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ME3 weapon holstering mod


sebaq13

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So i was wondering if someone with the knowlage and expearience would be able to make a mod for ME3 that allows the player to holster his weapons the same way it was done in ME2. This is really a major problem with the game for me, it feels like i'm always in combat and it really hinders the exploration! Please, someone!

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I gave it a look, but, unfortunately, it seems to me like the game doesn't have something simple like that already built in, at least how far my knowledge can go. It seems to have some leftovers from Mass Effect 2 on it (some function names, etc.) but they don't appear to work. Maybe some guys here know how to do it, however. :smile:

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Description:

Shepard has two models: exploration (without armor and weapons, in casual clothes) and combat;

unlike in ME1, ME2 and MEA (if it counts :smile: - spin-off perhaps) where we can holster player's weapons, in ME3 is absent weapon draw/holster animation - in this way to holster weapon we need to load his exploration model.


Short description: can be applied on 30% of your expectations - it is a gimmick;


There is possibility to holster weapon through keybindings commands:

user2929 wrote nice tutorial about keybindings:



I add some of them to my mod ME3 Gameplay tweaks:


+++ Combat/exploration mode [<PageUp> combat] / [<PageDown> exploration];

- This commands load combat and exploration modes - you can holster weapon down and run through combat area as in non-combat areas;

edit instructions in readme file;


( Name=\"PageUp\", Command=\"set SFXPawn_Player bCombatPawn true | QuickSave | QuickLoad\" )

( Name=\"PageDown\", Command=\"set SFXPawn_Player bCombatPawn false | QuickSave | QuickLoad\" )



BUT with huge amount of downsides:

- game needs to execute quicksave > quickload to load exploration model (player will wear armor and weapons will be holstered);

- cannot be used in firefight (when you spot an enemy and start shooting) - when game executes quicksave > quickload it reloads entire game level (map) and all assets in it (player, squad and enemies of course), so the enemies could behave in a strange and unpredicted way (target loss, stats reset etc);

> also most of the games (if not all) does not support savegame during combat;

- while changing player model load sequence, after progressing (loading) to next game level (map) or upon finishing the mission - player's model will not be changed automatically to exploration - you'll have to do this manually by loading exploration model again;

> example: if you execute (turn on) holstering weapon command during mission (in priority or sidequest), when you finish it (return to the Normandy and talk to Hackett) player's model will be loaded as combat: hud and camera;

- expect model loading bugs and game freezes in dlc's levels - when player's arm glued to body;

- to re-enable normal model loading you'll have to restart the game;


I even plan to get rid of this and other similar options from my mod or to move them to optional/experimental settings;

Edited by ArJed
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I think you lost me there somewere :confused:

I though that you could use the animations that play when you switch weapons, they're look just like ME2. Also i don't really care for the animations, it would be just nice to be able to walk with the camera zoomed out and the weapons holstered sometimes, like on the moon of Palavan, when you're in the turian camp, it makes no sense to point your gun at anyone!

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