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Time Dilation-less Charge


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#1
Vesorias

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I just got done with an insanity Vanguard playthrough of 2, started 3, and realised that the time dilation feels 'off' in 3. Is there any way to disable it? I found some articles on removing Adrenaline Rush's time dilation, but Charge doesn't have the same options, presumably because the time dilation isn't an integral part of the skill, or changeable within the game. 

#2
capn233

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Try setting StingerDuration and StingerSlowPct to 0.

#3
Vesorias

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I tried that, it doesn't seem to have any effect on my game.

#4
capn233

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If that didn't work then I am not sure how you do it.

From what I recall, there was a section of code with an if statement for both of those greater than 0 that applied the game effect time dilation. Maybe I will play around with coalesced later. I did notice that Soja had told someone that was the way to eliminate the dilation when I took a look at some old posts.

#5
Soja57

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After a bit of in-game testing, it seems that the value in the Coalesced.bin file only effects time dilation post-Charge. The time dilation still applies during a Charge, which I assume is what you are trying to remove.

This is probably something that is hard-coded into the .pcc file of the power, therefore is very difficult, if not impossible, to remove. Well, I haven't heard of anyone modify powers beyond Coalesced.bin modding.

#6
Vesorias

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That makes sense, and explains why it didn't seem to work. Thanks, I guess I'll just live with it.

#7
capn233

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Soja57 wrote...

This is probably something that is hard-coded into the .pcc file of the power, therefore is very difficult, if not impossible, to remove. Well, I haven't heard of anyone modify powers beyond Coalesced.bin modding.

It can be done, although I only know of one person with his own compiler (Caratinoid), and he was only interested in fixing MP bugs at the time. :)

In any event, it does appear to be separate, at least as far as I can tell with cursory examination:

Time dilation in charge might be related to CounterTimeScaleValue (set to 5)...

MP Charge uses SP charge, but AllowTimeDilation is set to false somewhere, and it seems that the MP extension of charge basically just uses its own version of the camera formulas, but skips time dilation (since it is not allowed) despite having the time dilation variables set.  I don't know if AllowTimeDilation false works in a console command.

I don't really program Unreal or anything for that matter, so it is dangerous for me to look at the code. ;)

Modifié par capn233, 06 février 2014 - 09:14 .


#8
Soja57

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This "Caratinoid" user seems like a badass who is the only one who can drastically mod the gameplay/combat of ME3.

I still think that Biotic Charge should have no base time dilation, but an evolution should grant time dilation and perhaps a weapon damage bonus during the time dilation. Should have been how weapon synergy should be.

#9
capn233

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They are gung-ho about time dilation.

I don't mind it so much on Charge. It is probably mostly there to increase the effectiveness of the damage protection. Or they just thought it would be cool, I don't know.

#10
Deerber

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I'm reviving this cause I'm starting a modded SP playthrough and I'm interested in removing the charge time dilation, too.

 

My question is simple: would giving myself MP charge instead of SP remove time dilation?



#11
capn233

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I'm reviving this cause I'm starting a modded SP playthrough and I'm interested in removing the charge time dilation, too.

 

My question is simple: would giving myself MP charge instead of SP remove time dilation?

 

Probably.  I haven't tried that, but it is worth a shot.



#12
Deerber

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Probably. I haven't tried that, but it is worth a shot.


I'll try and report back ;)

#13
Deerber

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I can confirm that giving you MP charge allows you to have a no slo-mo charge. MP charge comes with slightly different evolutions I think, but it wasn't a problem to me personally.

One thing to note is that executing a remove power command on SP chargen will remove the MP one too.

Now the only slow-mo annoying stuff I gotta get rid off is the shield gate thing... Anyone knows a way around that?

#14
capn233

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Nope I never found that.