Mass Effect

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  1. HitriyDmitriy007
    HitriyDmitriy007
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    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
  2. Robofreak219
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    Hello, I'm new to this and I was wondering how do you install the mod through steam?
  3. WitcherHammer
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    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.
  4. WitcherHammer
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    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.....
  5. mirhl
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    In response to post #62652941. #62764881 is also a reply to the same post.


    Spoiler:  
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    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.
  6. SteamNexus
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    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
    1. ArJed
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      I forgot to include additional functions to the "aiming hack", here is quick fix for this:
      Spoiler:  
      Show

      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 ]).
    2. SteamNexus
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      Ah, thank you for that.
      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.
  7. Da1AnOnlyCrazy
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    question does this work with the ME1 Controller Mod?
    https://www.nexusmods.com/masseffect/mods/60
    probably doesn't but its worth it to ask
  8. TheCivillian
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    Hi,

    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!
  9. SojournerOne
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    In response to post #73045413.


    Spoiler:  
    Show

    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...
  10. SojournerOne
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    In response to post #73142788. #73216638, #73219658 are all replies on the same post.


    Spoiler:  
    Show

    PhoenixWry wrote: Can someone please confirm if the 'Skip dialog without choosing response' feature works.

    It works in ME2&3 Gameplay Tweaks, but for some reason the spacebar still chooses responses in this game.

    Some additional info: I've also set Spacebar to 'Interact' and 'Sprint'

    ArJed wrote: You've set "everything on spacebar" kinda like in ME 2-3?
    Have you read "ME1 GT README Controls" file btw? Assigning so many commands to one button is not the best option.
    Spoiler:  
    Show

    If you create "SpaceBar" command similar to this:

    Bindings=(Name="SpaceBar",InputMode=BIO_INPUT_MODE_NONE,Command="SprintOn | SetRunSpeed 800 | set BioConversation m_bSkipRequested true | HandleUseButtonOn | OnRelease SprintOff | OnRelease SetRunSpeed 400 | ToggleVehicleZoom | OnRelease set BioConversation m_bSkipRequested false | ToggleCommandMenu | OnRelease HandleUseButtonOff | GuiKey BIOGUI_EVENT_BUTTON_A | OnRelease GuiKey BIOGUI_EVENT_BUTTON_A_RELEASE | GUIAction | OnRelease CinematicNormal | InGamePropertyEditorForward | MiniGame_A | EnterVehicle",Control=False,Shift=False,Alt=False)

    From theese strings:
    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)

    Bindings=(Name="E",InputMode=BIO_INPUT_MODE_NONE,Command="HandleUseButtonOn | OnRelease HandleUseButtonOff | GuiKey BIOGUI_EVENT_BUTTON_A | OnRelease GuiKey BIOGUI_EVENT_BUTTON_A_RELEASE | GUIAction | OnRelease CinematicNormal | InGamePropertyEditorForward | MiniGame_A | EnterVehicle",Control=False,Shift=False,Alt=False)

    Bindings=(Name="LeftShift",InputMode=BIO_INPUT_MODE_NONE,Command="SprintOn | SetRunSpeed 800 | OnRelease SprintOff | OnRelease SetRunSpeed 400 | ToggleVehicleZoom",Control=False,Shift=False,Alt=False)

    In this case, you should re-assign "ToggleCommandMenu" to different button AND don't forget to comment duplicated code;

    PhoenixWry wrote: Yep, just like ME2&3. Apologies for skipping the Controls ReadMe, I should've known that the ME1 config was a bit different than its sequels.

    If I'm reading your comment right, you're saying I have too much controls set onto one button, which is why the 'Skip Dialog' command doesn't work. I guess I'm too accustomed to using Spacebar for everything, so I just settled on using "E" for skipping dialog (Which works btw, it's kinda embarrassing that I didn't think of it sooner lmao)

    Anyways, this is what my binding looks like now:

    Spoiler:  
    Show
    Bindings=(Name="E",InputMode=BIO_INPUT_MODE_NONE,Command="NextZoomMagnification | SquadCommandRally | ToggleVehicleZoom | set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false",Control=False,Shift=False,Alt=False)

    Bindings=(Name="SpaceBar",InputMode=BIO_INPUT_MODE_NONE,Command="HandleUseButtonOn | OnRelease HandleUseButtonOff | GuiKey BIOGUI_EVENT_BUTTON_A | OnRelease GuiKey BIOGUI_EVENT_BUTTON_A_RELEASE | GUIAction | OnRelease CinematicNormal | InGamePropertyEditorForward | MiniGame_A | EnterVehicle | SprintOn | OnRelease SprintOff | SetRunSpeed 520 | OnRelease SetRunSpeed 400 | VehicleThrustersOn | OnRelease VehicleThrustersOff | GuiKey BIOGUI_EVENT_BUTTON_X | OnRelease GuiKey BIOGUI_EVENT_BUTTON_X_RELEASE",Control=False,Shift=False,Alt=False)


    All the controls set work as intended. I don't understand what these are for though:
    Spoiler:  
    Show
    - GuiKey BIOGUI_EVENT_BUTTON_A & OnRelease GuiKey BIOGUI_EVENT_BUTTON_A_RELEASE
    - GUIAction
    - OnRelease CinematicNormal
    - InGamePropertyEditorForward
    - MiniGame_A
    - GuiKey BIOGUI_EVENT_BUTTON_X & OnRelease GuiKey BIOGUI_EVENT_BUTTON_X_RELEASE

    If you could explain the functions for these, I'd really appreciate it.


    In short, don't concern, most essential commands I described in ME1 GT README Controls.
    - GUIAction - allows to use "use/interaction" key ([ E ] for example) in: inventory (equipment menu), shop menu, etc.
    > in general, not often used, because you either use mouse or [ Enter ] key instead.
    - BIOGUI_EVENT_BUTTON_X, MiniGame_A and similar - gamepad keys - ME1 is console port, remember?
    > unused by keyboard, most likely used in ME1Controller mod.
    - InGamePropertyEditorForward - unused, key is for UDK Editor;
    - OnRelease CinematicNormal - don't know actually, unused media keys?
     


     
    I have been experimenting with some of those. Here are some of the modifications I made to my inputs:
    • Bindings=(Name="W",InputMode=BIO_INPUT_MODE_NONE,Command="Repeat MoveForwardBackFixed 1 | Repeat GuiKey BIOGUI_EVENT_CONTROL_UP 0.1 | OnRelease GuiKey BIOGUI_EVENT_CONTROL_UP_RELEASE | MiniGame_DPad_Up",Control=False,Shift=False,Alt=False)
    • Bindings=(Name="S",InputMode=BIO_INPUT_MODE_NONE,Command="Repeat MoveForwardBackFixed -1 | Repeat GuiKey BIOGUI_EVENT_CONTROL_DOWN 0.1 | OnRelease GuiKey BIOGUI_EVENT_CONTROL_DOWN_RELEASE | MiniGame_DPad_Down",Control=False,Shift=False,Alt=False)
    • Bindings=(Name="A",InputMode=BIO_INPUT_MODE_NONE,Command="Repeat StrafeLeftRightFixed -1 | Repeat GuiKey BIOGUI_EVENT_CONTROL_LEFT 0.1 | OnRelease GuiKey BIOGUI_EVENT_CONTROL_LEFT_RELEASE | MiniGame_DPad_Left",Control=False,Shift=False,Alt=False)
    • Bindings=(Name="D",InputMode=BIO_INPUT_MODE_NONE,Command="Repeat StrafeLeftRightFixed 1 | Repeat GuiKey BIOGUI_EVENT_CONTROL_RIGHT 0.1 | OnRelease GuiKey BIOGUI_EVENT_CONTROL_RIGHT_RELEASE | MiniGame_DPad_Right",Control=False,Shift=False,Alt=False)

    This allows me to use the W, S, A, and D keys to highlight GUI elements as if I were using a directional pad.
     
    • Bindings=(Name="E",InputMode=BIO_INPUT_MODE_NONE,Command="HandleUseButtonOn | OnRelease HandleUseButtonOff | GuiKey BIOGUI_EVENT_BUTTON_A | OnRelease GuiKey BIOGUI_EVENT_BUTTON_A_RELEASE | GUIAction | OnRelease CinematicNormal | InGamePropertyEditorForward | MiniGame_A | EnterVehicle | NextZoomMagnification | ToggleVehicleZoom",Control=False,Shift=False,Alt=False)

    E key will activate whatever element is currently highlighted in the GUI. Codex folder will expand, for example.

     


    • Bindings=(Name="Q",InputMode=BIO_INPUT_MODE_NONE,Command="HandleCancelButton | InGamePropertyEditorBack | MiniGame_B | ExitVehicle | GuiKey BIOGUI_EVENT_BUTTON_B OnRelease GuiKey BIOGUI_EVENT_BUTTON_B_RELEASE | CinematicSkip | MovieAction",Control=False,Shift=False,Alt=False)

    Q key will perform a "cancel" or "go back" function. You can use it to go back out of a Codex article, exit any of the character or inventory screens, and things like that.

     


    • Bindings=(Name="Enter",InputMode=BIO_INPUT_MODE_NONE,Command="HandleUseButtonOn | OnRelease HandleUseButtonOff | GUIAction | OnRelease CinematicNormal | InGamePropertyEditorForward | MiniGame_A | EnterVehicle | StartGame",Control=False,Shift=False,Alt=False)

    Enter key can perform a confirm or execute action in the GUI similar to what the E key does as shown above. There are some times when using the E key as shown above will not work, such as at the start of the game when I am filling out the character name in the editable text field, In that case, E will only type the letter into the text field, so Enter can act as the confirm/execute.
     
    • Bindings=(Name="Escape",InputMode=BIO_INPUT_MODE_NONE,Command="EndInGamePropertyEditor | ShowInGameGui | GuiKey BIOGUI_EVENT_BUTTON_START | OnRelease GuiKey BIOGUI_EVENT_BUTTON_START_RELEASE | GuiKey BIOGUI_EVENT_KEY_ESCAPE | OnRelease GuiKey BIOGUI_EVENT_KEY_ESCAPE_RELEASE",Control=False,Shift=False,Alt=False)

    The GuiKey BIOGUI_EVENT_BUTTON_START opens the Mission Computer Menu, GuiKey BIOGUI_EVENT_KEY_ESCAPE can act as a "cancel" or "go back" similar to what is described with my Q button strings.

     
    I have not been able to figure out as of yet what BIOGUI_EVENT_BUTTON_XBIOGUI_EVENT_BUTTON_Y and BIOGUI_EVENT_KEY_DELETE do on PC. Maybe nothing.

    1. ArJed
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      It's always nice to see that someone creates custom settings. I love that! Big thanks for sharing.

      Additional references:
      \Mass Effect\Engine\Config\ BaseInput.ini- Unreal engine keybindings settings.
      - Level 1 - base settings for all UE3 games, used as template.

      \Mass Effect\BioGame\Config\ DefaultInput.ini- ME default configuration file (constructor).
      - Level 2 - default settings, specifically created for ME1, used as settings by default.
      (when you reset keys in main menu or delete BIOInput.ini - in this case new file will be created with setings stored in DefaultInput.ini).

      C:\Users\Your_user_name\Documents\BioWare\Mass Effect\Config\ BIOInput.ini
      short path: Documents\BioWare\Mass Effect\Config\ BIOInput.ini
      - Level 3 - current settings, user custom defined.
      (when you assign new key for command, it will be saved in this file. Custom keybindings or commands will be reset when you launch the game (game engine always check keys and commands integrity and will erase any custom command that not match those that set in DefaultInput.ini) thats why "read-only" property for file is required).

      > DO NOT edit BaseInput.ini and DefaultInput.ini (if you still want, make backups!), edit only BIOInput.ini.
      https://docs.unrealengine.com/udk/Three/KeyBinds.html