BioInput, reload property altered by SP controller mod

Discuss Mass Effect 3 mods and modding tools here. This includes multiplayer mods.
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shadohz
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Joined: Tue Jul 25, 2017 9:09 pm

BioInput, reload property altered by SP controller mod

Post by shadohz »

http://www.nexusmods.com/masseffect3/mo ... 2832&pUp=1

A player requested a mod change that would allow him to refill his ammo when he reloads his weapon (a holdover from ME2 I'm told). Anyway the functions just fine except when the SP controller mod is installed. The clean version of Testpatch does not alter this section of BioInput.xml. However when you install the SP controller mod it edits the following property in SFXGAMEMODEBASE:
value type = 4 name=pc_reload, command swapweaponifempty | tryreload /value

Being type 4 won't allow me to use a lower value to make this work correctly. Type 0 actually causes weapons to stop firing. What is/was the purpose this particular one to type 4? Can you create a custom Mixin who want this particular feature (it's simply a matter of adding INITAMMO 999 to the property) or is there an alternate solution you can think of?
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Mgamerz
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Joined: Wed Jan 06, 2016 1:13 am

Re: BioInput, reload property altered by SP controller mod

Post by Mgamerz »

http://me3tweaks.com/wiki/Coalesced_(Mass_Effect_3)#Data_Types_in_Coalesced

While I don't update my wiki anymore (too hard on my hands) I have some decent coalesced info in there. You can just type 3 the value in your DLC and it will re-add it or do nothing if the mod is not installed as it will see it as a duplicate and not add it. Or you could just add a new alias for that command list and just reference that.
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