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About this mod
A project designed to diversify LE3 through better species' population balancing, outfit/appearance diversification and overall breathing more life into the world.
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Nexus requirements
Mod name Notes Expanded Universe - Mod Menu LE3 Community Patch Latest version, community patch and the framework Mods requiring this file
Mod name Notes Fantasy shaped high poly body armor and clothes for LE3 suggested over other the alternatives, but not a install breaker LE3 Diversification Project (DE) LE3 Diversification Project - French Translation LE3 Diversification Project - Russian Translation LE3 Diversification Project - Russian Translation DeepL LE3 Diversification Project - Traduzione Italiana LE3 Diversification Project traduzione italiana - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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Translations
- Spanish
- Russian
- Italian
- German
- French
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Translations available on the Nexus
Language Name French Author:eurstone LE3 Diversification Project - French Translation German Author:f80h LE3 Diversification Project (DE) Italian Author:Karunaz LE3 Diversification Project - Traduzione Italiana Italian Author:improbabile LE3 Diversification Project traduzione italiana Russian Author:NeruMarcus LE3 Diversification Project - Russian Translation Russian Author:RAGExSHOOTER LE3 Diversification Project - Russian Translation DeepL Spanish Author:Deepk LE3 Diversification Project - Spanish Translation - Changelogs
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Version 1.4.0
- Overview; the Citadel Council cutscene now takes place in a ported Citadel Tower map from ME1
- Overview; Drunk Tali’s ambient audio is now cinematic
- Overview; Ken & Gabby, or just Ken if he’s the only one alive, will now be recruited via a cinematic
- Overview; The ambient discussion in the operations centre of the geth dreadnought is now cinematic
- Overview; Mars airlock transition is now cinematic
- Overview; Rannoch is no longer using the same desert for every map
- Overview; Geth holograms are now using quarian script
- Overview; Citadel: Alien Medi-Gel Formula can be handed in at any point
- Overview; three new artefacts can be displayed in your apartment
- Overview; all squadmates on N7: Cerberus Attack will now use ambient dialogue, even Wrex and the ME2 crowd if using EGM Squad
- Overview; Thessia end cutscene overhauled so that favoured squadmates can rescue you instead of Liara
- Overview; radio dialogue in many missions now have the same sound effects as found in ME1 radio dialogue
- Overview; Shepard can now get drunk on the Citadel, with visual effects inspired by Mass Effect 2’s drunk effect
- BioA_Cat001_050Global; cut content from the beta script has been reimagined as a datapad, this can be discovered on a rooftop
- BioA_CerMir_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_CitApt_C_0Streaming; streaming added for three more artefacts
- BioA_CitApt_C_Artefact04; Saren’s statue has been added as an artefact decoration
- BioA_CitApt_C_Artefact05; the Krogan statue from Morinth’s apartment has been added as an artefact decoration
- BioA_CitApt_C_Artefact06; a parchment with a Leviathan on it has been added as an artefact decoration
- BioA_CitHub; streaming changed for Council cutscene
- BioA_CitHub_Council; stripped away all unnecessary files from the Council file, so that the new Citadel Tower will work
- BioA_CitHub_CitTower; Mass Effect 1 Citadel Tower imported for the council cutscene
- BioA_CitHub_Dock_Det; fixed bug causing issues with Aria’s skycar cutscene, bugfix by kv57games
- BioA_CitHub_Hospital; replaced the bed by Dr. Ravin for a hanar medical pod
- BioA_CitSam_000LevelTrans_LOC_DEU; overhauled the end choices, to allow for more investigate options and a neutral dialogue choice
- BioA_CitSam_000LevelTrans_LOC_FRA; overhauled the end choices, to allow for more investigate options and a neutral dialogue choice
- BioA_CitSam_000LevelTrans_LOC_INT; overhauled the end choices, to allow for more investigate options and a neutral dialogue choice
- BioA_CitSam_000LevelTrans_LOC_ITA; overhauled the end choices, to allow for more investigate options and a neutral dialogue choice
- BioA_Gth001_250Docking2; geth holograms are now using the quarian language
- BioA_Gth001_300GARDIAN; geth holograms are now using the quarian language
- BioA_Gth001_350mainhall; geth holograms are now using the quarian language
- BioA_Gth001_400Bridge; geth holograms are now using the quarian language
- BioA_Gth001_450Gethries; geth holograms are now using the quarian language
- BioA_Gth001_520MainGunL; geth holograms are now using the quarian language
- BioA_Gth001_540MainGunR; geth holograms are now using the quarian language
- BioA_Gth001_560Gethries; geth holograms are now using the quarian language
- BioA_Gth001_600Core; geth holograms are now using the quarian language
- BioA_Gth002_140; geth holograms are now using the quarian language
- BioA_Gth002_210; removed superfluous orange hologram and geth holograms are now using the quarian language
- BioA_GthLeg_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_GthLeg_100; Terrain has been overhauled, so that instead of the same generic desert found elsewhere on Rannoch, it now has a green, temperate landscape
- BioA_GthLeg_100; animal and plant life has been added to the outside, and the ocean now has waves
- BioA_GthLeg_110; geth holograms are now using the quarian language
- BioA_GthLeg_115; geth holograms are now using the quarian language
- BioA_Kro001_000Global; Sur’kesh vista improved by adding more details and replacing 2d buildings for 3d meshes
- BioA_Kro001_000Global; postprocessing values have been changed so that desaturation values are more in line with Mass Effect 1 & 2
- BioA_Kro001_800GlobalUtil; improvements to Sur’kesh vista
- BioA_Kro002_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_KroGru_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_Lev003_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_OmgJck_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioA_ProMar_050Shuttle_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat001_600WrapUp_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_100Intro; “cat002_aide” now has the game name “Captain Hydna,” so that she stands out during later dialogue
- BioD_Cat002_400Stalingrad; “asari sniper” now has the game name “Specialist Cayla,” to match her official name, and the radio voice is now correctly labelled as Lt. Fenari Kurin
- BioD_Cat002_400Stalingrad_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_490HillConvo; asari pilots now have their call-signs as their game names
- BioD_Cat002_490HillConvo; asari soldier now has a unique name
- BioD_Cat002_490HillConvo_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_495HillSoldier; asari soldier now has a unique name
- BioD_Cat002_500Cathedral; asari pilot gamename replaced for Talon Five
- BioD_Cat002_500Cathedral_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_600KLFight_LOC_DEU; one of Kai Leng’s taunts now plays based upon the ME2 Collector Base decision, instead of whether or not you played ME2
- BioD_Cat002_600KLFight_LOC_FRA; one of Kai Leng’s taunts now plays based upon the ME2 Collector Base decision, instead of whether or not you played ME2
- BioD_Cat002_600KLFight_LOC_INT; one of Kai Leng’s taunts now plays based upon the ME2 Collector Base decision, instead of whether or not you played ME2
- BioD_Cat002_600KLFight_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_600KLFight_LOC_ITA; one of Kai Leng’s taunts now plays based upon the ME2 Collector Base decision, instead of whether or not you played ME2
- BioD_Cat002_700PostKLFight; the character that saves Shepard during the final cutscene now changes based upon relationship strength. Liara remains default, but other squadmates can save him if the circumstances are right
- BioD_Cat002_700PostKLFight; game names for the asari radio voices have been matched with character names
- BioD_Cat002_700PostKLFight_LOC_DEU; dialogue added for other characters to say if they rescue Shepard
- BioD_Cat002_700PostKLFight_LOC_FRA; dialogue added for other characters to say if they rescue Shepard
- BioD_Cat002_700PostKLFight_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat002_700PostKLFight_LOC_INT; dialogue added for other characters to say if they rescue Shepard
- BioD_Cat002_700PostKLFight_LOC_ITA; dialogue added for other characters to say if they rescue Shepard
- BioD_Cat003; Ashley will now use her blue hardsuit when protecting the council
- BioD_Cat003_000LevelTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_080IntroCutscene; turian c-sec officers now have ME2 accurate emissives
- BioD_Cat003_110DocksVisual; turian c-sec officers now have ME2 accurate emissives
- BioD_Cat003_180DocksCop_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_210LobbyVisual; turian c-sec officers now have ME2 accurate emissives
- BioD_Cat003_230CsecLift_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_250LobbyCombat_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_310DesksVisual_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_380DesksConvos_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_480CarCutscene_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_550BalconyCombat_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_580BalconyRear_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_610BigLiftVisual_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat003_620FirstCar_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat004_125HangarBay_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat004_200DestRoomA_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat004_300DestRoomB_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cat004_500Hatch_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_110Landing_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_150MainDoor_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_200DockingBay_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_360FacilCBT_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_375FacilEvac_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_400Roof_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_410Approach_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_450Evacuate_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_460EvacWave1_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_480EvacWave3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerJcb_490EvacCine_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CerMir_100Landing_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Cit001; drunk vfx settings added to file
- BioD_Cit001_115Joker; updated drinking sequence to allow Shepard to get drunk when drinking
- BioD_Cit001_115Joker_LOC_DEU; dialogue changed so Shepard doesn’t automatically turn down a drink at the bar
- BioD_Cit001_115Joker_LOC_FRA; dialogue changed so Shepard doesn’t automatically turn down a drink at the bar
- BioD_Cit001_115Joker_LOC_INT; dialogue changed so Shepard doesn’t automatically turn down a drink at the bar
- BioD_Cit001_115Joker_LOC_ITA; dialogue changed so Shepard doesn’t automatically turn down a drink at the bar
- BioD_Cit001_120Combat; LE3DP patch file updated to be in line with recent changes
- BioD_CitApt_Thane; hanar visitor will no longer squat in the apartment after the memorial
- BioD_CitCas_500Grunt; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub; drunk vfx settings added to file
- BioD_CitHub; updated for new streaming changes
- BioD_CitHub_002ProCit_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_003ProCit; empty file created
- BioD_CitHub_Aria3_PresB_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_Avina_Pres_LOC_INT; fixed FXA entries for FemShep that were too short, bugfix by kv57games
- BioD_CitHub_Bailey_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_CitTower; The Council cutscene has been ported to the Mass Effect 1 Citadel Tower
- BioD_CitHub_CitTower_LOC_DEU; Council cutscene ported to this file
- BioD_CitHub_CitTower_LOC_FRA; Council cutscene ported to this file
- BioD_CitHub_CitTower_LOC_INT; Council cutscene ported to this file
- BioD_CitHub_CitTower_LOC_ITA; Council cutscene ported to this file
- BioD_CitHub_DLC; corrected positioning of Presidium Commons fast travel terminal, and prevented used of the fast travel terminals during the aftermath of the coup
- BioD_CitHub_Dock; altered the ship flyby sequence to remove certain ships during Citadel phase 1
- BioD_CitHub_DockDECO1; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_DockDECO2; c-sec officers will be armed in dead council saves
- BioD_CitHub_DockDECO2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_DockDECO3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_DockDECO3; c-sec officers are now armed
- BioD_CitHub_DockP3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_DockUnderDECO2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_DockUnderDECO3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_DockWrex; fixed dalatrass audio bug
- BioD_CitHub_DockWrex; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_Embassy_LOC_INT; fixed FXA entries for FemShep that were too short, bugfix by kv57games
- BioD_CitHub_Embassy_Cat002; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyDeco1; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyDeco2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyDeco3_Aftermath; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyDeco3_CSEC; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyDeco3_P3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_EmbassyP1; pre-council loading screen now plays to completion
- BioD_CitHub_EmbassyP3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_Hospital_Ash; after Shepard gives Ashley a book as a gift, it’ll appear in her room, and the flowers and chocolate will appear here too
- BioD_CitHub_Hospital_Ash_LOC_DEU; Shepard will now give a book as a gift, no matter which one is bought. Additionally, there is a hierarchy on which books give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Ash_LOC_FRA; Shepard will now give a book as a gift, no matter which one is bought. Additionally, there is a hierarchy on which books give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Ash_LOC_INT; Shepard will now give a book as a gift, no matter which one is bought. Additionally, there is a hierarchy on which books give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Ash_LOC_ITA; Shepard will now give a book as a gift, no matter which one is bought. Additionally, there is a hierarchy on which books give the most intimacy benefits for Ashley
- BioD_CitHub_HospitalDECO_CSEC; updated actors
- BioD_CitHub_HospitalDECO_CSEC; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_HospitalDECO_P3; updated actors
- BioD_CitHub_HospitalDECO_Thessia; updated actors
- BioD_CitHub_HospitalDECO1; updated actors
- BioD_CitHub_HospitalDECO2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_HospitalDECO2; updated actors
- BioD_CitHub_Hospital_Kai; after Shepard gives Kaidan a gift, it’ll appear in his room, and the flowers and chocolate will appear here too
- BioD_CitHub_Hospital_Kai_LOC_DEU; Shepard will now give a drink as a gift, no matter which one is bought. Additionally, there is a hierarchy on which drinks give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Kai_LOC_FRA; Shepard will now give a drink as a gift, no matter which one is bought. Additionally, there is a hierarchy on which drinks give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Kai_LOC_INT; Shepard will now give a drink as a gift, no matter which one is bought. Additionally, there is a hierarchy on which drinks give the most intimacy benefits for Ashley
- BioD_CitHub_Hospital_Kai_LOC_ITA; Shepard will now give a drink as a gift, no matter which one is bought. Additionally, there is a hierarchy on which drinks give the most intimacy benefits for Ashley
- BioD_CitHub_HospitalP2_LOC_DEU; updated Udina-Virmire Survivor cutscene to involve more animations and to make them look at Udina while speaking
- BioD_CitHub_HospitalP2_LOC_FRA; updated Udina-Virmire Survivor cutscene to involve more animations and to make them look at Udina while speaking
- BioD_CitHub_HospitalP2_LOC_INT; updated Udina-Virmire Survivor cutscene to involve more animations and to make them look at Udina while speaking
- BioD_CitHub_HospitalP2_LOC_ITA; updated Udina-Virmire Survivor cutscene to involve more animations and to make them look at Udina while speaking
- BioD_CitHub_HospitalP3; set up the Medi-gel fetch quest from phase 2 in phase 3, so people can hand it in at any time
- BioD_CitHub_HospitalP3_LOC_DEU; medi-gel fetch quest audio added to file
- BioD_CitHub_HospitalP3_LOC_FRA; medi-gel fetch quest audio added to file
- BioD_CitHub_HospitalP3_LOC_INT; medi-gel fetch quest audio added to file
- BioD_CitHub_HospitalP3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_HospitalP3_LOC_ITA; medi-gel fetch quest audio added to file
- BioD_CitHub_Presidium; turian c-sec officer now has ME2 accurate emissives
- BioD_CitHub_Presidium; the Angry Accountant will use the name Veb Lenn if the player has Spectre Expansion Mod installed
- BioD_CitHub_Presidium; when you hand in Citadel: Asari Widow, it will now happen as a cutscene. Also, the widow will no longer appear after it has been handed in
- BioD_CitHub_PresidiumDECO; c-sec officers will be armed in dead council saves
- BioD_CitHub_PresidiumDECO; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_PresidiumDECO_Aftermath; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_PresidiumDECO_P3; c-sec officers are now armed
- BioD_CitHub_PresidiumDECO_P3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_PresidiumDECO_Thessia; c-sec officers are now armed
- BioD_CitHub_PresidiumDECO_Thessia; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_Presidium_LOC_DEU; the dialogue with the asari widow is now cinematic
- BioD_CitHub_Presidium_LOC_FRA; the dialogue with the asari widow is now cinematic
- BioD_CitHub_Presidium_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_Presidium_LOC_INT; the dialogue with the asari widow is now cinematic
- BioD_CitHub_Presidium_LOC_ITA; the dialogue with the asari widow is now cinematic
- BioD_CitHub_PresidiumP2; fixed floating omni-tool pre-Sur’kesh
- BioD_CitHub_PresidiumP2_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_PresidiumP3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_PresidiumP3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_Prothean; turian c-sec officer now has ME2 accurate emissives and wears a radio
- BioD_CitHub_UnderbellyDECO2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_UnderbellyDECO2; c-sec officers will be armed in dead council saves
- BioD_CitHub_UnderbellyDECO2; diversified a few c-sec officers that I had missed the first time around
- BioD_CitHub_UnderbellyDECO2; hanar refugees (pre-coup) will only appear if you’ve spoken to the hanar ambassador in Spectre Expansion Mod
- BioD_CitHub_UnderbellyDECO3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_UnderbellyDECO3; c-sec officers are now armed
- BioD_CitHub_UnderbellyDECO3; last few turian c-sec officers are now correctly diversified
- BioD_CitHub_Underbelly_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_UnderbellyP2; the frenchman and batarian will now have their correct game names
- BioD_CitHub_UnderbellyP3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_UnderbellyP3; changed sequencing on Wounded Batarian quest so nurse dialogue leads directly into cutscene
- BioD_CitHub_UnderbellyP3_LOC_DEU; changed wounded batarian cutscene so it includes nurse dialogue, but also expanded the range of dialogue options
- BioD_CitHub_UnderbellyP3_LOC_FRA; changed wounded batarian cutscene so it includes nurse dialogue, but also expanded the range of dialogue options
- BioD_CitHub_UnderbellyP3_LOC_INT; changed wounded batarian cutscene so it includes nurse dialogue, but also expanded the range of dialogue options
- BioD_CitHub_UnderbellyP3_LOC_INT; you can now choose whether Shepard tells Noles that he wants to put a bullet in Balaks head, or just responds more professionally
- BioD_CitHub_UnderbellyP3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitHub_UnderbellyP3_LOC_ITA; changed wounded batarian cutscene so it includes nurse dialogue, but also expanded the range of dialogue options
- BioD_CitHub_WardsFlux; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFlux; altered drinking mini-game so that Shepard will get drunk
- BioD_CitHub_WardsFlux; restored the Ken & Gabby recruitment cutscene for all languages
- BioD_CitHub_WardsFlux; restored the Ken only recruitment cutscene for all languages
- BioD_CitHub_WardsFlux_LOC_DEU; Ken & Gabby’s recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_DEU; Ken-only recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_FRA; Ken & Gabby’s recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_FRA; Ken-only recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_INT; Ken & Gabby’s recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_INT; Ken-only recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_ITA; Ken & Gabby’s recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_LOC_ITA; Ken-only recruitment has been overhauled to give it camera angles and animations
- BioD_CitHub_WardsFlux_NoAria; if Omega Hub is installed, then once Aria has reclaimed it, a batarian will replace her on her couch
- BioD_CitHub_WardsFluxDECO; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFluxDECO_Aftermath; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFluxDECO_Aftermath; c-sec officers are now armed
- BioD_CitHub_WardsFluxDECO_P3; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFluxDECO_P3; c-sec officers are now armed
- BioD_CitHub_WardsFluxDECO_P3; volus positions are no longer randomised
- BioD_CitHub_WardsFluxDECO_Thessia; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFluxDECO_Thessia; c-sec officers are now armed
- BioD_CitHub_WardsFluxP2; turian c-sec officers now have ME2 accurate emissives
- BioD_CitHub_WardsFluxP2; c-sec officers will be armed in dead council saves
- BioD_CitHub_WardsHanar; updated conditional sequence to prevent hanar and drell spawning in Ken & Gabby’s new location when they’re present
- BioD_CitN7b_110EmbassyDECO_; turian c-sec officers now have ME2 accurate emissives
- BioD_CitN7b_210Consulate; turian c-sec officers now have ME2 accurate emissives
- BioD_CitSam_110Wrapup_LOC_DEU; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_110Wrapup_LOC_FRA; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_110Wrapup_LOC_INT; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_110Wrapup_LOC_INT; radio dialogue now has ME1 sfx
- BioD_CitSam_110Wrapup_LOC_ITA; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_500Cell_Conv_LOC_DEU; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_500Cell_Conv_LOC_FRA; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_500Cell_Conv_LOC_INT; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_CitSam_500Cell_Conv_LOC_ITA; Samara will now use an Acolyte pistol instead of an alliance pistol
- BioD_Gth001_100Intro_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_150Entry_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_200Docking_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_300GARDIAN_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_350mainhall_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_400Bridge; geth holograms are now using the quarian language
- BioD_Gth001_400Bridge_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_420Holo; operation centre ambient dialogue has been turned cinematic
- BioD_Gth001_420Holo_LOC_DEU; operation centre ambient dialogue has been turned cinematic
- BioD_Gth001_420Holo_LOC_FRA; operation centre ambient dialogue has been turned cinematic
- BioD_Gth001_420Holo_LOC_INT; operation centre ambient dialogue has been turned cinematic
- BioD_Gth001_420Holo_LOC_ITA; operation centre ambient dialogue has been turned cinematic
- BioD_Gth001_450Gethries_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_560Gethries_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_600Core_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth001_700Hangar_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth002_100LandingZone_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth002_200ReaperRing_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth002_205Tunnel_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth002_210Tower; moved ambient dialogue about geth origins to the correct place
- BioD_Gth002_210Tower; geth holograms are now using the quarian language
- BioD_Gth002_210Tower_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Gth002_310OnFoot_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_300Courtyard_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_400Lab_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_410Lab_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_500Parliment_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_510Parliment_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthLeg_600Server_Out_LOC_INT; radio dialogue now has ME1 sfx
- BioD_GthN7a_100Crash_LOC_INT; ambient squadmate dialogue is now more varied, so that more squadmates will comment on one anothers dialogue, INT-only
- BioD_GthN7a_210AAGun; geth holograms are now using the quarian language
- BioD_GthN7a_320Cine; geth holograms are now using the quarian language
- BioD_GthN7a_400Shuttle_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_000Global_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_150LandingUtil_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_205Bsmt_Exit_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_250BaseTrans_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_300FirstFlr_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_400SecondFlr_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_600FourthFlr_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_605FourthPaths_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro001_700BossFight_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_100Hollows_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_300trucktalk_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_400Highway_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_450catacombs_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_500city_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_505cityfight2_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_506citybanter_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_525platform_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_550bridge_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_600memorial_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_800bossintro_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_820bossBridge_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_850bossroad_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_860threesec_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_875Reaper_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Kro002_900bossfight_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_200NorthCamp_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_211CampConv2_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_212CampConv3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_220CampPawns; streaming set up for Garrus Alive and Garrus Dead NPC files
- BioD_KroGar_220CampPawns_Gar; formerly NoGar file, renamed
- BioD_KroGar_220CampPawns_NoGar; slightly more depressing version of the former NoGar NPC file
- BioD_KroGar_300Tower_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_450AirstripCBT_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGar_500Gate_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_150Camp_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_250Cave_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_300TunnelDark_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_440UpperHall_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_500Grunt_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_700Queen_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroGru_800Exit_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroN7b_100Arrival_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroN7b_300Floor3_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroN7b_400BombView_LOC_INT; radio dialogue now has ME1 sfx
- BioD_KroN7b_700ShuttleOut_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev001_P1; turian c-sec officers now have ME2 accurate emissives
- BioD_Lev002_100ShuttleDrop_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev002_350LabsA; restored a cut datapad about Aeian plants, and rebalanced the levels treasure to accommodate it
- BioD_Lev002_800Archive_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_200DestroyPods_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_300BlockedPath_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_380Ramp_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_450Misdirect_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_500Scaffolding_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_600HrvstrFight_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_700AnnConvo_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev003_800SiegeCombat_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev004_100Surface_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev004_190DiveScene; adjusted some timings for the new ME1 radio sfx
- BioD_Lev004_190DiveScene_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Lev004_310EscapeScene_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPCer_100SP_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPDish_100SP_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPDish_200SP_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPNov_100SP_LOC_INT; radio dialogue now has ME1 sfx, this has also been applied to a Miranda Mod patch file
- BioD_MPRctr_050SPEntry_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPRctr_100SP_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPRctr_150SPCmbt_LOC_INT; radio dialogue now has ME1 sfx
- BioD_MPTowr_100SP; restored some cut dialogue and added squadmate dialogue for Wrex and the ME2 crowd
- BioD_MPTowr_100SP_LOC_INT; added squadmate dialogue for Wrex and the ME2 crowd
- BioD_MPTowr_100SP_LOC_INT; radio dialogue now has ME1 sfx
- BioD_Nor_320Lounge_Crit; Tali’s drunken dialogue is now cinematic as it was intended to be
- BioD_Nor_320Lounge_Crit_LOC_DEU; Tali’s drunk dialogue is now cinematic
- BioD_Nor_320Lounge_Crit_LOC_FRA; Tali’s drunk dialogue is now cinematic
- BioD_Nor_320Lounge_Crit_LOC_INT; Tali’s drunk dialogue is now cinematic
- BioD_Nor_320Lounge_Crit_LOC_ITA; Tali’s drunk dialogue is now cinematic
- BioD_OmgJck_100Airlock_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_200Ascension_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_300MeetJack_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_400Atrium_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_510Archer_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_600DockBay_LOC_INT; radio dialogue now has ME1 sfx
- BioD_OmgJck_650ShuttleExit_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_200_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_300_LOC_DEU; restored some unused Ashley/Kaidan dialogue just before the dreadnought, but tied it behind a Council-dead import
- BioD_ProEar_300_LOC_FRA; restored some unused Ashley/Kaidan dialogue just before the dreadnought, but tied it behind a Council-dead import
- BioD_ProEar_300_LOC_INT; restored some unused Ashley/Kaidan dialogue just before the dreadnought, but tied it behind a Council-dead import
- BioD_ProEar_300_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_300_LOC_ITA; restored some unused Ashley/Kaidan dialogue just before the dreadnought, but tied it behind a Council-dead import
- BioD_ProEar_310BigFall_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_400_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_420Radio_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProEar_440Escape_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProMar_240ExteriorWalk; set up an airlock transition cutscene to replace the fade-to-black version in vanilla
- BioD_ProMar_240ExteriorWalk_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProMar_520B_Corpse_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProMar_710Chase_LOC_INT; radio dialogue now has ME1 sfx
- BioD_ProMar_750Finale_LOC_INT; radio dialogue now has ME1 sfx
- BioNPC_Ravin; updated outfit for Dr. Ravin
- BioNPC_Sonax; fetch quest officer now has a comm device that he’s talking into
- BioNPC_UnderOfficer; this officer will have a stowed weapon if the council is dead
- BioP_CitHub; streaming changes to accommodate the new Council cutscene
- BioSnd_CitHub; added some wwiseambientsounds for the citadel tower
- BioSnd_CitHub_Andromeda; added some wwiseambientsounds for the citadel tower
- BioSnd_CitHub_DarkStar; added some wwiseambientsounds for the citadel tower
- BioSnd_CitHub_OmgDance; added some wwiseambientsounds for the citadel tower
- BioSnd_CitHub_OmgLounge; added some wwiseambientsounds for the citadel tower
- BioSnd_CitHub_TwrBar; added some wwiseambientsounds for the citadel tower
- ConditionalsDLC_MOD_CITProject; updated the new Victus “send mail” conditional so it will check players haven’t already started the volus quest
- Default_DLC_MOD_CITProject; the “Military Pardons for Normandy Engineers” email has been removed, because a cutscene to recruit them has replaced it
- Default_DLC_MOD_CITProject; the “Military Pardons for Normandy Engineer” email has been removed, because a cutscene to recruit him has replaced it
- Default_DLC_MOD_CITProject; three more artefacts have been added to the apartment customisation menu
- Default_DLC_MOD_CITProject; three new gifts have been added to Sirta Supplies
- DLC_MOD_CITProject_DEU; new text strings added
- DLC_MOD_CITProject_ESN; new text strings added
- DLC_MOD_CITProject_FRA; new text strings added
- DLC_MOD_CITProject_INT; new text strings added
- DLC_MOD_CITProject_ITA; new text strings added
- DLC_MOD_CITProject_JPN; new text strings added
- DLC_MOD_CITProject_POL; new text strings added
- DLC_MOD_CITProject_RUS; new text strings added
- SFXGUIData_Store_Decorator_Artefact; new images added for new artefacts in the apartment
-
Version 1.3.9.4
- BioD_KroGar_200NorthCamp; the new vendor, Ostia, can now only be spoken to if you are using english audio
- ConditionalsDLC_MOD_CITProject; updated the new Victus "send mail" conditional so it will check that players haven't already started or completed Citadel: Volus Ambassador
- Default_DLC_MOD_CITProject; BioUI updated to remove error causing the war asset scanning issue
-
Version 1.3.9.3
- General; Geth Retrofits patch file removed as it is now found inside the main Geth Retrofits installation files
- BioD_CitHub_Embassy_Cat002; ported forensic scanning beam emitters from LOTSB’s CSI cops to the c-sec scanning the floor
- BioD_CitHub_Embassy_Cat002_LOC_INT; ported omni-hand emitters from LOTSB for the c-sec scanning the ambassadors office
- BioD_CitHub_EmbassyP2; set up streaming for a Spectre Expansion Mod file, if that mod is installed
- BioD_CitHub_EmbSEMHanar; blank pcc set up
- BioD_CitHub_EmbSEMHanar_LOC_INT; blank pcc set up
- BioD_CitN7b_HanarPlot; war asset reward sequences adjusted to account for Spectre Expansion Mod’s new hanar content. Rewards unaffected for those that aren’t using that mod
-
Version 1.3.9.2
- BioA_KroGar_BG2; updated lightning vfx and ensured that it doesn’t spawn in the landing area
- BioA_Omg004_400_MechSciEnt; overhauled upstairs office of the Adjutant Laboratory
- BioD_Cat002_080Reapers; Updated reaper lightning effects
- BioD_CitHub_DockDECO2; added engineers to the hull of the Normandy that will conduct repairs. Only happens after recruiting Ken & Gabby or just Ken
- BioD_CitHub_DockDECO3; added engineers to the hull of the Normandy that will conduct repairs. Only happens after recruiting Ken & Gabby or just Ken
- BioD_CitHub_EmbassyP3; altered the volus guard sequence so he appears at the correct time
- BioD_CitHub_EmbassyP3; added a new cutscene with Primarch Victus for english audio users starting the volus ambassador assignment (only seen if you complete the coup after downloading update)
- BioD_CitHub_EmbassyP3_LOC_INT; includes the new audio for the Primarch Victus cutscene
- BioD_CitHub_Underbelly; added a small interaction for those who have completed Mass Effect: Infiltrator. You can tell the game that you’ve played this mobile game by using Expanded Universe Mod Menu
- BioD_Gth001_300GARDIAN; updated Geth Retrofits patch to match its recent edits
- BioD_Gth001_560Gethries; updated Geth Retrofits patch to match its recent edits
- BioD_Gth001_600Core; updated Geth Retrofits patch to match its recent edits
- BioD_Gth002_210Tower; updated Geth Retrofits patch to match its recent edits
- BioD_GthN7a_200Patrols; updated Geth Retrofits patch to match its recent edits
- BioD_GthN7a_210AAGun; updated Geth Retrofits patch to match its recent edits
- BioD_GthN7a_300Tower; updated Geth Retrofits patch to match its recent edits
- BioD_KroGar_100Landing; Fixed issue of a seated Cortez floating in the air; eliminated weapon firing sounds during shuttle scene
- BioD_KroGar_100Landing; Fixed vanilla issue so that a previously deactivated 3rd turian soldier can now shoot at the charging husks
- BioD_Lev004_100Surface; Updated reaper lightning effects
- BioD_Lev004_100Surface; Fixed missing glowing eyes on possessed husks and cannibals in the Reaper Retrofits patch
- BioD_ProEar_000; updated Reaper lightning vfx
- BioD_ProEar_000; lightning update also applied to optional Harbinger Overhaul Mod patch
- BioD_ProEar_140Invasion; updated Reaper lightning vfx and ensured they stay after a reload
- BioD_ProEar_140Invasion; lightning update and fixes also applied to optional Harbinger Overhaul Mod patch
- BioH_Nyreen_00; Nyreen’s eyes are now consistent with other turians
- BioH_Nyreen_01; Nyreen’s eyes are now consistent with other turians
- BioH_Nyreen_01_Patch; Nyreen’s eyes are now consistent with other turians
- BioNPC_Felicia; updated her appearance
- BioNPC_Kelly; updated her to be more consistent with her appearance in earlier games
- BioNPC_Khalisah; updated her appearance to be more consistent with earlier games
- BioNPC_Oraka; General Septimus Oraka is now consistent with his appearance in earlier games
- ConditionalsDLC_MOD_CITPROJECT; added new conditionals for Victus conversation, and edited some existing ones for Citadel: Volus Ambassador assignment
- Default_DLC_MOD_CITProject; added new Victus email to the Private Terminal if you’re using english audio, this will arrive instead of his usual volus ambassador email
- Default_DLC_MOD_CITProject; restored the lost Cerberus Escapees war asset, but rebalanced it down to 20 strength
- DLC_MOD_CITProject_DEU; added new strings for victus cutscene
- DLC_MOD_CITProject_ESN; added new strings for victus cutscene
- DLC_MOD_CITProject_FRA; added new strings for victus cutscene
- DLC_MOD_CITProject_INT; added new strings for victus cutscene
- DLC_MOD_CITProject_ITA; added new strings for victus cutscene
- DLC_MOD_CITProject_JPN; added new strings for victus cutscene
- DLC_MOD_CITProject_POL; added new strings for victus cutscene
- DLC_MOD_CITProject_RUS; added new strings for victus cutscene
- Startup_DLC_MOD_CITProject_INT; new transitions added
- Startup_DLC_MOD_CITProject_INT; new quest “Citadel: Primarch Victus” added for english audio users only
-
Version 1.3.9.1
- BioA_CitHub_Afterlife; parked hover cars have been turned into interpactors and are now hidden in the post-coup aftermath
- BioA_CitHub_Afterlife; during the post-coup aftermath you will see a dropship has crashed into the parked hover cars, causing some devastation
- BioA_CitHub_Embassy; Bailey now has a photograph of his daughter on his desk
- BioA_CitHub_Persidium; the blast marks and bullet holes are correctly removed after Thessia
- BioA_CitHub_Persidium_Det; Alliance News Network guy now wears an expensive suit instead of military gear
- BioA_CitHub_Underbelly; bed cots have had their emissive ported over from Mass Effect 1
- BioA_KroGar_BG2; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1
- BioA_Krogar_220CampDetails; bed cots have had their emissive ported over from Mass Effect 1
- BioA_KroGar_800SouthCamp; bed cots have had their emissive ported over from Mass Effect 1
- BioA_KroGru_100Landing; bed cots have had their emissive ported over from Mass Effect 1
- BioA_KroGru_150Camp; bed cots have had their emissive ported over from Mass Effect 1
- BioA_Lev001; bed cots have had their emissive ported over from Mass Effect 1
- BioA_MPSlum_100; Bilal Osoba’s corpse is always visible, and now looks like him
- BioA_MPSlum_200; bed cots have had their emissive ported over from Mass Effect 1
- BioA_Omg004_550_GozuDistExt; bed cots have had their emissive ported over from Mass Effect 1
- BioA_Omg02A_650TalonInt; bed cots have had their emissive ported over from Mass Effect 1
- BioA_OmgHub_CommandRoom300; bed cots have had their emissive ported over from Mass Effect 1
- BioA_ProMar_110Road; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioA_ProMar_230Trans; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioA_ProMar_310Cafeteria; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioA_ProMar_320Lockers; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioA_ProMar_400Labs; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioD_Cat002_080Reapers; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1
- BioD_Cat002_100Intro; Lieutenant Kurin has had her gamename changed to Lt. Ferani Kurin, matching the name she was intended to have
- BioD_Cat002_700PostKLFight; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1
- BioD_Cat002_700PostKLFight; Lieutenant Kurin has had her gamename changed to Lt. Ferani Kurin, matching the name she was intended to have
- BioD_CitHub_Dock; Fixed an issue where Diana Allers would appear in the passenger lounge before the Council meeting
- BioD_CitHub_Dock; Adjusted the spline path for the keeper so that it does not walk through with a kneeling Alliance officer
- BioD_CitHub_Dock; Alliance News Network guy now wears an expensive suit instead of military gear
- BioD_CitHub_DockP1; Fixed ambient conversation (fleet losses) so that it only plays once per docking bay visit like other ambient conversations
- BioD_CitHub_DockP1; Fixed ambient conversation (fleet losses) so that it does not replay the 1st part of the conversation as the 2nd part is currently playing
- BioD_CitHub_DockP1; Adjusted the sizing and positioning of trigger volumes for some ambient conversations
- BioD_CitHub_DockDECO1; Added blocking volumes for the Normandy supplies to prevent easy out-of-bounds access
- BioD_CitHub_DockDECO1; Fixed minor issue where a generated weapon was not destroyed along with its turian C-SEC officer
- BioD_CitHub_DockUnderDECO2; bed cots have had their emissive ported over from Mass Effect 1
- BioD_CitHub_DockUnderDECO3; bed cots have had their emissive ported over from Mass Effect 1
- BioD_CitHub_Embassy; Alliance News Network guy now wears an expensive suit instead of military gear
- BioD_CitHub_Presidium; all store POI’s are now in the correct locations
- BioD_CitHub_PresidiumDECO_Thessia; completed a more comprehensive set of changes to the NPCs in this area
- BioD_CitHub_PresidiumDECO_Thessia; under certain conditions you will see a Virtual Alien on the Presidium. Requires Spectre Expansion Mod
- BioD_CitHub_Underbelly; bed cots have had their emissive ported over from Mass Effect 1
- BioD_CitHub_Underbelly; Alliance News Network guy now wears an expensive suit instead of military gear
- BioD_CitHub_UnderbellyDECO2; bed cots have had their emissive ported over from Mass Effect 1
- BioD_CitHub_UnderbellyDECO3; bed cots have had their emissive ported over from Mass Effect 1
- BioD_CitHub_WardsFlux; altered streaming sequence to account for Aria/NoAria versions
- BioD_CitHub_WardsFluxDECO3; file removed
- BioD_CitHub_WardsFluxP3Control; file created, and streaming set up for the new phase 3 DECO files
- BioD_CitHub_WardsFluxDECO_Aftermath; file created, based on the old WardsFluxDECO3 file
- BioD_CitHub_WardsFluxDECO_Aftermath; splines changed so that the CSEC officers move to different places
- BioD_CitHub_WardsFluxDECO_Aftermath; a new firefighting drone can be seen trying to put out fires caused by the Cerberus coup
- BioD_CitHub_WardsFluxDECO_Aftermath; NPCs overhauled to show how Purgatory is affected in the aftermath of the Cerberus coup
- BioD_CitHub_WardsFluxDECO_P3; file created, based on the old WardsFluxDECO3 file
- BioD_CitHub_WardsFluxDECO_Thessia; file created, based on the old WardsFluxDECO3 file
- BioD_CitHub_WardsFluxDECO_Thessia; splines changed so that the CSEC officers move to different places
- BioD_CitHub_WardsFluxDECO_Thessia; NPCs overhauled to show how Purgatory is affected when most of the galaxy has been invaded
- BioD_CitSam_820CineSacrifice_LOC_DEU; edited cutscene so that Samara is the one who drags Falere out of the hall
- BioD_CitSam_820CineSacrifice_LOC_FRA; edited cutscene so that Samara is the one who drags Falere out of the hall
- BioD_CitSam_820CineSacrifice_LOC_INT; edited cutscene so that Samara is the one who drags Falere out of the hall
- BioD_CitSam_820CineSacrifice_LOC_ITA; edited cutscene so that Samara is the one who drags Falere out of the hall
- BioD_CitSam_830AnimSacrifice; edited cutscene so that Samara is the one who drags Falere out of the hall. Falere also cries as she is dragged away
- BioD_KroGru_150Camp; bed cots have had their emissive ported over from Mass Effect 1
- BioD_Lev004_100Surface; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1
- BioD_MPSlum_100SP; dog tags and dog tag POI are now moved to correct position around Bilal Osoba’s neck
- BioD_ProEar_000; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1. This applies to the Harbinger Overhaul patch too
- BioD_ProEar_140Invasion; Reapers now have lightning vfx, similar to what Sovereign had in Mass Effect 1. This applies to the Harbinger Overhaul patch too
- BioD_ProMar_120Gatehouse; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioD_ProMar_120Gatehouse; executioner is now a Cerberus Centurion instead of a Cerberus Trooper
- BioD_ProMar_120Gatehouse; Cerberus Retrofits patch file added
- BioD_ProMar_320Dormatories; replaced crappy low poly Alliance corpses for proper stuntactors with gore effects
- BioH_Liara_00; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_00_Explore; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_01; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_01_Explore; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_02; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_02_Explore; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_03; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_03_Explore; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_04; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Liara_04_Explore; Liara’s breather helmet has been replaced by a full helmet, for proper, more sensible immersion
- BioH_Tali_00; updated drone class by NaNuke
- BioH_Tali_00_Explore; updated drone class
- BioH_Tali_01; updated drone class
- BioH_Tali_01_Explore; updated drone class
- BioH_Tali_02; updated drone class
- BioH_Tali_02_Explore; updated drone class
- BioH_Tali_CitSim; updated drone class
- BioH_Tali_EGM_03; updated drone class, and file moved to optional EGM Squad patch
- BioH_Tali_EGM_03_Explore; updated drone class, and file moved to optional EGM Squad patch
- BioNPC_Vosque; Darner Vosque of the Blue Suns has been given a new outfit, to make him stand out a little more
- BioP_ProMar; bloom added
- ConditionalsDLC_MOD_CITPROJECT; Kelly conditional changed, so she should now appear even if you didn’t have dinner with her in ME2
- DLC_MOD_CITProject_DEU; new text strings added
- DLC_MOD_CITProject_ESN; new text strings added
- DLC_MOD_CITProject_FRA; new text strings added
- DLC_MOD_CITProject_INT; new text strings added
- DLC_MOD_CITProject_ITA; new text strings added
- DLC_MOD_CITProject_JPN; new text strings added
- DLC_MOD_CITProject_POL; new text strings added
- DLC_MOD_CITProject_RUS; new text strings added
-
Version 1.3.9
- BioA_Cat001_300ColonyA; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_Cat003_750Vista; original Cat003 vista replaced by overhauled one for the Citadel Hub
- BioA_Cat003_800BalcVista; original Cat003 vista replaced by overhauled one for the Citadel Hub
- BioA_CerMir_150Courtyard; the planters are no longer using Noveria Development Corp logos
- BioA_CerMir_200Reception; the planters are no longer using Noveria Development Corp logos
- BioA_CitHub_Dock_Det; if you have authorised the mail Surveillance Authorisation, then you will see new security cameras in the Commons
- BioA_CitHub_Embassy; overhauled the volus office to use similar desks to Din Korlack in ME1
- BioA_CitHub_EmbassyP3; file created
- BioA_CitHub_EmbassyP3; if you have authorised the mail Surveillance Authorisation, then you will see new security cameras in the Commons
- BioA_CitHub_Hospital; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_CitHub_Hospital; vendor holograms are now orange, like they were in Mass Effect 2
- BioA_CitHub_Persidium; vista overhauled to be more visually complete, with more trees, bushes, rocks and sculptures to see
- BioA_CitHub_Persidium_Bank; vista overhauled to be more visually complete, with more trees, bushes, rocks and sculptures to see
- BioA_CitHub_Persidium_BankP3; if you have authorised the mail Surveillance Authorisation, then you will see new security cameras in the Commons
- BioA_CitHub_Persidium_Det; stores have had a minor overhaul to make them more visually appealing. This includes a hologram to disguise the crates/boxes, as well as display guns, helmets, armour holograms and model ships on the counters
- BioA_CitHub_Persidium_Det; sequence set up so store displays are in disarray in the immediate aftermath of the coup attempt
- BioA_CitHub_Persidium_Det; vendor holograms are now orange, like they were in Mass Effect 2
- BioA_CitHub_Persidium_Det; Apollo’s kitchen has been visually overhauled
- BioA_CitHub_Persidium_DetB; some of the bank adverts will be broken in the aftermath of the coup
- BioA_CitHub_Persidium_DetB; vendor holograms are now orange, like they were in Mass Effect 2
- BioA_CitHub_Presidium_Vista; completely overhauled the far side of the Presidium, giving it a lot more character and detail, as well as a randomised event that can happen when the vista is loaded
- BioA_CitHub_Underbelly; if you have authorised the mail Surveillance Authorisation, then you will see new security cameras in the Commons
- BioA_CitSam_200Maintenance; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_CitSam_400Hallway; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_CitSam_500Cell; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_CitSam_600Courtyard; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_CitSam_700Entryway; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_Lev001; ChairReclining01 replaced by LE1 version that has built in emissive lights
- BioA_OmgHub_CommandRoom300; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_Cit002_000Global; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_Cit002_030BarCrowd; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_CitCas_150Store; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_CitCas_260Bar_deco; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_CitHub; streaming names edited to add PresidiumDECOP3Control
- BioD_CitHub_Avina_Pres_LOC_DEU; edited sequence to hide an actor that partially blocks a camera
- BioD_CitHub_Avina_Pres_LOC_FRA; edited sequence to hide an actor that partially blocks a camera
- BioD_CitHub_Avina_Pres_LOC_INT; edited sequence to hide an actor that partially blocks a camera
- BioD_CitHub_Avina_Pres_LOC_ITA; edited sequence to hide an actor that partially blocks a camera
- BioD_CitHub_Embassy; added some LOKI mech guards for the volus trading office
- BioD_CitHub_Presidium; correctly set up Asari Widow framework sequence and removed the asari widow from the file
- BioD_CitHub_Presidium; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_CitHub_PresidiumDECO; the cooks in Apollos have a standardised colour scheme and are involved in the preparation of food
- BioD_CitHub_PresidiumDEC3; filename changed to BioD_CitHub_PresidiumDECO_P3
- BioD_CitHub_PresidiumDECO_Aftermath; file created
- BioD_CitHub_PresidiumDECO_Aftermath; sweeping changes made to the Presidium in the aftermath of the Citadel Coup, including fenced off c-sec areas, injured and dead civilians, new interactions and more
- BioD_CitHub_PresidiumDECO_Aftermath; new Cerberus datapads written and these make use of the new Cerberus datapad GUI
- BioD_CitHub_PresidiumDECO_P3; minor NPC overhaul of the old PresidiumDEC3 file that includes keepers that are fixing up the damage on the Presidium
- BioD_CitHub_PresidiumDECO_Thessia; file created
- BioD_CitHub_PresidiumDECOP3Control; file created
- BioD_CitHub_PresidiumP2; a suspicious man can be seen in the Bank after Priority: Sur’kesh
- BioD_CitHub_PresidiumP3; the assignment Citadel: Cerberus Retribution has had a cut content restoration that allows you to pick to support the gung ho widow or the reluctant husband
- BioD_CitHub_PresidiumP3; trashed lots of broken imports
- BioD_CitHub_PresidiumP3_LOC_DEU; cloned Citadel: Cerberus Retribution dialogue, and made changes to the gung ho version
- BioD_CitHub_PresidiumP3_LOC_FRA; cloned Citadel: Cerberus Retribution dialogue, and made changes to the gung ho version
- BioD_CitHub_PresidiumP3_LOC_INT; cloned Citadel: Cerberus Retribution dialogue, and made changes to the gung ho version
- BioD_CitHub_PresidiumP3_LOC_ITA; cloned Citadel: Cerberus Retribution dialogue, and made changes to the gung ho version
- BioD_CitHub_Underbelly; vendor holograms are now orange, like they were in Mass Effect 2
- BioD_CitHub_VolusPlot; added a financial data terminal to read
- BioD_CitHub_WardsFlux; everything to do with Aria has been stripped out of this file and ported to the new BioD_CitHub_WardsFlux_Aria.pcc file
- BioD_CitHub_WardsFlux; streaming sequence set up to determine whether or not Aria appears in Purgatory
- BioD_CitHub_WardsFlux_Aria; new file created
- BioD_CitHub_WardsFlux_Aria; Aria content from BioD_CitHub_WardsFlux ported into this file
- BioD_CitHub_WardsFlux_Aria_LOC_DEU; new file created
- BioD_CitHub_WardsFlux_Aria_LOC_DEU; Aria dialogue ported to this file
- BioD_CitHub_WardsFlux_Aria_LOC_FRA; new file created
- BioD_CitHub_WardsFlux_Aria_LOC_FRA; Aria dialogue ported to this file
- BioD_CitHub_WardsFlux_Aria_LOC_INT; new file created
- BioD_CitHub_WardsFlux_Aria_LOC_INT; Aria dialogue ported to this file
- BioD_CitHub_WardsFlux_Aria_LOC_ITA; new file created
- BioD_CitHub_WardsFlux_Aria_LOC_ITA; Aria dialogue ported to this file
- BioD_CitHub_WardsFlux_NoAria; new file created
- BioD_Gth002_210Tower; updated in line with Geth Retrofits last update, optional install
- BioD_KroGar_200NorthCamp; a new turian vendor has been added to Priority: Palaven to help replicate how ME1 sometimes had mission vendors
- BioD_KroGar_200NorthCamp; edited “fighter ambient” biotriggervolume so that it does not interfere with the new vendor cutscene
- BioD_KroGar_200NorthCamp_LOC_INT; new cutscene dialogue added here
- BioD_Omg02A_800Talon; if Fist survived Mass Effect 1 then you will find him in the Talon base
- BioD_Omg02A_800Talon_LOC_DEU; new Fist dialogue has been added to this file
- BioD_Omg02A_800Talon_LOC_FRA; new Fist dialogue has been added to this file
- BioD_Omg02A_800Talon_LOC_INT; new Fist dialogue has been added to this file
- BioD_Omg02A_800Talon_LOC_ITA; new Fist dialogue has been added to this file
- BioH_Tali_00; created a unique combat drone class and drone appearance, so now Chatika vas Paus looks the same as it did in Mass Effect 2
- BioH_Tali_00_Explore; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_01; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_01_Explore; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_02; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_02_Explore; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_03; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_03_Explore; applied changes to Tali’s drone to look like it did in ME2
- BioH_Tali_CitSim; applied changes to Tali’s drone to look like it did in ME2
- BioNPC_Widow; made it so Weshra has an earpiece communicator in while talking and uses an appropriate animation so she looks as if she is talking into it
- BioP_CitHub; added BioD_CitHub_WardsFlux_Aria to streaming setup
- BioP_CitHub; name of BioD_CitHub_PresidiumDEC3 changed to BioD_CitHub_PresidiumDECOP3Control for streaming purposes
-
Version 1.3.5
- BioA_Cat001_050Global; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cat001_050GlobalB; Crate01_M & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cat001_050GlobalC; bloom enabled on post-processing
- BioA_Cat001_050GlobalC; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Cat001_100Landing; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_Cat001_200DigSite; Crate01_M & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cat001_300ColonyA; Crate01_M & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cat001_400ColonyB; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Cat003_100Docks; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cat004_100HangarBay; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_Cat004_150HolePunch; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Cat004_200DestRoomA; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Cat004_250DestRoomA; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cat004_325DestRoomB; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Cat004_350DestRoomB; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_CerJcb_500Landing; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_CerJcb_520LandWalk; Crate_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_CerJcb_530LandEntry; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_CerJcb_550MainDoor; Crate01_M & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_CerJcb_600DockingBay; Crate_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_CerJcb_610DockingTop; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_700Facility; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_715MntTop; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_720MedBay; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_CerJcb_800Roof; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_820Roof2; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_830Roof3; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_840Roof4; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerJcb_850Roof5; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CerMir_150Courtyard; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cit003_300Catwalks; Crate01_M, _S, & XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cit003_400CaskWalk; Crate01_M & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Cit003_450ServArea; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cit003_500VidHall; Crate01_S & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Cit003_510VidHall; Crate01_M & XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Cit003_540VidHall; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cit003_600ExtFloor; Crate01_M, _S & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Cit003_700FinHall; Crate01_M & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cit003_720FinHall; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Cit004_210CIC; Crate01_M, _S & _XLarge_01 have had their emissive restored, as per ME1/2
- BioA_Cit004_420CargoHold1; Crate01_S, _XLarge_01 & _02 have had their emissive restored, as per ME1/2
- BioA_Cit004_440CargoHold2; Crate01_S, _XLarge_01 & _02 have had their emissive restored, as per ME1/2
- BioA_Cit004_505NorExterior; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Cit004_Docks; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CitHub_Underbelly; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_CitN7b_200Underwater; Crate01_M has had its emissive restored, as per ME1/2
- BioA_CitSam_100Landingpad; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_CitSam_750Peristyle; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Kro001_200Basement; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Kro001_300FirstFlr; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Kro001_430Second_B; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Kro001_500ThirdFlr; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Kro001_550ThirdBack; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_090Shuttle; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_100Landing; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_220CampDetails; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_KroGar_300Tower; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_340TowerWalkB; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_400AirStrip; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_450AirStrip; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_550Barricade; Crate01_S has had its emissive restored, as per ME1/2
- BioA_KroGar_800SouthCamp; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_KroGru_100Landing; Crate01_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_KroGru_150Camp; Crate01_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Lev001; Crate01_M, _S, _XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_Lev002_150BaseExterior; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_170Airlock; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_200Welcome; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_320LabTrans; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_350LabsA; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_400Decon; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_600RailPartB; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev002_800Archive; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Lev003_160CollectorShip; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_Lev003_800SiegeCombat; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_MPCer_White; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_MPDish_200; Crate01_M has had its emissive restored, as per ME1/2
- BioA_MPDish_300; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_MPSlum_200; Crate_XLarge_01 & _02 have had their emissive restored, as per ME1/2
- BioA_Omg001_100Hangar; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg001_200Docks; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg001_410GarageEnt; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg001_500OutdoorStreet; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg001_510Warehouse; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg001_600OutdoorStreet; Crate01_M has had its emissive restored, as per ME1/2
- BioA_Omg001_800BunkerOutside; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_OMG003_110_Scaffolding; Crate_XLarge_01 & _02 have had their emissive restored, as per ME1/2
- BioA_OMG003_130_ScaffLit; Crate_XLarge_01 & _02 have had their emissive restored, as per ME1/2
- BioA_OMG003_202_Arrival; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OMG003_203_Pumps; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OMG003_205_Descent; Crate_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_OMG003_210_Catwalks; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OMG003_212_Catwalks_C; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_OMG003_215_Catwalks_F; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_OMG003_221_ConveyorX; Crate_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_OMG003_230_Triage; Crate_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_OMG003_240_ElevatorTop; Crate01_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_OMG003_280_Overpass; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OMG003_310_Maintenance; Crate01_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_Omg004_100_TunnelEnt; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg004_150_TunnelExt; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg004_200_CatwalkEnt; Crate01_S & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Omg004_300_FanEnt; Crate01_S, _XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_Omg004_400_MechSciEnt; Crate01_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_Omg004_450_MechSciExt; Crate01_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioA_Omg004_500_GozuDistEnt; Crate01_S & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_Omg004_550_GozuDistExt; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg004_700_Landing; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg004_900_Afterlife; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg02A_050Entry; Crate01_XLarge_01 has had its emissive restored, as per ME1/2
- BioA_Omg02A_100AirShaft; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg02A_150AirVents; Crate01_S has had its emissive restored, as per ME1/2
- BioA_Omg02A_180Roof; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg02A_250Interior; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg02A_350Processing; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg02A_450Warehouse; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_Omg02A_650TalonInt; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OmgHub_BunkerEntry100; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OmgHub_CommandRoom300; Crate01_S & _XLarge_02 have had their emissive restored, as per ME1/2
- BioA_OmgJck_100Airlock; Crate01_M has had its emissive restored, as per ME1/2
- BioA_OmgJck_200Ascension; Crate01_S has had its emissive restored, as per ME1/2
- BioA_OmgJck_400Atrium; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OmgJck_500Lobby; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_OmgJck_600DockBay; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioA_ProMar_200Facility; Crate01_M has had its emissive restored, as per ME1/2
- BioA_ProMar_230Trans; Crate01_M has had its emissive restored, as per ME1/2
- BioA_ProMar_310Cafeteria; Crate01_M has had its emissive restored, as per ME1/2
- BioA_ProMar_320Lockers; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_ProMar_400Labs; Crate01_S has had its emissive restored, as per ME1/2
- BioA_ProMar_510AutoTurret; Crate01_S has had its emissive restored, as per ME1/2
- BioA_ProMar_520Station; Crate01_M has had its emissive restored, as per ME1/2
- BioA_ProMar_630Vault; Crate01_M & _S have had their emissive restored, as per ME1/2
- BioA_ProMar_710Roof; Crate01_S has had its emissive restored, as per ME1/2
- BioA_ProMar_720Support; Crate01_S has had its emissive restored, as per ME1/2
- BioD_CerJcb_200DockingBay; Crate01_XLarge_01 has had its emissive restored, as per ME1/2
- BioD_CerJcb_300Facility; Crate01_M has had its emissive restored, as per ME1/2
- BioD_CerJcb_325FacilWalk; Crate01_M has had its emissive restored, as per ME1/2
- BioD_Cit004_275BayPhysics; Crate01_S has had its emissive restored, as per ME1/2
- BioD_CitHub_DockUnderDECO2; Crate01_M has had its emissive restored, as per ME1/2
- BioD_CitHub_DockUnderDECO3; Crate01_M has had its emissive restored, as per ME1/2
- BioD_Omg001_100Hangar; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioD_Omg001_400Omega; Crate01_M has had its emissive restored, as per ME1/2
- BioD_Omg001_700Tunnels; Crate01_XLarge_01 has had its emissive restored, as per ME1/2
- BioD_Omg02A_800Talon; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioD_OMG003_310Escape; Crate01_XLarge_01 & 02 have had their emissive restored, as per ME1/2
- BioD_Omg004_110TunnelP; Crate01_S has had its emissive restored, as per ME1/2
- BioD_Omg004_600Market; Crate01_S has had its emissive restored, as per ME1/2
- BioD_OmgHub_001Global; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioD_OmgJck_200Ascension; Crate01_S has had its emissive restored, as per ME1/2
- BioD_OmgJck_300MeetJack; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioD_OmgJck_600DockBay; Crate_XLarge_02 has had its emissive restored, as per ME1/2
- BioD_ProMar_210Parking; Crate01_S has had its emissive restored, as per ME1/2
- BioD_ProMar_710Chase; Crate01_S has had its emissive restored, as per ME1/2
-
Version 1.3.4
- BioA_Cat004_150HolePunch; replaced broken corpse meshes for proper skeletal mesh actors
- BioA_Cat004_150HolePunch; added an optional Retrofits patch version
- BioA_Cat004_200DestRoomA; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Cat004_200DestRoomA; added an optional Retrofits patch version
- BioA_Cat004_300DestRoomB; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Cat004_300DestRoomB; added an optional Retrofits patch version
- BioA_Cat004_325DestRoomB; fixed emitter colours on dead Cerberus troopers in Cerberus Retrofits patch
- BioA_Cat004_325DestRoomB; added an optional Retrofits patch version
- BioA_Cat004_350DestRoomB; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Cat004_350DestRoomB; added an optional Retrofits patch version
- BioA_Omg02A_350Processing; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Omg02A_350Processing; added an optional Retrofits patch version
- BioA_OMG003_110_Scaffolding; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_110_Scaffolding; diversified the dead Cerberus goons, so that almost all enemy types are covered to show how dangerous the Adjutants are
- BioA_OMG003_110_Scaffolding; made it so you can download a log from one of the dead Cerberus goons, which hints at the infection process
- BioA_OMG003_110_Scaffolding; added an optional Retrofits patch version using that mods armour sets for Assault Troopers & Centurions
- BioA_OMG003_115_Power; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_115_Power; diversified the dead Cerberus goons, so that almost all enemy types are covered to show how dangerous the Adjutants are
- BioA_OMG003_115_Power; added an optional Retrofits patch version using that mods armour sets for Assault Troopers & Centurions
- BioA_OMG003_130_ScaffLit; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_130_ScaffLit; diversified the dead Cerberus goons, so that almost all enemy types are covered to show how dangerous the Adjutants are
- BioA_OMG003_130_ScaffLit; added an optional Retrofits patch version using that mods armour sets for Assault Troopers & Centurions
- BioA_OMG003_135_Power; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_135_Power; diversified the dead Cerberus goons, so that almost all enemy types are covered to show how dangerous the Adjutants are
- BioA_OMG003_135_Power; added an optional Retrofits patch version using that mods armour sets for Assault Troopers & Centurions
- BioA_OMG003_280_Overpass; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_280_Overpass; diversified the dead Cerberus goons
- BioA_OMG003_280_Overpass; added an optional Retrofits patch version
- BioA_OMG003_280_Overpass; changed Omega_Door02 textures to match LE3Patch in the optional Cerberus Retrofits patch
- BioA_OMG003_293_Docking; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_OMG003_293_Docking; diversified the dead Cerberus goons
- BioA_OMG003_293_Docking; added an optional Retrofits patch version
- BioA_Omg004_400_MechSciEnt; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Omg004_400_MechSciEnt; added an optional Retrofits patch version
- BioA_Omg004_500_GozuDistEnt; replaced broken corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioA_Omg004_500_GozuDistEnt; added an optional Retrofits patch version
- BioD_Cat001_200DigSite; datapad now uses an ME2-themed orange GUI when you are reading them
- BioD_Cat001_300Colony; datapad now uses an ME2-themed orange GUI when you are reading them
- BioD_Cat002_700PostKLFight; updated in line with the LE3 Community Patch & Framework
- BioD_CerJcb_200DockingBay; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerJcb_350FacilAmbs; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_CerJcb_350FacilAmbs; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerMir_300Lab; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_CerMir_300Lab; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerMir_500SecondFlr; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_CerMir_500SecondFlr; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerMir_500SecondFlr; made the above edits to the Reaper Retrofits patch version too
- BioD_CerMir_525_2ndTran; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_CerMir_525_2ndTran; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerMir_600ThirdFlr_A; Reaper Retrofits patch - given husk corpses the correct appearance
- BioD_CerMir_700ThirdFlr_B; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_CerMir_700ThirdFlr_B; Reaper Retrofits patch - given husk corpses the correct appearance
- BioD_Cit001_115Joker; fixed some skeletal mesh actors that were clashing with the furniture
- BioD_Cit002_000Global; fixed infinite loading screen issue caused by FSvBS patch
- BioD_CitHub_EmbassyDeco3_Aftermath; trashed some imports that hadn’t been trashed correctly
- BioD_CitHub_EmbassyDeco3_Aftermath; all c-sec officers now have a pistol on their hip unless there is a reason for them not to
- BioD_CitHub_EmbassyDeco3_Aftermath; fixed some pathing issues
- BioD_CitHub_EmbassyDeco3_CSEC; all c-sec officers now have a pistol on their hip unless there is a reason for them not to
- BioD_CitHub_EmbassyDeco3_P3; all c-sec officers now have a pistol on their hip unless there is a reason for them not to
- BioD_CitHub_HospitalP1; fixed the elcor parent dialogue that could repeat every time you went near him
- BioD_CitHub_EmbassyP3; all c-sec officers now have a pistol on their hip unless there is a reason for them not to
- BioD_CitHub_PresidiumP2; you can now choose to support either Michael or Rebekah Petrovsky about their concerns
- BioD_CitN7b_100Embassy; fixed a soft locking condition caused by the player performing a save/reload during the 1st door puzzle
- BioD_CitN7b_210Consulate; prevented the player from solving the 2nd door puzzle without completing the 1st puzzle
- BioD_CitN7b_210Consulate; fixed an objective pulsing issue involving the touching of a trigger volume surrounding the final terminal
- BioD_CitN7b_HanarPlot2; fixed the errant SetObjective issue involving the final puzzle
- BioD_CitN7b_HanarPlot2; fixed another minor SetObjective issue involving the transit terminal
- BioD_KroGar_305TowerAMB1; Retrofits patch - fixed mismatched materials
- BioD_Omg001_110Corridors; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_Omg001_200WaitRoom; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_Omg001_210Corridors; fixed some import issues
- BioD_Omg001_210Corridors; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg001_210Corridors; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
- BioD_Omg001_500SideStreet; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_200AirShaft; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_Omg02A_200AirShaft; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_Omg02A_400CntrlRm; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_400CntrlRm; added an optional Retrofits patch version
- BioD_Omg02A_500Warehouse; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_500Warehouse; added an optional Retrofits patch version
- BioD_Omg02A_600Catwalks; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_600Catwalks; added an optional Retrofits patch version
- BioD_Omg02A_650TalonLwr; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_650TalonLwr; added an optional Retrofits patch version
- BioD_Omg02A_800Talon; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_Omg02A_800Talon; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_Omg02A_850Docks; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_850Docks; added an optional Retrofits patch version
- BioD_Omg02A_905Brdg; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg02A_905Brdg; added an optional Retrofits patch version
- BioD_OMG003_100Unlit; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OMG003_100Unlit; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OMG003_120Lit; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OMG003_120Lit; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OMG003_225Alt; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OMG003_225Alt; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OMG003_225Alt; added an optional Retrofits patch version
- BioD_Omg004_110TunnelP; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg004_110TunnelP; added an optional Retrofits patch version
- BioD_Omg004_360FanExtP; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_Omg004_360FanExtP; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_Omg004_360FanExtP; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_Omg004_360FanExtP; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
- BioD_Omg004_400MechSci; fixed strange bug where Aria would be assigned as speaker for batarian dialogue
- BioD_Omg004_511GozuAmb; fixed duplicate crowds around the mad batarian prophet
- BioD_Omg004_511GozuAmb; made it so NPCs use the correct ME2-themed datapads
- BioD_OmgHub_300Hall; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OmgJck_100Airlock; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OmgJck_100Airlock; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OmgJck_100Airlock; adjusted the Grayson_Datapad sequence in the Cerberus Retrofits patch to match the core mod version
- BioD_OmgJck_300MeetJack; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OmgJck_300MeetJack; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OmgJck_400Atrium; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OmgJck_400Atrium; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_OmgJck_500Lobby; datapads now use an ME2-themed orange GUI when you are reading them
- BioD_OmgJck_500Lobby; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
- BioD_ProMar_310Cafeteria; replaced static corpse meshes for proper skeletal mesh actors
- BioD_ProMar_310Cafeteria; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
- BioD_ProMar_510AutoTurret; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
- BioD_ProMar_510AutoTurret; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
- BioNPC_GungHoP3; the grieving widow no longer has a habsburg jaw
- Default_DLC_MOD_CITProject; updated Map ID used by the Hanar Embassy
- DLC_MOD_CITPROJECT_DEU; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_ESN; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_FRA; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_INT; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_ITA; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_JPN; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_POL; text strings for added for new and upcoming content
- DLC_MOD_CITPROJECT_RUS; text strings for added for new and upcoming content
- SFXGUIData_Store_Decorator_Sculpture; Odd Skull image now correctly shows instead of the turian sculpture that was showing instead
-
Version 1.3.3
- BioA_KroGar_BG2_Gar; set up a mini-sequence that will allow other files to briefly silence the AA guns
- BioA_Omg001_400Omega; fixed CRCs on Omega_Door02_Diff & Norm
- BioA_Omg02A_350Processing; fixed CRCs on Omega_Door02_Diff & Norm
- BioA_Omg02A_800_Marketplace; low poly crowd has been removed during Aria’s speech in the Talon base
- BioA_Omg02A_800_Marketplace; fixed CRCs on GBL_ARM_ALL_NORM & Blank_Room_Cube
- BioA_OMG003_280_Overpass; fixed CRCs on Omega_Door02_Diff & Norm
- BioA_ProEar_000Skyline; “Running Crowd” emitters restored, but the old running Jack texture has been replaced for a more generic human
- BioA_ProEar_000Skyline; new “running husk” emitters added, so that it appears some of the human crowds are being harassed by husks
- BioA_ProEar_000Skyline; environmental storytelling has been improved by adding more vehicles to the terrain, so that the city feels more it had been a bustling metropolis before the attack
- BioA_ProEar_200; “Running Crowd” emitters restored, but the old running Jack texture has been replaced for a more generic human.
- BioD_Cit002_020Crowds; removed superfluous barmaid
- BioD_CitCas_240Cas_deco2; a volus will no longer clip with a chair
- BioD_CitHub_Aria1; Renamed to BioD_CitHub_Aria1LE3DP to bypass EGM Extra’s changes and allow for the new version of the cutscene. Will get Blood Pack pistol loot in future patch
- BioD_CitHub_Aria1LE3DP; Kreete is now a krogan, with a unique headmorph based on Inamorda, Blood Pack Leader, Jax and Soldier5
- BioD_CitHub_Aria1LE3DP; Narl no longer looks like a refugee, he has been given armour to wear, with his own colour scheme
- BioD_CitHub_Aria1LE3DP_LOC; Kreete dialogue has been changed to sound more krogan
- BioD_CitHub_Aria1LE3DP_LOC; Narl and Shepard now use a Carnifex to shoot the krogan
- BioD_CitSim_Ambient03; changed some NPCs so they were in the correct location and with correct rotation
- BioD_CitSim_Crowd02; fixed the headless salarian that was terrorising players
- BioD_CitSim_Crowd03; positions and rotations of various NPCs have been corrected
- BioD_ProEar_000; the broken dreadnaught mesh has been replaced by a new one by Mith. Now when the dreadnaught is destroyed, it will not turn into a cruiser!
- BioNPC_Ereba; Ereba is now consistent with her appearance in Mass Effect 2.
- BioNPC_Michael; Michael Petrovsky now has a more consistent appearance with how he looked in Mass Effect 1
- BioNPC_Rebekah; Rebekah Petrovsky now has a more consistent appearance with how she looked in Mass Effect 1
- BioD_OmgJck_510Archer; David Archer is now consistent with his Mass Effect 2 appearance
- DLC_MOD_CITProject_DEU; translated three of the new datapads into German using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_ESN; translated three of the new datapads into Spanish using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_FRA; translated three of the new datapads into French using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_INT; Kreete’s dialogue strings have been rewritten to sound less like a vorcha and more like a krogan
- DLC_MOD_CITProject_ITA; translated three of the new datapads into Italian using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_JPN; translated three of the new datapads into Japanese using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_POL; translated three of the new datapads into Polish using google translate. Will need corrections by native speakers
- DLC_MOD_CITProject_RUS; translated three of the new datapads into Russian using google translate. Will need corrections by native speakers
- SFXGUIData_Store_Firax; file created for future content
- Startup_DLC_MOD_CITProject_INT; added new state transitions for future content 1372
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Version 1.3.2
- BioA_CitN7b_200Underwater; Added new blocking volumes to all static doors, out-of-bounds areas and to help reduce obvious clipping
- BioA_CitN7b_200Underwater; Adjusted scaling and/or positioning of various architectural elements for a cleaner visual look
- BioA_CitN7b_200Underwater; Fixed collision issues with various static mesh actors (computer consoles, window frames, planter boxes)
- BioA_CitN7b_220Consulate; Removed unneeded blocking volumes
- BioA_CitN7b_220Consulate; Added new blocking volumes to all static doors, out-of-bounds areas and to help reduce obvious clipping
- BioA_CitN7b_220Consulate; Adjusted scaling and/or positioning of various architectural elements for a cleaner visual look
- BioA_CitN7b_220Consulate; Fixed collision issues with various static mesh actors (computer consoles, window frames, planter boxes)
- BioD_CitHub_DockDECO1; fixed salarian heads that could occasionally go missing
- BioD_CitHub_DockDECO2; fixed salarian heads that could occasionally go missing
- BioD_CitHub_DockDECO3; fixed salarian heads that could occasionally go missing
- BioD_CitHub_EmbassyP3_LOC; Grothan Pazness lines will no longer cut out early for FemShep players
- BioD_CitHub_HanarPlot; Adjusted setting of loading screen movie so that it does not play to completion
- BioD_CitHub_HanarPlot; Fixed issue where Bau could not be interacted with (post-Cat003) if his message was read
- BioD_CitN7b; Ensured that terminal POI for first airlock remains disabled after a save/reload if underwater part of mission started
- BioD_CitN7b_050Global; Prevented Kasumi from being added to squad if she is dead
- BioD_CitN7b_050Global; Modified door behaviour for both Kahje ambassador and Consular offices so they auto-close
- BioD_CitN7b_100Embassy; Deactivated Kahje POI after reading Rakhana Strategic Assessment memo
- BioD_CitN7b_100Embassy_LOC_DEU; Kasumi will no longer appear in elevator cutscene if she isn’t present
- BioD_CitN7b_100Embassy_LOC_DEU; Added ambient "Got it" dialog for Shepard to say after accessing door unlocking terminals if Kasumi is dead
- BioD_CitN7b_100Embassy_LOC_DEU; Fixed lack of radio effect when Shepard says "Nothing here" at credits console
- BioD_CitN7b_100Embassy_LOC_FRA; Kasumi will no longer appear in elevator cutscene if she isn’t present
- BioD_CitN7b_100Embassy_LOC_FRA; Added ambient "Got it" dialog for Shepard to say after accessing door unlocking terminals if Kasumi is dead
- BioD_CitN7b_100Embassy_LOC_FRA; Fixed lack of radio effect when Shepard says "Nothing here" at credits console
- BioD_CitN7b_100Embassy_LOC_INT; Kasumi will no longer appear in elevator cutscene if she isn’t present
- BioD_CitN7b_100Embassy_LOC_INT; Added ambient "Got it" dialog for Shepard to say after accessing door unlocking terminals if Kasumi is dead
- BioD_CitN7b_100Embassy_LOC_INT; Fixed lack of radio effect when Shepard says "Nothing here" at credits console
- BioD_CitN7b_100Embassy_LOC_ITA; Kasumi will no longer appear in elevator cutscene if she isn’t present
- BioD_CitN7b_100Embassy_LOC_ITA; Added ambient "Got it" dialog for Shepard to say after accessing door unlocking terminals if Kasumi is dead
- BioD_CitN7b_100Embassy_LOC_ITA; Fixed lack of radio effect when Shepard says "Nothing here" at credits console
- BioD_CitN7b_110EmbassyDECO; corrected some index values that, on rare occasions, can cause lots of lag
- BioD_CitN7b_210Consulate; Removed unneeded blocking volumes
- BioD_CitN7b_210Consulate; hanar dreadnought model POI will no longer be active on a reload if you have looted it.
- BioD_CitN7b_210Consulate; Fixed issue where Kasumi would occasionally not reappear upon returning from the oxygen tank console
- BioD_CitN7b_210Consulate; Ensured that red alarm light at batarian console remains off after a save/reload
- BioD_CitN7b_210Consulate; Adjusted size of trigger volume for Kasumi ambient dialog to cover both doors of holo room
- BioD_CitN7b_210Consulate; Ensured that final puzzle POI remains disabled (assuming all terminals are hacked) after a save/reload
- BioD_CitN7b_210Consulate; Disabled terminal POI in final airlock [where Bau is located] to prevent OOB access
- BioD_CitN7b_HanarPlot2; Added an objective tag for Jondum Bau
- BioD_Kro001_90OpeningConvo; salarian snipers now wear goggles
- BioD_Kro001_100LandingArea; one of the salarians in the landing area is wearing sniper goggles
- BioD_Lev004_280Leviathan; Anderson, Illusive Man and Saren are now the “memories” that the Leviathan uses to speak with Shepard
- BioD_Lev004_280Leviathan_LOC_DEU; Replaced Shepard’s line about Ann Bryson to make more sense with Anderson appearing instead
- BioD_Lev004_280Leviathan_LOC_DEU; All facefx for Sarens lines had to be remade to work with a turian head
- BioD_Lev004_280Leviathan_LOC_FRA; Replaced Shepard’s line about Ann Bryson to make more sense with Anderson appearing instead
- BioD_Lev004_280Leviathan_LOC_FRA; All facefx for Sarens lines had to be remade to work with a turian head
- BioD_Lev004_280Leviathan_LOC_INT; Replaced Shepard’s line about Ann Bryson to make more sense with Anderson appearing instead
- BioD_Lev004_280Leviathan_LOC_INT; All facefx for Sarens lines had to be remade to work with a turian head
- BioD_Lev004_280Leviathan_LOC_ITA; Replaced Shepard’s line about Ann Bryson to make more sense with Anderson appearing instead
- BioD_Lev004_280Leviathan_LOC_ITA; All facefx for Sarens lines had to be remade to work with a turian head
- DLC_MOD_CITProject_DEU; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_ESN; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_FRA; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_INT; fixed several typos found in the tlk by Akatsukishi
- DLC_MOD_CITProject_INT; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_ITA; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_JPN; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_POL; added new string for hanar embassy tooltip
- DLC_MOD_CITProject_RUS; added new string for hanar embassy tooltip
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Version 1.3.1
- BioA_CitN7b_100Embassy; changed position of chair so an asari is actually sitting on it
- BioA_KroGar; more streaming edits that should finally prevent any AA guns from floating in mid-air
- BioD_Cat003_210LobbyVisual; corrected TUF_HED textures
- BioD_Cit002_101RedCarpetCrowd; corrected TUF_HED textures
- BioD_CitCas_135Str_Deco1; corrected TUF_HED textures
- BioD_CitHub_DockDECO1; corrected TUF_HED textures
- BioD_CitHub_DockDECO1; salarian and turian c-sec officers now have radios
- BioD_CitHub_DockDECO2; corrected TUF_HED textures
- BioD_CitHub_DockDECO2; salarian and turian c-sec officers now have radios
- BioD_CitHub_DockDECO3; corrected TUF_HED textures
- BioD_CitHub_DockDECO3; salarian and turian c-sec officers now have radios
- BioD_CitHub_DockUnderDECO2; corrected TUF_HED textures
- BioD_CitHub_Embassy_Cat002; corrected TUF_HED textures
- BioD_CitHub_Embassy_Cat002; salarian and turian c-sec officers now have radios
- BioD_CitHub_EmbassyDeco1; corrected TUF_HED textures
- BioD_CitHub_EmbassyDeco2; corrected TUF_HED textures
- BioD_CitHub_EmbassyDeco3_Aftermath; corrected TUF_HED textures
- BioD_CitHub_EmbassyDeco3_Aftermath; salarian and turian c-sec officers now have radios
- BioD_CitHub_EmbassyDeco3_CSEC; corrected TUF_HED textures
- BioD_CitHub_EmbassyDeco3_CSEC; salarian and turian c-sec officers now have radios
- BioD_CitHub_EmbassyDeco3_P3; corrected TUF_HED textures
- BioD_CitHub_EmbassyDeco3_P3; salarian and turian c-sec officers now have radios
- BioD_CitHub_EmbassyP3; turian c-sec officers now have radios
- BioD_CitHub_HospitalPresDEC3; corrected TUF_HED textures
- BioD_CitHub_HospitalPresDECO; corrected TUF_HED textures
- BioD_CitHub_Presidium; turian c-sec officers now have radios
- BioD_CitHub_PresidiumDECO; turian c-sec officers now have radios
- BioD_CitHub_PresidiumDEC3; salarian and turian c-sec officers now have radios
- BioD_CitHub_PresidiumP3; turian c-sec officers now have radios
- BioD_CitHub_HospitalVolus; corrected TUF_HED textures
- BioD_CitHub_UnderbellyDECO2; corrected TUF_HED textures
- BioD_CitHub_UnderbellyDECO2; salarian and turian c-sec officers now have radios
- BioD_CitHub_UnderbellyDECO3; turian c-sec officers now have radios
- BioD_CitHub_UnderbellyP3; turian c-sec officers now have radios
- BioD_CitHub_WardsFluxDECO; turian c-sec officers now have radios
- BioD_CitHub_WardsFluxDECO3; salarian and turian c-sec officers now have radios
- BioD_CitHub_WardsFluxP2; turian c-sec officers now have radios
- BioD_CitHub_WardsHanar; drell bodyguard now has had his mesh proportions changed to suit drell physique, and his textures are now tintable
- BioD_CitN7b_110EmbassyDECO; corrected turian helmet textures so they aren’t connected to TEB’s tfc file
- BioD_CitN7b_210Consulate; corrected turian helmet textures so they aren’t connected to TEB’s tfc file
- BioD_CitN7b_210Consulate; blocking volume added so you don’t fall through a wall
- BioD_KroGar_220CampPawns; corrected TUF_HED textures
- BioD_KroGar_220CampPawns; General Corinthus and several other prominent turians are now wearing turian radios. The mesh taken from Garrus in ME2
- BioD_KroGar_220CampPawns_NoGar; corrected TUF_HED textures
- BioD_KroGar_220CampPawns_NoGar; some NPCs are now wearing the new turian radios
- BioD_KroGar_600WalkA; corrected TUF_HED textures
- BioD_KroGar_800SouthCamp; corrected TUF_HED textures
- BioD_KroN7a_110Battle1P; corrected TUF_HED textures
- BioD_KroN7a_450Turians; corrected TUF_HED textures
- BioD_OmgHub_001Global; corrected TUF_HED textures
- ConditionalsDLC_MOD_CITPROJECT; conditional 2570 changed, so Jondum Bau’s map tag should only appear after the Citadel Coup
-
Version 1.3.0
- BioA_Cat001_300ColonyA; corrected SB_Painting_INST so it referenced the correct artwork
- BioA_CerJcb_700Facility; ME3 style datapads replaced for ME2-style datapads
- BioA_CitCas_300_Arcade; updated to match latest community patch file
- BioA_CitHub_Embassy; added NH3 tank for the volus embassy
- BioA_CitN7b; file set up for hanar embassy
- BioA_CitN7b_000LevelTrans; file set up for hanar embassy
- BioA_CitN7b_100Embassy; file set up for hanar embassy
- BioA_CitN7b_110Persidium_Vista; file set up for hanar embassy
- BioA_CitN7b_120Airlock; file set up for hanar embassy
- BioA_CitN7b_200Underwater; file set up for hanar embassy
- BioA_CitN7b_210WaterFog; file set up for hanar embassy
- BioA_CitN7b_220Consulate; file set up for hanar embassy
- BioA_CitN7b_230Airlock2; file set up for hanar embassy
- BioA_CitN7b_300Airlock3; file set up for hanar embassy
- BioA_CitN7b_400Confront; file set up for hanar embassy
- BioA_CitHub_Dock_Det; removed staticmesh flying car by the taxi stand, replaced it with a skeletal mesh that is animated
- BioA_CitHub_Embassy; sequence adjusted so voice synthesiser holograms appear in the volus office during phase 2
- BioA_KroGar; streaming edits so that the AA gun has a rocky base throughout the mission BioA_Lev001; no more duplicate paintings
- BioD_CerJcb_200DockingBay; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_200DockingBay; added a new datapad tied to Mass Effect: Infiltrator, requires Expanded Universe Mod Menu to see it
- BioD_CerJcb_210DockingBayAMB; ME3 style datapad replaced for ME2-style datapads
- BioD_CerJcb_210DockingBayAMB; moved a hovering skeletal mesh actor into the correct position
- BioD_CerJcb_300Facility; ME3 style datapad replaced for ME2-style datapads
- BioD_CerJcb_325FacilWalk; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_350FacilAmbs_LOC_DEU; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_350FacilAmbs_LOC_FRA; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_350FacilAmbs_LOC_INT; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_350FacilAmbs_LOC_ITA; ME3 style datapads replaced for ME2-style datapads
- BioD_CerJcb_400Roof; ME3 style datapads replaced for ME2-style datapads
- BioD_Cit001_115Joker; Rukar can no longer be walked through
- BioD_CitCas_125Str_Deco; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitCas_135Str_Deco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitCas_240Cas_deco2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitCas_260Bar_deco; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitCas_310Arc_Deco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub; streaming changes to account for BioD_CitHub_EmbassyDECOP3Control
- BioD_CitHub; streaming changes to account for BioD_CitHub_CruciblePlot
- BioD_CitHub; streaming changes to account for BioD_CitHub_HospitalDECO1 & HospitalDECO2
- BioD_CitHub_CruciblePlot; pcc set up for future sidequest
- BioD_CitHub_CruciblePlot2; pcc set up for future sidequest
- BioD_CitHub_Dock; tweaked “exit to Normandy” sequence to turn a plot bool true when you leave the Citadel the first time after the coup
- BioD_CitHub_DockDECO1; turian CSEC officers armour colour has been corrected
- BioD_CitHub_DockDECO1; turian CSEC officer hiding in a box is now removed when the box is present
- BioD_CitHub_DockDECO1; corrected some instances that could lead to an NPC missing a head
- BioD_CitHub_DockDECO1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_DockDECO2; turian CSEC officers armour colour has been corrected
- BioD_CitHub_DockDECO2; corrected some instances that could lead to an NPC missing a head
- BioD_CitHub_DockDECO2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_DockDECO3; turian CSEC officers armour colour has been corrected
- BioD_CitHub_DockDECO3; corrected some instances that could lead to an NPC missing a head
- BioD_CitHub_DockDECO3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_DockP2; removed duplicate stuntactors that were walking around
- BioD_CitHub_EmbassyDeco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_EmbassyDeco2; C-Sec officers now vary depending upon whether the Council is alive or dead. If dead, they will be armed, armoured and take more defensive poses, while if the Council is alive they will be more relaxed and unarmed
- BioD_CitHub_EmbassyDeco2; If C-Sec officers are carrying a weapon, it’ll be an Argus instead of an Avenger
- BioD_CitHub_EmbassyDeco2; the volus trade office now has volus in it
- BioD_CitHub_EmbassyDeco2; skeletal mesh actors now have tags to show what race they are and the outfit they wear, only visible on viewer side, not ingame
- BioD_CitHub_EmbassyDeco2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_EmbassyDeco3; file removed
- BioD_CitHub_EmbassyDeco3_Aftermath; file created
- BioD_CitHub_EmbassyDeco3_Aftermath; significant overhaul of area for the immediate aftermath of the Cerberus Coup. You’ll now see injured embassy staff, crime scenes, dead cerberus, angry reporters and more
- BioD_CitHub_EmbassyDeco3_Aftermath; Ambassador Din Korlack has been added to the volus trade office, as a subtle hint of his conversation with the Cerberus handler just after the coup
- BioD_CitHub_EmbassyDeco3_Aftermath; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_EmbassyDeco3_CSEC; file created
- BioD_CitHub_EmbassyDeco3_CSEC; NPCs in the upper area changed from whatever they were originally into CSEC, to give the feeling that they’re conducting an investigation
- BioD_CitHub_EmbassyDeco3_CSEC; all NPCs using comm device animations now have comm devices in their ears
- BioD_CitHub_EmbassyDeco3_CSEC; embassy staff are now wearing standardised uniforms
- BioD_CitHub_EmbassyDeco3_CSEC; cameras can be seen over the group of NPCs trying to speak to a C-Sec officer in the main lobby
- BioD_CitHub_EmbassyDeco3_CSEC; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_EmbassyDeco3_P3; quarian, geth and krogan emissaries can be spotted in the embassies, though whether they show or not depends upon decisions made during the trilogy
- BioD_CitHub_EmbassyDeco3_P3; all asari c-sec officers now have the correct microphone
- BioD_CitHub_EmbassyDeco3_P3; embassy staff are now wearing standardised uniforms
- BioD_CitHub_EmbassyDeco3_P3; all skeletal mesh actor tags have been changed to match the race/outfit they are wearing, for ease of use when modding
- BioD_CitHub_EmbassyDeco3_P3; NPC edits to make the area feel different after Thessia and to reduce any minor lag issues
- BioD_CitHub_EmbassyDECOP3Control; file created, sequences set up for new deco file streaming
- BioD_CitHub_EmbassyP3_LOC_INT; Grothan Pazness’ ambient dialogue has been increased in volume
- BioD_CitHub_HanarPlot; sequence edited so that after Jondum Bau/Kasumi cutscene, you will arrive in the CitN7b mission
- BioD_CitHub_HanarPlot; Jondum Bau should now only appear after you’ve read his email
- BioD_CitHub_HanarPlot; loading movie for the new CitN7b mission added
- BioD_CitHub_HanarPlot_LOC_DEU; fade-to-blacks added to end of hanar intro cutscene
- BioD_CitHub_HanarPlot_LOC_FRA; fade-to-blacks added to end of hanar intro cutscene
- BioD_CitHub_HanarPlot_LOC_INT; fade-to-blacks added to end of hanar intro cutscene
- BioD_CitHub_HanarPlot_LOC_ITA; fade-to-blacks added to end of hanar intro cutscene
- BioD_CitHub_HospitalDECO; renamed to BioD_CitHub_HospitalDECO1
- BioD_CitHub_HospitalDECO1; one of the sick batarians will no longer lose his head
- BioD_CitHub_HospitalDECO1; superfluous NPCs removed from file
- BioD_CitHub_HospitalDECO1; some light streamlining of sequences
- BioD_CitHub_HospitalDECO2; file created by cloning BioD_CitHub_HospitalDECO1
- BioD_CitHub_HospitalDECO2; removed yoqtan infection and sick elcor NPCs from file, also removed other superfluous npcs
- BioD_CitHub_HospitalDECO2; npcs should no longer lose their heads
- BioD_CitHub_HospitalDECO2; some light streamlining of sequences
- BioD_CitHub_HospitalPresDEC3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_PresidiumDECO; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_PresidiumDEC3; fixed an issue that caused some NPCs to lose their heads
- BioD_CitHub_PresidiumDEC3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_PresidiumP2; file added to the mod, and the Shiala sequence ported to it
- BioD_CitHub_PresidiumP2; Joker cutscene sequence edited to hide Shiala if she is active and hasn’t been spoken to. She will return after the cutscene ends
- BioD_CitHub_PresidiumP3; everything to do with Shiala has been culled from this file
- BioD_CitHub_PresidiumP3_LOC_INT; everything to do with Shiala has been culled from this file
- BioD_CitHub_Shiala; shiala cutscene sequences ported from PresidiumP3 to here, sequence altered to account for the new SEM English Audio Essentials submod
- BioD_CitHub_Shiala_LOC_INT; updated Shiala conversation ported here and renamed
- BioD_CitHub_UnderbellyP3_LOC_DEU; made changes so Ashley is crying, as she was intended to be
- BioD_CitHub_UnderbellyP3_LOC_FRA; made changes so Ashley is crying, as she was intended to be
- BioD_CitHub_UnderbellyP3_LOC_INT; made changes so Ashley is crying, as she was intended to be
- BioD_CitHub_UnderbellyP3_LOC_ITA; made changes so Ashley is crying, as she was intended to be
- BioD_CitHub_WardsFluxDECO; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_WardsFluxDECO3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
- BioD_CitHub_WardsFluxP3; fixed EDI not spawning before you speak to Joker
- BioD_CitN7b; file set up for hanar embassy
- BioD_CitN7b_050Global; file set up for hanar embassy
- BioD_CitN7b_100Embassy; file set up for hanar embassy
- BioD_CitN7b_100Embassy_LOC_INT; file set up for hanar embassy
- BioD_CitN7b_110EmbassyDECO; file set up for hanar embassy
- BioD_CitN7b_120Preacher; file set up for hanar embassy
- BioD_CitN7b_120Preacher_LOC_INT; file set up for hanar embassy
- BioD_CitN7b_210Consulate; file set up for hanar embassy
- BioD_CitN7b_EmbassyP1; file set up for hanar embassy
- BioD_CitN7b_EmbassyP2; file set up for hanar embassy
- BioD_CitN7b_HanarPlot; file set up for hanar embassy
- BioD_CitN7b_HanarPlot_LOC_DEU; file set up for hanar embassy
- BioD_CitN7b_HanarPlot_LOC_FRA; file set up for hanar embassy
- BioD_CitN7b_HanarPlot_LOC_INT; file set up for hanar embassy
- BioD_CitN7b_HanarPlot_LOC_ITA; file set up for hanar embassy
- BioD_CitN7b_HanarPlot2; file set up for hanar embassy
- BioD_CitN7b_HanarPlot2_LOC_DEU; file set up for hanar embassy
- BioD_CitN7b_HanarPlot2_LOC_FRA; file set up for hanar embassy
- BioD_CitN7b_HanarPlot2_LOC_INT; file set up for hanar embassy
- BioD_CitN7b_HanarPlot2_LOC_ITA; file set up for hanar embassy
- BioD_Kro002_400highway; fixed the krogan scout who could respawn if you reload after the fighter crash cutscene
- BioD_Lev002_200Welcome; fixed the norm texture for HMF_ARM_ZEBa
- BioD_Lev002_350LabsA; fixed the norm texture for HMF_ARM_ZEBa
- BioD_Lev003_300BlockedPath; updated to match latest community patch
- BioD_Lev003_450Misdirect; added a new datapad about the leviathan cliff artwork
- BioD_OMG003_315End_LOC_DEU; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
- BioD_OMG003_315End_LOC_FRA; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
- BioD_OMG003_315End_LOC_INT; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
- BioD_OMG003_315End_LOC_ITA; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
- BioD_Omg004_360FanExtP; moved a datapad to a new position, also made it so you can read this datapad
- BioD_OmgJck_100Airlock; corrected sequence for the Grayson datapad so it only appears if you’ve read the associated novels
- BioD_ProEar_500_LOC_INT; removed temporarily
- BioD_ProMar_310Cafeteria; green screen fixed by KoshVader
- BioD_ProMar_410SealedLabs; fixed up like the LE3 Community Patch version
- BioH_Kasumi_Han_00_Explore; file set up for hanar embassy
- BioH_Kasumi_Han_00_Explore_LOC_DEU; file set up for hanar embassy
- BioH_Kasumi_Han_00_Explore_LOC_FRA; file set up for hanar embassy
- BioH_Kasumi_Han_00_Explore_LOC_INT; file set up for hanar embassy
- BioH_Kasumi_Han_00_Explore_LOC_ITA; file set up for hanar embassy
- BioNPC_Amnesia; outfit colours have been changed so she doesn’t wear the standard embassy outfit
- BioNPC_AsariPapers; NPC is now wearing standardised embassy staff outfit
- BioNPC_Bau; Bau has been given a mask for when he is underwater
- BioNPC_Kirrahe; his appearance has been corrected, so now he looks the way he did in Mass Effect 1
- BioNPC_MomPapers; NPC is now wearing Alliance armour
- BioNPC_OsobaSEM; corrected ActivateRemoteEvent and RemoteEvent event names
- BioNPC_OsobaP1; Osoba is now listed as Ambassador Osoba instead of Councilor Osoba during Phase 1 Citadel
- BioNPC_Parasini; file set up for new, but incomplete, assignment
- BioNPC_SarahW; made Ashley’s sister look more like she is related to her, and she is now crying during her cutscene
- BioNPC_Shiala; updated character position
- BioP_CitHub; streaming changes to account for BioD_CitHub_EmbassyDECOP3Control
- BioP_CitHub; streaming changes to account for BioD_CitHub_CruciblePlot
- BioP_CitHub; streaming changes to account for separate phase 1 & 2 hospital DECO files
- BioP_CitN7b; file set up for hanar embassy
- BioSnd_CitN7b; file set up for hanar embassy
- ConditionalsDLC_MOD_CITPROJECT; vanilla conditionals 1867 & 2054 have been edited, so that hanar embassy related content appears after the Citadel Coup
- DLC_MOD_CITProject_INT; various spelling and grammar issues corrected
-
Version 1.2.8.1
- BioD_CitHub_EmbassyDeco2; duplicate female turian removed
- Preparation work for hanar embassy added
-
Version 1.2.8
- BioD_CitHub_UnderbellyP3_Zaeed_LOC_DEU; fixed an issue where a transition wasn't firing as it should
- BioD_CitHub_UnderbellyP3_Zaeed_LOC_FRA; fixed an issue where a transition wasn't firing as it should
- BioD_CitHub_UnderbellyP3_Zaeed_LOC_INT; fixed an issue where a transition wasn't firing as it should
- BioD_CitHub_UnderbellyP3_Zaeed_LOC_ITA; fixed an issue where a transition wasn't firing as it should
-
Version 1.2.7
- BioD_CitHub_Bailey_LOC_DEU; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
- BioD_CitHub_Bailey_LOC_FRA; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
- BioD_CitHub_Bailey_LOC_INT; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
- BioD_CitHub_Bailey_LOC_ITA; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
- BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
- BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
- BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
- BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
- BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
- BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
- BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
- BioD_CitHub_HospitalP1; imports edited to match the new name for the sick elcor ambient dialogue
- BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_INT; ambient elcor conversation renamed to le3dp_cithosp_elcor_parent_a_dlg
- BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
- BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
- BioD_ProMar; removed from file
- BioNPC_Han; the quarian admiral Han is now consistent with his ME2 appearance
- BioNPC_Koris; the quarian admiral Koris is now consistent with his ME2 appearance
- BioNPC_Raan; the quarian admiral Raan is now consistent with his ME2 appearance
- BioNPC_Xen; the quarian admiral Xen is now consistent with his ME2 appearance
-
Version 1.2.6
- BioA_Cat001_050GlobalB; planters no longer have Noveria Development Corporation logos
- BioA_Cat001_050GlobalC; truck given the correct scale and missing wheels
- BioA_Cat001_400ColonyA; planters no longer have Noveria Development Corporation logos
- BioA_Cat003_300Reception; planters no longer have Noveria Development Corporation logos
- BioA_Cat003_600Cells2; planters no longer have Noveria Development Corporation logos
- BioA_Cat003_700Desks; planters no longer have Noveria Development Corporation logos
- BioA_Cit001_220Street_Vista; planters no longer have Noveria Development Corporation logos
- BioA_Cit001CarPark; planters no longer have Noveria Development Corporation logos
- BioA_CitApt_C_0Streaming; set up streaming for new artefact Apartment decorations
- BioA_CitApt_C_Artefact01; created file and added first artefact decoration
- BioA_CitApt_C_Artefact02; created file and added second artefact decoration
- BioA_CitApt_C_Artefact03; created file and added third artefact decoration
- BioA_CitApt_Upper300; removed old artwork that is replaced by the new artefact decorations
- BioA_CitCas_300_Arcade; planters no longer have Noveria Development Corporation logos
- BioA_CitCas_530Goodbye; planters no longer have Noveria Development Corporation logos
- BioA_CitHub_Dock; planters no longer have Noveria Development Corporation logos
- BioA_CitHub_Dock_Det; planters no longer have Noveria Development Corporation logos
- BioA_CitHub_Embassy; fixed an issue where Udina’s screens would disappear after the meeting with the turian councilor
- BioA_CitHub_Embassy; removed chairs from the new Vol Protectorate trade office
- BioA_CitHub_Embassy; stock exchange and vol protectorate holograms added to the new trade office
- BioA_CitHub_Embassy; added audio holograms to make it look like volus workers are talking to others in their trade office
- BioA_CitHub_Embassy; set up obscured crowds behind some of the glass, much like the crowds in Silversun Strip
- BioA_CitHub_Embassy; planters with the Noveria Development Corp logo have been replaced
- BioA_CitHub_Embassy; fixed tree roots that were poking through floors
- BioA_CitHub_Hospital; blood bag IVs added in a few locations
- BioA_CitHub_Hospital; some coffee cups now have steam rising from them
- BioA_CitHub_Hospital; planters no longer have Noveria Development Corporation logos
- BioA_CitHub_Persidium; changed scale of ChairUtility01 to account for alien occupants
- BioA_CitHub_Persidium_Apt; planters no longer have Noveria Development Corporation logos
- BioA_CitHub_Persidium_Det; changed scale of ChairUtility01 to account for alien occupants
- BioD_Cat003; streaming changes to incorporate the new BioNPC_Executor_HMM file
- BioD_Cat003_380DeskConvos; sequence changes so that the identity of the Executor changes based upon whether or not you have imported an LE1DP save
- BioD_Cit002_000Global; Cit002_101RedCarpetCrowd added to streaming file
- BioD_Cit002_100RedCarpet; file renamed to BioD_Cit002_101RedCarpetCrowd
- BioD_Cit002_101RedCarpetCrowd; crashed unnecessary sequence content and then used trash compactor to reduce its filesize
- BioD_CitCas_240Cas_deco2; fixed pink skinned asari
- BioD_CitCas_500Grunt; planters no longer have Noveria Development Corporation logos
- BioD_CitHub; streaming changes to add BioD_CitHub_EmbassyDeco2 and to make James appear throughout Phase 1
- BioD_CitHub; streaming changes to set up the new DockDECO files
- BioD_CitHub_Dock; Deco NPCs removed from file and moved to new DECO files
- BioD_CitHub_Dock; sequence change so Ensign Copeland doesn’t vanish after Allers dialogue
- BioD_CitHub_Dock_LOC_INT; made it so the Allers conversation is a little less railroaded. You can now ask why she would want to board the ship using an investigate option.
- BioD_CitHub_DockDECO1; new file set up for phase 1 NPCs
- BioD_CitHub_DockDECO1; extensive edits set up for a new mini-phase after you’ve spoken to the Council but before the dream, you’ll now see the new Alliance crew preparing to board the Normandy
- BioD_CitHub_DockDECO1; the war room guards will salute you when you come near
- BioD_CitHub_DockDECO2; NPCs moved from Dock to this file for phase 2 NPCs
- BioD_CitHub_DockDECO3; new file set up for phase 3 NPCs
- BioD_CitHub_DockP1; Cortez and Traynor sequences set up so they appear during Phase 1’s new Normandy crew intro
- BioD_CitHub_DockP1; New “Fleet Losses” ambient set up
- BioD_CitHub_DockP1; New “Shepard Background” ambient set up
- BioD_CitHub_DockP1_LOC_INT; new “Fleet losses” ambient dialogue set up
- BioD_CitHub_DockP1_LOC_INT; new “Shepard Background” ambient dialogue set up
- BioD_CitHub_DockP2; sequence for “Off to War” couple ambients ported here
- BioD_CitHub_DockUnderDECO2; fixed pink skinned asari
- BioD_CitHub_EmbassyDeco1; updated asari behind the counter to new embassy staff design
- BioD_CitHub_EmbassyDeco1; there are now volus in the new vol protectorate trade office
- BioD_CitHub_EmbassyDeco1; C-Sec offices in this area have been overhauled so that they feel more like they belong in the pre-war era, with little armament. This will mean that each phase sees C-Sec become more armoured
- BioD_CitHub_EmbassyDeco2; new file set up for Palaven->Coup NPCs
- BioD_CitHub_EmbassyDeco3; fixed pink skinned asari
- BioD_CitHub_Embassy; confused old woman ambient now starts from Phase 2 instead of Phase 1
- BioD_CitHub_Embassy_LOC_INT; added more variety to Avina’s dialogue, including references to events that happen such as the coup or, if SEM is installed, Osoba’s ascension to the role of councilor
- BioD_CitHub_EmbassyP1; set up the Osoba’s new ambient dialogue for INT-users only, requires the English language submod installed
- BioD_CitHub_EmbassyP1; set up James Vegas new ambient dialogue for INT-users only, requires the English language submod installed
- BioD_CitHub_EmbassyP1; new ambient dialogue to hear from random NPCs has been set up
- BioD_CitHub_EmbassyP1_LOC_DEU; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
- BioD_CitHub_EmbassyP1_LOC_DEU; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
- BioD_CitHub_EmbassyP1_LOC_DEU; new ambient dialogue to hear from random NPCs as you walk through the embassy
- BioD_CitHub_EmbassyP1_LOC_FRA; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
- BioD_CitHub_EmbassyP1_LOC_FRA; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
- BioD_CitHub_EmbassyP1_LOC_FRA; new ambient dialogue to hear from random NPCs as you walk through the embassy
- BioD_CitHub_EmbassyP1_LOC_INT; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
- BioD_CitHub_EmbassyP1_LOC_INT; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
- BioD_CitHub_EmbassyP1_LOC_INT; new ambient dialogue to hear from random NPCs as you walk through the embassy
- BioD_CitHub_EmbassyP1_LOC_ITA; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
- BioD_CitHub_EmbassyP1_LOC_ITA; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
- BioD_CitHub_EmbassyP1_LOC_ITA; new ambient dialogue to hear from random NPCs as you walk through the embassy
- BioD_CitHub_Hospital; locked one of the rooms if Thane is alive during Phase 1
- BioD_CitHub_Hospital; changed PTSD ambient so it plays during Phase 2 & 3 instead of Phase 1, as it doesn’t make sense lorewise
- BioD_CitHub_Hospital; PTSD soldier is now wearing commando gear and looks all grimy, as if she hasn’t washed
- BioD_CitHub_Hospital; delayed ambient injured marine dialogue until after Phase 1, as it makes more sense then
- BioD_CitHub_Hospital; PTSD patient is now wearing Commando gear and looks like she hasn’t washed since the battlefield
- BioD_CitHub_HospitalDECO; fixed batarian with a disappearing head
- BioD_CitHub_HospitalDECO; added sick volus and asari doctor stuntactors
- BioD_CitHub_HospitalDECO; added elcor parent and salarian resident stuntactors
- BioD_CitHub_HospitalP1; Thane and potentially Kolyat will appear in a closed off room during the first visit to the Citadel
- BioD_CitHub_HospitalP1; set up new ambient dialogue about a volus infected with the yoqtan virus from ME:A Annihilation
- BioD_CitHub_Hospital_P1; set up new ambient dialogue about an elcor parent whose child was diagnosed with a disease from ME:A Annihilation
- BioD_CitHub_HospitalP1; Ashley’s doctors/surgeons are wearing facial coverings when they leave her room
- BioD_CitHub_HospitalP1_LOC_INT; set up new ambient dialogue about a volus infected with the yoqtan virus from ME:A Annihilation
- BioD_CitHub_HospitalP1_LOC_INT; set up new ambient dialogue about an elcor parent whose child is infected with Thunowanuro Megafluenza from ME:A Annihilation
- BioD_CitHub_PresidiumDEC3; repositioned many NPCs to stand on the floor, lean on the railings at the correct height and so on
- BioD_CitHub_PresidiumP3; corrected an oversight in the Shiala sequence that meant her war asset was given for no reason if Spectre Expansion Mod was installed but english language essentials were not
- BioD_CitHub_UnderbellyDECO2; fixed pink skinned asari
- BioD_Gth001_300GARDIAN; geth blood changed from black to white
- BioD_Gth001_600Core; geth blood changed from black to white
- BioD_Gth002_210Tower; geth blood changed from black to white
- BioD_GthN7a_100Crash; corrected gore emitter on dead quarian and gave him a broken faceplate
- BioD_GthN7a_100Crash; created geth gore emitter and applied it to dead geth
- BioD_GthN7a_100Crash; geth blood changed from black to white
- BioD_GthN7a_200Patrols; geth blood changed from black to white
- BioD_GthN7a_200Patrols; geth corpse applied with white gore emitter
- BioD_GthN7a_210AAGun; geth blood changed from black to white
- BioD_GthN7a_300Tower; geth corpses diversified and now with white gore vfx
- BioNPC_Aethyta; restored her Mass Effect 2 appearance
- BioNPC_Balak; restored his Mass Effect 1 face and skintone
- BioNPC_Balak; set up a Spectre Expansion Mod-only version of Balak where he’s wearing his armour from Mass Effect 1
- BioNPC_Calyn; his appearance is now consistent with how he looked in Mass Effect 1
- BioNPC_Executor_HMM; file created that contains the original human executor
- BioNPC_MemoryHelper; updated appearance for new embassy staff design
- BioNPC_OsobaP1; file created, includes Dominic Osoba and his son Bilal
- BioNPC_Udina; subtitle changes to “Council Chairman Udina” if the Council was sacrificed at the end of Mass Effect 1. This is to match the dialogue for the post-battle scene
- Coalesced-BioUI; set up new artefact “store” and added the new decorations
- Coalesced-BioEngine; set up new store and textures
- DLC_MOD_CITProject_INT; text strings added for new artefact decorations and dialogue
- SFXGUIData_Store_Decorator_Artefact; set up new store and added appropriate artwork
-
Version 1.2.5
- BioA_Cat001_050Global; added a holographic screen for Liara to read when using the elevator terminal
- BioA_Cat001_300ColonyA; all picture frames have been filled and fly emitters added over the various corpses
- BioA_Cat001_400ColonyB; fly emitters added over the various corpses
- BioA_Cat001_400ColonyB; ported Bug_Swarm_Lightsource flies from LE2 to LE3 to have them dancing around some light sources
- BioA_Cat002_050Shuttle_LOC; Javik & James now get Cortez' line to hold on tight at the end of their cutscene
- BioA_Cat003_900FinalConvos; the destroyed Alliance shuttle is now a destroyed C-Sec shuttle
- BioA_CitCas_100Street_A; adjusted all railings to be the correct height
- BioA_CitCas_150Street_B; adjusted all chair sizes so that NPCs can actually fit on them and adjusted all railings to be the correct height
- BioA_CitCas_300_Arcade; adjusted all chair sizes so that NPCs can actually fit on them and adjusted all railings to be the correct height
- BioA_CitHub_Embassy; Councilor sign should change after Thessia to show Dominic Osoba is the new Councilor
- BioA_CitHub_Embassy; Udina and Osoba now have photos in the frame on their desk
- BioA_GthN7A_100Start; seabird flock emitters created which contain many birds to make the coast feel more believable
- BioA_MPDish; ported ME1 Ontarom skybox and moon over, and edited the existing moon to use that mesh and texture
- BioA_MPSlum_000TransLevel_LOC_DEU; cut dialogue has been restored as a dialogue choice
- BioA_MPSlum_000TransLevel_LOC_FRA; cut dialogue has been restored as a dialogue choice
- BioA_MPSlum_000TransLevel_LOC_INT; cut dialogue has been restored as a dialogue choice
- BioA_MPSlum_000TransLevel_LOC_ITA; cut dialogue has been restored as a dialogue choice
- BioA_MPSlum_200; vans and hovercar are now using damaged textures
- BioA_Omg001_200Dock; fixed salarian corpse that just showed up white
- BioA_Omg02A_700LndPads; Fighters in the Talon hanger no longer use Cerberus colour schemes
- BioA_Omg02A_700LndPads; Hovercars in the Talon hangar are now diversified
- BioA_OmgJck_000LevelTrans; hologram that is meant to show Kahlee Sanders radio now shows her radio
- BioA_ProEar_000Skyline; running Jack emitters removed
- BioA_ProEar_200; running Jack emitters removed
- BioD_Cat002_050Global; new datapad added here
- BioD_Cat002_100Intro; fixed weird issue with facial animations for Kurin by giving her a different biofacemorph
- BioD_CerMir; Henry Lawson audio logs are now video logs like the logs in ME2. Streaming changes have been made to set this up
- BioD_CerMir_400Factory1stFlr; husk, marauder and banshee corpses added to the laboratory tables to make it look like they’re studying them
- BioD_CerMir_500SecondFlr; more husks added to tubes. If you save the Collector Base in ME2, you'll see some abominations in the tubes
- BioD_CerMir_525_2ndTran; LE3DP's new datapad is only accessible if you have read Mass Effect: Retribution
- BioD_CerMir_600ThirdFlr_A; twitching Marauder added to an inaccessible area, a husk has been made to twitch too
- BioD_CerMir_650Factory2ndFlr; added various abomination, husk and marauder corpses to the science tables
- BioD_Cit001_125Fall; CAT6 Specialist that destroys the restaurant is now using a Saber instead of a Mattock to match the pawn armaments
- BioD_Cit001_115Joker; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_Cit002_020Crowds; ASA, HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_Cit002_030BarCrowd; all races re-diversified so that each NPC uses a unique headmorph
- BioD_Cit003_815Final_RR2; the Shepard hologram now wears default light armour from ME1
- BioD_CitApt; added the robodog to the apartment, it is asleep downstairs
- BioD_CitApt_Thane; Thane’s former handler, a hanar, has been added to the memorial scene
- BioD_CitCas_100Street; Cortez, Jacob, Javik and Grunt character moment loadscreens are now hidden
- BioD_CitCas_125Str_Deco; updated positions of all actors so that they would not be colliding with anything
- BioD_CitCas_135Str_Deco; updated positions of all actors so that they would not be colliding with anything
- BioD_CitCas_200CasinoNew; Ashley, Garrus, Joker, Kasumi, Miranda and Wrex’s character moment loadscreens are now hidden
- BioD_CitCas_240Cas_deco2; updated positions of all actors to get rid of any clipping
- BioD_CitCas_240Cas_deco2; removed superfluous waterfall POI that was on a dry wall, and removed sequence content that tied to it
- BioD_CitCas_260Bar_deco; supplies bug should now be fixed
- BioD_CitCas_260Bar_deco; updated positions of all actors to get rid of clipping
- BioD_CitCas_300Arcade; Traynor character moment loadscreens are now hidden
- BioD_CitCas_310Arc_Deco1; updated positions of all actors so they’re not colliding with anything
- BioD_CitCas_400Cortez; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_420Javik; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_430Traynor; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_440Garrus; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_440Garrus; female turian now has a unique head and wears more appropriate clothing
- BioD_CitCas_450Wrex; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_460Ashley; Sequence changed so you get a fade-to-black instead of a loadscreen
- BioD_CitCas_470Miranda; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_480Kasumi; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_480Kasumi; Kasumi's crew now look like they could blend into the casino and are no longer fully armoured up
- BioD_CitCas_490Zaeed; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_500Grunt; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_500Grunt; turian C-Sec officers have had their armour standardised and given unique faces
- BioD_CitCas_510Jacob; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitCas_520Joker; Sequence changed so that you get a fade-to-black instead of a loadscreen
- BioD_CitHub; Spectre notification image changed from Tela Vasir to the Spectre logo
- BioD_CitHub_BarlaVon_LOC; there is a new cutscene to hand in his quest
- BioD_CitHub_Dock; ASA, HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_DockDECO2; walkway NPCs diversified
- BioD_CitHub_DockP2; walkway NPCs diversified
- BioD_CitHub_EmbassyDECO; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_EmbassyDECO; Matriarch clothing colours are now randomised
- BioD_CitHub_EmbassyDECO3; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_EmbassyP3; Governor Grothan Pazness now has dialogue
- BioD_CitHub_EmbassyP3; elcor sequence changed so both conversations use a BioStage
- BioD_CitHub_EmbassyP3; Samara will now only appear if you have read her email about meeting up on the Citadel
- BioD_CitHub_EmbassyP3_LOC; end dialogue for Dekuuna: Elcor Evacuation is now presented in a cutscene
- BioD_CitHub_HospitalDECO; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_HospitalDECO_CSEC; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_HospitalDECO_P3; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_HospitalDECO_Thessia; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_HospitalPresDECO; all racial sequences streamlined
- BioD_CitHub_HospitalPresDECO; HMF re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_HospitalPresDEC3; various sequences streamlined
- BioD_CitHub_HospitalPresDEC3; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_PresidiumDECO; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_Persidium_BankP3; damaged areas are rebuilt over the course of the Rannoch plot
- BioD_CitHub_Persidium_P3; damaged areas are rebuilt over the course of the Rannoch plot
- BioD_CitHub_Persidium_P3; Shiala cutscene and romance has been correctly set up and is available for Spectre Expansion Mod users
- BioD_CitHub_Persidium_P3_LOC_INT; Shiala cutscene overhauled by Exkywor
- BioD_CitHub_PresidiumDEC3; HMF & HMM re-diversified so that each NPC uses a unique headmorph. Walking stuntactors are also unique
- BioD_CitHub_Udina_LOC; restored cut dialogue about Cerberus
- BioD_CitHub_UnderbellyDECO2; HMF and HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_UnderbellyDECO3; HMF and HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_UnderbellyDECO3; Vorcha have been added. They will only appear after Heshtok is invaded
- BioD_CitHub_UnderbellyP3; Zaeed sequence changed so that it would stream in new file and is now set up for a proper conversation instead of ambient dialogue
- BioD_CitHub_UnderbellyP3_LOC; new cutscene data added for Zaeed
- BioD_CitHub_UnderbellyP3_Zaeed; new file used for the new Zaeed conversation
- BioD_CitHub_WardsFluxP3; added some bioseqvar_objectfindbytags to Seq_Jack to correct a cutscene issue for the chairs at her table
- BioD_CitHub_WardsFluxDECO; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitHub_WardsFluxDECO3; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitSam_700Entryway; asari corpse added beside Disciple loot
- BioD_CitSam_750Peristyle; new datapad added that is only accessible if you have completed UNC: Asari Writings in ME1
- BioD_CitSim_Crowd00; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitSim_Crowd01; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitSim_Crowd02; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_CitSim_Crowd03; HMF & HMM re-diversified so that each NPC uses a unique headmorph
- BioD_GthN7a_400Shuttle_LOC; Koris now uses Arc Pistol instead of a Predator
- BioD_GthN7a_430End_LOC; Koris now uses Arc Pistol instead of a Predator
- BioD_GthN7a_450Shuttle2; Koris now uses Arc Pistol instead of a Predator
- BioD_Kro001_200Basement; corrected subtitle tags for talking NPCs, also sneakily introduced a couple of easter egg names
- BioD_Kro001_200Basement; corrected skintone values for some salarians
- BioD_Kro001_300FirstFlr; salarian soldiers headmorphs, armour colours and weaponry are more varied
- BioD_Kro001_300FirstFlr; salarians will now be battling Cerberus troopers in the building across from them, rather than firing into thin air
- BioD_Kro001_400SecondFlr; made salarian soldiers armour colours more varied
- BioD_Kro001_400SecondFlr; added more corpses of salarian scientists and others to make the battle feel more deadly
- BioD_Kro002_300trucktalk; low poly Reaper replaced by high poly Reaper
- BioD_Kro002_400highway; low poly Reaper replaced by high poly Reaper
- BioD_Kro002_400highway; burnt armour vfx has been added to the dead krogan after the plane crash
- BioD_Kro002_400highway; Gatatog Uvenk, Weyrloc Guld, Weyrloc Clanspeaker, and clan warriors have been added to this area under certain conditions
- BioD_Kro002_400highway; new Gatatog sequence set up so you can speak to Gatatog Uvenk if he is present
- BioD_Kro002_400highway; new Weyrloc sequence set up so you can speak to Weyrloc Clanspeaker if he is present
- BioD_Kro002_400highway_LOC; dialogue added for Gatatog Uvenk and Weyrloc Clanspeaker
- BioD_KroGar_305TowerAMB1; turian and husk corpses now have correct gore vfx
- BioD_KroGru_150Camp; new datapad added to read in the camp, written from the perspective of one of the missing krogan scouts
- BioD_KroGru_150Camp; krogan now use their own types of weapons and flamethrowers
- BioD_KroGru_150Camp_LOC_INT; Grunt now holds a Claymore
- BioD_Lev002_200Welcome; NPCs have been diversified in the opening area
- BioD_Lev002_350LabsA; female scientists now use the ZEBa concept art outfit
- BioD_Lev002_350LabsA; HMM_ARM_CTHh texture fixed so it no longer reads SR-2 on it
- BioD_Lev002_350LabsA; one male turian changed to a female
- BioD_Lev002_350LabsA; duplicate Lev002_HMM4 stuntactors changed so each has a different headmorph
- BioD_Lev003_200DestroyPods; corpses now have gore vfx
- BioD_Lev003_300BlockedPath; corpses now have gore vfx
- BioD_Lev003_380Ramp; corpses now have gore vfx
- BioD_Lev003_400RvgrCombat; corpses now have gore vfx
- BioD_Lev003_300BlockedPath; SFXSkeletalMeshActor_5 changed to an Alliance marine
- BioD_Lev003_300BlockedPath; new datapad added
- BioD_Lev003_450Misdirect; corpses now have gore vfx
- BioD_Lev003_600HrvstrFight; corpses now have gore vfx
- BioD_MPSlum_100SP; corpses now have gore vfx
- BioD_MPSlum_100SP; civilians are now more varied
- BioD_MPTowr; corpses of the garrison are now spread around the map
- BioD_Omg001_200WaitRoom; Retrofits patch fix for occasional Aria T-pose
- BioD_OMG003_315End_LOC; all tech classes can now use the engineer interrupt
- BioD_Omg02A; streaming should be smoothed near the Talon base
- BioD_Omg02A_700TalonExt; if you have Omega Hub installed, the Kehri Inverters are not lootable
- BioD_Omg02A_800Talon; injured talons should only appear if you have scanned them
- BioD_OmgHub_001Global; mechanic sidequest cannot be gained if you have Omega Hub mod installed, it will be gained when you visit the hub after the DLC is complete
- BioD_OmgHub_200TacRoom; Harrot is now smoking his cigar
- BioD_OmgJck_100Airlock; datapad about Gillian Grayson added, visible only if you've read ME: Ascension or Retribution
- BioD_OmgJck_100Airlock; corpses of the Cerberus goons Kahlee shoots will no longer vanish
- BioD_ProMar; streaming edited so 800ILOffice is streamed in for the end cutscene of ProMar
- BioD_ProEar_210Child_LOC; overhauled the Shepard-Anderson cutscene after first meeting the kid, it now has cut content restored, as well as dialogue choices added
- BioD_ProMar_205ALiaraIntro; Cerberus troopers now use Hornets instead of Mattocks
- BioD_ProMar_210Parking; spark emitters added to broken elevator after you attempt to use it
- BioD_ProMar_210Parking; dead engineers added to the garage area
- BioD_ProMar_410SealedLabs; changed SFXNav_InteractionHenchStandIdle_3 & 4 to SFXNav_InteractionHenchOmniTool_1 & 2 to match the community patch
- BioD_ProMar_410SealedLabs; trashed original SEQ_TELEPORT_HENCH_TO_PLAYER and then ported over the new one from the community patch
- BioD_ProMar_740Bossfight; your squad will now shoot at Dr. Eva
- BioD_ProMar_740Bossfight; The Illusive Man’s office is now streamed in and the FMV is removed
- BioD_ProMar_800ILOffice; emptied out except for a sequence to set what star you get based on your Collector Base decision; blue or red
- BioD_ProMar_800ILOffice_Blue; new file with a blue sun
- BioD_ProMar_800ILOffice_Red; effectively the original 800ILOffice file
- BioD_WardsFlux; Aria's hologram will change after Omega DLC to show that her forces control it instead of Cerberus
- BioD_WardsFlux; endless dancing is now possible
- BioH_Exp3_Cortez_2; Cortez now wears his Alliance pilot armour
- BioNPC_Aid; Udina’s assistant has been changed to a human, a minor character from Mass Effect: Retribution called Cerise
- BioNPC_Alison; NPC is now wearing one of ZEB's concept art outfits
- BioNPC_Asha; Library of Asha NPC is now wearing commando gear instead of a hardsuit
- BioNPC_Conrad; Conrad is now wearing N7 gear
- BioNPC_Teen; drawscale changed so that she looks a bit younger, also made her hair colour less luminous
- BioSnd_CitHub; romance music added for use in the Shiala romance cutscene
- BioSnd_CitHub_DarkStar; romance music added for use in the Shiala romance cutscene
- BioSnd_CitHub_OmgDance; romance music added for use in the Shiala romance cutscene
- BioSnd_CitHub_OmgLounge; romance music added for use in the Shiala romance cutscene
- BioSnd_CitHub_TwrBar; romance music added for use in the Shiala romance cutscene
- DLC_MOD_CITProject_ITA; improbabile translated text strings added to mods files
- DLC_MOD_CITProject_RUS; RielDeley translated text strings added to mods files
- Mesh; mesh HMF_ARM_ZEBc_MDL has had its rotation origin set to 0, 0, 0 as it was intended to be
- SFXImages_SaveLoad_Lev; Vegz remade the save/load image files for Leviathan DLC
- Text; Jacob’s passive class renamed to Ex-Cerberus Operative
- Text; Miranda’s passive class renamed to Ex-Cerberus Officer
- Text; Citadel elevator options now have descriptions
-
Version 1.2.4
- SFXImages_LE3DP.pcc set up & Coalesced changes added for future Hanar Embassy update
- BioA_Lev001; WomNeck_Skull_01 should no longer have a spine
- Cit002_030BarCrowd; elcor should no longer clip with table
- CitCas_125Str_Deco; fixed quarian female getting visor texture applied to her entire body
- CitCas_125Str_Deco; reduced random colour options for QUF from 10 to 9
- CitCas_125Str_Deco; immense lag removed from Armax scoreboard in main Silversun area
- CitCas_135Str_Deco1; fixed quarian female getting visor texture applied to her entire body
- CitCas_135Str_Deco1; reduced random colour options for QUF from 10 to 9
- CitCas_310Arc_Deco1; fixed quarian female getting visor texture applied to her entire body
- CitCas_310Arc_Deco1; reduced random colour options for QUF from 10 to 9
- CitHub_WardsFluxP3; streaming setup changed for Grissom Students, which should hopefully prevent rare collision of students & volus
-
Version 1.2.3
- Lieutenant Kurin now has unique facial morphs
- Fixed a compatibility issue with Spectre Expansion Mod
-
Version 1.2.2
- Fixed missing salarian heads in HospitalDECO_CSEC
- Fixed drell in Purgatory who is halfway through the floor
- Elevator shaft goes all the way to the ceiling in the Embassy
- Fixed Alliance soldier in dress blues wearing a batarian head
- Fixed position of an actor in the Sushi Bar
- Fixed missing heads in EmbassyDeco3
- Streaming changes to BioD_CitHub_Udina.pcc to prevent conflict
- Spectre Expansion Mod compatibility added to the embassies
- Fixed inconsistent CRC's for HMM_ARM_CTHh_Tnt_Diff_ME1
- Potentially fixed Shiala installation issue
- Financial holograms can be witnessed in the banking area of the Presidium Commons
- CerMir; new datapad added to Horizon that references Mass Effect: Retribution
- CerMir; moved treasure node in 525_2ndTran.pcc to a more unique location
- Cat004; the scientist with TIM is now called Dr. Jana, a character from the novels
- Cat004; Dr. Jana now looks more like a cerberus scientist, and she has dark hair like she does in the novels
- HanarPlot; hanar mission can now be played at any point during the game -after- you get Bau's letter
- HanarPlot; inserted an investigate option to ask where Bau's source came from, so the conversation isn't railroaded (all languages)
- HanarPlot; fixed camera angles at the end of Bau intro cutscene (all languages)
- EmbassyP3; moved volus ambassador quest CSEC officer to avoid potential clashes with hanar diplomat if played after coup
- Embassy_Cat003; removed state transitions in Bailey dialogue which would close off hanar diplomat quest
- Strings added 6345081 -> 6345114
-
Version 1.2.1
- Fixed t-posing scientist on Mars
- Altered streaming on Priority: Palaven so we no longer have a floating turret
- The new Kannik cutscene should now work for DEU, FRA and ITA players
- Google translated all INT strings to DEU, ESN, FRA, ITA, JPN, POL and RUS
-
Version 1.2.0
- Cerberus dropships in Cat001 will now have engine VFX
- All laptops in Gth001 have been replaced by Geth Terminals from ME1/2. Gth001 Cutscenes altered to account for the new geth terminals
- Elevator geth using missile launcher is now using the correct mesh
- Datapad on Priority: Mars now changes based on how the ME1 Feros storyline ended
- If you find the special easter egg in the beginning area of Priority Mars, then you'll get that easter egg as a sculpture for your apartment
- An additional bedding option is available to buy from the Home Spun store
- Injured ex-Cerberus & others added to the hospital area of the CerJcb mission
- Ex-Cerberus & their families have been added to the docking area of CerJcb
- Priority: Palaven has undergone a huge overhaul where we now see changes to the map based around whether or not Garrus (and his task force) helped prepare the turians for the invasion
- Dr. Archers outfit no longer has SR-2 branded on it
- Presidium Commons NPCs can now be seen from Huerta Memorial Hospital
- Assisting Doctor in Thane's death scene now has a more unique headmorph
- HMM_ARM_CTHh across the game is now using the X-05 instead of SR-2
- Broken CTHh MICs for human female doctors in Huerta have been fixed
- All holograms in Priority: Palaven now display turian text
- Reduced a certain BioNPC file by 34mb
- Fixed scared animation for vendor in Citadel Coup
- Officer Jordan Noles is now correctly dressed as a C-Sec officer
- Immigration Officer is now dressed as a C-Sec Officer
- Underbelly Hanar should now have collision
- Docking Officer is shown dead in the Cat003 intro
- EDI is now visible in the Cat003 intro
- The CIC displays a new Citadel hologram during the Cat003 intro
- A new docking officer has been created for the post-coup gameplay
- Indoctrination chair added to Cerberus Labs
- Dead asari commando on CitSam is now subtitled as Tashya Porae
- Customers at Apollos now have food on their tables
- TUF heads show correctly in hospital
- Purgatory, refugee area and presidium commons have had a streamlining overhaul that should help stabilise FPS
- The corpses of Liara's pursuers in ProMar are still visible after the cutscene ends
- Unnamed hanar across the Citadel now have randomised skin colours
- Purgatory & Hospital hanar are now SFXSkeletalMeshActors instead of StuntActors to save on memory
- Salarian heads across the vanilla Citadel areas are now unique, across Citadel DLC areas they are mostly unique
- Standardised the location of gore for use in the Repository
- Kannik now has a unique appearance
- Governor Grothan Pazness will appear in the Embassies if you have located his war asset (requires EGM's next patch)
- Sayn now has a unique appearance
- Sollik Vass now has a unique appearance
- Asari Matriarch clothing is now randomised between two patterns based on ME1 concept art
- Disguised last load screen on CerJcb behind a blackscreen
- Batarian NPCs across the Citadel are now unique
- Purgatory; Restored Aria dialogue about the Citadel
- Implemented some community patch fixes
-
Version 1.1.2
- Tarquin Victus now has new armour to make him more unique, and his Brawler pistol uses turian font instead of english (all languages)
- Some of Victus' NPCs in KroN7a are now separated, so that there are fewer instances of a single actor playing multiple turian soldiers
- The argumentative turian soldier from KroN7a is now wearing special forces heavy armour from Mass Effect 1
- Several of Victus' turian soldiers are now wearing terminus heavy armour from Mass Effect 1
- Turian medic is now wearing a new colour-scheme for turian medics in KroN7a
- Turians with Victus in KroN7b are now the same as those visible in the final cutscene of KroN7a. All turians visible are using turian weaponry
- Dead turian in KroN7a final cutscene now has gore effects
- Salarian & Turian heads should still appear in the Casino infiltration mission if the quarians are dead
- Memory leaks to do with NPC randomisation plugged
- Asari all over the Citadel have had their randomisation streamlined, and each area uses unique headmorphs
- Cortez now wears the pilot armour when he's flying the Kodiak
- General Corinthus now has a Brawler pistol on his hip
- Primarch Victus now has a Brawler pistol on the hip, and uses a Phaeston during cutscenes on Priority: Palaven
- Turian corpse added to KroN7a where the husks are kneeling down
- "Spare Parts" POI on KroN7a renamed so it doesn't look like Shepard is looting spare parts from a corpse
- Fixed ASA & KRO material issues in BioD_OmgHub_500AmbAct_PhC
- Fixed missing heads in Omega end cutscene
- Fixed NPCs & door appearing too soon at the end of Omega
- Lieutenant Kurin's weapon should now properly collapse
- All corpses on KroN7a now have appropriate gore
- Living soldiers on KroN7a now use Phaestons
-
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The LE3 Diversification Project is an initiative that aims to improve the immersive elements of Mass Effect 3: Legendary Edition by overhauling species population numbers, introducing female aliens for most humanoid races, and making the world feel less static. The mod is built from the ground up to work for vanilla players, while also serving as a foundation for new content introduced by content mods such as Spectre Expansion Mod. Below are some of the objectives we have made so far in this mod:
For a look at the full scope of changes made by this mod, take a look at the features below!
FEATURES
- Rebalance NPC Populations so that humans no longer dominant the Citadel by adding more alien NPCs, as well as diversifying headmorphs, outfits and colours across the game.
- C-SEC has been overhauled so that they're a multi-species organisation, and that they are wearing lore-accurate equipment from Mass Effect 1 and 2.
- The Citadel evolves over time, with advertisements, club music, even passing ships being randomised. Your decisions may change the way the Citadel looks and those who live upon it.
- Immersive improvements for missions to make it feel like Shepard is in the midst of a galaxy-wide, genocide conflict.
- Pave the way for future content by building compatibility into this mod, that way if other mods add new story content it'll work in this mod too.
For a look at the full scope of changes made by this mod, take a look at the features below!
FEATURES

Spoiler:
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GLOBAL CHANGES:
NPCs:
SQUADMATES:
UI:
NPCs:
- Corpses across the game will now have gore vfx. Additionally, all low-poly Cerberus & Alliance corpses have been replaced for better versions
- Some hanar will wear metallic rings on their tentacles, much like in the ME5 club concept art.
- Reaper capital ships now have red lightning cracking around them, like Sovereign did in Mass Effect 1
- Medigel dispensers across the game will now correctly display a red cross hologram, and that will deactivate when the gel is looted.
- Medical bed prefab holograms have been restored across the game.
- Gore effects have been applied to corpses across the entire game.
- Planters are no longer branded with the Noveria Development Corp logo.
- Crates across the game have had their red emissive lights restored.
- Bed cots have had their emissive lights restored, as per Mass Effect 1
SQUADMATES:
- Jacob has had his passive class renamed Ex-Cerberus Operative.
- Kasumi Goto will now wear a breather when underwater.
- Miranda has had her passive class renamed Ex-Cerberus Officer.
- Nyreen now has eyes that match male turians for biological consistency.
- Tali's drone is now the same colour as it was in Mass Effect 2.
- Aethyta is now using the same headmorph she had in Mass Effect 2.
- Ambassador Calyn is now consistent with his appearance in Mass Effect 1.
- Ambassador Din Korlack's appearance is now consistent with LE1 Diversification Project.
- Balak is now using the same headmorph he had in Mass Effect 1. Also, if using Spectre Expansion Mod, he'll wear the same armour.
- Commander Bailey is now dressed as he was in Mass Effect 2, and has the same headmorph.
- Conrad Verner has taken to dressing like the most fashionable of N7's and now wears a flashy jacket and jeans.
- Cortez now wears Alliance pilot armour when he is piloting the Kodiak shuttle.
- Councilor Udina will now have the title Council Chairman Udina if you imported a Council-Dead save, this is to match dialogue at the end of Mass Effect 1.
- Gianna Parasini now has an NPC file, but doesn't yet appear ingame...
- Jondum Bau will wear a breather when underwater.
- Kirrahe once more has the correct headmorph, skin colour and armour from Mass Effect 1.
- Consort Sha'ira now looks exactly as she did in Mass Effect 1.
- David Archer will now use his Mass Effect 2 headmorph, but is using the same eye colour as his tortured mesh did.
- Ereba is now consistent with her Mass Effect 2 appearance.
- Jenna is now consistent in appearance with LE1 Diversification Project.
- Jordan Noles is now correctly dressed as a C-Sec Officer.
- Kannik now has a unique appearance.
- Kelly is now more consistent with her original appearance in ME2.
- Khalisah al-Jilani is now more consistent with her Mass Effect 1 & 2 appearance.
- Michael Petrovsky is now using his Mass Effect 1 headmorph.
- Olombe and Talavi are now wearing Alliance marine armour.
- Rebekah Petrovsky is now using her Mass Effect 1 headmorph.
- Sayn now has a unique biofacemorph, replacing the generic salarian head he used before
- Sarah Williams has had her skin, hair and eye colours changed to be a closer match to Ashley so that they look more like they are related. She is also wearing a unique outfit made by Zebbros that is based upon ME concept art.
- Septimus Oraka is now consistent with his appearance in Mass Effect 1.
- Sherrk is a batarian, just as Bioware had intended him to be.
- Solik Vass now has a unique biofacemorph, replacing the generic salarian head he used before
- Vosque of the Blue Suns is now wearing a more unique outfit, to help him feel less like Mr. Generic.
- Alison is now wearing one of ZEB's concept art outfits.
- Docking Officer will change to a new character after the Citadel Coup.
- Immigration Officer is now wearing C-Sec uniform.
- Thane's doctor now has a unique headmorph
- The forgetful old woman has a new dress pattern so she isn't wearing the same outfit as the embassy staff.
- The Library of Asha questgiver is now wearing asari commando gear.
- The soldier that is trying to send her child to family on Thessia is now wearing Alliance armour.
- BroShep vs FemShep: Duel of the Shepards
- Cerberus Retrofits
- Geth Retrofits
- Harbinger Overhaul Mod
- Reaper Retrofits
UI:
- High resolution save/load images for Leviathan DLC have been created courteous of Vegz.

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GLOBAL CHANGES:
GAMEPLAY IMPROVEMENTS:
DOCKING BAY:
CUTSCENES:
REFUGEE AREA:
BUG FIXES:
HUMAN EMBASSY:
AMBIENT DIALOGUE:
HUERTA MEMORIAL HOSPITAL:
AMBIENT DIALOGUE:
PRESIDIUM COMMONS:
BUG FIXES:
PURGATORY:
CUT CONTENT RESTORATIONS:
GAMEPLAY IMPROVEMENTS:
- Increased the number of randomly selected load screens to 8.
- Elevator destinations now have a description.
- Population has been rebalanced so that humans are no longer the dominant species. There are equal numbers of Council races, with non-council races appearing more frequently than before.
- Female batarians, drell and turians can be found in different places on the Citadel.
- Citadel Security has undergone a major overhaul. There are officers from all Council races, they wear the canon outfits from Mass Effect 1 & 2, including the same headgear, and use lore-accurate weaponry.
- The Presidium vista has been completely overhauled, providing a much richer backdrop for your time in the hub and bringing it more into the modern era.
- The Citadel will be repaired after the Coup. As you might expect, this takes awhile to do.
- Transport terminals across the Citadel will correctly display the ME1 taxi hologram.
- Advertisements are now randomised, and will change during the course of the storyline.
- News terminal prefabs have been restored. Their holograms will now activate when you walk near to them.
- Steam can be spotted rising from some coffee cups on the Citadel.
- Chairs are rescaled so that aliens can sit on them without poking through the mesh.
DOCKING BAY:
CUTSCENES:
- Diana Allers will appear for the first time after you speak to the Council.
- Diana Allers recruitment conversation has been altered so it is no longer railroaded. Part of her dialogue is now an investigate.
- During Phase 1 the Docking Bay is filled with the new Normandy crew as they prepare to board, including new supplies being delivered, and brand new ambient dialogue that changes based upon your character history.
- The "off to war" couple now appear post-Palaven, rather than from the beginning of the game.
- Refugee area NPCs can now be seen from the docks.
- Alliance NPCs in this area use Normandy SR-2 headmorphs, to make it clear that many are disembarking from the Normandy.
- Ensign Copeland no longer vanishes after the Diana Allers conversation.
- You can sometimes see engineers working on the Normandy hull.
- Ships passing by are now both randomised -and- determined by what allies you have gathered and war assets you've found. For example, save the quarians and you might see a quarian frigate drift by.
REFUGEE AREA:
BUG FIXES:
- Citadel: Inspirational Stories; the camera now animates correctly.
- Zaeed's ambient conversation is now a fully interactive cutscene (thanks Pauju!)
- The wounded batarian cinematic now turns the turian nurse dialogue cinematic, and there are more options for the end choice to kill or spare the batarian. (coming 1.4.0)
- If you have played the mobile game Mass Effect: Infiltrator (set via Expanded Universe Mod Menu) then you will find a terminal to read. This will grant the war asset that the mobile game once gave players.
- When Irune is invaded, the area will flood with volus refugees, the same happens with vorcha refugees when Heshtok is invaded.
- Eclipse mercenaries now wear a selection of Eclipse armour sets from Mass Effect 2
- Turian nurse in the Citadel: Wounded Batarian plot now has a unique appearance.
- Teenage refugee has had her scale reduced slightly to make her look a bit younger.
- On rare occasions, a transport ship will dock with the refugee area.
HUMAN EMBASSY:
AMBIENT DIALOGUE:
- During Phase 1 there is an extensive overhaul of the area, complete with a lot of new ambient dialogue, including an ambient conversation that was first written for the Homeworlds comic.
- Restored a cut dialogue option about Cerberus when speaking to Udina.
- Ambassador Calyn has a new cutscene when you complete Dekuuna: Elcor Extraction.
- A new cutscene with Primarch Victus to begin the assignment Citadel: Volus Ambassador. English audio only.
- Fixed broken camera angles in Jondum Bau cutscene, and introduce an investigate option about Kasumi
- Ambassador Dominic Osoba's cutscene has been edited so that he will walk offscreen at the end of the conversation.
- The screens in Udina's office will display information on Primarch Fedorian and Menae during the conversation with the Turian Councillor.
- During Phase 3 the Embassy will undergo NPC changes over time. Immediately after the coup you will see doctors tending to the injured or c-sec investigating murders committed during the coup, etc.
- Upon your return, you'll find C-Sec fencing off Udina's office for investigation, and eventually reopening. These dynamic changes will help with immersion during revisits.
- Phase 3 c-sec officers will carry stowed weapons.
- A mysterious woman will be sat in Udina's office after Priority: Sur'kesh. She is wearing clothing based upon Mass Effect concept art and was made by Zebbros. Thanks Zeb!
- Samara will only appear once you have read her email.
- Din Korlack can sometimes be found working in the new volus trading office.
- Expanded Galaxy Mod; If you locate the war asset Governor Grothan Pazness then you'll find him in the Embassies.
- Spectre Expansion Mod; Councilor Osoba will be visible in his Udina's former office after Priority Thessia.
- Shrike Abyssal: Prothean Obelisk is now delayed until after you meet with the Council.
- A new Vol Protectorate Trade Office has been set up in the embassy.
- Vegetation will change depending upon whether the new or old Council are in power.
- Elevator shaft now reaches to the ceiling.
HUERTA MEMORIAL HOSPITAL:
AMBIENT DIALOGUE:
- New ambient dialogue has been added during Phase 1. This includes dialogue about an elcor's child, and a volus with a yoqtan infection.
- Injured marine ambient dialogue delayed until after Priority: Palaven.
- No matter which book is bought, it will be given as a gift to Ashley. There is also now a hierarchy of which books grant the most intimacy when handed over. (coming patch 1.4.0)
- No matter which drink is bought, it will be given as a gift to Kaidan. There is also now a hierarchy of which drinks grant the most intimacy when handed over. (coming patch 1.4.0)
- The conversation between Udina and the Virmire Survivor now has more animations. (coming patch 1.4.0)
- If a poetry book is given to Ashley, you'll be able to read a poem from it. (coming patch 1.4.0)
- The patients will change as the game progresses, with the entire composition of NPCs changing after major missions such as Priority: Citadel II and Priority: Thessia.
- PTSD soldier is now dressed in dirty commando gear, and she will not appear until after Priority: Palaven.
- Doctors treating the Virmire Survivor will now wear face masks.
- Thane can be spotted in an inaccessible hospital room before Priority: Palaven.
- Poisoned turian general will be visible after the Coup
- Doctors outfits now correctly display the letters X-05 instead of SR-2
- Presidium Commons NPCs can now be seen from the hospital.
- Spectre Expansion Mod; LOKI Mechs will guard the hospital if the player buys their contract.
- Citadel: Alien Medi-Gel Formula can now be handed in during Phase 3. (coming patch 1.4.)
- Blood bags can be found beside certain hospital beds.
- Gifts bought for Ashley or Kaidan will now appear in their room. (coming patch 1.4.0)
- The bed beside Dr. Ravin has been replaced by a hanar stasis pod. (coming patch 1.4.0)
PRESIDIUM COMMONS:
BUG FIXES:
- A bug that prevented Joker's investigate dialogue from firing has been fixed.
- Citadel: Cerberus Retribution; restored an option that allows you to choose to support either the gung ho widow or the reluctant widower.
- A new cutscene has been added for when you return the black market goods to Kannik in the Aria: Blue Suns sidequest.
- A new cutscene has been added for when you hand in your quest to Barla Von in Citadel: Barla Von.
- Aria: Blood Pack has had an overhaul so that Kreete is a krogan, which makes the cutscene feel more plausible.
- Restored lost Avina line - english-only
- Spectre Expansion Mod; Shiala can be met if using the English version of the mod.
- You can now choose to support either Michael or Rebekah Petrovsky.
- During Phase 3 the Presidium Commons will undergo many NPC changes over time. Immediately after the coup you will see doctors tending to the injured or c-sec investigating, but over time the area will recover and change according to events that happen during the story.
- Spectre Expansion Mod; LOKI Mechs will guard the C-Sec office if the player buys their contract.
- Athena Nebula: Hesperia-Period Statue has been delayed. The scientist will now appear on a return visit to the Citadel after you've seen the coup aftermath.
- Citadel: Batarian Codes has had a minor visual overhaul by including scanning drones and C-Sec holographic barriers to give the illusion of a crime scene for Jordan Noles to investigate.
- Customers at Apollos now have food on their tables.
- Damage to the Presidium Commons will be fixed as the game progresses.
- The "bank" area now displays rolling financial data on holograms around the room.
- In the immediate aftermath of the coup you will see a damaged bank advert.
- The shopping district has had a visual overhaul to make it feel more visually appealing, including displaying some of the items you can purchase.
PURGATORY:
CUT CONTENT RESTORATIONS:
- Engineers Kenneth and Gabby's recruitment cutscene has been restored, complete with overhauled cameras and animations (coming patch 1.4.0)
- Engineer Kenneth's recruitment cutscene has been restored, complete with overhauled cameras and animations (coming patch 1.4.0)
- Some cut Aria dialogue has been restored
- You can dance for as long as you want on the dance floor!
- Music in the club is now randomised between four tracks from clubs across the trilogy including Dark Star Lounge, Afterlife and Purgatory.
- Aria is now watching over a hologram of Omega Station while debating how to reclaim it from Cerberus. When it is reclaimed, it will change to show her forces are in command of it.
- Omega Hub Mod; Aria will vanish from Purgatory after you've reclaimed the station. Her hologram is replaced by a stripper, and a client is watching from the couch. (coming patch 1.4.0)
- A keeper will sometimes be seen working on a console near to the elevator.
- When Jack is in the club, her students are also there blowing off steam.
- Spectre Expansion Mod; LOKI Mechs will guard the elevator if the player buys their contract.
- If you complete Citadel: Improved Power Grid, then there will be many visible holographic changes to the club.

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PROLOGUE: EARTH:
COMPATIBILITY:
COMPATIBILITY:
- Harbinger Overhaul Mod compatibility.
- Overhauled the Anderson-Shepard cutscene in the ruins, adding an additional dialogue option and more diverse responses influenced by Shepard's background.
- The Alliance cruiser has been replaced for a dreadnought to match the Virmire Survivor's dialogue.
- A new datapad has been added containing one of the pre-release Alliance News Network articles.
- The Alliance NPCs in the intro have been diversified a little more, wearing a wider variety of outfits.
- Privates Campbell and Westmoreland can be seen walking past Shepard during the introduction.
- The crashed pilots now have new armour to match the outfit worn by Alliance fighter pilots in the Sword cutscenes.
- Environmental storytelling has been improved by adding more vehicles to the terrain, so that the city feels more it had been a bustling metropolis before the attack
- Low poly corpses have been replaced for high poly ones.
- Burnt corpses added to area where the Reaper attacks.

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PROLOGUE: MARS:
COMBAT:
COMBAT:
- Your squad will now target Dr. Eva alongside you.
- The executioner is now a Cerberus Centurion
- The Cerberus troopers pursuing Liara will now use the correct weapons, and their corpses will remain visible after the cutscene ends.
- When using the airlock, Shepard will now equip his helmet rather than getting it during a fade-to-black (coming patch 1.4.0)
- Plot check added so that if you find the elusive Martian Rover, you acquire it for your apartment in Citadel DLC.
- Prothean datapad changes based on whether or not Shepard had a vision on Eletania in Mass Effect 1.
- ExoGeni datapad changes based on the fate of the Zhu's Hope colony on Feros in Mass Effect 1.
- Missing corpses in cafeteria are now visible, and they are diversified.
- The star Illusive Man is watching will change based upon your Collector Base decision, just as it did in Mass Effect 2.

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PRIORITY: PALAVEN:
INTERACTIONS:
INTERACTIONS:
- Datapads change based around whether Garrus is dead or alive.
- A new vendor, Lt. Ostia has been added to the mission. She can be spoken to in the first turian base and offers a small selection of items for purchase.
- General Corinthus and Primarch Victus now visibly stow their weapons on their armour.
- Turians have been diversified, with female turians joining their forces, alongside armour sets from Mass Effect 1 and 2. Additionally, some NPC officers are wearing new radio meshes, including General Corinthus.
- Turians now use lore-accurate weaponry. Some turians have Brawler pistols from Mass Effect 1 on their hips, with a texture change showing turian language instead of english.
- A Cabal of biotics and some volus auxiliaries can be seen in the hub area.
- The fate of Garrus affects how the battle for Menae is going. If he is alive, the turians are better prepared for the onslaught, with AA guns defending their strongholds, but if he is dead then harvesters rule the skies and are hammering the defenders.
- All holograms in the mission are now in turian text rather than in english. Turian language was taken, and expanded upon, from scarcely used holograms depicting alien languages.
- Fields of dragon's teeth have been spotted with turians impaled upon them, thanks to Mellin for his new meshes.
- Corpses now have gore vfx applied to them.

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PRIORITY: EDEN PRIME:
BUG FIXES:
BUG FIXES:
- Cerberus dropships now use engine vfx.
- A new datapad has been added that reuses dialogue from the alpha-beta script in text form. This revolves around Kai Leng, who once appeared in this mission. (coming patch 1.4.0)
- Liara will now look at a holographic terminal when interacting with a console.
- The prothean soldiers in the flashback scenes are now wearing black armour and have unique skintones to help differentiate them from Javik.
- Paintings are now more varied and all photo frames have been filled.
- Trees have been ported from Mass Effect 1's Eden Prime to establish some environmental consistency. Additionally, all 2d trees have been replaced by 3d trees.
- Corpses have been added across the colony to suggest a Cerberus massacre.
- Insect emitters have been added on corpses and near certain lights to improve immersive ambiance.
- Trucks in the distance have been correctly resized and have their missing wheels.

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GRISSOM ACADEMY: EMERGENCY EVACUATION:
CUT CONTENT RESTORATION:
CUT CONTENT RESTORATION:
- Restored a cut dialogue with Joker for all languages.
- New datapad added that addresses Gillian Grayson, only available if you have read Mass Effect: Ascension or Mass Effect: Retribution.
- A broken robot has been placed beside Reilley Bellarmine as he specialises in working on them.
- Citadel: Biotic Amp Interfaces is now easier to complete as a unique terminal has been set up that is displaying a biotic amp on its screen.
- Corpses of Grissom Academy staff can be found across the map, and the Cerberus goons that Kahlee Sanders kills will no longer disappear.

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PRIORITY: SUR'KESH
BUG FIXES:
BUG FIXES:
- Corrected subtitle tags for some NPCs.
- Restored cut content about STG experiments on the vorcha, dialogue by BladeZero. If you're not using english audio, you'll see a datapad containing the same information.
- Padok Wiks now has more dialogue if Mordin is alive. He will provide more information about himself and the base in the process.
- Salarian headmorphs, skintones, and outfits have been diversified, and they use more varied weaponry.
- The salarian snipers are now wearing sniper goggles.
- Salarian soldiers will now be fighting against Cerberus in other buildings, rather than just firing at thin air.
- Varren moved to their own area of the laboratory, with puppies able to be spotted if you have a good eye.
- Vorcha captives added into the old varren cells.
- Upgraded the vista so that 2d buildings are replaced with 3d buildings, which makes it feel more immersive (coming patch 1.4.0)
- Postprocessing values have been adjusted to bring the mission more in line with Mass Effect 1 & 2. (coming patch 1.4.0)
- Scale of the krogan female corpses has been increased so that they are the correct size.

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ATTICAN TRAVERSE: KROGAN TEAM:
INTERACTIONS:
INTERACTIONS:
- A new datapad has been added which fleshes out the experiences of the first krogan scouting party.
- Krogan have been diversified in terms of headmorphs and armour, so that it is more obvious that they are a unit made up of various clans rather than just one.
- Grunt now correctly wields a Claymore.
- Charr now has the correct headmorph & colour scheme.

Spoiler:
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TUCHANKA: TURIAN PLATOON
INTERACTIONS:
TUCHANKA: BOMB
NPCs:
INTERACTIONS:
- The POI by the kneeling husks has been appropriately renamed.
- Tarquin Victus now has a unique armour taken from Mass Effect 1. He also has a Brawler pistol on his hip.
- Turians have been diversified in terms of sex and equipment, with each turian having a unique headmorph.
- The turian medic now has a unique colour scheme.
- The argumentative soldier is now wearing special forces heavy armour from Mass Effect 1.
- A dead turian has been placed by the kneeling husks.
TUCHANKA: BOMB
NPCs:
- The turians with Victus are the same as those who confront him in the previous mission.
- Turians are wielding lore accurate weaponry.
- Turian holograms now use turian language instead of english.

Spoiler:
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PRIORITY: TUCHANKA
NPCs:
NPCs:
- If Wrex is alive, then Jorgal will be seen as part of Wreav's gang. This is because he is always spotted in the end cutscene of the mission, so he's added for consistency.
- If you rescue the injured scout in Mordin - Old Blood, he'll return as the krogan scout in Mass Effect 3.
- If you do not complete Mordin - Old Blood, their Chief Weyrloc Guld will be among the krogan flanking Wreav or Jorgal
- If you do not complete Grunt - Rite of Passage, then Gatatog Uvenk will be among the krogan flanking Wreav or Jorgal
- Low poly Reaper destroyer replaced by a higher poly mesh.

Spoiler:
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PRIORITY: CITADEL II
BUG FIXES:
BUG FIXES:
- Cerberus dropships now use correct engine vfx.
- The Docking Officer is now visibly deceased in the intro, to show the murderous nature of Cerberus.
- EDI is visible in the intro.
- The Normandy CIC displays a hologram of the Citadel.
- Plot checks have been added to determine who the Executor is. If you imported an LE1DP save, you will see Chellick from Mass Effect 1, if not it remains the nameless, vanilla executor.
- C-Sec officers now wear lore-correct equipment from Mass Effect 1 & 2.
- The owner of This Ones Intimate Apparel store can be seen hiding in a cupboard.
- Ashley will now wear her combat armour during the confrontation. (coming patch 1.4.0)
- The dead C-Sec traitor has been moved to a more plausible location.
- This Ones Intimate Apparel store has had a little facelift, including the addition of a mannequin.
- Dead civilians have been added to Apollo Plaza and Shalmar Plaza to make the horror of this coup more evident.
- The destroyed Council shuttle is now using C-Sec colours.

Spoiler:
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CITADEL: HANAR DIPLOMAT
GLOBAL CHANGES:
GLOBAL CHANGES:
- The Citadel: Hanar Diplomat assignment has been expanded into a full non-combat mission on a new map.
- This assignment now becomes available after the Citadel Coup, instead of after Palaven. This was done because the pre-Coup portion of the game is packed with missions and content, but after the coup this drops off considerably. This should help rebalance the game.
- A new cutscene has been crafted to begin the mission.
- A new Avina conversation. (INT audio only)
- Features new puzzles to liven up the quest to find out who is the indoctrinated hanar.
- Several new datapads have been added, referencing the fate of Rakhana and hanar-lystheni politics.
- The new mission features music from Sebdoom, the mastermind behind the fan-made Mass Effect: Andromeda soundtrack.
- The hanar preacher from Mass Effect 1 can make an appearance under certain circumstances.
- New breather meshes have been made for asari, batarians, and drell for NPCs in the underwater section. (thanks NaNuke & Mith!)
- A new map has been created for this mission. It combines parts of the existing Citadel Embassy and Grissom Academy maps, while making very extensive changes to them.
- This map features the first underwater area on the Citadel.

Spoiler:
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KALLINI: ARDAT-YAKSHI MONASTERY:
CUTSCENES:
CUTSCENES:
- If she is alive, Samara will be the one to drag away Falere from Rila. As she does this, Falere will have tears on her face.
- A new datapad is available if you have completed UNC: Asari Writings in ME1.
- Dead asari commando is now correctly identified as Tashya Porae.
- New corpse added beside the Disciple loot for environmental storytelling purposes.
- Asari Commandoes now wear the commando gear from Mass Effect 3: Multiplayer.

Spoiler:
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ARRAE: EX-CERBERUS SCIENTISTS
GAMEPLAY IMPROVEMENTS:
GAMEPLAY IMPROVEMENTS:
- Obnoxious load screens have been hidden, thereby creating a more seamless experience.
- A new datapad has been added which references Mass Effect: Infiltrator.
- Dr. Gavin Archer now has a consistent appearance with Mass Effect 2.
- Ex-Cerberus outfits are now more varied.
- Non-Cerberus refugees have been added to the background, which ties in with dialogue saying that the ex-Cerberus -and- their families were hiding here.
- Injured personnel and refugees have been added to the hospital area.
- Datapad's now use the ME2 Cerberus datapad mesh instead of the ME3 mesh. This is to provide more diverse tools compared with the rest of the game, and as a nod to Cerberus in ME2.

Spoiler:
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PRIORITY: PERSEUS VEIL
CUTSCENES:
CUT CONTENT RESTORATION:
CUTSCENES:
- New approach full motion video for the quarian admiral meeting. Thanks Furinax!
CUT CONTENT RESTORATION:
- The ambient dialogue in the operations centre has now been turned cinematic as Bioware had intended. This cutscene was halfway through being finished when the game released, and now works for both Tali and Xen. (coming patch 1.4.0)
- Geth "blood" changed from black to white for lore consistency.
- Geth that blows up the elevator is now using the correct geth platform.
- All laptops and other non-geth terminals have been removed from the Geth Dreadnought and replaced with Geth Terminals from Mass Effect 1.
- All geth holograms now use quarian script. (coming patch 1.4.0)

Spoiler:
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RANNOCH: ADMIRAL KORIS
COMBAT:
COMBAT:
- Geth "blood" changed from black to white for lore consistency.
- Quarians are now using more diverse colour schemes.
- Admiral Koris now wields an Arc Pistol during his cutscenes.
- Some dead quarians have cracked faceplates.
- To make it feel more like alive, sea bird emitters have been added to make it feel like the area is full of sea bird colonies.
- All geth holograms now use quarian script. (coming patch 1.4.0)

Spoiler:
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RANNOCH: GETH FIGHTER SQUADRON:
TERRAIN:
TERRAIN:
- The terrain has been overhauled so it doesn't look exactly the same as other Rannoch maps. It is now set in a temperate climate, with verdant grass and white, chalk cliffs. (coming patch 1.4.0)
- The sea has been upgraded so it has proper waves (coming patch 1.4.0)
- There is now a lot of visible avian wildlife (coming patch 1.4.0)
- All geth holograms now use quarian script. (coming patch 1.4.0)

Spoiler:
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PRIORITY: RANNOCH
COMBAT:
COMBAT:
- Geth "blood" changed from black to white for lore consistency.
- Restored a cut conversation about the origins of the geth.
- Restored a cut conversation about the origins of the geth.
- All geth holograms now use quarian script. (coming patch 1.4.0)

Spoiler:
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PRIORITY: THESSIA:
CUTSCENES:
CUTSCENES:
- Cortez tells everyone to hold tight during landing, regardless of what squadmate is picked.
- One of Kai Leng's taunts is now tied to your Collector Base decision, rather than whether or not you played ME2. (coming patch 1.4.0)
- EDI will no longer walk along injured at the end of the mission, after all, she's a robot. (coming patch 1.4.0)
- A new datapad has been added in the rubble, it talks about evacuation efforts for asari children.
- Lieutenant Kurin now has a unique appearance, and is using armour from Mass Effect 1.
- Asari have been diversified in terms of headmorphs and armour.
- Asari Soldier now has the name Specialist Adriane. (coming patch 1.4.0)
- Asari pilots now have their gamename as their designation, e.g. Talon Five. (coming patch 1.4.0)
- Kai Leng's gunship now sports Cerberus colours.
- Tarp-covered corpses have been replaced with a large amount of stretchers with dead and injured asari on them, with the aim of intensifying the feeling of loss.
- Asari corpses added throughout the mission.
- Dragon's Teeth are present in a few areas, if you know where to look.

Spoiler:
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PRIORITY: HORIZON:
INTERACTIONS:
INTERACTIONS:
- Henry Lawson audio logs are now set up to be video logs, akin to those we saw in Mass Effect 2.
- "Research Data" treasure node has been moved to a new position, and has a datapad that references events of the novel Mass Effect: Retribution. Datapad message only appears if you have read the novel.
- A diverse range of husk forms have been added to the tubes and on tables in locked labs.
- Collector Base Decision; if you save the Collector Base then Cerberus will be further along with their experiments. You will see Abominations in some of the tubes, and other minor changes.

Spoiler:
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PRIORITY: CERBERUS HEADQUARTERS
COMBAT:
COMBAT:
- Legion Assassin enemy has been renamed to Geth because he only gets the Legion designation if he is activated by Shepard instead of being sent to The Illusive Man.
- Jana is now correctly labeled and her appearance has been altered to more closely resemble her description from the novels.
- Jana's corpse can be found in the labs.

Spoiler:
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PRIORITY: EARTH
- Take Earth Back is a companion mod to LE3 Diversification Project, and it is highly recommended that you use it.

Spoiler:
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NORMANDY HUB:
CUTSCENES:
CUTSCENES:
- The drunk Tali interaction has been turned cinematic, as Bioware intended. (coming patch 1.4.0)

Spoiler:
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N7: CERBERUS ABDUCTIONS:
CUT CONTENT RESTORATION:
CUT CONTENT RESTORATION:
TERRAIN:
TERRAIN:
CUT CONTENT RESTORATION:
- A cut dialogue choice has been restored in the Hackett shuttle conversation.
- Civilians are now more diversified.
- Two vans and a hover car are now destroyed, as Bioware had intended.
CUT CONTENT RESTORATION:
- Some cut dialogue has been restored. (coming patch 1.4.0)
- Tomkah's have been replaced for Cerberus APC's to show how their forces arrived to take the facility.
- Corpses of the krogan garrison can now be spotted on the map.
- COMING SOON
TERRAIN:
- A Cerberus indoctrination device has been added to the inaccessible lab area, complete with a soldier that has undergone the "integration" procedures to become a Trooper.
TERRAIN:
- The skybox and moon from Ontarom in Mass Effect 1 has been ported over.
- COMING SOON

Spoiler:
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GLOBAL CHANGES:
NPCs:
NPCs:
BUG FIXES:
CUTSCENES:
INTERACTIONS:
- Nyreen now uses the same eyes as turian males, for consistency and logic reasons.
- Elevators now use the correct hologram prefabs, and will activate/deactivate based on your proximity.
NPCs:
- The crew of Aria's ship changes based on whether you have recruited the Blood Pack, Blue Suns and Eclipse mercenaries.
- Cerberus VI actor has been overhauled, with a new headmorph and wearing a Cerberus officers uniform.
- Some of the mercenaries you have hired will be seen fighting during the mission.
- Removed logos from the turrets in Aria's defence grid.
NPCs:
- Blood Pack, Blue Suns and Eclipse will be present if you have gained their support as allies before the mission.
- Talons will be present after you have won their support during the Omega storyline.
- Harrot has found his lost box of cigars!
- Batarians now wear proper armour instead of pyjamas. Colour schemes are more diverse.
- Female batarians and turians are now present in Aria's forces.
- Removed logos from the turrets in Aria's bunker.
- Spectre Expansion Mod; if you have won the support of the Lystheni, then there will be some present in the bunker.
- Omega Hub Mod; if you have this installed, then you will not get the Omega: Assist the Mechanic quest until you visit the hub after completing the DLC.
- Removed logos from the turrets in Aria's bunker.
BUG FIXES:
- Batarian that was mistakenly labelled as "Bray" is now correctly labelled.
- Elevator lighting has been fixed.
- Talons have been diversified, including adding more batarians and armour from Mass Effect 3: Multiplayer. All asari and turian Talons are now wearing the correct colour and mesh for the gang.
- Talon weaponry has been diversified.
- Low poly NPC's have been replaced across the mission, including during Aria's speech.
- If Fist survived Mass Effect 1 then he can be found in the Talon base.
- Omega Hub Mod; the Kehri Inverters from the mechanic sidequest are not present for looting if you have this mod installed.
- Talon hangar bay vehicles have been overhauled with a bigger diversity of colours and removing Cerberus vehicles from it.
CUTSCENES:
- Engineers, Infiltrators and Sentinels can now use the paragon interrupt to quickly shut down the reactor.
- Door control POI has been moved to the correct location.
INTERACTIONS:
- A new datapad has been added near the broken fan and in the laboratory.
- Spectre Expansion Mod; datapad in Adjutant laboratory changes if you have SEM installed.
- NPCs now vary based upon what war assets you collect before Omega.
- NPCs in Nyreen's final scene are now using higher poly meshes.
- Low poly NPCs removed from final cutscene, with NPCs changing based upon what mercenary gangs you are allied with.
- The laboratory has been updated so that it looks a lot more like a lab and not just a random, empty space.

Spoiler:
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BRYSON'S LAB:
INTERACTIONS:
NPCs:
INTERACTIONS:
NPCs:
INTERACTIONS:
- The Odd Skull will reappear if you found it during Mass Effect 1. Be sure to loot it!
- There are no more duplicate paintings.
NPCs:
- NPCs on Leviathan overhauled so they are all unique, and the female scientists all wear some of Zebbros’ wonderful concept art outfits.
- Skybox has been edited to show the Caleston Rift instead of the Local Cluster.
INTERACTIONS:
- New datapad added that addresses the Alliance defense situation and the roving vorcha tribes on Namakli.
- New datapad added that discusses DNA found at the dig site.
- The corpse beside the AT-12 Raider has been changed to an Alliance soldier, to show that the Alliance were protecting the expedition.
NPCs:
- The memory avatars have been changed, so now instead of Leviathan DLC NPCs the Leviathans will use images of Anderson, Illusive Man and Saren to speak with you.
- Low poly Reaper has been replaced, and now animates correctly.

Spoiler:
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APARTMENT:
GAMEPLAY IMPROVEMENTS:
GAMEPLAY IMPROVEMENTS:
GAMEPLAY IMPROVEMENTS:
GAMEPLAY IMPROVEMENTS:
INTERACTIONS:
GAMEPLAY IMPROVEMENTS:
CUTSCENES:
GAMEPLAY IMPROVEMENTS:
- Load screens for character moments on Silversun Strip have been eliminated.
- Shutters can be opened and closed at your leisure.
- Robo-dog can be found snoozing in your apartment.
- You can now choose between various sculptures to decorate your apartment, some of which include easter eggs tied to Mass Effect 1 & 3.
- You can now choose what artefacts to display from your years of travelling through the galaxy.
- An extra bedding option has been added.
GAMEPLAY IMPROVEMENTS:
- Load screens for character moments on Silversun Strip have been eliminated.
- Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
GAMEPLAY IMPROVEMENTS:
- Load screens for character moments on Silversun Strip have been eliminated.
- Low poly NPCs have been replaced and the population has been rebalanced.
- Khalisah al-Jilani can be spotted filming Shepard & co. entering the casino during the DLC mission.
- Kasumi's crew of thieves are now dressed for a casino instead of a battlefield.
- Garrus' date now has different clothes and appearance to make her stand out from Nyreen.
GAMEPLAY IMPROVEMENTS:
- Load screens for character moments on Silversun Strip have been eliminated.
- Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
INTERACTIONS:
- There are three brand new datapads to read in the Archives. These add an alternate spin on some of the events and technology from Cerberus Daily News, revealing several new secrets....
- Cortez now wears the correct Alliance Pilot armour.
- Shepard hologram now wears the default armour from Mass Effect 1 to match the first game.
GAMEPLAY IMPROVEMENTS:
- Load screens for character moments on Silversun Strip have been eliminated.
- New items for your apartment can be bought at the Home Spun store.
- Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
CUTSCENES:
- The CAT6 Specialist who destroys the restaurant will now correctly wield a Saber instead of a Mattock.
- You can now order drinks at the sushi bar before meeting with Joker.
- Low poly NPCs have been replaced and the population has been rebalanced.
- Knocked out waiter will be present during the combat section, and will have a bloody nose. (coming patch 1.4.0)
- The Fish Krogan from Mass Effect 2 make a cameo appearance in the sushi bar.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
INSTALLATION:
Using Mod Manager, then drag and drop the archive into Mod Manager to import it. After that all you need to do is apply the mod.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
FAQ:
"This looks like Project Variety, is it the same mod?"
"Is this mod compatible with ending mods?"
"Is this mod linked with the other Diversity Mod Projects?"
"Is this mod compatible with A Lot Of Textures?"
"Is this mod compatible with Spectre Expansion Mod?"
"What is that wonderful music in the Hanar Diplomat assignment?"
I have an idea, I'd love for you to add it to the mod! Would you?
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Credits & The Team:
Team Leader:
Tydeous
Modding & Sequencing:
Tydeous
Deadspear
Cinematics:
Exkywor
Pauju
Terrain Editing:
Tydeous
Design:
Tydeous
Audemus
Full Motion Videos:
Furinax
Cast:
BladeZero - Salarian scientist studying vorcha
Models & Textures:
Mellin - Many, many, many mesh edits
Mistyvail - Turian female head and body meshes
Mith - For many, many, MANY new meshes
Nanuke - For the Councilor Osoba holographic text and other mesh edits
PickleJuice - Batarian & Drell female headmeshes
Symphoneum - For the drell edit for the embassy and the new hanar rings
Vegz - High resolution Save/Load images for Leviathan DLC
Zeb - For the wonderful meshes based on Mass Effect concept art
Bug Testers:
Audemus
Deadspear
Exkywor
Koshvader
Tydeous
Translation:
CrimsonDynamic
Exkywor
InsaneMonster
Pauju
Strife
Toolset:
Kinkojiro
Mgamerz
SirCxyrtyx
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
My Mass Effect 3 Mods:
Armax Expansion Mod
CAT6 Retrofits
Cerberus Retrofits
Character Consistency Project
English (UK) Translation
Expanded Universe - Mod Menu
Geth Retrofits
Harbinger Overhaul Mod
Improved Power Grid Mod
LE3 Diversification Project
Leviathan Retrofits
Omega Hub
Phantom Introduction Mod
Reaper Retrofits
Spectre Expansion Mod
Take Earth Back
Zen Reaper Mod
My Mass Effect 2 Mods:
Spectre Expansion Mod - LE2
My Resources:
LE3 Modding Repository
Space - A Modders Resource
INSTALLATION:
Using Mod Manager, then drag and drop the archive into Mod Manager to import it. After that all you need to do is apply the mod.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
FAQ:
"This looks like Project Variety, is it the same mod?"
Spoiler:
Show
It isn't, although this mod and Project Variety do share many similarities in design goals. LE3 Diversification Project is a successor to SEM Lore from OT, but is also the Mass Effect 3 version of the original diversification project released for Mass Effect 1 by Audemus. The link is to that mod is found here.
As our mods edit many of the same things, it's unlikely that Project Variety and this mod will be compatible, but its probable that down the line compatibility patches will be made.
As our mods edit many of the same things, it's unlikely that Project Variety and this mod will be compatible, but its probable that down the line compatibility patches will be made.
"Is this mod compatible with ending mods?"
Spoiler:
Show
It is!
"Is this mod linked with the other Diversity Mod Projects?"
Spoiler:
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It is!
"Is this mod compatible with A Lot Of Textures?"
Spoiler:
Show
It is! We have worked hard to keep the memory usage far below the memory limits and tested this frequently, so there should be no issues. If there are any, let us know.
"Is this mod compatible with Spectre Expansion Mod?"
Spoiler:
Show
Of course! All my mods are compatible with one another.
"What is that wonderful music in the Hanar Diplomat assignment?"
Spoiler:
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That music was made by Sebdoom, and the track is called Distant Depths of Wonder. Sebdoom was kind enough to allow us to use it for the mod. If you love the track, let him know and maybe buy it from his bandcamp page.
I have an idea, I'd love for you to add it to the mod! Would you?
Spoiler:
Show
Potentially! We have a lot of our own ideas to sift through first, but you can always post it in Suggestions article.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Credits & The Team:
Team Leader:
Tydeous
Modding & Sequencing:
Tydeous
Deadspear
Cinematics:
Exkywor
Pauju
Terrain Editing:
Tydeous
Design:
Tydeous
Audemus
Full Motion Videos:
Furinax
Cast:
BladeZero - Salarian scientist studying vorcha
Models & Textures:
Mellin - Many, many, many mesh edits
Mistyvail - Turian female head and body meshes
Mith - For many, many, MANY new meshes
Nanuke - For the Councilor Osoba holographic text and other mesh edits
PickleJuice - Batarian & Drell female headmeshes
Symphoneum - For the drell edit for the embassy and the new hanar rings
Vegz - High resolution Save/Load images for Leviathan DLC
Zeb - For the wonderful meshes based on Mass Effect concept art
Bug Testers:
Audemus
Deadspear
Exkywor
Koshvader
Tydeous
Translation:
CrimsonDynamic
Exkywor
InsaneMonster
Pauju
Strife
Toolset:
Kinkojiro
Mgamerz
SirCxyrtyx
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
My Mass Effect 3 Mods:
Armax Expansion Mod
CAT6 Retrofits
Cerberus Retrofits
Character Consistency Project
English (UK) Translation
Expanded Universe - Mod Menu
Geth Retrofits
Harbinger Overhaul Mod
Improved Power Grid Mod
LE3 Diversification Project
Leviathan Retrofits
Omega Hub
Phantom Introduction Mod
Reaper Retrofits
Spectre Expansion Mod
Take Earth Back
Zen Reaper Mod
My Mass Effect 2 Mods:
Spectre Expansion Mod - LE2
My Resources:
LE3 Modding Repository
Space - A Modders Resource