Please if you experience any bugs caused by the Unofficial Patch, ALWAYS attach with your comment a diag as explained here and use the Bugs section for better tracking, not the comment section. Enjoy the Unofficial Patch and hopefully a bug free experience!
is the "Conrad Verner Remembers" mod optional with this patch? because due to ME3's dialog with conrad, it makes that bug canon (Btw thanks for this, i was waiting for it)
This patch directly imports your Conrad interactions IF you are using the LE1 Community Patch. The fix is not optional, as the game in vanilla does mix both states at the same time (check video on the media tab for examples of the actual set up scenarios if not mixed up).
If you feel strongly about his lines on LE3 you can always use the mod settings menu from the LE3 Community Patch to set up how Conrad should react. Moreover, if you are not using that patch, I created a standalone solution you can find here Conrad No Apology.?
First and foremost thanks for providing the patch. I wanted to ask whether there are plan on releasing an updated version on moddb? The latest that is available there is version 0.9.5.2. A torrent or a upgrade patch from 0.9.5.2 would of course also be an option if possible.
wow, sorry, somehow i was sure i uploaded that hotifx to moddb. i have done so now: https://www.moddb.com/mods/unofficial-le2-patch/downloads/unofficial-mass-effect-2-legendary-edition-patch-0954
unfortunately we don't support update patches because it either requires maintaining as a separate mod (which we did during the initial release cycle when when anticipated a series of hotfixes) or means that mod users must manually move files across. our diagnostic tools can't tell whether this was done correctly or not, and makes troubleshooting more difficult. so we provide updates that are standalone and complete. we don't have the resources to seed a torrent reliably either, so while i appreciate that it's a large download, this is the method we feel is best.
Since I can't comment on a closed bug report, I'll leave this here. I didn't ask for a checking service. I spent the time isolating the problem (an incompatibility between this mod and the Normandy project). "It's not a problem if you only play with a single mod installed, therefore it's the other mod's fault" is a hell of a take and one that the normady project dev could equally make seeing as the problem only arises with both installed (as I pointed out in the bug report). I appreciate that modding is thankless work. Fix the bug if you feel like it, add a note about the incompatibility between the two mods if you don't, just don't piss on me and tell me it's raining.
khaar is correct. the patch mounts below every other mod by design, if a bug is only present with both installed it's still almost always going to be an issue with the mod that mounts higher. in this specific case we know what causes the face-melting bug - it's an issue with the way lods are set up in various places and it's not something the patch is directly causing. it's also not practically possible for the patch to fix it even if we did want to start fixing bugs in other mods.
we aren't going to start marking every incompatibility with other mods - that would be impossible to maintain accurately because there are so many. i think having a partial list of randomly found issues would be even worse. we'd be drowned by people getting annoyed we didn't have a comprehensive list. people would assume it was comprehensive. that's why we have a generalised section noting that this patch will be overridden by many other mods and generally that's fine but it might lead to inconsistent behaviour. as it did in this case.
the blood spatter decals in legendary edition weren't displaying due to a bug, which is now fixed. the assets for the blood spatter in this scene (in both the original release and legendary edition) are red, not purple. the games aren't consistent on the colour of alien blood at a number of points. but this is the intended vanilla release state for this scene.
I saw there's a problem with Samara and Jack, and the update isn't out yet, but I wanna know when is this in the game so I don't mess up talking to Samara first.
Hi, I started a Playthrough some time ago, I installed the version 0.9.2.1 of this mod, but I left the game unfinished. Is it possible/recommended to update the mod to the latest version before continuing? Or should I play on the old version? Thanks for developing this btw :)
I would definitely update from that version, as the current one has better and improved fixes of some of the already included ones in your version.
Also, if updating any other mods, or using anything released between those versions, I would consider it imperative to update; as many dependencies changed.
Every fix about import issues from ME1 to ME2 requires a new savegame. The rest will largely work in existing savegames. The main exception are plot fixes that, by design, cannot retroactively apply.
great, glad you got it sorted. i was doing a few checks to be sure, but my working theory was that somehow your local files got corrupted so a fresh download was gonna be my first suggestion anyway. seems it might have been correct.
Although a new build is coming sooner than later, I can confirm it is not coming within 2 days. Health related and other personal issues have forced slowing down the development of the patch significantly. But I can assure you and anyone else reading this, that the project is far from abandoned or forgotten and is actively being worked on, just not as fast as it was in past times.
I am trying to ensure this patch is installed properly. I was it adds bool 8400-8412. The correct choices got checked from my ME1 playthrough I just finished, but the bool 8400 that states "Unofficial LE2 Patch is currently installed (memory bool)" is not checked. Does this mean the patch is not installed properly? My main concern is if Miranda quitting Cerberus after the suicide mission will import into ME3 properly. This is what it looks like
no, "memory bools" do not show up in the save editor intentionally. it's held in memory when the mod is present and isn't when the mod isn't present. this is so the bool can be used as a true flag as to whether the mod is currently installed, not a check as to whether the mod was ever installed at any point.
patch is definitely installed and working because some of the bools the patch sets on import to reflect LE1 decisions are present there.
if you're concerned, check your save file after miranda quits cerberus. 8404 should be checked regardless. 8405 will be checked if miranda quit. these won't be set until that point of the game has passed. if they aren't set it'll be because another mod was overriding that file, not because the patch itself is broken. i doubt that'd be an issue - it's not a high traffic file and most modders these days build on the patch files - but i'm just saying if there's an issue that'd be why. and you could just check 8405 and 8404 yourself in the save editorbefore you import your game to LE3.
Awesome thanks for the help! Im a bit new to modding. This is actually mainly to make sure everything works for your Altered Assassin mod in ME3. Thats definitely the coolest mod for any game ive ever seen. It turns such a forgettable storyline in ME3 into something great that should have been done from the start. Im using Miranda Mod too so I wanted to make sure Jacob is the assassin so she is recruitable.
Thank you for your work. It's funny, but the only micro-problem that I saw was the absence of a dialogue with the Legion about drugs (after finding a compromising on Pitne For) in the Samara loyalty mission. When you disable the patch, it appears.
i can't replicate any issue with this conversation, using only the patch. but it's hard to investigate without a log/diag and preferably a save so we can see what squadmates you have (as this is critical for this conversation).
did you have jack and legion in your squad at the time? because both legion and jack have special additional dialogue regarding the red sand, but it will only occur if legion/jack speak second. there are two squadmate comments after you find the evidence, Squadmate 1 will speak, followed by Squadmate 2. if Squadmate 2 is legion or jack, there will also be some extra additional investigation options.
in vanilla, jack's dialogue is bugged and never triggers. the patch fixes this. jack is also positioned so that if she is in the squad she will always speak second.
legion's in the middle of the pack, so there's about a fifty fifty chance (depending on who else you have in your squad) that he'll speak second.
if you had both jack and legion in your squad and played with the patch installed, you'd have legion comment first and jack comment second. you would not get legion's extra investigation dialogue because he spoke first.
if you then disabled the patch, you would reintroduce the bug that prevents jack from speaking. legion would speak first and second (because there would be no other fallback) and you'd get legion's extra dialogue. but jack would not speak at all.
is this what happened?
if not - again, i cannot replicate your problem so you'll need to provide a log/diag/save and be a lot more specific about what line exactly isn't triggering and when, what you expect to happen, what actually happens, etc.
The thing is that at first I reached this point with Tali and Legion, and there was no dialog. After I decided that it works only if there is Jack in the squad, went with her, heard only her dialog, decided to disable the patch and Legion's dialog worked. That's why I made this conclusion. I attach the diagnostic log with a save next to this dialog with Tali and Legion...I hope I did everything right). https://me3tweaks.com/modmanager/logservice/logviewer?logid=6803805f343a6eeb09ccf5ce3763f909
i'm sorry, this log is from a pirated installation and so i can't help you further with this.
part of the reason bioware/ea don't come after mods is that they require a paid copy of the game, if we actively support pirate copies that's a quick way to get ourselves shut down. beyond that, from a purely practical point of view, cracked copies often have stuff stripped out of the exe, aren't packed with all the original files, and can throw odd exceptions.
as things stand, by chance, tali and legion was one of the squad combinations i tested and the dialogue worked fine. unless the issue is replicable on a genuine vanilla copy of the game (without a global TLK replacement - we've had fan translations mess up dialogue as well due to missing tlk strings) - this isn't something we can investigate further.
907 comments
If you feel strongly about his lines on LE3 you can always use the mod settings menu from the LE3 Community Patch to set up how Conrad should react. Moreover, if you are not using that patch, I created a standalone solution you can find here Conrad No Apology.?
unfortunately we don't support update patches because it either requires maintaining as a separate mod (which we did during the initial release cycle when when anticipated a series of hotfixes) or means that mod users must manually move files across. our diagnostic tools can't tell whether this was done correctly or not, and makes troubleshooting more difficult. so we provide updates that are standalone and complete. we don't have the resources to seed a torrent reliably either, so while i appreciate that it's a large download, this is the method we feel is best.
we aren't going to start marking every incompatibility with other mods - that would be impossible to maintain accurately because there are so many. i think having a partial list of randomly found issues would be even worse. we'd be drowned by people getting annoyed we didn't have a comprehensive list. people would assume it was comprehensive. that's why we have a generalised section noting that this patch will be overridden by many other mods and generally that's fine but it might lead to inconsistent behaviour. as it did in this case.
we're also not a walkthrough guide. there are plenty of them out there on the interwebs if you need one. but we aren't one.
Thanks for developing this btw :)
Also, if updating any other mods, or using anything released between those versions, I would consider it imperative to update; as many dependencies changed.
Sorry for the massive paragraph!
patch is definitely installed and working because some of the bools the patch sets on import to reflect LE1 decisions are present there.
if you're concerned, check your save file after miranda quits cerberus. 8404 should be checked regardless. 8405 will be checked if miranda quit. these won't be set until that point of the game has passed. if they aren't set it'll be because another mod was overriding that file, not because the patch itself is broken. i doubt that'd be an issue - it's not a high traffic file and most modders these days build on the patch files - but i'm just saying if there's an issue that'd be why. and you could just check 8405 and 8404 yourself in the save editorbefore you import your game to LE3.
did you have jack and legion in your squad at the time? because both legion and jack have special additional dialogue regarding the red sand, but it will only occur if legion/jack speak second. there are two squadmate comments after you find the evidence, Squadmate 1 will speak, followed by Squadmate 2. if Squadmate 2 is legion or jack, there will also be some extra additional investigation options.
in vanilla, jack's dialogue is bugged and never triggers. the patch fixes this. jack is also positioned so that if she is in the squad she will always speak second.
legion's in the middle of the pack, so there's about a fifty fifty chance (depending on who else you have in your squad) that he'll speak second.
if you had both jack and legion in your squad and played with the patch installed, you'd have legion comment first and jack comment second. you would not get legion's extra investigation dialogue because he spoke first.
if you then disabled the patch, you would reintroduce the bug that prevents jack from speaking. legion would speak first and second (because there would be no other fallback) and you'd get legion's extra dialogue. but jack would not speak at all.
is this what happened?
if not - again, i cannot replicate your problem so you'll need to provide a log/diag/save and be a lot more specific about what line exactly isn't triggering and when, what you expect to happen, what actually happens, etc.
I attach the diagnostic log with a save next to this dialog with Tali and Legion...I hope I did everything right).
https://me3tweaks.com/modmanager/logservice/logviewer?logid=6803805f343a6eeb09ccf5ce3763f909
part of the reason bioware/ea don't come after mods is that they require a paid copy of the game, if we actively support pirate copies that's a quick way to get ourselves shut down. beyond that, from a purely practical point of view, cracked copies often have stuff stripped out of the exe, aren't packed with all the original files, and can throw odd exceptions.
as things stand, by chance, tali and legion was one of the squad combinations i tested and the dialogue worked fine. unless the issue is replicable on a genuine vanilla copy of the game (without a global TLK replacement - we've had fan translations mess up dialogue as well due to missing tlk strings) - this isn't something we can investigate further.