduce a very strange yawing movement when the camera is swiveled suddenly.
I'm still tinkering with it, but I may be out of luck unless someone can instruct me how to add the CAMERA_OFFSET_RL property to the BioCameraBehaviorFollowNormal object. Seems like something that may require the UDK.
Ahahahaa! I spent so many hours tinkering with the wrong console commands. It turns out that Kadra's post was correct all along. I must have typed "set BioCameraBehaviourFollowNormal CAMERA_OFFSET_RL 80" on my initial attempts, instead of "set BioCameraBehaviorFollowNormal CAMERA_OFFSET_RL 80". The Commonwealth be darned in this instance!
Anyways I got it right eventually, and it works PERFECTLY, except that it causes the default offset value of BioCameraBehaviorZoom (the object that triggers when you do a weapon zoom) to be added to the offset that has been applied to BioCameraBehaviorFollowNormal. All I have to do is keep tinkering to get them to work together...
I'd also like to figure out how to remove the camera bobbing that occurs when player uses the Sprint key...
64 comments
- commanding allies is left-right-down arrows
- Hammerhead area transition is N
couldn't find this anywhere else and it wasn't obvious to me, so i'm writing this down for others.
I also wonder how to reduce the distance of my teammates following me? I like to take screenshots and they constantly run away in different directions
I still don't understand how to remove the vignette from the corners of the screen to take good screenshots with the Tiledshot command with a hidden interface? I figured out how to hide the interface and make screenshots (I tied the buttons in the Bioinput.ini file). Is there a command to Hide the Vignette for the simple version of the game (not the legendary edition) Mass Effect 1
What can you say about this advices in solution of problem "camera's bob while sprinting/storming"
----
https://fextralife.com/forums/t205487/how-do-i-disable-the-camera-bob/
If on PC, edit your Biogame.ini file.
[BIOC_Base.BioCameraUtility]
m_bDoCamShake=1
Set to 0
[BIOC_Base.BioPawn]
m_isCameraShakeEnabled=TRUE
Set to FALSE
-----
Edit: Doesn't work, tried it with Notepad++. No way.
Ehh this awful shaking camera effect, eespecially during sprint.....
Except MouseDampening isn't a thing in ME1?
BioPlayerInput is enormously different between the two games, and god knows what's actually influencing the accelerated camera behavior here.
Only the Machinegun works
The right mouse button only zooms, does not fire the cannon
Also you cannot set a destination on the minimap
BIOInput.ini
Replace:
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)
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)
With:
Bindings=(Name="RightMouseButton",InputMode=BIO_INPUT_MODE_NONE,Command="set BioCameraBehaviorFollow CAMERA_FOV 27 | OnRelease set BioCameraBehaviorFollow CAMERA_FOV 75 | InGamePropertyEditorLeftTrigger | MiniGame_LeftTrigger | GuiKey BIOGUI_EVENT_BUTTON_LT | OnRelease GuiKey BIOGUI_EVENT_BUTTON_LT_RELEASE",Control=False,Shift=False,Alt=False)
Bindings=(Name="SpaceBar",InputMode=BIO_INPUT_MODE_NONE,Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false | ToggleCommandMenu | FireVehicleCannon 1 | OnRelease FireVehicleCannon 0",Control=False,Shift=False,Alt=False)
To fire MAKO cannon press [ SpaceBar ], you can also aim while in MAKO with [ RightMouseButton ] without scope overlay (default MAKO aiming/scope modes is [ LeftShift ]).
I shall see how it works
I was trying THIS out in the meantime:
Bindings=(Name="RightMouseButton",InputMode=BIO_INPUT_MODE_NONE,Command="set BioCameraBehaviorFollow CAMERA_FOV 27 | InGamePropertyEditorLeftTrigger | MiniGame_LeftTrigger | FireVehicleCannon 1 | OnRelease FireVehicleCannon 0 | GuiKey BIOGUI_EVENT_BUTTON_LT | OnRelease GuiKey BIOGUI_EVENT_BUTTON_LT_RELEASE | OnRelease set BioCameraBehaviorFollow CAMERA_FOV 75",Control=False,Shift=False,Alt=False)
The shift zooms the MAKO and unshifts it,right click fires the cannon, left the MG.
The shift at the highest magnification is wonky for the cannon, it zooms out after fired then recovers to maximum zoom again while the cannon is being reloaded. Not a big inconvenience.
Have not seen any side effects elsewhere yet.
https://www.nexusmods.com/masseffect/mods/60
probably doesn't but its worth it to ask
I have a question about modding the delay before the dialogue wheel appears. Basically I'm trying to create a movie out of my custom playthrough and ideally I'd like to be able to totally edit out the conversation wheel, so I'd like to increase the delay so that it doesn't appear until several seconds after an NPC has finished their dialogue (i.e when the camera goes back to Shepperd looking blankly).
Based on your instructions this shoud be pretty straight forward;
m_fShowRepliesOffset=60.0
m_fShowLastLineOffset=60.0
And remembering to set all config files to 'Read Only' and editing via Notepad++. Trouble is these particular tweaks don't seem to have any effect at all. I've tried the values as high as 500 just to see whether it's having any effect, but no luck. The dialogue wheel appears as usual.
Just wondering whether I could be missing something. I'm running version 1.2.20608.0 originally installed via disk and added to Origin. No other mods as this stage. Thanks for the help guys!
Thanks, that did actually help in the end. I got around to installing ME3Explorer and started fooling around with the Package Editor. Lo and behold, the second file I opened was BIOC_Base.u in CookedPC, and some ways down the tree all the camera objects were listed.
Unfortunately the BioCameraBehaviorFollowNormal does not include the float property to easily shift the camera, though BioCameraBehaviorFollowReadyStance does have it (CAMERA_OFFSET_RL). BioCameraBehaviorFollowNormal instead has a bunch of different properties that, while able produce the desired effect, also introduce a very strange yawing movement when the camera is swiveled suddenly.I'm still tinkering with it, but I may be out of luck unless someone can instruct me how to add the CAMERA_OFFSET_RL property to the BioCameraBehaviorFollowNormal object. Seems like something that may require the UDK.Ahahahaa! I spent so many hours tinkering with the wrong console commands. It turns out that Kadra's post was correct all along. I must have typed "set BioCameraBehaviourFollowNormal CAMERA_OFFSET_RL 80" on my initial attempts, instead of "set BioCameraBehaviorFollowNormal CAMERA_OFFSET_RL 80". The Commonwealth be darned in this instance!
Anyways I got it right eventually, and it works PERFECTLY, except that it causes the default offset value of BioCameraBehaviorZoom (the object that triggers when you do a weapon zoom) to be added to the offset that has been applied to BioCameraBehaviorFollowNormal. All I have to do is keep tinkering to get them to work together...
I'd also like to figure out how to remove the camera bobbing that occurs when player uses the Sprint key...