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[Guide] How to fix the Omni Button Space Bar (Revive and Cover) and FOV (Field of View) for PC in Mass Effect 3


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#301
Zhuinden

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Serial_H wrote...

I want to add that a comfortable "Field of View" value depends on several factors. Some of them are the monitor's size, DPI and ratio. For example I play ME3 on two machines. On the computer with 17" 1280x1024 (5:4) display I've set different FoV value than on the one with 24" 1920x1080 (16:9) monitor.

But most importantly it's everyone's own unique perception - which is highly subjective. Thus it's a good idea to test various FoV settings in order to achieve the most suitable value.


That is true, which is my for my ridiculously wide monitor a 120 FOV is good, but for many people a 100 FOV is enough.

#302
Zhuinden

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Pow!

#303
Serial_H

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Again a reminder to edit the file, because recent update overwrites it.

#304
Blind2Society

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The games is 10 times better without the omni-button and restricting FoV yet so many PCers haven't done these changes.

Mind boggling.

Modifié par Blind2Society, 20 novembre 2012 - 04:23 .


#305
ynski

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Oh man, thanks so much for FoV tips. The game is even better now.

#306
himegoto

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Included this in my helpful links.
And this thread needs a bump.

#307
Serial_H

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himegoto wrote...

And this thread needs a bump.


Bump (Internet), to post a reply to a thread purely to raise its
profile, or to move the thread to the front page to have exposure on a
forum.
:innocent:

#308
TheCinC

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Thomas Abram wrote...

As mentioned, remapping keys is fair game.

To clarify - Make sure you know what you're doing when editing these
files. If you do give yourself some sort of unfair advantage (accident
or not) BioWare reserves the right to ban you. 


If you have any questions, concerns or comments please PM me.


So, basically, if I edit this file, but I don't know what I am doing and I make a mistake that gives me an unintentional advantage, even if I am not aware of it..

.. I can get banned. :unsure:

So, yeah, I really want to remap my keys just so I can stop sticking to walls when running and stuff like that. Does that even work, btw, or do the game mechanics still glue you to a wall even if the 'run' key is remapped separate from the 'take cover' key?

Is it not possible for Bioware to release a patch that gives us a new coalesced file or release a standard coalesced file as a download, with separate options for running, taking cover, doing objectives and reviving? Just with those keys mapped to spacebar by default? Wouldn't that be easier?

I do not want to get banned just for modding something like this.

#309
Zhuinden

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TheCinC wrote...

Thomas Abram wrote...

As mentioned, remapping keys is fair game.

To clarify - Make sure you know what you're doing when editing these
files. If you do give yourself some sort of unfair advantage (accident
or not) BioWare reserves the right to ban you. 


If you have any questions, concerns or comments please PM me.


So, basically, if I edit this file, but I don't know what I am doing and I make a mistake that gives me an unintentional advantage, even if I am not aware of it..

.. I can get banned. :unsure:

So, yeah, I really want to remap my keys just so I can stop sticking to walls when running and stuff like that. Does that even work, btw, or do the game mechanics still glue you to a wall even if the 'run' key is remapped separate from the 'take cover' key?

Is it not possible for Bioware to release a patch that gives us a new coalesced file or release a standard coalesced file as a download, with separate options for running, taking cover, doing objectives and reviving? Just with those keys mapped to spacebar by default? Wouldn't that be easier?

I do not want to get banned just for modding something like this.


That was discussed a few times before in this thread, it's not as easy as it sounds. There's actually some sort of variable in the coalesced for the "Angle at which if you run towards a wall you'll be in cover", and there's also MaxDist which is "at what maximum distance will you take cover if you're running towards the wall".

So no matter how annoying it is, I tried putting MaxDist to 0, but then you can't take cover if you're running at all, but if it's 1 then it doesn't fix your problem. There was another variable that they were messing around with, but if I recall, the result was not as idillic as it should have been.

Anyhow, if you change only what's stated in this thread, you won't get banned :P
If you go around and alter enemy wave data or weapon stats, obviously you will.

#310
TheCinC

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Zhuinden wrote...

That was discussed a few times before in this thread, it's not as easy as it sounds. There's actually some sort of variable in the coalesced for the "Angle at which if you run towards a wall you'll be in cover", and there's also MaxDist which is "at what maximum distance will you take cover if you're running towards the wall".

So no matter how annoying it is, I tried putting MaxDist to 0, but then you can't take cover if you're running at all, but if it's 1 then it doesn't fix your problem. There was another variable that they were messing around with, but if I recall, the result was not as idillic as it should have been.

Anyhow, if you change only what's stated in this thread, you won't get banned :P
If you go around and alter enemy wave data or weapon stats, obviously you will.


Thanks for your reply!

So, it is possible to turn off taking cover while running? Cos, when I am running, I am running -away- from something and will stop running before I want to take cover. Even if I did want to take cover while running, I could just press the separate 'take cover key'  right? So, can you still take cover while NOT running if you change those settings? Then that, for me, would be ideal.

Also, I get that you need to stick to certain things, but what if I make a typo or something else? I really think it is weird that this is allowed, but that it is not supported in any way. BW knows many people hate the magicbar thing, why not provide those who do with an easy fix, that precludes us from getting banned and removes the need to tinker with the coalesced file..

Modifié par TheCinC, 02 décembre 2012 - 01:32 .


#311
Zhuinden

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himegoto wrote...

Included this in my helpful links.
And this thread needs a bump.


Thank you! =]

#312
Zhuinden

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TheCinC wrote...

Zhuinden wrote...

That was discussed a few times before in this thread, it's not as easy as it sounds. There's actually some sort of variable in the coalesced for the "Angle at which if you run towards a wall you'll be in cover", and there's also MaxDist which is "at what maximum distance will you take cover if you're running towards the wall".

So no matter how annoying it is, I tried putting MaxDist to 0, but then you can't take cover if you're running at all, but if it's 1 then it doesn't fix your problem. There was another variable that they were messing around with, but if I recall, the result was not as idillic as it should have been.

Anyhow, if you change only what's stated in this thread, you won't get banned :P
If you go around and alter enemy wave data or weapon stats, obviously you will.


Thanks for your reply!

So, it is possible to turn off taking cover while running? Cos, when I am running, I am running -away- from something and will stop running before I want to take cover. Even if I did want to take cover while running, I could just press the separate 'take cover key'  right? So, can you still take cover while NOT running if you change those settings? Then that, for me, would be ideal.

Also, I get that you need to stick to certain things, but what if I make a typo or something else? I really think it is weird that this is allowed, but that it is not supported in any way. BW knows many people hate the magicbar thing, why not provide those who do with an easy fix, that precludes us from getting banned and removes the need to tinker with the coalesced file..


Whoops, I didn't see there was a reply because of my own reply saying "thank you".
Darn it.

Anyhow, the only one problem with that setup is that taking cover is "TapAction", which is, if I recall, the same as dodging forward and backwards (it's PressAction to the sides, actually). Technically, if you're running towards a wall with the definite angle and you're below a maximum distance to the wall, then you'll end up in cover anyways. That's how the game was written.

So the problem is, if you were storming towards the wall and pressed TapAction but the MaxDist value was 0, then you would be dodging forward instead of taking cover, because they're on the same command. You could take cover only if you stopped.

I tried this before, and I realized it's way too hard to actually get used to it. The discussion should be somewhere around here.


...and I honestly think they would provide a fix if they could or were allowed, but the QA division and the higher-ups say "this is the game design, there is no point to change it when we can make stuff that actually makes $$$".

Modifié par Zhuinden, 02 décembre 2012 - 02:05 .


#313
Zhuinden

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...hmm, with that in mind, you could somehow put StormOff on the same key as TapAction and PressAction and trigger them at the same time, and then you actually WOULD take cover with MaxDist 0.

Something like, {Name="Cover", Command="OnTap 0.2 StormOff | OnTap 0.2 TapAction | OnHold 0.3 PressAction".


This kinda needs testing.

Modifié par Zhuinden, 02 décembre 2012 - 02:32 .


#314
TheCinC

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Zhuinden wrote...

...hmm, with that in mind, you could somehow put StormOff on the same key as TapAction and PressAction and trigger them at the same time, and then you actually WOULD take cover with MaxDist 0.

Something like, {Name="Cover", Command="OnTap 0.2 StormOff | OnTap 0.2 TapAction | OnPress 0.3 PressAction".


This kinda needs testing.


Wow, you really know this stuff do you? :D

Gotta admire how you explain this isn't going to work and then think of a way to make it work anyway.
Cos if it would work that way, I think it would be fine. I'd give up taking cover while running entirely if I had to, if just to stop sticking to walls while trying to flee for my life.

Thanks for taking the time to reply and I'll check back later to see if you tested it and if it works. Maybe I'll try it then, I am not a n00b when it comes to editing stuff like this, just hesitant to do this when I might end up getting banned if I make a mistake.

#315
Zhuinden

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TheCinC wrote...

Zhuinden wrote...

...hmm, with that in mind, you could somehow put StormOff on the same key as TapAction and PressAction and trigger them at the same time, and then you actually WOULD take cover with MaxDist 0.

Something like, {Name="Cover", Command="OnTap 0.2 StormOff | OnTap 0.2 TapAction | OnPress 0.3 PressAction".


This kinda needs testing.


Wow, you really know this stuff do you? :D

Gotta admire how you explain this isn't going to work and then think of a way to make it work anyway.
Cos if it would work that way, I think it would be fine. I'd give up taking cover while running entirely if I had to, if just to stop sticking to walls while trying to flee for my life.

Thanks for taking the time to reply and I'll check back later to see if you tested it and if it works. Maybe I'll try it then, I am not a n00b when it comes to editing stuff like this, just hesitant to do this when I might end up getting banned if I make a mistake.


Okay, tested, and I realized I kinda remembered wrong. So there are two types of cover, one is "Cover" and the other is "Directional Cover". It's not linked to storming, it's linked to pressing a directional key.

So what happens is, there's a specific variable called "directionalcoverparams", in that, if you modify the MaxDist to 0, you won't be able to go into cover if you're pressing an arrow, at all. But then, you wouldn't be going into cover while you're running, either. In this case, whenever you press a Direction and press TapAction, you'd start dodging forward ~ and then with a Fury you'd be pretty much jumping through the walls all the time instead of covering. :P


I personally think if you modify the MaxDist value on directionalcoverparams to around 20, you'll still have a better grasp of control than what you have now, because currently it's on 400. Then, you would only go into cover if you're really close to the wall. You should try that out, and report whether it helped or not.

Modifié par Zhuinden, 02 décembre 2012 - 02:52 .


#316
Jay_Hoxtatron

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Note, with merely this change, your zoom on various weapons can get messy, so I recommend using the method described underneath, as in changing Shared_Aim. This is merely to demonstrate the mechanics of the fix.

Under bioinput.ini > sfxgame > sfxgamemodebase > bindings = (multiple)
I put this ( Name="FOV100", Command="FOV 100" ) as a new line.

Then, add to bioinput.ini > sfxgame > sfxgamemodedefault > bindings = (multiple):
Name="NumpadNine", Command="FOV100" )

This will bind the command that sets the FOV to 100 to your Numpad 9 key.


What do I do if I want to bind it to F2?

#317
Zhuinden

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"( Name="F5", Command="Shared_QuickSave" )"

So technically you just say F2 instead of NumpadNine.

#318
Jay_Hoxtatron

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Zhuinden wrote...

"( Name="F5", Command="Shared_QuickSave" )"

So technically you just say F2 instead of NumpadNine.


Huh. Nice, thank you =]. Had enough of the limited FoV, it's straining my eyes.

#319
Lathlaer

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Zhuinden wrote...

EDIT6:
There is a way to fix the FOV (Field of View) on PC without any external tools apart from the same tool mentioned above.

Here's a video that shows the result - it's quite an impacting change.

Note, with merely this change, your zoom on various weapons can get messy, so I recommend using the method described underneath, as in changing Shared_Aim. This is merely to demonstrate the mechanics of the fix.

Under bioinput.ini > sfxgame > sfxgamemodebase > bindings = (multiple)
I put this ( Name="FOV100", Command="FOV 100" ) as a new line.

Then, add to bioinput.ini > sfxgame > sfxgamemodedefault > bindings = (multiple):
Name="NumpadNine", Command="FOV100" )

This will bind the command that sets the FOV to 100 to your Numpad 9 key.




However, it is worth noting that the above technique would mess up your zoom (as the Zoom is using definite FOV values, but using the above command locks it to your specified value), so it needs to be reset before you zoom.
Therefore, an easier way to create a FOV fix is by adding it to right click's command, Shared_Aim - as it will reset the zoom with the command FOV 0, then on release it will set the FOV value to your specified amount.


Under bioinput.ini > sfxgame > sfxgamemodebase > bindings = (multiple)
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 100 | OnRelease StopTightAim" )

And this way, your right-click will serve as fixing your FOV after zooming with your weapon at least once, and the zoom will also work as intended.


Ok, so to be clear:

1) Is changing FOV totally legal? I have seen devs comment on key mapping but not on this one. It seems legal though, just want to be sure.

2) To do it the best way, should I completely disregard the bolded section and just go for the second one?

Thx in advance.

#320
Zhuinden

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1.) I asked a dev at some point, I couldn't find the exact link but they said "the game came with EyeFinity support which already gives a ridiculous FOV, so why the hell not".

2.) Yes.

#321
ynski

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@Jay

After adding this line:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 100 | OnRelease StopTightAim" )

You dont need bind any key. When game starts(FoV is 70 by default) just press right mouse button and there you go.

I'm just using two lines without numpadNine or whatever. Also line above dont mess your aiming.

Thanks again for outstanding tips OP.

#322
count_4

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Lathlaer wrote...
2) To do it the best way, should I completely disregard the bolded section and just go for the second one?

Yes. But you should also change another action (I used walk) to trigger FOV 0 as well if you're planning on playing the SP anytime in the future. The FOV messes up the cut scenes quite a bit. Guess BioWare couldn't even be bothered to have a simple check wether the FOV is correct before a cut scene that requires it to be...

Modifié par count_4, 03 décembre 2012 - 11:15 .


#323
Jay_Hoxtatron

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ynski wrote...

@Jay

After adding this line:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 100 | OnRelease StopTightAim" )

You dont need bind any key. When game starts(FoV is 70 by default) just press right mouse button and there you go.

I'm just using two lines without numpadNine or whatever. Also line above dont mess your aiming.

Thanks again for outstanding tips OP.


Thanks, hadn't had the time to actually test it

#324
Zhuinden

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Jay_Hoxtatron wrote...

ynski wrote...

@Jay

After adding this line:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 100 | OnRelease StopTightAim" )

You dont need bind any key. When game starts(FoV is 70 by default) just press right mouse button and there you go.

I'm just using two lines without numpadNine or whatever. Also line above dont mess your aiming.

Thanks again for outstanding tips OP.


Thanks, hadn't had the time to actually test it


Report back when you do :P

#325
Zhuinden

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Bomp