First off, bindings and their locations. Put these in their corresponding locations to enable flycam consistently. Make sure you don't add an extra line after the last entry, that tends to screw things up.
SFXgamemodecinematic, Sfxgamemodeconverstation, sfxgamemodedefault, (sfxgamemodeflycam)
( Name="NumPadOne", Command="PlayersOnly" )
( Name="NumPadTwo", Command="ToggleFlyCam" )
( Name="NumPadThree", Command="toggle scaleform" )
( Name="NumPadEight", Command="ghost" )
( Name="NumPadNine", Command="walk" )
Sfxgamemodeconverstation
( Name="MouseY", Command="PC_LookY" )
( Name="MouseX", Command="PC_LookX" )
( Name="A", Command="PC_StrafeLeft" )
( Name="W", Command="PC_MoveForward" )
( Name="D", Command="PC_StrafeRight" )
( Name="S", Command="PC_MoveBackward" )
Alright, in regards to the bloody version of the outfit. I've noticed that Shepard will automatically be forced into the version if you gibbed your auto or chaptersave at the beginning of the game, but then save it back as a regular save and load that one up. The first 'official' savepoint in that sequence is after stuff explodes and you're naturally IN the bloody version, so when you save-edit and create a regular save, he/she will be changed to wear it for the entire sequence on Earth.
To avoid this you'll have to overwrite your auto or chaptersave after making gibbed changes.
I hope this is useful to you, all I can think of really, because I personally know of no correlation between the two issues.
Modifié par Ottemis, 19 mars 2013 - 11:25 .





Retour en haut






