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PC Tweaks

From Mass Effect Wiki

BioWare's Mass Effect was build from the Unreal Engine (UE) 3 games engine, that beside being a great 3D engine, allows many modifications by the user to enhance the in-game graphics and controls.

Mass Effect's in-game configuration options have very little tweaking possibilities and only support basic graphic and key mapping. This article intends to serve as a guide to players who want to have more control on game performance and personalization, by highlight options which players can tweak to better suit their needs.

Contents

[edit] Preface

[edit] Backup your data

All of the changes that are described in this article should only be tested on the files in the documents folder:

  • On Windows XP/2000: X:\Documents and Settinges\[username]\My Documents\BioWare\Mass Effect\Config
  • On Windows Vista/7: X:\Users\[username]\Documents\BioWare\Mass Effect\Config

Notes:

  • replace X with the drive letter where your Windows system is installed on, and replace [username] to the user that you are logging into the system with.)
  • Make sure to make a copy of any file you are about to change.

To ensure that your gaming experience will not be damaged, make sure to backup every file that you are about to change. A good way to do this is to copy the Mass Effect or Config folder to a safe place. Alternatively, you can archive the folder to avoid confusion.

The Mass Effect game will read the files inside the Config folder. If it fails to do so, or if the files have illegal data, the game will read the default files that are located in the folder where you installed your game. By default this should be located at: x:\Program Files\Mass Effect\BioGame\Config. Those files will have a slightly different name than the files in the Documents folder, and will be prefixed with the word default (to avoid editing them by mistake). Be sure to leave those files alone, unless you know what you are doing.

[edit] Understanding the writing style

The configuration files implement the CamelCase writing style for functions and variables names. For example: the 'Caps Lock' key will be written as CapsLock, 'Right mouse button' will be written as RightMouseButton, etc.

[edit] Data types

Generally, there are three types of data used in the configuration files:

  • Strings - Any sequence of letters or symbols (generally enclosed with quotation marks). These have no prefixing.
  • Floating points - Any number with decimal point. These will be prefixed with the letter f.
  • Boolean - a Boolean data type is a true/false variable and can only accept True or False.

[edit] Game Patches

BioWare have released two patches that fix several issues that customers addressed on the ME Forums. Installation of a patch will overwrite changes made to the configuration files, and update their version (indicated at the bottom of each file).

[edit] Input File (BioInput.ini)

This file is separated into six sections:

Engine.PlayerInput Basically, how the game will handle the input device that the user is using. Generally, you don't want to change anything in this section. Changes made here could harm your gaming experience.
Editor.EditorViewportInput Nothing here is worth changing. It applies to the editor the developers used while creating the game.
Engine.Console This section defines the Console keys and behavior. Since this is already explained in PC Cheats, we will leave this section out of this article.
Engine.UIInputConfiguration This, like the first section, defines the input itself - it defines how the mouse or gamepad will operate (sensitivity, movement emulation, etc.) Most likely you won't need to alter anything in here, but you are free to experiment.
BIOC_Base.BioPlayerInput This is the relevant section that deals with the mapping of keys - and will be explained in more detail later.
IniVersion The version of the ini file. Nothing more.


Device Input [Engine.PlayerInput]

As noted above, this section deals with the way the controls work:

MoveForwardSpeed The in-game running speed. Any changes made here could ruin the game experience by giving the player an advantage. If you want to shorten the time of traveling, see the section referring to changing the game speed.
MoveStrafeSpeed The same as MoveForwardSpeed but controls sideways movement.
LookRightScale Deals with Shepard's neck, and how much it can be turned for a wider field of vision. This can actually be useful when trying to take screenshots.
LookUpScale The same as LookRightScale, but deals with the up/down motion.
MouseSensitivity The sensitivity of the mouse. It's probably better to alter this from the in-game menu.
GamepadAnalogSensitivity The sensitivity of the gamepad. Again, probably better to alter this from the in-game menu.
DoubleClickTime The time between clicks that register as a double-click. As Mass Effect does not treat double-clicks any differently than single clicks, changing this should not have any effect.
bInvertTurn Invert the axis of the mouse / keypad, if you want to change this, do it from the in-game menu.
bEnableMouseSmoothing Adds smoothing to the mouse movement. Change this through the in-game menu.

When making numerical changes (if any) experiment until you get the desired result.


Player Input [BIOC_Base.BioPlayerInput]

This section has many behaviors that can be changed. It is advised to leave any line that does not start with the word 'Binding' alone. The exceptions to this are:

m_fDPadCooldownTime Handles some of the cooldown times of the input devices and should not be altered.
m_fStormCooldownTime The same as m_fDPadCooldownTime.
m_fQuickOrderTime Unknown function, but should not be touched, regardless. Experiment at your own risk.
m_bDisableCinematicAccelerate Allow or deny the acceleration option for cinematic cut-scenes. This has no effect in the game.
m_bDisableCinematicSkip Allow or deny the ability to skip cinematic cut-scenes (will be discussed later on).
m_fCinematicSkipTriggerDelay The delay in milliseconds before the actual skip occurs.
m_fSlowMotionSpeed The game has no slow motion scenes, so this option doesn't effect anything in-game.
MoveForwardSpeed Mentioned in Device Input section.
MoveStrafeSpeed Mentioned in Device Input section.
LookRightScale Mentioned in Device Input section.
LookUpScale Mentioned in Device Input section.

Changing anything other than the recommended behaviors can cause severe gameplay bugs!

[edit] Binding overview

The binding of new keys, or changing behavior of existing keys is handled in the following way: Bindings=(Name="",InputMode=BIO_INPUT_MODE_NONE,Command="",Control=False,Shift=False,Alt=False)

  • Name: Define the key that will execute the behavior.
  • InputMode: Defines the engine predefined inputs. Should not be changed.
  • Command: The command you want to assign to the key.
  • Control, Shift, Alt: Does the key work in combination with one of these keys. Make sure to only set True/False here.

Generally, you only want to alter the Name and Command, unless you have a specific behavior you want to achieve.


Mass Effect comes with a set of commands that can be executed through the console or bound to keys, most are hidden and can only be found through trial and error (and some can also be found on discussion boards on the internet).

Please note, that changing critical game-play keys may cause you to not be able to interface with objects, start conversations, etc. There are also some keys that control several action and sub-actions, removing parts of the binding command can cause that key to stop behaving as expected.

[edit] Common Tweaks

Toggle HUD

command=ToggleCommandMenu.

The default method to view the HUD screen is to press and hold the 'Spacebar' key until you want to return to the "action". A different approach is to toggle the HUD so it will stay on by pressing a key, and return to the game when the same button is pressed again. It is recommended to use a key other than the 'Spacebar' to preserve the default method.


Skip Cutscenes

The game has a lot of repetitive cutscenes, i.e. docking on the Citadel, or traveling through the mass relays. Those cutscenes can be skipped, and there is no need to alter the binding keys. To activate the ability to skip cutscenes by pressing Q, just edit the lines:

m_bDisableCinematicSkip=False
m_fCinematicSkipTriggerDelay=1.000000

The first line enables you to skip the cutscenes (make sure to only set True/False here). The second line indicates the time that it takes from the button press to the actual skip. Note that some locations have the cutscene for a reason (Shepard walk or say something that triggers another event). Skipping that cutscene, therefore, may leave you stuck. Experiment at your own risk.


Quick-slot keys

There are eight lines for the ability keys, they are numbered from 0 to 7, and are easy to alter.

command=UseAbility 0
shift=True

This example, modifies the shift parameter, to allow more control over what keys can be used, what allows the usage of already bounded keys to be used with the shift key (A, S, D, or W, for example). Setting the Shift option to True instead of False will activate that combination, and will make Shepard use the first ability instead of moving to the left.


Squad Commands

Sometimes you want to give commands to a certain party member (to move forward, most of the times) and not to both of them.

command=SquadCommandMoveTo 1
command=SquadCommandMoveTo 2

The numerical parameter value is to indicate what squad member will execute the order. Either 1 (first squad member) or 2 (second squad member).


Quickload

It is possible to add a the quickload option to the game. The problem with that approach is that you have to manually set the save name in the configuration file.

command=LoadGame John00_QuickSave

The LoadGame function receive the name of the save as a parameter: [profile_name]00_QuickSave. Replace [profile_name] with the name of your current character. This can be done with any save game file - look in your documents folder for desired name (x:\Documents and Settings\[username]\My Documents\BioWare\Mass Effect\Save\).

[edit] Screenshot Aids

High resolution screenshots

command=TiledShot 2 This will multiply the used resolution, allowing you to take higher resolution screenshots. The tiledshot function can receive a few types of parameters:

  • 3x3 - will take a screenshot with a grid of 3 by 3 (you can set any grid size that fits your needs). So if the game is running in resolution of 1440x900, this will produce a 4320x2700 screenshot.
  • 2 - will produce a screenshot twice the size of the game resolution (you can set any number).
  • 2 200 - will take a screenshot twice the size of the game resolution, and will do overlap 200 pixels from every grid cell. Note that the game may hang, or crash altogether as the dimensions of the screenshot will grow.


Flying Camera

command=ToggleFlyCam

This will enable the flycam mode, allowing you to travel with the camera by using the movement keys (W, S, A, and D).


Hiding the interface

command=ToggleHUD

This change, toggle between showing and hiding the interface.

[edit] Bug workarounds

Teleportation

You can sometimes find yourself in a situation where Shepard falls inside a gutter, gets stuck inside a wall, or is just trapped for some reason. In those situations it is extremely useful to be able to teleport.

command=Teleport

This will teleport Shepard to wherever your cursor is pointing.


When one Mako just isn't enough

Summoning the Mako

There will be occasions where the Mako will be out of reach or unusable.

command=SpawnVehicle

This will spawn a Mako to where your cursor is pointing.


Super speed

There are occasionally situations where you need to run for a long time to reach your target destination. SuperSpeed will cut this time down.

command=SuperSpeed

This will cause Shepard to run at increased speed.

[edit] Game Engine (BioEngine.ini)

[edit] Framerate

[Engine.GameEngine]

bSmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
bSmoothFrameRate Determines if the engine will enforce the framerate settings (True) or if it will let the graphic card manage them. This may cause spikes in FPS and unwanted graphic behavior.

MinSmoothedFrameRate and MaxSmoothedFrameRate determine the minimum and maximum framerate. Setting the maximum value too high can sometimes degrade quality, rather then enhance it. It is recommended to set those values to the system refresh rate for best performance.

[edit] Shadows

bEnableBranchingPCFShadows=True

This setting controls the presentation of shadows in the game. Setting it to false may increase performance, but at the same time can degrade the presentation of shadows.

ShadowFilterRadius=2.000000

Control shadow filtering to determine how sharp or soft the shadows will appear in the game. Higher value will make the shadow softer, and lower value will make them sharper.

DepthBias=.012000 Controls the depth of shadows and how dynamic shadows appear. Higher value reduces the number of shadows shown, up to 1.0 that removes shadows altogether, and a lower value increase the number of shadows shown. This setting can cause glitches or fix them by changing the value.

Note: Patch 1.02 set this setting to 0.030 that remove shadowing. Setting this to 0.0.12 will return them.

MinShadowResolution=32
MaxShadowResolution=512

Determine the minimum and maximum shadow resolution. Higher minimum value will increase the richness of shadows. Lower maximum value will degrade the appearance of shadows. Note, that setting the minimum too high (or maximum too low) may result in glitches and loss of performance.

ModShadowFadeDistanceExponent=0.200000

Controls the distance from where shadows will be visible. Higher value will cause shadows to be visible in the near vicinity, while lower value will cause shadows to be shown at greater distance, increasing quality and degrading performance.

[edit] Sound

[ISACTAudio.ISACTAudioDevice]

MaxChannels=64

Depending on your sound card, and glitches you encounter, you can play with the values to enhance performance with sound or fix glitches.

[edit] Misc. Graphical Settings

[SystemSettings]

DynamicDecals=True

Controls the appearance of weapon fire left by players. Setting this setting to False enhances performance, but reduces game experience.

DepthOfField=True

Controls the Depth of Field that simulate how object inside the "focus area" are sharper then objects outside that field. It most noticeable while using the Sniper Rifle zoom feature that makes targeted objects more crisp and clear, and others blurred. Setting this option to False improves performance.

QualityBloom=True

Originally meant to control the quality of the Bloom Effect, but does not seem to have any effect in-game, although setting it to False may improve performance.

Trilinear=True

Enables or disables the Trilinear Filtering that can improve the quality of textures, but at the same time can cause glitches and loss of quality.

MaxAnisotropy=4

If the game set to Anisotropy under the filtering mode in-game, this setting can control the Anisotropy Filtering used in-game. Specifying numbers between 0 (no anisotropy filtering, better performance) to 16 (full anisotropy filtering, degraded performance but crisper and more detailed image) - the default is 4.

[D3DDrv.D3DRenderDevice]

BIOVertexShaderVersion=vs_2_0

Setting this to vs_3_0, improves game performance with minimal to none drop in graphics. Only recomended to users with GPU newer than the GeForce FX 5900 and the ATI Radeon X850.

[edit] BioGame.ini

[edit] Character Behavior

[BIOC_Base.BioActorBehavior]

AllowFriendlyCollateral=false

Enables you to be injured by your squad, and vice-versa. This makes combat more realistic, but at the same time a problem with the current squad AI.

[BIOC_Base.BioPlayerController]

CoverEnterInterval=0.0

Determines how much time it takes to the character to enter cover, when walking in-front of it.

CoverExitCameraAngle=85

Determines the camera angle that execute exiting from cover.

CoverMovementModifier=0.25

Determines the movement speed when in cover.

ZoomMovementModifier=0.8

Determines the movement speed when zooming with a weapon.

[edit] Inventory

[BIOC_Base.BioInventory]

m_nMaxCredits=9999999
m_nMaxGrenades=5
m_fMaxSalvage=999
m_fMaxMedigel=5

Changes the maximum number of Credits, Grenades, Omni-gel, and Medi-gel. Changing any of these values may hamper game-play experience.

[edit] Conversation

[BIOC_Base.BioConversation]

m_colSubtitleColor=(R=204,G=255,B=255,A=255)

Changes the color and transparency of the subtitles. The values are in RGB (Red, Green, and Blue) and alpha that determines the transparency (lower the value to make it more transparent).

m_fShowLastLineOffset=5.0

In conversation, determines how much time pass between the NPC last line, and the appearance of the Dialogue wheel. Setting this to 0.0, will cause the wheel to appear immediately, and helps prevent choosing unwanted answer when skipping dialogue.

m_bRemoveWeapons=True

Determines if Shepard will holster his weapon when initiating conversation. Setting this option to False will cause Shepard to holster his weapon while in conversation, but redraw it back afterward.

[edit] Misc. Behaviors

[BIOC_Base.BioPawnBehavior]

m_bAllowPhysicsOnDeadBodies=False

Dead bodies will react more realistically, and shooting them results in minor movement and blood. Enabling this setting may result in degraded performance.

[BIOC_Base.BioPawn]

m_fCorpseCleanupFirstAttemptTime=5.0
m_fCorpseCleanupAttemptRetryTime=2.0

Determines the time until the game engine will attempt to remove enemy corpses for the first time, and how many retries it will execute. This will increase realism, but degrade performance (especially on intense combats). Note: Those settings also appear in [BIOC_Base.BioArtPlaceable], and might require the additional change, there.

[edit] Cooldown

[BIOC_Base.BioActivePower]

m_bSkipPowerCooldown=False

Removes the time limit for ability cooldown.

[edit] Merchants

[BIOC_Base.BioWorldInfo]

m_buybackArrayMaxSize=20

Changes the amount of items that you can buy back after selling to Merchants.

[edit] Saves

[BIOC_Base.BioSaveGame]

m_bFilterCharacterSaves=True

Setting this to False will show all the profile's save games from all characters, and will not filter them based on the current active character profile.

m_nMaxSaveGames=999

Determines the maximum amount of saves allowed. Note: This setting might requeire to change m_bEnableLimitedSaves from False to True.

[edit] BIOGuiResources.ini

[BIOC_Base.BioSFHandler_CharacterRecord]

nMaxRenegade=330
nMaxParagon=330

Determines the amount of Paragon and Renegade points needed to reach a full bar (squad window), accordingly.

[BIOC_Base.BioSFHandler_HUD]

m_nShieldPointsPerBar=60

On the shield bars indicator, determines how many shield points per bar.

[BIOC_Base.BioSFHandler_Shop]

DEFAULT_SELL_PRICE_FACTOR=0.15
MINIMUM_SELL_PRICE_FACTOR=0.15
MAXIMUM_SELL_PRICE_FACTOR=0.45

DEFAULT_BUY_PRICE_FACTOR=1.0
MINIMUM_BUY_PRICE_FACTOR=0.70
MAXIMUM_BUY_PRICE_FACTOR=1.0

Determines the buy and sell prices modifier.

[edit] BioParty.ini

[edit] Inventory

[BIOC_Base.BioPlayerSquad]

m_nMaxInventoryItems=150
m_nMaxInventoryWarningThreshold=135

Determines how large your inventory can get until you are required to reduce new items into omni-gel, and when game warn you about reaching the limit.

[edit] Additional resources

Beyond changes to the configuration files, it is recommended to set your graphics card driver and settings to enhance graphic quality and performance. Below, are some recommendations for further readings:

[edit] See Also