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- On Mass Effect 3, there is a class that controls the camera FOV, which is the one you're already using, its called SFXCameraMode. However, this is a base class from which other classes inherit, meaning that the FOV you change on this class is applied everywhere on the game, with the exception of subclasses that already override the FOV of this base class (which is, in part, one of the reasons why editing the FOV on SFXCameraMode may not affect cutscenes). If you want to change the FOV for a specific game mode, like only for combat mode or exploration mode, it is possible to be done by changing the FOV property value of its specific class. The following are examples of classes that inherit from SFXCameraMode and its subclasses, represented as a hierarchy (not all existing classes are listed here):
- SFXCameraMode class inheritance hierarchy:
- SFXCameraMode
- ----SFXCameraMode_Combat
- --------SFXCameraMode_Atlas
- --------SFXCameraMode_CombatStorm
- --------SFXCameraMode_Cover
- --------SFXCameraMode_CustomAction
- --------SFXCameraMode_HipAimCover
- --------SFXCameraMode_JumpStart
- --------SFXCameraMode_KroganMelee
- --------SFXCameraMode_LadderDown
- --------SFXCameraMode_LadderUp
- --------SFXCameraMode_LockOnPawn
- --------SFXCameraMode_Melee
- --------SFXCameraMode_TightAim
- ------------SFXCameraMode_MountedGunTightAim
- ------------SFXCameraMode_PistolTightAim
- ------------SFXCameraMode_SniperAim
- --------SFXCameraMode_TightAimCover
- --------SFXCameraMode_Vehicle
- ----SFXCameraMode_IllusiveManConflict
- ----SFXCameraMode_Explore
- --------SFXCameraMode_ExploreStorm
- ----SFXCameraMode_Spectator
- The tree above shows the hierarchy of the SFXCameraMode class. Child classes automatically inherit their default FOV value from their parent classes, unless overridden by a specific class. For example, if you change SFXCameraMode_Combat FOV property, this change will reflect on every class that is under it on the class hierarchy. But, for example, although the SFXCameraMode_TightAim class is a child of SFXCameraMode_Combat, it can set its own inherited FOV value, so the changes you made on SFXCameraMode_Combat FOV don't affect it.
- Examples of use
- The following examples can be used either as console commands or as key binding commands on Coalesced.bin file. Once used, this commands will set the FOV value until you exit the game, so you only need to use the commands once per game.
- Change FOV to 95 only on combat mode. This will not affect aiming/zoom:
- set SFXGame.SFXCameraMode_Combat FOV 95
- Change FOV to 85 only on exploration mode (the mode when you are not in combat, like on the Normandy or walking around on the Citadel):
- set SFXGame.SFXCameraMode_Explore FOV 85
- The commands above are commands you can execute on the console or as key bindings. However, if you want a permanent solution, you can edit the SFXGame.pcc file to set the FOV property of the desired class(es). You can do this by using the Package Editor tool of ME3Explorer.
- How to change Zoom FOV
- As a direct answer to your question, you may want to try to change the SFXCameraMode part of your command to one of its child classes, like to SFXCameraMode_Combat, as shown on the first example above. If you want the FOV to affect aiming as well, you would also need to use another command that sets the FOV on the aiming class, SFXCameraMode_TightAim in this case. But for SFXCameraMode_TightAim, the FOV is obtained from each individual weapon, making the thing a bit more complicated, so you can look at the AimModes property of SFXWeapon class and/or any other of its child classes. Then, you can change the value of ZoomFOV property of the AimMode to your desired FOV. This is better achievable on Coalesced.bin file, under bioweapon.ini, on sections like [sFXGame.SFXWeapon] and other sections starting with "SFXGame.SFXWeapon_" and "SFXGameContent.SFXWeapon_". You can also edit the AimModes property directly on the console or with key bindings with a command like the following one:
- set SFXGame.SFXWeapon AimModes ((ZoomFOV=50))
- Notice, however, that the above command will affect the zoom FOV for every weapon the same way, which may not be what you'd want. So, it's preferable to change the zoom FOV for every weapon or at least for every weapon type (shotguns, pistols, etc.), which is something more appropriately done on the Coalesced.bin file. Also, if you change the zoom FOV, the camera may get too far or too close to your character. To compensate for that, you can edit the Offset property of SFXCameraMode_TightAim class, which controls the position of the camera, like with the following command:
- set SFXGame.SFXCameraMode_TightAim Offset (X=40)
- The command above only affects the X axis of the camera, but you could also change Y and/or Z axes as well, if you want, like the following:
- set SFXGame.SFXCameraMode_TightAim Offset (X=40,Y=-20,Z=15)
- Changing the Y axis moves the camera horizontally and the Z axis moves the camera vertically. This has nothing to do with the FOV but it can be useful to improve a user's experience, in case a user doesn't like the default position of the camera relative to the character.
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