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Mass Effect 3 (PC) Holstering solution


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#1
og2203

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Since some people aren't aware of the possibility to add holstering to Mass Effect 3, I decided to make a thread about how to switch between Explorer and Combat mode as an information guide.

Easy solution:
 I have uploaded my coalesced.bin. that you can copy over to your Mass Effect 3\\Biogame\\CookedPCConsole\\ folder, so you don't have to fiddle around with all the stuff. Remember to back it up. You can download it here Note that the coalesced includes various NPC armors, non-helmet Ajax armor if you have the DLC, and unlocked armor pieces, and Numpad screenshot functions (flycam, FOV values, tiledshot, pause and so on). 

Manual solution:
Insert these into your coalesced.bin under sfxgamemodebase:

( Name="Home", Command="set SFXPawn_Player bCombatPawn true| QuickSave | QuickLoad" )
( Name="End", Command="set SFXPawn_Player bCombatPawn false | QuickSave | QuickLoad" )

The Home button specifies when to be in Combat mode.
The End button species when to be in Explorer mode.

But instead of the holstering animation, you'll get a loading screen. This is the best solution at the moment for the Explorer/Combat options. 


Examples (both are from combat areas):

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Before doing it, you should be aware that the solution is only partial, because the game has to reload the setting into the memory before changing state, which is why there sometimes can occur glitches. If you ever encounter a glitch or where the weapon has not been fully equipped after holstering, just reload the game again through the quickload or load menu.

If you don't know how to edit Coalesced.bin yourself, then it's very easy. Just use Wench's Coalesced editor: http://wenchy.net/me...lesced-utility/

Open the programme, load Coalesced.bin in the ME3 folder, and then find bioinput.ini->sfxgame->sfgxgamemodebase->bindings(multiple) and add following values in the bottom: .


( Name="Home", Command="set SFXPawn_Player bCombatPawn true| QuickSave | QuickLoad" )
( Name="End", Command="set SFXPawn_Player bCombatPawn false | QuickSave | QuickLoad" 
Then click File->Save

Remember that you can specify whatever key you want to instead of Home or End.

The programme looks like this:


Posted Image

Modifié par og2203, 03 décembre 2012 - 11:30 .


#2
MrFob

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Wow, this is pretty cool. Thanks!

#3
_jackdurden_

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There is the option to add an animation to holster the weapon as happened in ME1 and ME2?

Thank you very much for this, I'll try and leave my comments

#4
GreatArchimedes

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This is really good thing, but beware of the animation glitches in some parts of the game...

#5
IoeShepard

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Nice Job. Good to know. But you change the state of PlayerPawn, but i would be thrilled if someone finds the script var for PlayerPawn during combat - holster is still there somewhere - as a result you will not get animation glitches since you don´t leave the state of PlayerPawn.

I wonder why it was gone in the first place ?

Good Job.
Regards

Modifié par IoeShepard, 07 décembre 2012 - 12:20 .


#6
MrFob

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According to BW quotes from before the launch, there was not enough memory space left to include all the non-combat idle animations in some combat areas on the consoles.

#7
og2203

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If there is a Kismet sequence that would allow the re-loading of the playerpawn status into the memory, then that would help. Otherwise, the solution is simply to load your savegame if you encounter any animation glitches.

#8
GreatArchimedes

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It would be great if we could add holstering as before. I hope guys at ME3explorer find a way to change this option.