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  1. #11
    Quote Originally Posted by smashly66 View Post
    I don't think it'll fix the issue, but has anyone tried playing around with inputactionmapcommon.xml (found in Common.dat actionmaps\)
    in the section:
    <ActionMap name="common_look">
    <!--Mouse-->
    <MouseFilter input="mouse:move" curve="Weapons:AimCurves/Mouse_Curve" sensitivity="1.0" maxOutput="10" />
    <Binding input="mouse:move" action="update" signal="look"/>
    </ActionMap>

    The values sensitivity and maxOutput as a guess may improve the the look speed..
    I've not actually played with these values, but maxOutput sounds like it may be the governing setting for the amount of turn per signal.

    You can actually add different look speed settings to the controls per action.
    For example make it so in single player while walking your look sensitivity is one setting and for driving a different setting in game menu your settings different again.
    It's not that hard to create personal actionmaps and call those in certain situations, tedious to set up yes, but not hard.

    I think you hit the jackpot man. I unpacked it, did a find and replace all changing maxOutput="10" to maxOutput="999999" in that inputactionmapcommon.xml, repacked it and placed the common.dat and common.fat back where they belong, and the mouse deceleration when making fast movements appears to be completely gone.

    Thank you very much. You did what the developers could not in 5 months. I can actually play this game now. Thanks again!
    Last edited by ImperiousStout; 04-09-2013 at 03:10 AM.
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  2. #12
    I never thought it would be this easy, but I just did the same and can confirm it does indeed get rid of the negative acceleration. You can also put the actionmaps directory with the modified inputactionmapcommon.xml inside of the patch file. This should be included in every mod compilation available. And, wow Ubi, you guys couldn't fix something this small yet so important to proper M+KB controls yourselves?
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  3. #13
    Quote Originally Posted by ImperiousStout View Post
    I think you hit the jackpot man. I unpacked it, did a find and replace all changing maxOutput="10" to maxOutput="999999" in that inputactionmapcommon.xml, repacked it and placed the common.dat and common.fat back where they belong, and the mouse deceleration when making fast movements appears to be completely gone.

    Thank you very much. You did what the developers could not in 5 months. I can actually play this game now. Thanks again!
    How exactly do you unpack the common.dat file, I've tried worpad as well as a hex editor but the characters within are basically nonsense. I'm a pretty sharp guy, so what am I missing.
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  4. #14
    You need the mod tools, there's a guide in the wiki and links in this forum: http://forums.ubi.com/showthread.php...-for-Far-Cry-3
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  5. #15
    For anyone that's interested or confused on how to do this themselves, here's a patched version of the improved weapons sights mod and attachments mod along with the negative acceleration removed. http://www.filedropper.com/removeneg...ttachmentsmods
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  6. #16
    Will this work for multiplayer? I mean is this tweak legit for pb or will it get you kicked/banned?
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  7. #17
    I tried the unpacker with Blood Dragon but apparently it doesn't work in Blood Dragon. It crashes as soon as I try to unpack the file. The negative mouse acceleration in Blood Dragon is really making it hard for me to enjoy the game.
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