Where exactly is this in-game documentation you refer to? I can't seem to find it. Also, is there anywhere I could see a full list of what this changes? I seem to keep finding new things that aren't listed in the description for this or my other mods, like an Interaction Highlight distance increase.
Hi. The documentation for the new version is available in-game. To learn the controls read the manual (Options menu -> Manual, Chapters 7 and 8 for Single Player) and follow the game tutorials: start a new game and play until you reach the section of the Mars mission just before the tram, reading all tutorial messages. Note that you must set the game text language to English in the options. The highlight distance increase is documented in the "readme.txt" file.
The reason for this change is that ME3 controls are much more complex than ME2 and it's not possible to explain all changes clearly in a concise description. It is much more effective to learn following the tutorials so you can practice immediately and see how it works in-game. If you still prefer to read a wall of text you can download the old version and read the Readme file: in terms of gameplay they're almost identical.
The only other addition apart from the control changes are easter eggs in the form of additional wearable outfits. I added these for fun since they can't be purchased and if someone isn't interested they can just ignore them.
So is there really no way for melee combos to be used with this mod?
I appreciate the instant access to heavy melee, but when I tap my light melee key it doesn't work. I can't make a combo happen, is there something I'm doing wrong? I had read a reply that you COULD still fix the melee combo by re-binding the key, but I've done that and it doesn't work.
Thank you in advance for any answers, and thank you for the mod regardless.
I remember it was still possible to do combos since all the actions are still there, just in different bindings, but it wasn't completely reliable and only worked close to an enemy, so you can't test otherwise. Can't help you further as I don't have any plans to reinstall the game.
This mod is interesting and I'm gonna take some time to test, but there is one thing that actually comes to my surprise, is that the power tab in your pictures since some are totally not for infiltrator, may I ask how can you do it?
While it's possible to mod that, I think that's because I was playing as Engineer, since I don't like the forced sniper time-dilation effect of Infiltrators.
Hey n1ftucal!! Thanks for your mod!! One question, which xml files did you changed in the coalesced? I would like to put only those in my coalesced.bin(I know how to do the decompile/recompile stuff).
Hi. Sorry for the delay but I don't log to Nexus often anymore. If you're only interested in the gameplay changes they're all in the same file (input section), but the best way to see the changes is to extract the coalesced file into xml or json files (check Mass Effect Wiki for tools) and then compare the output folders with a tool like WinDiff (free download).
Hi. The utility to edit the files doesn't matter. If you want to combine actions it's just a matter of adding the script action after the previous one (check out other key bindings for examples). The game will try to select the appropriate action based on the context, but it may not always work well.
Anyone tested this mod with the likes of Project Variety? Just want to know if there's a conflict.
EDIT: Ignore my post, my IQ dipped to 3 for a minute and i didn't bother to check if there was a readme.txt file in the download, and it clearly states that it's compatible with DLC mods. Apologies.
Hi OP, I bookedmarked this mod a year ago and am finally coming back around to it (never did install it). Is it really as simple as overwriting this file? https://i.imgur.com/sMfA2xp.png Will it have any compatibility issues if I've already used another coalesced file mod?
Hi. To install you just need to overwrite 1 file, correct. Obviously other coalesced mods would overwrite it so you can only have 1 active, unless you manually merge all the changes, which is something too elaborate to try to explain here.
Addendum: The new version overwrites 2 files but 1 is optional for the game text only. Addendum 2: I could create a DLC version of the mod but so far nobody showed interest and compatibility issues appear basically non-existent.
Thanks. The fast heavy melee becomes more important in the highest difficulties because the other one is too weak, and the activation delay would get you killed pretty quickly in most cases.
After having used it a bit in MP I come to the conlcusion that three things would need to be changed to let it be useable for all classes:
First, splitting the Dodge from the sprint might be a good idea, because especially Biotics and for example the Turian Armiger legionnaire really need them to be available faster.
Second, either the space into cover or sprint into cover should be removed. it just ... I dont know.
Third, and more importantly, remove the heave melee only feature from the F button. Classes like the Shadow, Fury, Cabal or Slayer are in need of their normal melees and the middle mousebutton does not allow for longer attack streaks.
My Solution would be to restore "normal" melee on F and use the middle mousebutton as the "dodge" button.
Basic cover mechanic is built into the game and cannot be altered without significantly changing the entire game/gameplay.
I understand sometimes you need to perform long attack streaks, but any combination you can do with the original controls can also be done with this mod. Combining sequences of key presses and mouse button clicks doesn't generally work well; this happens with other games and isn't specific to Mass Effect 3. In this case you can solve it by changing the middle mouse button default keybinding to some keyboard key.
42 comments
The reason for this change is that ME3 controls are much more complex than ME2 and it's not possible to explain all changes clearly in a concise description. It is much more effective to learn following the tutorials so you can practice immediately and see how it works in-game. If you still prefer to read a wall of text you can download the old version and read the Readme file: in terms of gameplay they're almost identical.
The only other addition apart from the control changes are easter eggs in the form of additional wearable outfits. I added these for fun since they can't be purchased and if someone isn't interested they can just ignore them.
I appreciate the instant access to heavy melee, but when I tap my light melee key it doesn't work. I can't make a combo happen, is there something I'm doing wrong? I had read a reply that you COULD still fix the melee combo by re-binding the key, but I've done that and it doesn't work.
Thank you in advance for any answers, and thank you for the mod regardless.
Thanks for your mod!!
One question, which xml files did you changed in the coalesced?
I would like to put only those in my coalesced.bin(I know how to do the decompile/recompile stuff).
Thank you in advance!
EDIT: Ignore my post, my IQ dipped to 3 for a minute and i didn't bother to check if there was a readme.txt file in the download, and it clearly states that it's compatible with DLC mods. Apologies.
https://i.imgur.com/sMfA2xp.png
Will it have any compatibility issues if I've already used another coalesced file mod?
Addendum: The new version overwrites 2 files but 1 is optional for the game text only.
Addendum 2: I could create a DLC version of the mod but so far nobody showed interest and compatibility issues appear basically non-existent.
The only change I don't think was necessary was the melee stuff, but this in general is just great.
After having used it a bit in MP I come to the conlcusion that three things would need to be changed to let it be useable for all classes:
First, splitting the Dodge from the sprint might be a good idea, because especially Biotics and for example the Turian Armiger
legionnaire really need them to be available faster.
Second, either the space into cover or sprint into cover should be removed. it just ... I dont know.
Third, and more importantly, remove the heave melee only feature from the F button.
Classes like the Shadow, Fury, Cabal or Slayer are in need of their normal melees and the middle mousebutton does not allow for longer attack streaks.
My Solution would be to restore "normal" melee on F and use the middle mousebutton as the "dodge" button.
I understand sometimes you need to perform long attack streaks, but any combination you can do with the original controls can also be done with this mod. Combining sequences of key presses and mouse button clicks doesn't generally work well; this happens with other games and isn't specific to Mass Effect 3. In this case you can solve it by changing the middle mouse button default keybinding to some keyboard key.