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Last updated
Original upload
Created by
Elcor Appreciation SocietyUploaded by
TydeousVirus scan
Tags for this mod
Activity logs
This page was last updated on 12 April 2025, 10:58PM
- Changelogs
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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
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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
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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
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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
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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
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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
-
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
-
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
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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
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Version 1.2.3
- Lieutenant Kurin now has unique facial morphs
- Fixed a compatibility issue with Spectre Expansion Mod
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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
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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
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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
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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
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