Mass Effect Andromeda

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Oleaster

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Oleaster

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21 comments

  1. sliebowitz
    sliebowitz
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    This mod doesn't seem to work for me. I have about ten other mods that seem to be working fine. Does load order matter?
    1. Oleaster
      Oleaster
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      You can place it at the very end but no, the order doesn't matter if you have the latest version of the game.
      However, you should open FrostyModManager.ini and check if the load order and active mods are exactly the same as your profile.
    2. rcourtney524
      rcourtney524
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      And how do you do that?  I have done a search of My Drives and have found no FrostyModyManager.ini or profile files for either FMM or MEA
  2. coercedbynexusmods
    coercedbynexusmods
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    Small but crucial QoL mod. Thank you!
    1. Oleaster
      Oleaster
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      Glad to finally read this :)
  3. cubavenger
    cubavenger
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    Coming back to Andromeda after not having played for a few years. Forgot how awkward the camera is in those conversations, of which there are so many. Really helped my immersion as I was no longer distracted by this particular technical choice from the base game. Thanks for the mod!
    1. Oleaster
      Oleaster
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      I don't get that choice either ;-) Thank you for the feedback!
  4. onedownyeahs
    onedownyeahs
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    Excellent mod, small change but huge impact, thank you!
    1. Oleaster
      Oleaster
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      Nice words. Thanks :)
  5. jollander
    jollander
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    Great mod! I love the screenshots where Ryder is fully visible, but the 16:9 version is still cut off quite a lot. Any chance you'd be open to make a 16:9 version where Ryder isn't cut off?
    1. Oleaster
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      Thank you. Perhaps I'll try at some point.
      But if we go too far to the left or behind Ryder's back, I don't think it will work well — for example, if you look at the "limit [back]" screenshot, the NPC in front of Ryder is just visible. And by shifting the starting position, you need to change the settings for all the rotation of the camera.
      Another way would be to increase the field of view, but the NPCs will seem too far away. Not recommended.
  6. KackVerein
    KackVerein
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    I really liked this mod! Sometimes small changes make for a lot better experience.
    1. Oleaster
      Oleaster
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      Thank you; much appreciated :)
  7. BlueFenix
    BlueFenix
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    Way better, now we just need a mod to get rid of the annoying zoom-in when you use Biotic Blink from the Explorer profile
    1. Oleaster
      Oleaster
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      There's always something, isn't it? :)
      I can't do that in the blink of an eye, but I keep that in mind. Thank you.
    2. BlueFenix
      BlueFenix
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      Yay thanks!
    3. Oleaster
      Oleaster
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      Now I see. Not good for motion sickness :(
    4. Oleaster
      Oleaster
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      I uploaded some optional files on the page of my parallel mod — Push Down Camera. Pick the good one for you.
      If you use another mod that alters the settings of the camera in combat, it may not work as expected.
      I hope it helps because you are in the credits now :)
    5. BlueFenix
      BlueFenix
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      Oooh thank you! I hope I'm not stepping on your toes by asking you this, but do you still have the .fbproject for it? If so, could you add it to the archive? I use your push down camera mod in conjunction with the Ultimate Combat Camera mod, and so I'd like to tweak the blink fov to fit the one from that mod.
    6. Oleaster
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      Well, that trick is simple. So, I choose to explain it here. There is an unknown factor, though ...

      Spoiler:  
      Show
      — You need to find a way to discover the FOV impose by the other mod for the "playercombatcamerarig" file, active when Ryder drew a weapon.
      game
       cameras
        rigs
         playercombatcamerarig
          Controllers
           [0]
            FOV
             Override
              Value --> 45 (vanilla) / ?? (other mod)
             Value --> 45 (vanilla) / ?? (other mod)

      — The four values below (hotfix mod) must be identical to the previous ones (other mod). Of course, you have to replace the "vanilla" values ;-)
      game
       cameras
        rigs
         playerteleportevadestartcamerarig
          Controllers
           [0]
            FOV
             Override
              Value --> 55 (vanilla) / ?? (hotfix mod)
             Value --> 55 (vanilla) / ?? (hotfix mod)
         playerteleportevadetravelcamerarig
          Controllers
           [0]
            FOV
             Override
              Value --> 60 (vanilla) / ?? (hotfix mod)
             Value --> 60 (vanilla) / ?? (hotfix mod)

      — As you can see, in "vanilla", three different values occurs for this ability @_@.
    7. Oleaster
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      By the way, if the other mod changes also the position of the camera, for a good transition I'm afraid you have to do the same thing with the two files mentioned ...