This page was last updated on 05 February 2021, 11:12AM
Changelogs
Version 1.6
[Created]:
ME2_Gameplay_tweaks_controls mod
- All mod options with revised controls schema;
Rebuild of Use/Cover/Sprint button;
Each action/command is set to separate buttons:
[ E ] - Use (Interaction);
[ LeftShift ] - Sprint, Hammerhead speed acceleration;
[ LeftAlt ] - Enter/exit cover, jump over cover;
[Added]:
Toggle Lens flares - [SFXGame.SFXGameModeBase]
Bindings=( Name="F12", Command="Show LensFlares" )
- Press off/on; - hide Lens flares and HUD selectors;
Use to make screenshots without selectors;
Toggle FOG - [SFXGame.SFXGameModeBase]
Bindings=( Name="End", Command="Show FOG" )
- Press off/on; - Disables EngineMaterials.FogVolumeMaterial rendering, which simulates fog on the horizon;
Disabling fog most noticeable in open terrain - on the planets with seeable horizon;
Mouse sensitivity - [SFXGame.SFXGameModeBase]
Bindings=( Name="PageUp", Command="Setsensitivity 0.08" )
Bindings=( Name="PageDown", Command="Setsensitivity 0.17" )
- Separate mouse sensitivity values:
[< PageUp >] - for combat mode; [< PageDown >] - for exploration mode;
Game engine has separate mouse sensitivity values for each game mode:
in combat mode, when weapon is drawn (Shep takes weapon in his/her hands), you can notice that mouse sensitivity will be increased, to resolve this, separate values are set as keybindings: [< PageUp >] will decrease sens-ty; [< PageDown >] will return it to normal state;
Mouse acceleration for dialogue wheel in conversations - [SFXGame.BioSFHandler_PCConversation]
AccumulationDivisor=600.0f
reduced mouse sensitivity for dialog wheel;
Command menu - [SFXGame.SFXGameModeBase]
Bindings=( Name="PC_ExitCommandMenu", Command="ExitCommandMenu" )
- Open command menu/power wheel by pressing button (show/hide) instead of holding it;
Journal, Skills, Codex menus - [SFXGame.SFXGameModeBase]
ME1 separate menus call restoration:
- Press open/close: [< K >] - Journal (quests); [< B >] - Skills (squad menu); [< I >] - Codex;
Menu will be opened as overlay on screen, with transparent background;
Exit game key - [SFXGame.SFXGameModeBase]
Bindings=( Name="Delete", Command="Quit" )
- Exit game immediately - works like Alt+F4;
Added enemy bonus shields capacity - [SFXGame.SFXDifficulty_Level 1-5]
EnemyShieldBonus=... : 10/25/75/100/150 per each game difficulty;
Combat mode duration - [SFXGame.BioPlayerSquad]
m_fCombatCooldownTime=3
- Time that pass between combat and exploration modes (when all enemies will be eliminated); > reduced;
Combat range - [SFXGame.BioPlayerSquad]
m_fInCombatMaxRange=5000
- Distance between squad and enemy - when squad can detect enemy; > increased;
Squad health restoration & distance - [SFXGame.BioPlayerSquad]
- Squad health restoration amount at the end of combat; > increased to 60%
- Squadmate's resurrection distance (between player and squadmember); > increased to 30 meters;
[Added optional (described and not included in mod)]:
Global planetary gravity value configuration - [Engine.WorldInfo]
DefaultGravityZ=-981.0
- effect on: Hammerhead during planetary explorations and biotic skills;
- biotic skills will benefit from changed gravity: biotic force will be increased and enemies, affected by biotic skills will be lifted/thrown away to greater height/distance;
- gravity will not effect on normal character's movement mechanics;
Squad fire range - [SFXGame.BioActorBehavior]
m_fMaxHenchAimDist=300.0
- Distance between squad and enemy - when squadmates can open fire;
[Changed]:
Crouching - [SFXGame.SFXGameModeDefault]
Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnTap 0.2 set SFXPawn_Player bWantsToCrouch false" )
- Hold 1 second on/off; - Crouch(sit);
now work by pressing button instead of holding it;
Mouse Sensitivity - [Engine.PlayerInput]
MouseSensitivity=0.17
0.17 is the best value;
Conversation system - [SFXGame.SFXGameModeConversation]
Bindings=( Name="SpaceBar",Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")
- Skip conversations without accidentally choosing responses; (spacebar will only skip dialog and won't auto choose response);
- some timing tweaks for notifications;
- shield gate was turned off for AI:
[SFXGame.SFXShield_GethEnergy]
bFastCoverRegen=false
bAbsorbDamageOnBreak=false
[SFXGame.SFXShield_Armour]
bAbsorbDamageOnBreak=false
Hammerhead
[SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]
Damage=(X=500,Y=500)
RateOfFire=(X=200,Y=200)
- cannon damage and firerate;
[SFXGame.SFXVehicleHover]
SelfRepairRate=1000
SelfRepairDelay=1
- Health (constructional strength) and self-repair speed decreased;
old values was too OP;
ME1 character import - max para/rene points amount - [SFXGameContent.SFXSeqAct_NewGameBonuses]
ME1_ParagonRenegadeMaxBonus=660
- Granted paragon/renegade points maximum capacity for imported character from ME1:
now you can import character's exact points amount (without limits);
[Removed/rollback to default]:
Dialog wheel show speed - [SFXGame.BioConversation]
m_fShowLastLineOffset=0.0
m_fShowRepliesOffset=20.0
m_fDefaultInterruptWindowDuration=3.0
- there were some conflicts with Paragon/Renegade interrupts;
Global planetary minerals deposits - [SFXGame.BioPlanet]
PlacedMineralsPool=17000
ScanBarMaxMineralSize=700
EezoMineralsBase=900
RandomMineralsBase=100
- Set any values at your preferences;
Shepard's blue casual outfit from ME1 - [SFXGame.SFXPawn_Player]
CasualAppearances=(Id=4, ...)
- removed to avoid conflicts with casual outfits mods and most of them alreadu include this outfit;
Moved to ME2 Weaponry tweaks:
[SFXGame.SFXGameConfig]
bOutOfAmmoWeaponSwap=false
- Disable automatic weapon swapping when out of ammo;
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.4
- Amount of ammo given per clip pick up (0.4=40%);
Readme updated.
Added separate readme for controls: ME2 GT README Controls.