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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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#176
xabkish

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ParadoxSalem wrote...

xabkish wrote...

ParadoxSalem wrote...

So if I am to understand, this will end us up with the three actions separated out to respective keys (ie - F for use, Shift for storm/jump, and space for cover)? As for squadmate commands, they aren't really useful to me anyway, playing Novaguard.


Correct. You can specify the keys you want in the Options menu for this altered commands. And original ones are useful only in single player, they have no effect in MP, that's why I used them.


Also, I'm not sure of the syntax, but shouldn't TryStandingJump be on Storm?


These are the ommands from this part of the original guide:

###FILE:BIOInput.ini
[SFXGame.SFXGameModeBase]
+bindings=( Name="Shared_MyUse", Command="Exclusive Used" )
+bindings=( Name="Shared_MyAction", Command="Exclusive PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction | Exclusive TryStandingJump" )
+bindings=( Name="Shared_MyStorm", Command="OnRelease StormOff | OnHold 0.2 StormOn" )

In that post on LJ it's a bit different, I'm not sure which one is better or if there's any real difference at all, but here you go, choose for yourself:

( Name="PC_Use", Command="Used" )
( Name="PC_Action", Command=" PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction")
( Name="PC_Storm", Command="Exclusive TryStandingJump | OnRelease StormOff | StormOn")

I'm not sure which one is better or «correct» either, so...

#177
rgeshevv

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xabkish wrote...

4. Now just save it. Launch the game. Remap these actions to keys you like (Squad Attack being the Use/Revive, Squad Move 1 being the Roll/Cover and Squad Move 2 being the Storm/Sprint) and... Profit :)

I've PMed the OP to change the main post to be up to date with current version of the game.


Thank you! You have many beers from me! Saved my life :wizard:

#178
dualityim

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xabkish wrote...

ParadoxSalem wrote...

xabkish wrote...

ParadoxSalem wrote...

So if I am to understand, this will end us up with the three actions separated out to respective keys (ie - F for use, Shift for storm/jump, and space for cover)? As for squadmate commands, they aren't really useful to me anyway, playing Novaguard.


Correct. You can specify the keys you want in the Options menu for this altered commands. And original ones are useful only in single player, they have no effect in MP, that's why I used them.


Also, I'm not sure of the syntax, but shouldn't TryStandingJump be on Storm?


These are the ommands from this part of the original guide:

###FILE:BIOInput.ini
[SFXGame.SFXGameModeBase]
+bindings=( Name="Shared_MyUse", Command="Exclusive Used" )
+bindings=( Name="Shared_MyAction", Command="Exclusive PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction | Exclusive TryStandingJump" )
+bindings=( Name="Shared_MyStorm", Command="OnRelease StormOff | OnHold 0.2 StormOn" )

In that post on LJ it's a bit different, I'm not sure which one is better or if there's any real difference at all, but here you go, choose for yourself:

( Name="PC_Use", Command="Used" )
( Name="PC_Action", Command=" PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction")
( Name="PC_Storm", Command="Exclusive TryStandingJump | OnRelease StormOff | StormOn")

I'm not sure which one is better or «correct» either, so...


It doesn't matter because standing jump doesn't even exist in multiplayer.

I also prefer "StormOn" over "OnHold 0.2 StormOn", that way you immediately start storming when you press the storm key, rather than there being a slight delay.

I also separated the Melee and HeavyMelee keys, and made a dedicated Heavy Melee key that starts heavy melee as soon as the key is tapped (the command is "TryHeavyMelee" rather than "OnHold 0.3 TryHeavyMelee") instead of having to hold the melee key. This works for everything except for the Geth heavy melee, which requires the key to be held to determine how long the heavy melee lasts. With my configuration, the geth heavy melee always lasts the full duration. I'm guessing that to make this work correctly it'll need something like "OnRelease HeavyMeleeOff | TryHeavyMelee" or something similar. Has anyone tried something along those lines?

Modifié par dualityim, 29 mai 2012 - 09:36 .


#179
ParadoxSalem

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Ok, new problem. I got storm/use/cover working, but now I can't do a combat roll. Where's the command that covers that?

EDIT: Disregard, I got it. Thanks again, mate. Very frustrating blowing 1.6 Million credits, getting 3 of the new classes, and leveling 2 of the new guns only to not be able to play thanks to BW 'fixing' things again :unsure:

Modifié par ParadoxSalem, 29 mai 2012 - 10:28 .


#180
Zhuinden

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<<Removed most of this post, it was irrelevant>>

Thanks for notifying me, I included your posts in the first post for the new info.

By the way, I personally have just rewirtten the "Walking" command to be "Storm", because that actually does something worthwhile.
But rewriting the Squad commands is also a great alternative.

Modifié par Zhuinden, 30 mai 2012 - 10:33 .


#181
dualityim

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Zhuinden wrote...

I am so ridiculously disappointed by this change.
Is being able to play the game in a way it should have been implemented in the first place such a great error? Making the game enjoyable?
The omni-space bar is the worst thing that could happen, and they're trying to mess up the only fix method for it.


Anyways, thanks for notifying me, I included your posts in the first post for the new info.



By the way, I personally have just rewirtten the "Walking" command to be "Storm", because that actually does something worthwhile.
But rewriting the Squad commands is also a great alternative.


I don't think BioWare actually changed something to purposely disable the ability to add commands. I think this is just a side-effect of applying the patch. If you look at the modified dates of the game files, you will notice that the patch doesn't actually modify existing files, instead it's just a new file. My theory is that the patch file contains updated Coalesced.bin files and other files, and these updated files contained in the patch override parts of existing files when the game starts. So if you've made changes to Coalesced.bin in sections that the patch overrides, the changes you made will no longer take effect. The patch probably contains some changes to the key binding screen, and thus the sections of Coalesced.bin that pertains to that area are now being overridden by parts of the patch file.

#182
vivanto

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ParadoxSalem wrote...
Also, I'm not sure of the syntax, but shouldn't TryStandingJump be on Storm?


That's entirely up to preference. There aren't any gaps in MP that you'd need to jump over, however as TryStandingJump is also used to jump-over-cover, I thought it suits the cover action better.

;----------
I've noticed the GUI portion not working last night, but was too busy killing things with some of the new things, on the new things, so didn't give much of a fu.. erm, thing. Will try to experiment with it some more this week, if all else fails, binding them to existing aliases as suggested here is an ... acceptable solution.

#183
Zhuinden

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dualityim wrote...

Zhuinden wrote...

I am so ridiculously disappointed by this change.
Is being able to play the game in a way it should have been implemented in the first place such a great error? Making the game enjoyable?
The omni-space bar is the worst thing that could happen, and they're trying to mess up the only fix method for it.


Anyways, thanks for notifying me, I included your posts in the first post for the new info.



By the way, I personally have just rewirtten the "Walking" command to be "Storm", because that actually does something worthwhile.
But rewriting the Squad commands is also a great alternative.


I don't think BioWare actually changed something to purposely disable the ability to add commands. I think this is just a side-effect of applying the patch. If you look at the modified dates of the game files, you will notice that the patch doesn't actually modify existing files, instead it's just a new file. My theory is that the patch file contains updated Coalesced.bin files and other files, and these updated files contained in the patch override parts of existing files when the game starts. So if you've made changes to Coalesced.bin in sections that the patch overrides, the changes you made will no longer take effect. The patch probably contains some changes to the key binding screen, and thus the sections of Coalesced.bin that pertains to that area are now being overridden by parts of the patch file.


Yeah, you're right, that makes sense. I was kinda sleepy when I wrote that.
It's still bothersome, though.

#184
Quething

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You don't have to modify existing commands. You can still add new ones just fine. It's the UI change that's broken, not the Input menu. So you just have to hard-code your defaults. You won't be able to change them on the fly in the game through the options menu, but if you go down to the "sfxgamemodedefault" area, you can just add

( Name="ThumbMouseButton2", Command="PC_Action")"

or whatever.

#185
Zhuinden

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Quething wrote...

You don't have to modify existing commands. You can still add new ones just fine. It's the UI change that's broken, not the Input menu. So you just have to hard-code your defaults. You won't be able to change them on the fly in the game through the options menu, but if you go down to the "sfxgamemodedefault" area, you can just add

( Name="ThumbMouseButton2", Command="PC_Action")"

or whatever.


I apparently checked if the problem was legit at around 2 AM, meaning I actually made a typo in the linked command name. Of course it didn't work.

I'll test it soon if the hardcoding still works, if it does, then I'll reorganize my first post accordingly.

#186
count_4

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dualityim wrote...

Zhuinden wrote...

I am so ridiculously disappointed by this change.
Is being able to play the game in a way it should have been implemented in the first place such a great error? Making the game enjoyable?
The omni-space bar is the worst thing that could happen, and they're trying to mess up the only fix method for it.


Anyways, thanks for notifying me, I included your posts in the first post for the new info.



By the way, I personally have just rewirtten the "Walking" command to be "Storm", because that actually does something worthwhile.
But rewriting the Squad commands is also a great alternative.


I don't think BioWare actually changed something to purposely disable the ability to add commands. I think this is just a side-effect of applying the patch. If you look at the modified dates of the game files, you will notice that the patch doesn't actually modify existing files, instead it's just a new file. My theory is that the patch file contains updated Coalesced.bin files and other files, and these updated files contained in the patch override parts of existing files when the game starts.

Pretty much it seems. The patch contains a bioui/sfxgame/bioshhandler/pcoptions part that overrides the existing one in Coalesced.bin.

Modifié par count_4, 30 mai 2012 - 09:00 .


#187
vivanto

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count_4 wrote...
Pretty much it seems. The patch contains a bioui/sfxgame/bioshhandle/pcoptions part that overrides the existing one in Coalesced.bin.

Balls! Now I'll have to hack the DLC config file then..

This was somewhat better handled in ME2 where DLC config files were using the format we know from RCW's MM (or rather, RCW borrowed the concept from them I guess). Changes applied at runtime and only on specific records, not overriding entire sections.

#188
Quething

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vivanto wrote...

Balls! Now I'll have to hack the DLC config file then.


When you manage it, share the wealth. I tried using Wenchy's editor and it couldn't read the header on the .bin file. Gibbed's editor doesn't seem to recognize DLC files at all.

#189
count_4

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Seems to be a tough one. Modifying the patch file doesn't work either...

#190
Zhuinden

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count_4 wrote...

dualityim wrote...

I don't think BioWare actually changed something to purposely disable the ability to add commands. I think this is just a side-effect of applying the patch. If you look at the modified dates of the game files, you will notice that the patch doesn't actually modify existing files, instead it's just a new file. My theory is that the patch file contains updated Coalesced.bin files and other files, and these updated files contained in the patch override parts of existing files when the game starts.

Pretty much it seems. The patch contains a bioui/sfxgame/bioshhandler/pcoptions part that overrides the existing one in Coalesced.bin.


Apparently I was incorrect, you can still add new commands by hard-coding them to keys, you just can't add them to the UI.

Updated the post.

#191
Snoteye

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You should reference this post, too, since T is too far away to be comfortable for most people.

#192
Zhuinden

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Done.

#193
thegamefreek78648

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Any chance of getting the original post cleaned up to remove everything that no longer works so the methods that can be used are easier to spot?

#194
Zhuinden

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Done.

#195
Zhuinden

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Also, bumping to make the thread easier to spot. :D

#196
Zhuinden

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Okay, I'm bored of bumping.
But, I guess why not.

#197
snackrat

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I want to update the commands, so Use/revive is separate, but I have difficultly making sense of the first post. Not the instructions themselves, but there fact there as so many DIFFERENT methods, all of which apparently DON'T WORK ANYMORE, yet are there anyway.

Do this:
EDIT: No, do this:
EDIT2: Oh wait that doesn't work now
EDIT3: but this does:
EDIT4: No not that either
EDIT5: etc

WHICH ONES WORK AND HOW DO I USE IT? Someone, please!

#198
Snoteye

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What you cannot do is add new binding entries to the menu.

What you can do is add new actions and hard-bind them or edit existing, already bound actions.

The latter method is faster and easier than the former but has no built-in safety net, though you should backup c.bin anyway so that's not a problem. For this, locate the key you want to use in the binding file, then locate the bound action in [bioinput.ini/sfxgame/sfxgamemodebase] and edit the command as per the original instructions. For instance, to bind Use to E make this change:
( Name="Shared_SquadMove2", Command="Used" )

Some popular key bindings:
Q = Shared_SquadMove1
E = Shared_SquadMove2
LCtrl = Walking
LShift = PC_EnterCommandMenu
Space = Shared_Action

The latter allows you to reset (but not set) the bindings in-game but I have found it altogether too unwieldy. For this, if a key already has a binding you must first rebind that action to a different key in-game, then bind your newly created action to that key in c.bin. Actions and bindings are created as per the original instructions. If you do not first rebind the old action the new binding will not take effect in-game. If a key has no binding that step obviously shouldn't be necessary.

#199
thegamefreek78648

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I would suggest changing the following keys/commands

Walk = Lctrl
Swap Weapon = X

Who walks and you can swap weapons with the mouse wheel or by pausing and selecting the weapon with a mouse click if you have more than 2.

#200
thegamefreek78648

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Ive cleaned up the info presented here in a new thread located <HERE> and have made sure to give the OP credit and linked this thread