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Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 5:05 am
by oziboy
Hi,

Firstly, thanks heaps for this awesome mod, finally I can play me3 with controller support. :D
I was wondering whether its possible to map more than three powers to LB, RB & Y buttons? It would be awesome to be able to map a fourth power or more to other buttons. Such as the left thumbstick button. If not, is it possible to use console commands to bind keyboard keys to use certain powers? For example bind "L" to use "warp" power etc.. That way with pinnacle game profiler or padstarr I can assign those keybinds to the controller, and use them in game, instead of bringing up the power wheel. Because one of the things I really liked about the keyboard and mouse gameplay was the 8 hotkeys you could assign powers to.

Cheers

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 6:36 am
by Seraph
@Mgamerz Coalesced is vanilla. I replaced it a few days ago after our previous discussion in EGM compat testing. As for the deadzone camera drifting, changing the deadzone settings for turning by +0.2 seems to reduce drifting to the left but nothing I've tried reduces drifting to the right. Drifting to the left isn't as noticeable as the drifting to the right so that's why I say it seems to reduce it, the drifting to the right is enough that I have to tap the stick back to the left when selecting a power from the wheel because my crosshair will drift right off my target. It doesn't happen with looking up/down or strafing, only left-right camera. When the setting were in Coalesced.bin a simple increase to 0.4 was enough to stop the drifting completely, not getting the same results with Default_DLC_TestPatch.bin. I've made small increases in both bioinput.ini->engine->debugcamerainput->bindings and bioinput.ini->sfxgame->sfxgamemodebase->bindings both lines being "Axis aTurn Speed" but even testing with a huge jump like DeadZone=2.0 did nothing, as if my edits weren't even being loaded.

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 6:47 am
by Mgamerz
The way the GUI is set up there is nobway to bind extra powers. You may be able to bind manually to keyboard but IDK if the game will respond to those honestly.

You can use the 'setbind KEY castpowe NUMBER' command to bind a power number to a key.

@seraph Are you using wenchy's tool? That doesn't work with dlc coalesced. It will not save properly or show the proper values. You need to use tankmasters. You can use its UI from Mod Manager (Coalesced Interface) or open its folder and drag and drop files on it.

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 1:17 pm
by DustyShinigami
Mgamerz wrote:@Dusty
What does your Restore > Custom Restore show? Does TESTPATCH show as modified? TESTPATCH is where the value of the start screen button is shown. If you previously had an issue where it said cannot back up TESTPATCH: DLC is modified (me3 1.6) you'll have to do a manual repair from within origin. Right click the game and select "Repair". Also go to Custom DLC Manager (under Restore) and delete the DLC if it's there.

The next version of Mod Manager will work with ME3 1.6... did not know it existed until just recently.
Yeah, whenever I try to back up TESPATCH it says 'The following DLCs failed to backup: TESPATCH: DLC has been modified.'

I guess for now I'll just have to play with the mouse and keyboard... But again: how do you update the mod to use turrets?

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 2:52 pm
by Mgamerz
I told you, go to tools and select check eligible mods for updates. The new version of mod manager will be able to handle your testpatch file, its soak testing now so you should see the update in the next day or so.

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 3:20 pm
by oziboy
Mgamerz wrote:The way the GUI is set up there is nobway to bind extra powers. You may be able to bind manually to keyboard but IDK if the game will respond to those honestly.

You can use the 'setbind KEY castpowe NUMBER' command to bind a power number to a key..
Hi,

Thanks for the quick reply, I've managed to bind 6 "Adept" class powers (Singularity, Warp, Throw, Pull, Shockwave & BioticGrenade), to keyboard keys Q,E,Z,C,F & Esc using the - setbind "key" castpower "powername" command in the ingame console. To which all those keyboard keys (Q,E,Z,C,F & ESC) cast their assigned setbinds in conjunction with using the controller. Which is good. :D

But, now I'm faced with the issue of needing to remap the controller button layouts, but I cannot find where to edit the controller button layout. :?:

Ive tried looking in coaslced.bin but I can't seem to find it in there. Is it located in the coealesced.bin file or elsewhere? And do you know how to assign hold commands to certain controller buttons, such as when you tap RB you use a mapped power, but when you hold it, you bring up the power wheel? Because id like to add the hold function to a few more buttons.

Cheers

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 3:27 pm
by Mgamerz
They are all in default_DLC_TestPatch.bin in the TESTPATCH folder. You have to use tankmasters tool to modify this, it is in actions> open modding tool > tankmasters coalesced interface (51 and lower) or simply the tools menu (52 or higher). Do not change any type 4 lines or you will significantly break parts of the mod.

Note that whenever I push an update it will overwrite changes to that file so keep a backup.

AFAIK just about every button has a hold action assigned already. Except for maybe Y. Look at the shared action command, it is an example of how to use onhold on release etc...

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 5:14 pm
by oziboy
Hi, thanks for the continued support.

I've used the mod manager to decompile the .default_Testpatch.bin file into xml files. And I've made some changes to bioinput.xml. but I can't figure out how to re-compile all those xml files back into the single default_testpatch.bin file. I cant select more than one xml file at a time in the compile function of the mod manager coalesced intrerface tool. Am I doing something wrong? I'm sure I am.

Cheers

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 6:49 pm
by oziboy
Hi,

I worked it out.

Cheers

Re: Mass Effect 3 SP Controller Support

Posted: Wed Feb 24, 2016 6:53 pm
by Mgamerz
So you got the inputs fixed?