Mass Effect 2 (2010)

Mass Effect 2 (2010)

Angarl Mar 4, 2018 @ 5:01am
Custom Key Bindings
I have customised the controls rather extensively, by editing the Coalesced file.
There are however 2 things that I wish to change and cannot workout what parts to edit.

I would like to enable the ability to control the normandy in the Galaxy map using WASD, and would like to allow for navigating the menus using WASD instead of using the arrow keys (as the scroll wheel on the mouse is useless in menus).

If anyone knows what parts I need to change the help would be appreciated.

I am open to using a mod that improves the menu interface if you know of one.


I am also able to offer any advice for others wishing to change their controls as I have, including seperating the Use/Cover/Storm button.
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Angarl Mar 4, 2018 @ 8:11pm 
Originally posted by Andrey Bandrey:
Originally posted by Angarl:
I am also able to offer any advice for others wishing to change their controls as I have, including seperating the Use/Cover/Storm button.
You can just use the Intuitive Controls mod for that. What have you done other than that?

I investigated the Intuitive Controls mod before I altered them myself however I still wanted access to the walk button also I wanted a dedicated cover button rather than joining it with use, so I have bound enter and exit cover to the CTRL key. Instead mantle cover is still linked to the use key, while Sprint/Storm is moved to the SHIFT key.

I also found the speed at which the A and D keys rotated planets while scanning to be practically useless, it was faster to move the scanning reticule to the "edge" of the planet and pan with the mouse. This seemed illogical and more time consuming.
So, I increased the speed at which the planet is rotated with the A and D keys to be closer to the rotation speed when using the left analogue stick on a controller.

I have disabled all mouse acceleration and smoothing to allow for more natural mouse control.

Another thing I have done, that some may not agree, was to have ammo work fairly similar to its current function. However because I always found the in canon explanation ridiculous for why all cultures / races got rid recharging weapons to return to an ammo based system, I changed it so that a thermal clip cannot cool inside a weapon but instead of discarding the clip upon reload you just wait for it to cool on its own outside the weapon before being able to use it again.

This is how their society would have truly changed if they wanted to improve the heat dissipation of their weapons. It explains why you would take spare thermal clips but also does not alter any statements in the canon for why they changed to the new system.

Unfortunately, the actual function of this, for now, was simply to turn on the infinite ammo parameter on each weapon that it would make sense to change. I am still working to find a way to implement the mechanic better, so as to not make useless any ammo increases gained from armour or research, but for now it works.

Just in case anyone wants to point out that there are at least two mods that alter the ammo system to be closer to that of ME1, I know but they both modify the weapon stats as well also its stated in canon that in order to accommodate for the clip ejection system, that the heat sync was removed, thus preventing in-weapon cooling of the thermal clips.
Last edited by Angarl; Mar 4, 2018 @ 8:24pm
pepoluan Apr 15, 2018 @ 11:18am 
Unfortunately, the actual function of this, for now, was simply to turn on the infinite ammo parameter on each weapon that it would make sense to change. I am still working to find a way to implement the mechanic better, so as to not make useless any ammo increases gained from armour or research, but for now it works.
If you're comfortable editing Coalesced.ini, use this:

WeaponsUseHeat=true HeatDissipationRate=5.0f

Not sure if really necessary, but it seems that you are required to set "bInfiniteAmmo" for all non-heavy weapons to "true". Also, change 5.0f there to a non-zero value to 'tune' how fast the ammo will regenerate.

Result:

If I fire a weapon, it will reduce the ammo, and after waiting a bit the ammo will slowly regenerate. However, if I reached 0 ammo, Shepard will automatically reload and thus consuming the spare ammo.

So, basically, the settings above activates a "hybrid" system: "Heat" is the opposite of the ammo (or, the "ammo" is "how many shots you can take until the weapon overheats"; while the spare ammo is kind of like "emergency heat dissipator" ejected when your weapon overheats.)
darkm May 13, 2020 @ 9:11am 
Originally posted by Angarl:
I am also able to offer any advice for others wishing to change their controls as I have, including seperating the Use/Cover/Storm button.

Please tell me what you did to separate the use, cover and storm keys! D: I am having the worst time getting accustomed to space bar being everything after playing ME1.

How did you do this?


Angarl May 28, 2020 @ 3:23pm 
Originally posted by Meg:
Originally posted by Angarl:
I am also able to offer any advice for others wishing to change their controls as I have, including seperating the Use/Cover/Storm button.

Please tell me what you did to separate the use, cover and storm keys! D: I am having the worst time getting accustomed to space bar being everything after playing ME1.

How did you do this?

I can't remember the exact line of code off the top of my head, and just before I finished ME3 back when I posted this, my SSD failed and I lost a lot of data.

If I had time I could go looking through the code and figure it out again, but I am fairly busy at the moment.

Sorry.
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Date Posted: Mar 4, 2018 @ 5:01am
Posts: 4