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Hacking in gamepad support on PC - Coalesced.bin


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#1
cspecter

cspecter
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Wanted to get the conversation going on how we can add native gamepad support back into ME3.  There were several mods that get support in ME1/2.  Most changed some settings in the Coalesced.ini files.  Since ME3 is on the same engine we can probably change settings in the same manner.  But which ones?  That's where all you come in.  

First, bet me tell you what I am using right now.  I find the M+KB controls to be pretty unwieldy in ME3, so gamepad support is a must.  Right now I am using the following profile for Pinnacle Game Profiler.

http://pinnaclegamep....ad.php?t=24243

For the most part is works fine.  You hold down the left bumper to use your powers.  Since there is no Power Wheel each quickslot is mapped to a different button.  Not idea (since you have to remember what slot is mapped where) , but it works.  Holding the RB will let you give squad commands using the same method.

One negative of using a profiler like PGP or xpadder is that it is directly mapping the the mouse to the controller, without aim assist.  Which makes the game much more difficult.  Here is how to get that back.  You will need to make a small edit to the Coalesced.bin file.

First grab this utility: http://wenchy.net/me...lesced-utility/

Follow the directions there to open the Coalesced.bin file.  Then search for this and set it from FALSE to TRUE.

baimassistonenabled = TRUE

This turns on aim assist.  The reticule changed to the console and using the controller becomes much more natural.  

The question: What is next to enable controller support natively?  Turning aim assist on is the first step.  What other settings need to be changed?

Modifié par cspecter, 09 mars 2012 - 02:18 .

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#2
Gets Shot

Gets Shot
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These are the changes you need to make to coalesced.ini to enable controller support in ME2:

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOEngine.ini
[Engine.Engine]
-bAllowMatureLanguage=FALSE
+bAllowMatureLanguage=TRUE
[WinDrv.WindowsClient]
-AllowJoystickInput=0
+AllowJoystickInput=1

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOGame.ini
[Engine.PlayerController]
-bAimingHelp=false
+bAimingHelp=true
+bEnableForceFeedbackManager=true
[SFXGame.SFXGame]
+bUseConsoleControls=true
[SFXGame.SFXGameConfig]
-bUseConsoleControls=false
+bUseConsoleControls=true
-UseSharedPowerCooldown=TRUE
+UseSharedPowerCooldown=true
-bAimAssistEnabled=false
+bAimAssistEnabled=true
+ForceFeedbackManagerclassName=WinDrv.XnaForceFeedbackManager
+bEnableForceFeedbackManager=true
[SFXGame.BioPlayerController]
+ForceFeedbackManagerclassName=WinDrv.XnaForceFeedbackManager
+bEnableForceFeedbackManager=true

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOInput.ini
[SFXGame.SFXGameModeOrbital]
-ScanReticleMoveSpeed=0.02
+ScanReticleMoveSpeed=1
-ScanPlanetRotationSpeed=0.025
+ScanPlanetRotationSpeed=1
[Engine.PlayerInput]
+bEnableForceFeedbackManager=true
[Engine.DebugCameraInput]
-Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
-Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
-Bindings=(Name="XboxTypeS_LeftTrigger",Command="MoveDown")
-Bindings=(Name="XboxTypeS_RightTrigger",Command="MoveUp")
+Bindings=(Name="XboxTypeS_LeftX",Command="Count bXAxis | Axis aXboxTypeS_LeftX")
+Bindings=(Name="XboxTypeS_Lefty",Command="Count bYAxis | Axis aXboxTypeS_Lefty")
+Bindings=(Name="XboxTypeS_LeftTrigger",Command="MoveDown | Shared_Aim | Vehicle_Boost | Shared_ConvIntParagon | Shared_GalaxyScan")
+Bindings=(Name="XboxTypeS_RightTrigger",Command="MoveUp | Shared_Shoot | Shared_ConvIntRenegade | Shared_GalaxyProbe")
[SFXGame.SFXGameModeBase]
-Bindings=( Name="PC_DecryptUp", Command="DecryptUp" )
-Bindings=( Name="PC_DecryptDown", Command="DecryptDown" )
-Bindings=( Name="PC_DecryptLeft", Command="DecryptLeft" )
-Bindings=( Name="PC_DecryptRight", Command="DecryptRight" )
-Bindings=( Name="PC_DecryptSelect", Command="DecryptSelect" )
-Bindings=( Name="PC_GalaxyMouseStrafe", Command="Axis aMouseX BIOGUI_EVENT_AXIS_MOUSE_X" )
-Bindings=( Name="PC_GalaxyMouseMovement", Command="Axis aMouseY BIOGUI_EVENT_AXIS_MOUSE_Y" )
+Bindings=( Name="PC_LookX", Command="Count bXAxis | Axis aoxTypeS_LeftX" )
+Bindings=( Name="PC_LookY", Command="Count bYAxis | Axis aXboxTypeS_Lefty" )
+Bindings=( Name="Console_DecryptUp", Command="DecryptUp" )
+Bindings=( Name="Console_DecryptDown"", Command="DecryptDown" )
+Bindings=( Name="Console_DecryptLeft", Command="DecryptLeft" )
+Bindings=( Name="Console_DecryptRight", Command="DecryptRight" )
+Bindings=( Name="Console_DecryptSelect", Command="DecryptSelect" )
+Bindings=( Name="PC_GalaxyMouseStrafe", Command="Axis aXboxTypeS_LeftX BIOGUI_EVENT_AXIS_MOUSE_X" )
+Bindings=( Name="PC_GalaxyMouseMovement", Command="Axis aXboxTypeS_Lefty BIOGUI_EVENT_AXIS_MOUSE_Y" )
+Bindings=( Name="PC_BuyFuel", Command="StartFuel|Repeat BuyFuel 0.2|OnRelease StopFuel" )
+Bindings=( Name="PC_BuyProbes", Command="BuyProbes" )
+Bindings=( Name="PC_WeaponWheelAndQuickPower1", Command="OnTap 0.3 UseAbility 0 | OnHold 0.3 EnterWeaponWheel" )
+Bindings=( Name="PC_PowerWheelAndQuickPower2", Command="OnTap 0.3 UseAbility 1 | OnHold 0.3 EnterPowerWheel" )
+Bindings=( Name="PC_GUINextCerberus", Command="NextCerberusItem" )
+Bindings=( Name="PC_GUIPrevCerberus", Command="PrevCerberusItem" )
+Bindings=( Name="PC_ExitPowerWheel", Command="OnRelease ExitPowerWheel" )
+Bindings=( Name="PC_ExitWeaponWheel", Command="OnRelease ExitWeaponWheel" )
+Bindings=( Name="PC_GalaxyToggle", Command="ToggleReticleMode" )
+Bindings=( Name="PC_SquadAttack", Command="SquadCommand_Attack" )
+Bindings=( Name="PC_LookX", Command="Axis aTurn Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="PC_LookY", Command="Axis aLookup Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="Console_Strafe", Command="Axis aStrafe Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="Console_Movement", Command="Axis aBaseY Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="Console_Movement_Invert", Command="Axis aBaseY Speed=-1.0 DeadZone=0.2" )
+Bindings=( Name="Console_LookX", Command="Axis aTurn Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="Console_LookY", Command="Axis aLookup Speed=1.0 DeadZone=0.2" )
+Bindings=( Name="Console_LookY_Invert", Command="Axis aLookup Speed=-1.0, DeadZone=0.2" )
+Bindings=( Name="Console_ExitPowerWheel", Command="OnRelease ExitPowerWheel" )
+Bindings=( Name="Console_ExitWeaponWheel", Command="OnRelease ExitWeaponWheel" )
+Bindings=( Name="Console_WeaponWheelAndQuickPower1", Command="OnTap 0.3 UseAbility 0 | OnHold 0.3 EnterWeaponWheel" )
+Bindings=( Name="Console_PowerWheelAndQuickPower2", Command="OnTap 0.3 UseAbility 1 | OnHold 0.3 EnterPowerWheel" )
+Bindings=( Name="Console_Weapon", Command="OnTap 0.3 SwapWeaponIfEmpty |OnTap 0.3 TryReload | OnHold 0.3 TrySwapWeapon" )
+Bindings=( Name="Console_SquadAttack", Command="SquadCommand_Attack" )
+Bindings=( Name="Console_ConvSelect", Command="SelectResponse" )
+Bindings=( Name="Console_ConvSkip", Command="SkipConversation" )
+Bindings=( Name="Console_GUINextCerberus", Command="NextCerberusItem" )
+Bindings=( Name="Console_GUIPrevCerberus", Command="PrevCerberusItem" )
+Bindings=( Name="Console_GalaxyStrafe", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_LSTICK_X" )
+Bindings=( Name="Console_GalaxyMovement", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_LSTICK_Y" )
+Bindings=( Name="Console_GalaxyMovement_Invert", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_LSTICK_Y -1" )
+Bindings=( Name="Console_GalaxyLookX", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_RSTICK_X" )
+Bindings=( Name="Console_GalaxyLookY", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_RSTICK_Y" )
+Bindings=( Name="Console_GalaxyLookY_Invert", Command="Repeat GalaxyStickAxis BIOGUI_EVENT_AXIS_RSTICK_Y -1" )
+Bindings=( Name="Console_GalaxyToggle", Command="ToggleReticleMode" )
+Bindings=( Name="Console_BuyFuel", Command="StartFuel|Repeat BuyFuel 0.2|OnRelease StopFuel" )
+Bindings=( Name="Console_BuyProbes", Command="BuyProbes" )
+Bindings=( Name="Console_VehicleMine", Command="Button bMine" )
+Bindings=( Name="Console_UsePower3", Command="UseAbility 2" )
+Bindings=( Name="Console_ShowMap", Command="OnTap 0.3 ShowAreaMap | OnHold 0.3 TurnObjectiveRadarDisplayOn | OnRelease TurnObjectiveRadarDisplayOff")
[SFXGame.SFXGameModeDefault]
-Bindings=( Name="MouseX", Command="PC_LookX" )
-Bindings=( Name="MouseY", Command="PC_LookY" )
+Bindings=( Name="XboxTypeS_LeftX", Command="PC_LookX" )
+Bindings=( Name="XboxTypeS_Lefty", Command="PC_LookY" )
+Bindings=( Name="XboxTypeS_LeftX", Command="Console_Strafe" )
+Bindings=( Name="XboxTypeS_LeftY", Command="Console_Movement" )
+Bindings=( Name="XboxTypeS_RightX", Command="Console_LookX" )
+Bindings=( Name="XboxTypeS_RightY", Command="Console_LookY" )
+Bindings=( Name="XboxTypeS_A", Command="Shared_Action | Vehicle_Jump | Console_ConvSelect | Console_BuyFuel | IPEForward" )
+Bindings=( Name="XboxTypeS_B", Command="Shared_Melee | Vehicle_Quit | IPEBack | EndIPE" )
+Bindings=( Name="XboxTypeS_X", Command="Console_Weapon | Vehicle_Camera | Console_ConvSkip | Console_DecryptSelect | Shared_CineSkip" )
+Bindings=( Name="XboxTypeS_Y", Command="Console_VehicleMine | Console_HideMap | Console_BuyProbes | UsePower3" )
+Bindings=( Name="XboxTypeS_LeftShoulder", Command="Console_WeaponWheelAndQuickPower1 | Console_GUIPrevCerberus | Shared_GalaxyTabLeft | Console_ExitWeaponWheel | IPELeftShoulder" )
+Bindings=( Name="XboxTypeS_RightShoulder", Command="Console_PowerWheelAndQuickPower2 | Console_GUINextCerberus | Shared_GalaxyTabRight | Console_ExitPowerWheel | IPERightShoulder" )
+Bindings=( Name="XboxTypeS_LeftTrigger", Command="MoveDown | Shared_Aim | Vehicle_Boost | Shared_ConvIntParagon | Shared_GalaxyScan | IPELeftTrigger" )
+Bindings=( Name="XboxTypeS_RightTrigger", Command="MoveUp | Shared_Shoot | Shared_ConvIntRenegade | Shared_GalaxyProbe | IPERightTrigger" )
+Bindings=( Name="XboxTypeS_Back", Command="Shared_Holster | Console_GalaxyToggle | EndIPE" )
+Bindings=( Name="XboxTypeS_Start", Command="Shared_Menu" )
+Bindings=( Name="XboxTypeS_LeftThumbstick", Command="Console_ShowMap" )
+Bindings=( Name="XboxTypeS_RightThumbstick", Command="Console_ShowMap" )
+Bindings=( Name="XboxTypeS_DPad_Up", Command="Console_SquadAttack | Console_PrevWeapon | Console_DecryptUp | IPEUpAction" )
+Bindings=( Name="XboxTypeS_DPad_Down", Command="Shared_SquadFollow | Console_NextWeapon | Console_DecryptDown | IPEDownAction" )
+Bindings=( Name="XboxTypeS_DPad_Right", Command="Shared_SquadMove2 | Console_DecryptRight" )
+Bindings=( Name="XboxTypeS_DPad_Left", Command="Shared_SquadMove1 | Console_DecryptLeft | IPEBack" )
[SFXGame.SFXGameModeCommand]
-Bindings=( Name="MouseX", Command="PC_LookX" )
-Bindings=( Name="MouseY", Command="PC_LookY" )
+Bindings=( Name="XboxTypeS_LeftX", Command="PC_LookX" )
+Bindings=( Name="XboxTypeS_Lefty", Command="PC_LookY" )
+Bindings=(Name="XboxTypeS_Start", Command="Shared_Menu" )
[SFXGame.SFXGameModeVehicle]
-Bindings=( Name="LeftMouseButton", Command="Shared_Shoot" )
-Bindings=( Name="RightMouseButton", Command="Vehicle_Camera" )
-Bindings=( Name="SpaceBar", Command="Vehicle_Boost" )
-Bindings=( Name="MouseX", Command="PC_LookX" )
-Bindings=( Name="MouseY", Command="PC_LookY" )
-Bindings=( Name="Escape", Command="Shared_Menu" )
+Bindings=( Name="XboxTypeS_LeftX", Command="Console_Strafe" )
+Bindings=( Name="XboxTypeS_LeftY", Command="Console_Movement" )
+Bindings=( Name="XboxTypeS_RightX", Command="Console_LookX" )
+Bindings=( Name="XboxTypeS_RightY", Command="Console_LookY" )
+Bindings=( Name="XboxTypeS_RightTrigger", Command="Shared_Shoot" )
+Bindings=( Name="XboxTypeS_LeftTrigger", Command="Vehicle_Boost" )
+Bindings=( Name="XboxTypeS_Start", Command="Shared_Menu" )
+Bindings=( Name="XboxTypeS_B", Command="Vehicle_Quit" )
+Bindings=( Name="XboxTypeS_A", Command="Vehicle_Jump" )
+Bindings=( Name="XboxTypeS_X", Command="Vehicle_Camera" )
+Bindings=( Name="XboxTypeS_Y", Command="Console_VehicleMine" )
[SFXGame.SFXGameModeConversation]
+Bindings=( Name="XboxTypeS_LeftTrigger", Command="Shared_ConvIntParagon" )
+Bindings=( Name="XboxTypeS_RightTrigger", Command="Shared_ConvIntRenegade" )
+Bindings=( Name="XboxTypeS_A", Command="Console_ConvSelect" )
+Bindings=( Name="XboxTypeS_X", Command="Console_ConvSkip" )
[SFXGame.SFXGameModeCinematic]
+Bindings=( Name="XboxTypeS_X", Command="Shared_CineSkip" )
[SFXGame.SFXGameModeGUI]
+Bindings=( Name="XboxTypeS_DPad_Up", Command="Console_DecryptUp" )
+Bindings=( Name="XboxTypeS_DPad_Down", Command="Console_DecryptDown" )
+Bindings=( Name="XboxTypeS_DPad_Left", Command="Console_DecryptLeft" )
+Bindings=( Name="XboxTypeS_DPad_Right", Command="Console_DecryptRight" )
+Bindings=( Name="XboxTypeS_X", Command="Console_DecryptSelect" )
+Bindings=( Name="XboxTypeS_LeftShoulder", Command="Console_GUIPrevCerberus" )
+Bindings=( Name="XboxTypeS_RightShoulder", Command="Console_GUINextCerberus" )
+Bindings=( Name="XboxTypeS_Y", Command="Console_HideMap" )
[SFXGame.SFXGameModeMovie]
+Bindings=( Name="XboxTypeS_X", Command="Shared_MovieSkip" )
[SFXGame.SFXGameModeGalaxy]
-Bindings=( Name="MouseX", Command="PC_GalaxyMouseStrafe" )
-Bindings=( Name="MouseY", Command="PC_GalaxyMouseMovement" )
+Bindings=( Name="XboxTypeS_A", Command="Console_BuyFuel" )
+Bindings=( Name="XboxTypeS_Y", Command="Console_BuyProbes" )
+Bindings=( Name="XboxTypeS_LeftX", Command="PC_GalaxyMouseStrafe" )
+Bindings=( Name="XboxTypeS_Lefty", Command="PC_GalaxyMouseMovement" )
[SFXGame.SFXGameModeOrbital]
-Bindings=( Name="MouseX", Command="PC_GalaxyMouseStrafe" )
-Bindings=( Name="MouseY", Command="PC_GalaxyMouseMovement" )
+Bindings=( Name="XboxTypeS_LeftX", Command="PC_GalaxyMouseStrafe" )
+Bindings=( Name="XboxTypeS_Lefty", Command="PC_GalaxyMouseMovement" )
[SFXGame.BioPlayerInput]
+bEnableForceFeedbackManager=true
+bUseForceFeedBack=true
[SFXGame.SFXConsole]
-bEnableUI=False
+bEnableUI=True

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOUI.ini
[Engine.UIInteraction]
+bEnableForceFeedbackManager=true
[Engine.GameUISceneClient]
+bEnableForceFeedbackManager=true
[Engine.BioSFManager]
-HandlerLibrary=(Tag=PowerWheel,            ZOrder=20,    Handlerclass="SFXGame.SFXSFHandler_PCPowerWheel",        PanelResource="GUI_SF_HUD_PC.PC_ME2_PowerWheel")
-HandlerLibrary=(Tag=HUD,                    ZOrder=30,    Handlerclass="SFXGame.SFXSFHandler_PCHUD",                PanelResource="GUI_SF_HUD.ME2_HUD")
-HandlerLibrary=(Tag=Conversation,            ZOrder=40,    Handlerclass="SFXGame.BioSFHandler_PCConversation",        PanelResource="GUI_SF_Conversation.Conversation",                        Panelclass="Engine.SFXSFPanel_Conversation")
-HandlerLibrary=(Tag=SkillGameDecryption,    ZOrder=60,    Handlerclass="SFXGame.BioSkillGame_Decryption_PCHandler",PanelResource="GUI_SF_SkillGame.MiniGameDecryption")
-HandlerLibrary=(Tag=SkillGameBypass,        ZOrder=70,    Handlerclass="SFXGame.BioSkillGame_Bypass_PCHandler",    PanelResource="GUI_SF_SkillGame.MiniGameBypass")
-HandlerLibrary=(Tag=IntroText,                ZOrder=90,    Handlerclass="SFXGame.BioSFHandler_IntroText",            PanelResource="GUI_SF_Utility.IntroText")
-HandlerLibrary=(Tag=MainMenu,                ZOrder=160,    Handlerclass="SFXGame.BioSFHandler_PCMainMenu",            PanelResource="GUI_SF_MainMenu.MainMenu")
-HandlerLibrary=(Tag=MissionCompletion,        ZOrder=161, Handlerclass="SFXGame.BioSFHandler_PCChoiceGUI",        PanelResource="GUI_SF_MissionCompletion.MissionCompletion");
-HandlerLibrary=(Tag=PRCStore,                ZOrder=162, Handlerclass="SFXGame.SFXSFHandler_PRCShop",            PanelResource="GUI_SF_ChoiceGUI.PRCStore");
-HandlerLibrary=(Tag=Splash,                ZOrder=170,    Handlerclass="SFXGame.BioSFHandler_PCSplash",            PanelResource="GUI_SF_MainMenu.Splash")
-HandlerLibrary=(Tag=GalaxyMap,                ZOrder=180,    Handlerclass="SFXGame.BioSFHandler_PCGalaxyMap",        PanelResource="GUI_SF_GalaxyMap.GalaxyMap")
-HandlerLibrary=(Tag=ChoiceGUI,                ZOrder=190,    Handlerclass="SFXGame.BioSFHandler_PCChoiceGUI",        PanelResource="GUI_SF_ChoiceGUI.Choice")
-HandlerLibrary=(Tag=PartySelect,            ZOrder=200,    Handlerclass="SFXGame.BioSFHandler_PCPartySelection",    PanelResource="GUI_SF_PartySelect.PartySelect")
-HandlerLibrary=(Tag=Personalization,        ZOrder=210,    Handlerclass="SFXGame.SFXSFHandler_PCPersonalization",    PanelResource="GUI_SF_Personalization.Personalization")
-HandlerLibrary=(Tag=NewCharacter,            ZOrder=220,    Handlerclass="SFXGame.BioSFHandler_PCNewCharacter",        PanelResource="GUI_SF_MainMenu.CharacterCreation")
-HandlerLibrary=(Tag=Options,                ZOrder=230,    Handlerclass="SFXGame.BioSFHandler_PCOptions",            PanelResource="GUI_SF_Options.Options")
-HandlerLibrary=(Tag=Journal,                ZOrder=240,    Handlerclass="SFXGame.BioSFHandler_PCJournal",            PanelResource="GUI_SF_Journal.Journal")
-HandlerLibrary=(Tag=Codex,                    ZOrder=250,    Handlerclass="SFXGame.BioSFHandler_PCDataCodex",        PanelResource="GUI_SF_Journal.Codex")
-HandlerLibrary=(Tag=Achievement,            ZOrder=260,    Handlerclass="SFXGame.BioSFHandler_PCAchievement",        PanelResource="GUI_SF_Achievement.Achievement")
-HandlerLibrary=(Tag=GameOver,                ZOrder=280,    Handlerclass="SFXGame.BioSFHandler_PCGameOver",            PanelResource="GUI_SF_GameOver.GameOver")
-HandlerLibrary=(Tag=CharacterRecord,        ZOrder=290,    Handlerclass="SFXGame.BioSFHandler_PCCharacterRecord2",    PanelResource="GUI_SF_CharacterRecord.CharacterRecord", bAutoVisible=false)
-HandlerLibrary=(Tag=DesignerUI,            ZOrder=310,    Handlerclass="SFXGame.BioSFHandler_PCDesignerUI",        PanelResource="GUI_SF_HUD.DesignerUI")
-HandlerLibrary=(Tag=Specialization,        ZOrder=320,    Handlerclass="SFXGame.BioSFHandler_PCSpecialization",    PanelResource="GUI_SF_CharacterRecord.Specialization")
-HandlerLibrary=(Tag=Save,                    ZOrder=330,    Handlerclass="SFXGame.SFXSFHandler_PCSave",                PanelResource="GUI_SF_SaveLoad.LoadSave")
-HandlerLibrary=(Tag=Load,                    ZOrder=340,    Handlerclass="SFXGame.SFXSFHandler_PCLoad",                PanelResource="GUI_SF_SaveLoad.LoadSave")
-HandlerLibrary=(Tag=AreaMap,                ZOrder=350,    Handlerclass="SFXGame.SFXSFHandler_PCAreaMap",            PanelResource="GUI_SF_AreaMap.ME2_AreaMap");
-HandlerLibrary=(Tag=MessageBox,            ZOrder=370,    Handlerclass="SFXGame.BioSFHandler_PCMessageBox",        PanelResource="GUI_SF_Utility.WindowPop")
+HandlerLibrary=(Tag=PowerWheel,            ZOrder=20,    Handlerclass="SFXGame.SFXSFHandler_PowerWheel",        PanelResource="GUI_SF_HUD_PC.PC_ME2_PowerWheel")
+HandlerLibrary=(Tag=PowerWheel,            ZOrder=20,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_PowerWheel",        PanelResource="GUI_SF_HUD.ME2_PowerWheel")
+HandlerLibrary=(Tag=HUD,                ZOrder=30,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_HUD",        PanelResource="GUI_SF_HUD.ME2_HUD")
+HandlerLibrary=(Tag=Conversation,            ZOrder=40,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Conversation",    PanelResource="GUI_SF_Conversation.Conversation",        Panelclass="Engine.SFXSFPanel_Conversation")
+HandlerLibrary=(Tag=SkillGameDecryption,    ZOrder=60,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSkillGame_Decryption_Handler",PanelResource="GUI_SF_SkillGame.MiniGameDecryption")
+HandlerLibrary=(Tag=SkillGameBypass,        ZOrder=70,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSkillGame_Bypass_Handler",    PanelResource="GUI_SF_SkillGame.MiniGameBypass")
+HandlerLibrary=(Tag=MenuBrowser,            ZOrder=140,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_BrowserWheel",    PanelResource="GUI_SF_InGameGui.MainWheel")
+HandlerLibrary=(Tag=MainMenu,                ZOrder=160,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_MainMenu",        PanelResource="GUI_SF_MainMenu.MainMenu")
+HandlerLibrary=(Tag=MissionCompletion,        ZOrder=161, Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_ChoiceGUI",        PanelResource="GUI_SF_MissionCompletion.MissionCompletion");
+HandlerLibrary=(Tag=PRCStore,                ZOrder=162, Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_PRCShop",        PanelResource="GUI_SF_ChoiceGUI.PRCStore");
+HandlerLibrary=(Tag=Splash,                ZOrder=170,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Splash",            PanelResource="GUI_SF_MainMenu.Splash")
+HandlerLibrary=(Tag=GalaxyMap,                ZOrder=180,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_GalaxyMap",        PanelResource="GUI_SF_GalaxyMap.GalaxyMap")
+HandlerLibrary=(Tag=ChoiceGUI,                ZOrder=190,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_ChoiceGUI",        PanelResource="GUI_SF_ChoiceGUI.Choice")
+HandlerLibrary=(Tag=PartySelect,            ZOrder=200,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_PartySelection",    PanelResource="GUI_SF_PartySelect.PartySelect")
+HandlerLibrary=(Tag=Personalization,        ZOrder=210,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_Personalization",PanelResource="GUI_SF_Personalization.Personalization")
+HandlerLibrary=(Tag=NewCharacter,            ZOrder=220,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_NewCharacter",    PanelResource="GUI_SF_MainMenu.CharacterCreation")
+HandlerLibrary=(Tag=Options,                ZOrder=230,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Options",        PanelResource="GUI_SF_Options.Options")
+HandlerLibrary=(Tag=Journal,                ZOrder=240,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Journal",        PanelResource="GUI_SF_Journal.Journal")
+HandlerLibrary=(Tag=Codex,                    ZOrder=250,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_DataCodex",        PanelResource="GUI_SF_Journal.Codex")
+HandlerLibrary=(Tag=Achievement,            ZOrder=260,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Achievement",    PanelResource="GUI_SF_Achievement.Achievement")
+HandlerLibrary=(Tag=NetworkRegistration,    ZOrder=270,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_EANetworking",    PanelResource="GUI_SF_Networking.NetworkRegistration")
+HandlerLibrary=(Tag=GameOver,                ZOrder=280,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_GameOver",        PanelResource="GUI_SF_GameOver.GameOver")
+HandlerLibrary=(Tag=CharacterRecord,        ZOrder=290,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_CharacterRecord2",PanelResource="GUI_SF_CharacterRecord.CharacterRecord", bAutoVisible=false)
+HandlerLibrary=(Tag=Credits,                ZOrder=300,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Credits",        PanelResource="GUI_SF_Utility.Credits")
+HandlerLibrary=(Tag=DesignerUI,            ZOrder=310,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_DesignerUI",        PanelResource="GUI_SF_HUD.DesignerUI")
+HandlerLibrary=(Tag=Specialization,        ZOrder=320,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_Specialization",    PanelResource="GUI_SF_CharacterRecord.Specialization")
+HandlerLibrary=(Tag=Save,                    ZOrder=330,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_Save",            PanelResource="GUI_SF_SaveLoad.LoadSave")
+HandlerLibrary=(Tag=Load,                    ZOrder=340,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_Load",            PanelResource="GUI_SF_SaveLoad.LoadSave")
+HandlerLibrary=(Tag=AreaMap,                ZOrder=350,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.SFXSFHandler_AreaMap",        PanelResource="GUI_SF_AreaMap.ME2_AreaMap")
+HandlerLibrary=(Tag=MessageBox,            ZOrder=370,    Platform=CONSOLE_Xbox360,    Handlerclass="SFXGame.BioSFHandler_MessageBox",        PanelResource="GUI_SF_Utility.WindowPop")

Modifié par Gets Shot, 09 mars 2012 - 11:12 .


#3
Katmai1337

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 @Gets Shot Thanks for the post! Did you already test these settings in ME3? Or did you post them primarily so others would have a starting point an add some more?

#4
cspecter

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Those settings were to get gamepad working natively on ME2. Most of them are the same in ME3, but in slightly different places. Looks like they removed some key components vs. what was working in ME2. For example the Force Feedback settings don't exists in the ME3 Coalesced.bin. Also looks like much of the UI elements are not there. I got the game to recognize gamepad button pushes (A, B, X, etc.) but none of the console UI elements were showing up and the game did not respond to stick inputs.

#5
Katmai1337

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Would you mind uploading your coalesced bin somewhere?

#6
Maxunit

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It was mentioned on the Twitter, that the PC Build has no Gamepad support and might never get any Gamepad support. I kinda doubt it, that you will get a fully functional gamepad support working by editing the BIN file, since the complete Gamepad UI and other Key Components are most likely missing.

Still worth trying out tho, maybe Bioware left in way more content than I think...maybe even the Gamepad HUD/UI...

It would be nice tho, since a mate of mine can't really play with Mouse & Keyboard (thick fingers) and prefers to play with a gamepad. Was a huge letdown for him when I told him, that ME3 wont have native gamepad support.

#7
NOSAR

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Yes well insted of all that I used Pinnacle Game Profiler comes with Mass Effect 1,2,3 pin too

#8
Katmai1337

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ME2 did contain most of it. The only thing you had to do was to play with an invisible weapons wheel. It still worked though. You chose a direction and then you saw a tooltip so you weren't completely blind. That was totally fine since after several fights you findthe positions of all weapons and skills in your sleep. Hope something like this is possible in ME3.

Since Bioware said the following: “The PC version does not support controllers,” said Priestly. “They may or may not work, but they are unsupported by the game.”
- Especially the second sentence gives me some hope. I guess most of the controller support is in ME3. They just disabled it and don't support it if there are bugs.

#9
Katmai1337

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Here is a coalesced bin I got from skyuk3000 with Xbox controller support

It's not perfect yet but a great start. Would be great if someone could look into that!

http://www.mediafire...ek6djzdlx34g978

What's working:

movement is perfect
camera is perfect
A is sprint and actions, which is perfect
B is melee
LT is aim
RT is shoot
up is attack command
down is fellow command
left and right is move command
when starting the game press the start button as any key and can navigate via main menu., use a to select.
skip works by pressing x

Critical problems to fix:

* Ingame popups like reading terminals can't be exited.
* In pause menu only "options" can be selected. Nothing else (like Squad, map, etc.).
* Can't move Normandy in solar system.
* powerWheel or weaponWheel not set up yet.
* No XBox Button UI.


Not so important problems:

* cant use UI with controller and mouse at the same time
* cant use pause menu with controller and mouse
* cant use main menu with mouse

================

Update 11.03.2012

Updated coalesced bin with mouse in menus:

http://www.mediafire...kw3anqkzecs66xe 
* x is reload
* up is next weapon
* down is prevous weapon 
* No controller support in menus.

Modifié par Katmai1337, 11 mars 2012 - 02:56 .


#10
Gets Shot

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Those ini edits were from a coalesced.ini file uploaded by someone in the mass effect 2 pc support forum back when that first came out.

Some of the changes make me think that they got their hands on a copy of coalesced.ini from off of the xbox version

-UseSharedPowerCooldown=TRUE
+UseSharedPowerCooldown=true

for example.

I thought one of the devs said something at some point about how the same technique from ME2 may allow controller support for ME3, so if someone could get ahold of an xbox version of coalesced.bin i think we could either use it unchanged or at least tell what should be changed to make it work in the pc version.

Modifié par Gets Shot, 11 mars 2012 - 03:27 .


#11
ippennokuinashi

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The galaxy map is the only thing making me wish there were native pad support. It's much harder to evade Reapers and do flyby scans on the PC, since for some ridiculous reason you can't use WASD to move the ship, nor can you scan a planet without moving the mouse to the lower right part of the screen to hit the button.

#12
Katmai1337

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I thought one of the devs said something at some point about how the same technique from ME2 may allow controller support for ME3, so if someone could get ahold of an xbox version of coalesced.bin i think we could either use it unchanged or at least tell what should be changed to make it work in the pc version.


That would be great. I could not find the XBOX coalesced.bin online yet. I'll keep an eye out.

Update:

Here it is. XBox360 coalesced.bin
https://rapidshare.c...7/coalesced.bin

already extracted to JSON:
https://rapidshare.c...N_coalesced.rar 

Modifié par Katmai1337, 11 mars 2012 - 03:49 .


#13
cspecter

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Here are a couple other tools that may help from MadScientist on Neogaf.

- A tool that splits coalesced.bin into json files and puts them back together
http://blog.gib.me/2...esced-bin-tool/
- A json editor
http://tomeko.net/so...dex.php?lang=en

#14
Paranoid Dandroid

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According to this post from NeoGaf, the Xbox GUI stuff might already be being loaded by the game. Sounds like modding in proper Xbox controller support might be MUCH easier than assumed here. Perhaps someone more familiar with the technical limitations of modding can comment?

http://www.neogaf.co...0&postcount=767

I'm hanging out for this hack before I play ME3. I wish I hadn't assumed the Mass Effect series on PC would have Xbox controller support :-(

Modifié par Paranoid Dandroid, 13 mars 2012 - 05:39 .


#15
PixelMurder

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I'm too. I bought it, but i will play it only on pc, when Bioware did the job right and includes native gamepad support with force feedback and ui.
Maybe for someone, playing ME3 with a hacked ini, no force feedback and a near unusable ui is enough, but i prefere to play Fallout 3 with perfect gamepad support and 30 gb of mods until Bioware has finished ME3 for pc.

I think, that this must not mean anything:
"GUI_SF_XBox_ControllerIcons",
"BIOA_ControllerIcons_PC"

If there is any locked branch in the code, you can have even things in it, that have no function or crashes the software.
Propably, there is  any variable like  bImPCNerdAndIDontCareAboutSatisfiedCustomersDisablePad in the code.

Modifié par PixelMurder, 13 mars 2012 - 06:41 .


#16
Katmai1337

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PixelMurder wrote...

I'm too. I bought it, but i will play it only on pc, when Bioware did the job right and includes native gamepad support with force feedback and ui.
Maybe for someone, playing ME3 with a hacked ini, no force feedback and a near unusable ui is enough, but i prefere to play Fallout 3 with perfect gamepad support and 30 gb of mods until Bioware has finished ME3 for pc.

I think, that this must not mean anything:
"GUI_SF_XBox_ControllerIcons",
"BIOA_ControllerIcons_PC"

If there is any locked branch in the code, you can have even things in it, that have no function or crashes the software.
Propably, there is  any variable like  bImPCNerdAndIDontCareAboutSatisfiedCustomersDisablePad in the code.


I'd keep my hopes up. In ME2 we almost got perfect native support through ini modding, except the Weaponwheel texture of course.

#17
CyborgD

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Anyone know of any alternative forums where this is discussed in more detail. I really want support for the xbox controller and i can see this drying up pretty fast.

#18
Paranoid Dandroid

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Daz88 wrote...

Anyone know of any alternative forums where this is discussed in more detail. I really want support for the xbox controller and i can see this drying up pretty fast.


Well if you Google GUI_SF_XBox_ControllerIcons the only result is that NeoGAF thread which is dead. And this thread is apparently not indexed.

I reckon somebody will figure it out eventually, just maybe not for a few months.

#19
Paranoid Dandroid

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BUMP

I've been looking at coalesced.ini (though I have no idea what I'm doing or how to to change anything).

I did a Find for the string "xbox" and there seems to be an overwhelming abundance of parameters to support Xbox Controller input and GUI both in bioinput.ini and bioengine.ini.

Surely there's a ME modding boffin reading this that would like to help us by figuring out how to enable this stuff... even if it requires disabling KB+M input completely.

Please? Anyone?

#20
CyborgD

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Paranoid Dandroid wrote...

BUMP

I've been looking at coalesced.ini (though I have no idea what I'm doing or how to to change anything).

I did a Find for the string "xbox" and there seems to be an overwhelming abundance of parameters to support Xbox Controller input and GUI both in bioinput.ini and bioengine.ini.

Surely there's a ME modding boffin reading this that would like to help us by figuring out how to enable this stuff... even if it requires disabling KB+M input completely.

Please? Anyone?


Man...I dont know what to say, im sure theres plenty of voiceless souls reading and not replying. ANY contributions would be nice!

@Paranoid Dandroid I have been looking through the different ini.files for a while now and im lost tbh, not my field at all :(. The demo had a similar file which i still have somewhere, whenever i try to use that particular file, my game reverts to a demo copy and is pretty much useless at that point!

An earlier post on this thread provided a Coalesced.ini file which got all the movement controls going etc. But all i could do was aim and shoot, powers didnt function like the demo version (which were LB/RB/Y). Im willing to try anything at this point as KB/M is killing me:?.

PS. Im done with the campaign, its the multiplayer thats keeping me here and i would love to sit back and play it on my 42" OLED:D

EDIT: To add, The updated file that Katmai1337 provided functions at the most basic level. Movement/Fireing and nothing more. Also, i have noticed the FOV has been altered and it gives a kinda "Fish bowl" effect.

Modifié par Daz88, 17 mars 2012 - 03:20 .


#21
Paranoid Dandroid

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Daz88 wrote...

An earlier post on this thread provided a Coalesced.ini file which got all the movement controls going etc. But all i could do was aim and shoot, powers didnt function like the demo version (which were LB/RB/Y). Im willing to try anything at 


Wait, the PC demo had Xbox controller support?

#22
CyborgD

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Paranoid Dandroid wrote...

Daz88 wrote...

An earlier post on this thread provided a Coalesced.ini file which got all the movement controls going etc. But all i could do was aim and shoot, powers didnt function like the demo version (which were LB/RB/Y). Im willing to try anything at 


Wait, the PC demo had Xbox controller support?


Sorry, my mistake, it had modded controller support. The same method we are trying to achieve here<_<

#23
Ichigo-16

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The file Katmai1337 posted mostly works in ME3 which I'm currently editing, but does anyone know how to only enable the use of the joysticks and not all the other buttons?

#24
CyborgD

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Ichigo-16 wrote...

The file Katmai1337 posted mostly works in ME3 which I'm currently editing, but does anyone know how to only enable the use of the joysticks and not all the other buttons?


Sorry but i dont know, i would like to help out in the editing process, but i havent got a clue on what to change/Add.

#25
Ichigo-16

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Daz88 wrote...

Ichigo-16 wrote...

The file Gets Shot posted mostly works in ME3 which I'm currently editing, but does anyone know how to only enable the use of the joysticks and not all the other buttons?


Sorry but i dont know, i would like to help out in the editing process, but i havent got a clue on what to change/Add.


Doesn't matter anymore, the triggers, both sticks, A, B, and X work just fine.  All I had to do was delete the codes for the dpad, they didn't work quite so well since the pad order your squad and changed weapons at the same time.  So with this and pinnacle everything works fine for me now.  I'm still going to do some tweaking and see what else I might be able to do.

Modifié par Ichigo-16, 21 mars 2012 - 09:44 .