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MP Controller Support Mod (Beta Available)


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#126
Terminator Force

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Well unlike you I don't bump every topic on the front page ;)

 

Hey, wash day is tomorrow. Nothing clean, right?



#127
Terminator Force

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PS - I still don't understand how those grainy photos I've sent could possibly help.



#128
Mgamerz

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I don't know what the menus look like on xbox. It's hard to rebuild a menu if I don't have access to the xbox one.

I am trying to fix it off host. I found a way to kind of do it I think through a hackjob. But I sort of need somebody to help host and just idle in a lobby.
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#129
Mgamerz

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Mod should now fully work off host unless you like rotating your character in the appearance window. Haven't tested some fixes (weapon select/pause menu, but I think it will work) as sony vegas is taking 6 hours to render my next vidoe.
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#130
Terminator Force

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Mgamerz. Can you just turn auto-aim off in the next patch update for this mod... I really want to start building this manifest, but with no auto-aim. Otherwise no deal to playing this game anymore on any platform.



#131
Mgamerz

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Told you how to fix it man. I haven't had time to build in conditional to mod manager. It's going to be a significant amount of work too.

Just make a copy of the folder. In the copies moddesc.ini take out the line for updatecode. The mod will no longer update. Once I build in conditionals (or deltas like modmaker) its not really doable.

 

Edit: Probably going to be deltas for now, maybe will do conditionals later. Conditionals will be a lot of work though since it affects everything that hooks into the mod object



#132
Terminator Force

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Interestingly after I played a round I was able to open it again. I am not sure why it does this but it was doing it consistently before.

Updated mod to 0.4. Now has UI textures.
To get rid of aim assist you need to decompile the Default_DLC_UPD_Patch01.bin file (in the patch1 directory of the mod folder) by dragging it onto the data/tankmaster_coalesce/MassEf...exe file (in ME3CMM folder). Then in the files that appear next to the .bin file you dragged you can look in them for references to aim assist. There should be 3 if I recall. Just delete those lines. Then drag the Default_DLC_UPD_Patch01.xml file (not .bin) onto the same exe you used. A new .bin file will appear next to that XML. Take that one and replace the one in the folder above it (the original one you dragged).

Then click the mod in Mod Manager and do Mod Utils > Run AutoTOC on this mod and aim assist will be off.
Just note when the mod gets updated it will wipe all that out.

 

OK, I missed this post.

 

And I only found auto aim in biogame file. I just changed it to false, but you really just want me to delete that entire line? And for the other two, do you mean the two other lines underneath, called budgetaim (lol, name sounds legit and totally related to autoaim) and consolecontrols? As I checked the other ones and it just all on graphics and button input and such (which reminded me. Can I also disable the hard cover to another hard cover maneuver too?).

 

 

... Alright, things didn't go as planned when trying to change the XML back to bin. It's still XML, but the program says it outputted in as TLK... Arr, and I feel like talking like a pirate all of a sudden...



#133
Mgamerz

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It defaults to false on PC. That line overrides it and makes it true. Setting it to false makes no difference. There should be 3 references to it if I recall.

You are using the wrong program, you use coalesce not tlk.

 

I don't know what the other things you are talking about. Also you can disable motion blur in the same fashion just look for it in one of those files. You'll have to mod the other things on your own if you want to do that, I'm not going to build a custom mod for you. I'm already doing deltas.



#134
Terminator Force

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That was my other guess... k, success. But I just deleted the other 2 lines underneath biogame file too. As I'm not sure if you mean the other two lines related to aimassist are in the other sections named BioInput and BioUI. 

 

K, the changed bin is back in it's original place under your mod to replace the original. Going to give it a test run with my level 1 Valiant and no weapon piercing mods whatsoever... wish me luck. 



#135
Terminator Force

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Alright. Have to do it again. Guess I haven't updated in awhile to the point that you even changed the default DLC name + added a heck of a lot  more lines to BioGame.... no wonder I lost gamepad support while trying to play off host...



#136
Terminator Force

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Wow, so many more lines in BioGame... I can't find it aimassist in this jumble anywhere. Gonna have to take a break and come back to this later.



#137
Mgamerz

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It's almost like there should be a find function... I have no idea what you are talking about with the changed DLC, nothing has changed in some time in terms of DLC (I added testpatch)

 

Make sure you do the AutoTOC step or the game will crash/load infinitely.

 

Also the mars music is great to program to. I wish I could find a loop without the chase scene part.



#138
Terminator Force

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Yes, was thinking the same.... but I still need to recharge my batteries before I enter all this again.



#139
Mgamerz

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You're killing me dude. Do you not know how find works on a PC?



#140
Terminator Force

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Enough. But my patience is not always there. ... Hangover don't help either. As in, I literally don't want to do anything at all right now. ... why I'm on BSN. It's like doing nothing.



#141
Mgamerz

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CRtF3PE.png

Long ways from getting this working. I've had this planned for some time but never really knew how to do it. Most of the actual "work" is done by modmaker so I'm just copying it (it's not 100% compatible and I really don't want to modify it: )

 

Only thing is that variants will not stack. You can choose a variant but it will only apply to the original version. You'll also get to see my excellent ModMaker delta format.


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#142
Terminator Force

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Wow. How the heck did you ever become such a productive member of society.

 

But yes, very excellent. Going to check if already ready now...



#143
Terminator Force

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Alright. I just tried playing on someone's host just now and my gamepad controls got locked out. I thought you said you fixed the off host issue? Guess the patch still needs releasing too... I will wait... but going to go for some superior on host matches in the meantime...



#144
Mgamerz

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What version of the mod did you apply and what version do you have currently. Mods don't automagically install themselves you know.



#145
Terminator Force

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It's a good thing I keep asking all these nonsense questions here, otherwise I'd get nowhere in the ME3mp modding world without you... now to figure out where these links are hiding again... oh, yes. PM box.



#146
Terminator Force

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Wait, that can't be it. What's the address there to your new mod releases?



#147
Terminator Force

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http://me3tweaks.com.../showcase?id=16

 

That the latest?



#148
Mgamerz

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Tools > Check eligible mods for updates

 

Otherwise it will check every 2 days assuming you didn't decline auto updates.

 

But yes, you will also find the latest version there as well.



#149
Terminator Force

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^ OK, just did that for further updates. Gonna try again after this post. But just had a quick game with just that newer link I just posted, and I was able to play off host with that. No camera turning... and I had to bail halfway because this constant Bronze Flamer spammer's Flamer sound was glitched and getting to me...

 

Right, time to try again...



#150
Terminator Force

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PS - is the auto assist mod variant available yet? 

 

EDIT - nvm. I see you ninja'd that post.