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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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#326
Tybo

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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.


The first time I tried this I thought FOV default was 0, and set onrelease fov to 50.  It was terrible. And I was playing a novaguard too, so being in close range and needing to spin and retarget constantly was awful.  Making it worse, it became a duo, as the third player disconnected.  Not one of my finer moments.

#327
Zhuinden

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tyhw 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.


The first time I tried this I thought FOV default was 0, and set onrelease fov to 50.  It was terrible. And I was playing a novaguard too, so being in close range and needing to spin and retarget constantly was awful.  Making it worse, it became a duo, as the third player disconnected.  Not one of my finer moments.


No, the default is 70, the FOV 0 resets it to default, and it should be at least 90. :P

#328
Zhuinden

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...bump

#329
Blind2Society

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So I just wanted to point out that the FoV change (which I very much love) creates some considerable issues in SP. Major clipping, character/item/weapon placement issues, etc.

All I had played for the longest time was MP so it was never an issue but I just downloaded Omega and imported an ME2 character for another playthrough. I was having some serious issues and it seems the FoV fix is the culprit.

For MP I still consider it completely necessary however, but I will be removing the change for SP gaming. I'll probably just have a copy of the ini with the change and one without stored in a separate folder for an easy swap.

#330
RaXelliX

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OP describes changing the omnikey for sprint and such, but what about menu interaction?
For example in MP store the button Back is highlighted, but pressing enter,interact or omnikey does nothing and i have to use the mouse.

Basicly if someone can figure out to better optimize the menu controls for PC it would be great.

#331
Thaxor

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So I looked into this once before, specifically to split the Use action from the Sprint action. Specifically I want to one button for sprinting/dodge and one for use/revive. When I tried to do this, I had no success. Is this at all possible?

(Apologies if this has been sorted out previously, I've read through most of this thread before, but not everytime it resurfaces).

#332
SiIencE

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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.


I'm just wondering why BW can't add an option for this in the menus...

#333
Thaxor

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SiIencE 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.


I'm just wondering why BW can't add an option for this in the menus...


They didn't do it so they could streamline production of the game on 3 different platforms.  An omni-button makes sense on the Xbox and PS3, but not so much on the PC.  PC once again a casualty to consoles.  Designing it in now after the fact isn't cost-effective for them.

So on topic, anyone know if what I desire is possible?

#334
Blind2Society

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Thaxor wrote...

So I looked into this once before, specifically to split the Use action from the Sprint action. Specifically I want to one button for sprinting/dodge and one for use/revive. When I tried to do this, I had no success. Is this at all possible?

(Apologies if this has been sorted out previously, I've read through most of this thread before, but not everytime it resurfaces).


That's exactly what this change does, puts use/revive on a separate button from storm/dodge.

#335
RaXelliX

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Actually i have never had problems with the omnikey itself as the use/revive functions are context based. Meaning you wont start mashing use in the middle of an empty corridor when you want to sprint. The opposite sometimes happens when i leap when trying to revive.

#336
Zhuinden

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RaXelliX wrote...

OP describes changing the omnikey for sprint and such, but what about menu interaction?
For example in MP store the button Back is highlighted, but pressing enter,interact or omnikey does nothing and i have to use the mouse.

Basicly if someone can figure out to better optimize the menu controls for PC it would be great.


I searched for SO long to see how I can map the input of the left click's "Selection" onto the Enter key.

I never found a way. :(


Oh by the way, it's true that the FOV fix in such a simple way causes some issues with SP.
For that, a working independent program can be used, which was unavailable soonafter the patch due to the delay of being updated: https://www.flawless...less_Widescreen

#337
Blind2Society

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Zhuinden wrote...

Oh by the way, it's true that the FOV fix in such a simple way causes some issues with SP.
For that, a working independent program can be used, which was unavailable soonafter the patch due to the delay of being updated: https://www.flawless...less_Widescreen


No biggie, swapping out c.bins is simple enough. ;)

#338
stefbomb

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One thing I can't live without is a toggle for Storm (tap to storm, tap again to walk). I have it bound to LeftShift and find it highly useful. The only problem is that it interferes with weapon zoom. The only workaround I found was to add a StormOff command to the zoom command itself, which sort-of works (the first zoom after a storm won't work correctly, but subsequent ones will).

Any ideas for a better implementation?

#339
Zhuinden

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stefbomb wrote...

One thing I can't live without is a toggle for Storm (tap to storm, tap again to walk). I have it bound to LeftShift and find it highly useful. The only problem is that it interferes with weapon zoom. The only workaround I found was to add a StormOff command to the zoom command itself, which sort-of works (the first zoom after a storm won't work correctly, but subsequent ones will).

Any ideas for a better implementation?


I unfortunately think that is the best you can do.

#340
Zhuinden

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Well I haven't visited this thread in a while, so Bump! :D

#341
gabry96

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Please bioware, make this possible also for the console players! Just leave the X on ps3 (A on xbox?) for running and going in cover, and remap the revive/activate button to Select on ps3 (back on xbox). If it is possible on pc to make this by "normal" people, why can't you do it? Just change it in the next patch. It's not too late, the game is still in his full life!

#342
Blind2Society

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Made a video tutorial to show how to make the changes.

#343
Zhuinden

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Added to OP.

#344
RaXelliX

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Bump and problem. Cant get FOV 100 to work post patch 1.05. Initially i looked as if the patch didnt change the Coalesed file, but on closer inspection it appears bigger. Yet the modify date is not 10.01.2013 like other files updated by the patch. Odd. Anyway if someone can upload the fixed file with FOV 100 i would appreciate this.

As a thankyou i share this trick to get rid of the startup video:

bioengine.ini --> fullscreenmovie --> startupmovies = (multiple) <--- DELETE this value and ME3_sig_logo.bik & StartupLoop.bik files from ...\\BIOGame\\Movies



#345
AndanteInBlue

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Zhuinden wrote...

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



This method works fine.  I just put it back in yesterday.  And also realized that if I change "FOV 0" to a different value, I can change how much my sniper rifle zooms.  I'm suddenly a lot less crappy with sniper rifles ^^

#346
Quikraptor

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Will this method work if I want to bind revive/use to "E", and sprint/cover to "Shift", leaving spacebar open to open the power menu? (Just thought I'd ask to be absolutely sure.)

Modifié par Quikraptor, 03 février 2013 - 04:51 .


#347
Zhuinden

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Quikraptor wrote...

Will this method work if I want to bind revive/use to "E", and sprint/cover to "Shift", leaving spacebar open to open the power menu? (Just thought I'd ask to be absolutely sure.)


You would need to switch the command assigned to E first so there is no conflict (I think it's something like Squad_Move), but after that it should work.

#348
RaXelliX

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RaXelliX wrote...

Bump and problem. Cant get FOV 100 to work post patch 1.05. Initially i looked as if the patch didnt change the Coalesed file, but on closer inspection it appears bigger. Yet the modify date is not 10.01.2013 like other files updated by the patch. Odd. Anyway if someone can upload the fixed file with FOV 100 i would appreciate this.

As a thankyou i share this trick to get rid of the startup video:

bioengine.ini --> fullscreenmovie --> startupmovies = (multiple) <--- DELETE this value and ME3_sig_logo.bik & StartupLoop.bik files from ...BIOGameMovies

Bump. Still cant get it to work. Can someone upload their fixed bin file with atleast FOV 90 or higher?

#349
Blind2Society

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RaXelliX wrote...

RaXelliX wrote...

Bump and problem. Cant get FOV 100 to work post patch 1.05. Initially i looked as if the patch didnt change the Coalesed file, but on closer inspection it appears bigger. Yet the modify date is not 10.01.2013 like other files updated by the patch. Odd. Anyway if someone can upload the fixed file with FOV 100 i would appreciate this.

As a thankyou i share this trick to get rid of the startup video:

bioengine.ini --> fullscreenmovie --> startupmovies = (multiple) <--- DELETE this value and ME3_sig_logo.bik & StartupLoop.bik files from ...BIOGameMovies

Bump. Still cant get it to work. Can someone upload their fixed bin file with atleast FOV 90 or higher?

Have you tried repairing the install and redoing the FoV change? Follow my vid linked in the OP if you need.

Also, to get rid of the start up movie all you have to do is add a ; before ME3_sig_logo in the editor.

Modifié par Blind2Society, 24 février 2013 - 01:37 .


#350
RaXelliX

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I did the install before i even started messing around so yes.
Tried both ME3Coalesced-latest and Mass Effect 3 Explorer. The code is correct but for some reason the game refuses to use it. All this started after patch 5. With patch 4 and prior it was ok. Even using the same bin file i used with patch 4 (fov 100) did not work :o

EDIT: Fixed. Now i know why i thought it was not working. It was because previously i had been using fov 120 (pretty extreme fish eye effect lol) but for some reason the file description was marked as fov 100. So when i modded to fov 100 it seemed to be less than before and hence i thought it was not working. It is however working now. Comparsion between default fov - fov 100 and fov 120. Pictures dont really do any justice tho. Larger fov has a noticeable effect on videos more than images.
Comparsion:
Image IPB

Modifié par RaXelliX, 25 février 2013 - 07:15 .